Escape from Hell Walkthrough
ESCAPE FROM HELL

General Comments
ESCAPE FROM HELL is an adventure role-playing game of a different color. Instead of trying to hook up with the good guys, everyone you meet is bad! After all, you are in HELL! But seriously, ESCAPE FROM HELL doesn't have super fantastic graphics or a really great interface, but it does have a novel and interesting plot and lots of non-player characters to talk to and interact with, but a disappointing endgame. The puzzles can, for the most part, be solved using several different solutions. The game is fairly non- linear, but each of the three levels of hell become increasing difficult, so fighting skills and weapons must increase as you progress further into the game. The graphics used in the game are tile graphics, with full portraits and animation during combat and npc-interactions. Hercules, CGA, EGA (512KB), TGA, and MCGA (640KB) graphics modes are supported, and all input is from the keyboard (no mouse or joystick support). Copy protection is off- disk (documentation) and consists of matching color bad-guy portraits with black and white ones in the manual. This may present some difficulty to players with CGA and Hercules displays.
One thing the player should be aware of is that the game maps are updated whenever a new location is entered. So even if you get a really neat item from a chest, save and exit the game, then come back another time, that chest will be empty. There is a way around this, and it will be mentioned later. This also goes for combat. Don't save your game and exit just after a big fight, because the monsters will be there when you return. Build up your hit points and wait to save until you are in a safe place.
The game manual has a very handy list of weapons with the damage that they do, as well as a list of available armor. The manual also has a handy map of the first level of hell. Fortunately, the second and third levels are fairly simple, so mapping is probably not required. Inventory management may present some problems as you are limited to 10 items per character, including weapons and armor. There are never more than 3 people in your party (30 items). Always give Richard (yourself) the best weapons and armor. Don't use up any good weapons (Dark Pistols, Dark Rifles, SMGs) because there is a location on level 2 where these weapons can be exchanged for new ones. Generally, don't fight friendly characters unless you can't avoid it: They are usually the toughest ones to beat. Golden tridents are scattered about the landscape of Hell. Touching these tridents changes the time frame of the game so that different monsters are more prevalent and certain weapons won't work (ie. Uzi and MAC 10 SMGs won't work before they are invented), but Dark Rifles and Pistols work no matter what time frame you are in.
For "DOS-heads" ONLY!!!: If you want to continue to pillage chests, do the following: Make a copy of your original map disk (for those playing from floppies). Copy map files ONLY into the Maps subdirectory of the Escape directory (for those playing from a hard disk). It is a good idea to make backups of the savegame, npcs, and history files to go back to a previous location. This can be done with the copy command (eg. copy savegame savegame.bak). The savegame file stores your location in the game. The history and npcs files keeps a record of your (Richard's) abilities and inventory and your party members', respectively.

Level 1
Building a party, City on the Edge of Eternity, Limbo, Training Camp, Recruiting Cave, Lucifer's Landing
You begin the game in a small area just outside the entrance to City on the Edge of Eternity (center). Limbo, the city of Virtuous Pagans, is located at the bottom of the map in the middle. The Hell Guard Training Camp is located in the upper middle of Level 1. The Recruiting Cave is on the upper east side of the map, and Lucifer's Landing is in the lower east side of Level 1.
To begin, get the items in the chest (save the Holy Cross; you will need this item two times in the game! The handset, however, is usless), and head into the city. At this point, you will not be able to get past the skeleton guard, so talk to the damned souls outside the city, then enter the city. A party must be built before you can do much else, so add Khan to your party in the Court Waiting Room, but stay away from the receptionist. Stalin can be found in the Capitalists for a Free Hell building. Now exit the city (don't worry, we'll be back before too long), kill the skeleton, and head toward the place marked by the tombstone on your map. Talk to Horatio and pick up a skull. Head almost due south and find Hamlet. Take everything from Stalin. Talk to Hamlet, then while facing him, give him the skull. This jogs his memory, and he will ask to join (replace Stalin). Now take everything from Khan and give to Hamlet. Return to Horatio, and seeing Hamlet, Horatio wants to join (replace Khan). Your party for the bulk of the game now consists of Richard, Hamlet, and Horatio. Other combinations of characters will work, but other NPCs seem to leave at inopportune times (taking their entire inventory with them!), and Hamlet and Horatio have well-developed dueling skills.
Throughout this walkthru, I will tell you when other npcs will join. I played the game with Hamlet and Horatio, which I eventually substituted for Alan and Guderian. This is for your information only, so that you may try the game with other party members. It is a good idea to have Richard carry any irreplaceable items.
Now, to really get started, head back into the City on the Edge of Eternity to pick up a few things. First, get mirror shades from Melrose Amber in the firepit; equip them to get some protection from psychic attacks. Head on over to the Court waiting room, and in the upper left corner behind the door you should pick up a garbage can lid for everyone. Trade your matches for a pistol to the guy who died smoking in bed. Talk to the Lawyers in the building next to the Courtroom for some vital information to help you in your quest. Exit the city and head over to Limbo.
Save the game before entering the city of Limbo. When you enter Limbo, the guards may fight you. If you lose the fight, you can restore the game. Pick up a 'Tudes tape. Go to the Library and get archery skill from Thucidides. If you can find Marc Anthony wandering around, he will teach melee weapon skill. Head over to the dorms and get a shovel from the northern dorm (man on toilet), and a wrist rocket (under the bed) and pistol (under the toilet) from the southern dorm. Don't give the pistol plans to B. Arnold. Exit the city and head over to the Recruiting Cave.
In the Cave, walk up to the desk Sergeant, talk to him, and when you sign up as a Hell Guard you get a Hell Badge. Having a Hell badge equipped will allow you to touch healing statues scattered about and get hit points back. Without an equipped badge, touching these statues will make you lose points. If you try to walk by the Sergeant, the others will attack. Leave the Cave for now (don't worry, we'll be back before too long!) and head over to the Training Camp.
Save the game and enter the Camp. Ideally, you should have a Hell Badge to keep the guards from attacking you. Go straight up to the Sergeant and get rifle skill. Enter the training area and touch the leftmost trident. The scenery changes, and you should practice your lockpicking skill. Now touch the topmost trident and the scenery changes again, this time into a graveyard. Make sure you have at least five inventory slots open before you do the following. Use the shovel on the third grave from the right in the second row form the bottom (under the rightmost trident) and you will find some good armor and weapons. The rightmost trident will change the camp into Dachau, and the bottom trident will restore it to "normal." There are eight chests in each of the northeast and northwest corners of the Training Camp. You may find a Hell Badge here, too. You are done here, so exit the Camp (you may have to fight) and head over to the northeast corner of level 1 and talk to the skydiver. Save before you talk, and ready your long-range weapons so that you can fight the warriors and archers nearby. Trade the 'Tudes tape for a parachute and parachute skill. Return to the Recruiting Cave.
Save the game before you enter; your toughest fight yet is coming up. As you try to walk by the Sergeant, the others will attack. Wipe out the bad guys, and build up your hits again before proceeding (DON'T SAVE). Take the corridor to the south and fight the loggers. These guys are mean, and their chainsaws wiped me out four or five times before I got them first. Check out the cabinets and find a book which will improve your pistol skill. Build up your hits again, and go up and around to the south. Use your lockpick skill and open the locked door. After another tough fight, open the chests (make sure you have one slot open for each chest). The item you really want is in the bottom center chest -- a Demonic Shield -- which will allow you to enter Lucifer's Landing.
Lucifer's Landing is a strange place. Messages are spelled out in the tiles: "Satan Rules" and "#666." It is okay to save inside. Chests abound, but you must fight to get at them. If you go north, you can talk to Flicka, a friendly Hell Captain, who will teach you SMG skill and give you a "care bracelet." You can get a clue to the location of "Flicka's Flame" (16N, 5W from Moriarty); you will need some kind of boat to get there, however (this is probably a red herring). You will find a lot of junk, so toss out anything worthless. The southern portion of the Landing has better items, and tougher fights. Don't step in the southern crater unless you are ready to go to level 2, and save before you jump.

Level 2
Gangster's Guillotine, Los Diablos, Prison of the Damned, Satan's Halo, Capone's City, Return to Level 1.
The locations in level 2 are: Gangster's Guillotine, center (just north of where you dropped in); Los Diablos, middle east; Prison of the Damned, southeast corner; Satan's Halo, northeast corner; and Capone's City is in the southwest corner.
You land in the middle of a bunch of monsters. They aren't too tough: You can beat them with hand weapons, so don't waste your good stuff. And speaking of monsters… Roaming Bugs or the like are about on level 2. They are very tough, but fortunately travel singly or in small groups. Take them out as soon as possible because they use Rocket Launchers and do heavy damage. After this long fight, go north to Gangster's Guillotine. WATCH OUT FOR THE QUICKSAND two tiles south of Gangster's Guillotine (the northernmost green tile, directly SW of the signpost). Enter the city and go to the Bank of Avernus. Make sure you have three inventory slots open, and get three gallons of blood from Bonnie and Clyde. Alan is also here, but is under the mind control of Capone. Ed the Electrician is here (no relation to me), and will teach you Electrical skill. After we do in that Arch Devil, Capone, we'll come back and pick up Alan. After you get the blood, head over to Los Diablos.
When you enter Los Diablos (The Devils) don't step on the pentagram (the star) unless you want to go to the Prison. The Bank of Undead is to the left, Satan's Speakeasy is north of the Bank, Satan's Sauna is to the right, and Al's Automatic Answers straight up. Al's is the place where you can get weapons recharged. From left to right, they are
Pistol,
Rifle,
Assault Rifle,
Dark Rifle,
Uzi,
MAC 10.
Simply face the appropriate table and G)ive the item. A new one will be returned in the first empty slot of the party. For every gallon of blood you give Count Dracula in the Bank, he will give you a bulletproof suit. In the south graveyard, Wyatt Earp will teach you Rifle skill. In the north graveyard, Wild Bill will join the party and is well-equipped. Don't take a drink in Satan's Speakeasy- you will lose hits. Finally, visit Satan's Sauna and grab a copy of Rolling Bone Magazine (The hottest mag in Hell!- fun, but not neccessary) and a Petrify Rod (a handy-dandy weapon) which is holding the toilet paper near the toilet (where else?). Now it's time to visit the Prison, so recharge all your weapons and step on the pentagram outside.
In the prison are lots of Hell militia. The Hell Lieutenants and Captains carry some heavy firepower, so use the same on them. There are also police in the north of the city. SMGs are required to kill them. If you have a sledgehammer, U)se it on the aquarium in "Abe's Tanks" to free the man who will give you an Asbestos Suit and Bluffing skill. If you don't have a sledgehammer, I found mine after some of the other prisoners attacked me. Sparticus is a prisoner here and will join the party. Give Harry a Dark Rifle and he will raise your picklock skill to 20. A Reload Shotgun can be found in the building to the left. In the building to the right, Abdul will teach you Explosives skill, you can get bombs from the terrorist here, there is a Dark Rifle in the bookcase and a Dark Pistol in the toilet.
You can head over to Capone's City and take out the Bad Guy if your defense is around 15. I hope you still have your Holy Cross from the beginning of the game- now you will need it. As you near Capone's City from the north, there is a group of Evangelists who can freeze you with guilt. Take them out quickly because frozen is a good as dead. Equip your Dark Rifles and Pistols; in Capone's City, SMGs will not work. After you are in the city and find Capone, T)alk to him. Capone will be friendly at first, but not after you attack. Capone can wipe out your party in one round, so get him first. Save the game before proceeding. Now, A)ttack this group of monsters. Let the party member who hits first U) the Holy Cross on Capone, and let the second fastest party member U) the Petrify Rod on Dillinger. The Holy Cross seems to work every time, but the Petrify Rod does not. The last party member should attack the other Killers. After Capone and Dillinger are finished off (they have Tommy Guns and can do serious damage), take out the rest of the monsters. This entire encounter can be deadly; success will require a great deal of luck. If you are successful, smash the mind control device (although the game says that a heavy object is required, it isn't), and open the vault. Be sure you have three open inventory slots before opening the vault, and one for each chest. The bedroom has several Dark Rifles and Pistols. The Fallen Angel Cafe has a table in the back (the one with lines) that will restore all hit points. Capone's City also has transporters to levels 1 and 3.
Satan's Halo is an interesting place. I should mention here that if you have Kahn in your party, he will leave you before you enter the city. Behind the guarded door, Billy Bob, an Arch-Devil in training, will join your party for a pair of shades. Items are hidden in nooks and crannies of this city, so explore everywhere. Phu-do's has some good SMG weapons, but if you have Ah- chu in your party, he will leave you here. Over in Club Moranda, a Blonde will join your party, but you will be attacked upon leaving.
Return to Gangster's Guillotine and talk to Julius Caesar. He will give you a database program to take back to level 1. There are also some other weapons in here that you should pick up. Go over to Bonnie at the Bank and she will give you an Uzi. I recommend that you add Alan to your party now so that he can gain some experience before going to level 3. Alan is fast, and if you give him an SMG (don't use it up!), he will get lots of experience quickly. Wander around on level 2 until Alan's hit points are about 150, recharging your weapons as needed in Los Diablos. When you are ready to return to level 1, get new bulletproof suits via the bank as described above. Return to Capone's City and take the transporter to level 1.
You will land in Lucifer's Landing, and you see that it is destroyed. The only monsters left are undead types, and there are no chests. If you go back to the north end where you met Flicka previously, you can pick up a "care bracelet" and read the message: "Dust of Fantasy + Flicka's Flame = Healing Force." Exit Lucifer's Landing and make your way back to the City on the Edge of Eternity. Get a Laptop Computer from the Office of Redundancy. Enter the Courtroom (again, avoid the receptionist!) and give the database to the woman at the north desk. She will be dutifully grateful and tell you the DTI number to get to level 3 [(666) 555 - HELL)]. She will also tell you to see her sister to get a consultant's badge and a Superior's Cloak (you can do this more than once, but you only need one Consultant's Badge). While you are in the Courtroom, give the "care bracelet" to Juliet. A divine voice then tells you that you now have Angelic Power to escape from Hell. But wait! We need to get Allison from level 3 first! You can use the DTI phone in the Courtroom to go directly to level 3. Alternatively, you can return to level 2 via Lucifer's Landing. If you don't have a Demonic Shield, you should get one in the Recruiting Cave or from a Hell Guard wandering about before going to level 3.

Level 3
Dachau, Dismal Land, Death Alley, Satan's Fortress (Endgame)
If you used the DTI phone in the Courtroom, you enter level 3 near a phone booth. I hope you didn't forget anything, because you can't easily get back to level 1 or 2 from level 3. If you do need to return to level 2 or 3, unequip all armor and weapons to avoid wasting ammo and damage to armor, and let some handy monsters kill the whole party, and restart the game from the beginning. You are returned to your starting point, but with experience and items intact (and opened chests still empty).
Dachau is in the southwest corner (directly west of where you dropped in), Dismal Land is in the east, Death Alley in the northwest corner, and Satan's Fortress somewhere in the north slightly northeast of Death Alley (this will become clear later).
Dachau should be your first stop. Talk to Guderian, then free him with your lockpick skill. Talk to everyone in Dachau -- unless attacked, they are friendly, and may teach you some skills. Model will teach Rifle skill, and Rommel will teach Rocket Launcher. Talk to the Charon, the Arch Devil who is chained up to learn of Hitler's plans. In the command post, Himmler will give you access to the storeroom. Hitler will join if given a copy of Mein Kampf, found in the bookcase. Although Hitler has some good items, don't let him join; he hates Guderian and is flaky to boot. The supply depot has some good weapons and armor, so clean it out if you have inventory slots available. Save your game before exiting Dachau.
Head up to Dismal Land where you should get the Phreaker Box from Scrooge. Blackbeard is willing to join your party, as is Dr. Jekyll (for a Dark Pistol). Jekyll is no good -- if he is in your party, the stars will drain you of skills, so don't let him join. However, you will need to give Eric the Viking a Dark Pistol to learn swimming. Here, you will also learn that Allison is being held in a cave to the northeast. This is a TRAP!! Allison is NOT there! If you enter, you must fight your way back out, wasting ammunition (good for exp points, though). You may now exit Dismal Land and head over to Death Alley.
By far, Death Alley holds the toughest fights in the game. Fortunately, there is a healing statue halfway across the river of fire: USE IT! At the end of the bridge are a phone booth and two chests. One of the chests holds Superior's Cloaks which can be obtained repeatedly for each party member. Bump into the phone booth, and if you have both the Phreaker Box and Laptop Computer, you will phone yourself into Satan's Fortress.
As I said previously, Satan's Fortress is found somewhere in the north of level 3 surrounded by rivers of fire. You may be able to enter it with some item like an Asbestos Suit without benefit of the Laptop Computer and Phreaker Box. If you enter by way of the phone lines, you begin in the center of the fortress. There are many, many weapons in cabinets to the north, along with some tough fights. The exit to level 3 is to the southwest. All the important stuff is to the east. The Consultant's Room is the small gray room and is entered by sing the Consultant's Badge. When you walk over to the desk, you get a message about needing a microprocessor. Not True! Another red herring from Richard and Alan! Allison is in the room to the west, but before we let her join, let's knock off Ol' Lucifer first! Continue southward until you see the Bad Ol' Boy himself. U)se the last charge on the Holy Cross and He vanishes in a puff of smoke: How anticlimactic! Go back and get Allison (replace Guderian-thanks, big guy!). Follow the corridor around through and past Satan's office, and eventually you will see a red portal. Bump into that and the game's over. That's right, that's it. No modestly animated sequence, no congratulations, no boot out into DOS. I had to reboot to get out. The mediocre ending left a bad taste in my mouth, but I'm sure Richard Seaborne's next effort will be better. You may want to try PROPHECY (1989) -- Alan Murphy participated on the artwork, which has a more arcade-like feel, and is also easy.

ESCAPE FROM HELL is published and distributed by Electronic Arts.
This walkthru is copyright © 1991 by Ed "Buzzard" Reedy. With assistance from Dave Konkel and Patricia Raymond. All rights reserved.

                        "Escape From Hell"
                  Additional Gameplay Information
        by Peter Karsanow - p.karsanow[AT}sbcglobal{DOT)net
                      v1.00  28 August 2002

This file provides additional information for playing the PC RPG
"Escape from Hell" that was released by Electronic Arts in 1990. The
only sources of information that I could locate about this game were:
1. a scanned copy of the manual, still available at a well-known
   abandonware site if you look in the right place (I don't want to
   provoke them to remove it as they've removed the game download);
2. the widely-distributed walkthrough by Ed "Buzzard" Reedy, with
   assistance from Dave Konkel and Patricia Raymond, (c) 1991
   (available at www.gamefaqs.com as escape_from_hell.txt);
3. the walkthrough in "Quest for Clues IV".
Information about getting your own copy, or hacking/cracking the game
will not be provided here.

I'll assume that you have access to the first two sources above, but
not the third. My suggestions mostly modify the information from
"Quest for Clues IV", and address the few minor errors in the Reedy
walkthrough.

TIPS
- STRATEGY
- - Don't save the game right after beating aggressively hostile
monsters (ones that will attack even if you don't try to interact with
them). They'll just be right back when you load. In fact, they'll be
in the same location as where you killed them (even the initially
friendly ones); this may cause pile-ups!
- - Because monsters are restored when you Load, the game both
encourages you to beat up on weak ones, and avoid multiple fights with
strong ones. Instead of the typical CRPG wandering monsters, just keep
saving and loading the game and fighting the monsters you just brought
back.
- - Don't worry too much if party members drop below 1 HP. They will
eventually regenerate back. However, all 3 cannot be allowed to die at
the same time, unless you want to reload or jump back to the start
location on level 1.
- - There are a lot of useless items in the game (see below). Always
drop weapons that you know you won't need; weapons don't break in this
game unless they run out of ammo. But armor can get worn down very
quickly, so decide early if you will press on regardless or try to keep
armor intact through loading saved games. There are only two places
where you can get unlimited armor items, so after a while I gave up and
walked around with none equipped except for really tough encounters
(Capone, long-range groups with guns, etc.).
- - The amount of additional HP and increases to character attributes
(Strength, etc. except for Psychic Force) gained at a new level are
random.
- - XP Table: (amount needed goes up by 1500 per level until 15000)
Level   Experience
    1         1500
    2         4500
    3         9000
    4        15000
    5        22500
    6        31500
    7        42000
    8        54000
    9        67500
   10        82500
   11+   15000 more each level, e.g. 97.5k, 112.5k, etc.

- ITEMS
- - Here are the known special items that you may need to get through
the game. Some are unique, but others you can keep repeating the
procedure to get an unlimited amount:
  Phone Handset - start game with this, unique at start, ?trade to a
    Hell Sergeant in southern part of Lucifer's Landing for a Demonic
    Shield (reported by Quest for Clues IV)?, unlimited once Lucifer's
    Landing is destroyed from desk in south end, otherwise useless?
  Matches - start game with this, unique, give to smoker in Court of
    Minos in City on the Edge of Eternity for a Pistol 20
  Holy Cross - in chest at game start, unique, best used on Al Capone
    and Satan to instantly get rid of them in combat. I was never able
    to damage Satan with an Unholy Mace, Uzi or Dark Rifle, so I'd say
    this item is absolutely necessary!
  Fairy Dust - in chest at game start, teleports when used?, or give at
    Flicka's Flame to get Magic Potion, unique at start of game,
    unlimited once Lucifer's Landing is destroyed (go to desk where you
    got Care Bracelet earlier)
  Healing Elixir - one in chest at game start, heals moderate HP
  Mirror Shades - from prisoner (Melrose Amber) in Firepit in City on
    the Edge of Eternity, give to Singer (Tom) directly north for a
    Trench Coat once, can get again if nobody has item, armor, but
    no Defense and supposedly protects against psychic attacks
  Basket o Forks - from Court of Minos in City on the Edge of Eternity,
    unlimited, give to A. Burr in Limbo for Police Special and Spiked
    Shield one time, nothing after that
  Yorick's Skull - from Shakespeare in Limbo or pile near Horatio on
    level 1, unlimited, give to Hamlet to recruit him
  'Tudes Tape - dispenser in Limbo, unlimited, give to man in NE of
    level 1 for Parachute and Parachuting skill, there is a second item
    with the same name in the ITEMS file for an unknown reason
  Hell Badge - try to walk past Hell Sergeant in Recruiting Cave, then
    use Bluff skill to get one, unlimited, lets you use most devil
    statues for healing. Also, one is always in the bottom right chest
    in the NW building of the Training Camp on level 1. Can also get
    unlimited from Larry, the other comedian at the comedy club in
    Gangster's Guillotine; if you recruit Frank, Larry will hand you
    unlimited Hell Badges when you talk.
  Parachute - give 'Tudes Tape at table near NE corner of level 1 to
    get, used to jump from SE of Lucifer's Landing on Level 1 to start
    on level 2
  Care Bracelet - from desk near Flicka in Lucifer's Landing, give to
    Juliet in Court of Minos in City on the Edge of Eternity for
    Angelic Powers, look at desk again to read "Dust of Fantasy +
    Flicka's Flame = Healing Force"; unique before Lucifer's Landing
    is destroyed, unlimited afterward (go to where Flicka was)
  Angelic Powers - received from Juliet, a weapon: >=25 Damage, no
    Defense, 1 attack, Medium range, unlimited uses! found in the ITEMS
    file with the special monster attacks. Apparently don't need to
    keep this to successfully end the game.
  GallonOfBlood - from Bonny or BOA counter in Gangster's Guillotine,
    give at bank in City of Devils to get Bulletproof Suit (do 3 at
    once), unlimited
  DataBaseProgrm - from Julius Ceasar's computer in Gangster's
    Guillotine, for woman in Minos Court, City on the Edge of Eternity.
    can get unlimited, but only need 1.
  ConsultntBadge - from woman near SE Office of Redundancy, City on the
    Edge of Eternity, level 1 after giving other woman the
    DataBaseProgrm. unlimited, but need only one on level 3.
  SuperiorsCloak - from same woman as Consultnt Badge, at same time you
    get Badge, unlimited. this armor item can be equipped at same time
    as BulletPrf Suit!
  LaptopComputer - from man in SE Office of Redundancy, City on the
    Edge of Eternity, unlimited. also unlimited by using Steal skill
    at clerk in Order Center, Beelzebub's Bane, level 3. needed to
    transmit party into Satan's Fortress from Death Alley.
  Magic Pyramid - from top center chest in Security Depot, Beelzebub's
    Bane, level 3. unknown use, kills any character it's used on!
  Phreaker Box - from Scrooge in Dismal Land, needed to transmit
    party into Satan's Fortress.

- - And here are known (or believed to be) useless items that aren't
  weapons or armor:
  Button - Stalin in City on the Edge of Eternity, Richard given one
    before he joins, Stalin has one
  Gold Bar - City on the Edge of Eternity at sign near Firepit,
    unlimited
  Happy Face Pin - Clown in City on the Edge of Eternity, unlimited
  B.'s Sketches - Aaron Burr's designs for pistols, B. Arnold wants
    them, if you Give them to the desk then all the guards in Limbo
    become Hostile; both walkthroughs tell you not to take item
  Intestines - Zombie booty
  Slime - Zombie or Crypt Thing booty

- - There are places where you can get unlimited items of a specific
  type:
  Gold Bar - City on the Edge of Eternity at sign near Firepit
  LaptopComputer - man in City on the Edge of Eternity, needed to
    transmit party into Satan's Fortress. also by using Steal skill
    at clerk in Order Center, Beelzebub's Bane, level 3.
  Happy Face Pin - Clown in City on the Edge of Eternity, useless
  Garbage Can Lid - through rear door of Minos Court, City on the Edge
    of Eternity (shield rating 2)
  SilverNecklace - after you get a Trench Coat from Tom (north of fire
    pit in City on the Edge of Eternity) for Mirror Shades, you get one
    of these if you bring more, can be equipped but no apparent effect,
    probably useless
  Yorick's Skull - from Shakespeare in Limbo or pile near Horatio,
    give to Hamlet to recruit him
  Shovel - man on toilet, Limbo OR trade a Dueling Sword to Quasimodo
    in the Training Camp. Melee Weapon rating 7, Use to dig up graves
    in Training Camp.
  GallonOfBlood - from table or Bonnie in BOA, Gangster's Guillotine,
    level 2. take to Bank of Undead in Los Diablos and give at desk for
    a BulletPrf Suit!
  BulletPrf Suit - from desk at Bank of Undead in Los Diablos when you
    give a GallonOfBlood
  RollingBoneMag - useless?, unlimited from Satan's Sauna, Los Diablos,
    level 2
  Gold Necklace - useless?, can be equipped but no apparent effect,
    talk to Happy Rappers in east building of Satan's Halo, level 2
  Bomb - talk to Singers/terrorists in east building of Prison, level 2
  DataBasePrgrm - Ceasar's computer, Gangster's Guillotine, level 2,
    only need one for level 1
  ConsultntBadge - from woman near SE Office of Redundancy, City on the
    Edge of Eternity, level 1 after giving other woman the
    DataBaseProgrm. only need one on level 3.
  SuperiorsCloak - from same woman as Consultnt Badge, at same time you
    get Badge. this armor item can be equipped at same time
    as BulletPrf Suit, so get at least 3!
  Hitler's Diary - from bookcase in Dachau, give to Hitler to recruit
  Phreaker Box - from Scrooge in Dismal Land, level 3, needed to
    transmit party into Satan's Fortress
  Clay Tablet - possibly used in a puzzle, from garbage can in
    Hammurabi's house near pool, Dismal Land, level 3. useless?

- - Here are some tricky items:
  Dueling Sword - the manual that I have says it has a Defense of 8,
    but the most that I've ever seen is 3 (in Hamlet and Horatio's
    inventory) and it's usually 2; odds are the "8" is an OCR mistake.
  Hell Sabre - just like the Dueling Sword, except I don't know of any
    NPCs that start with one, so I've never seen anything better than
    a 2 Defense one.
  Sleep Grenade - Equip, when in combat you must Status the character,
    then Use the grenade. It just puts enemies to sleep, so you don't
    get any XP or items from them. Bummer!
  Despair Ankh - a weapon, one found when using Shovel on bottom left
    grave in Training Camp, level 1. when used, may make Hostile enemy
    Friendly (permanently!) and/or fearful of you so it runs away
  Petrify Rod - a weapon that freezes an enemy (they just disappear,
    no XP), one in toilet of Satan's Sauna, Los Diablos, level 2.
    Apparently enemies can unfreeze after several combat rounds.
  Red Cape - equippable as armor but no Defense, appears in weapon list
    in ITEMS file, 1 use when received, Use to turn Friendly into
    Hostile
  Devil's Fork - weapon, 5 Defense when received, Group, >=40 Damage!
    unknown # of uses but eventually breaks even if armor not worn down
  Regal Crown - equippable but no Defense, when used says user is now
    invisible! likely to get these from the Evil Woman group in Los
    Diablos. actually probably useless.
  Lucifer's Joke - unique from Capone's house, give to Frank in
    Gangster's Guillotine to recruit

- - There are several items listed in the ITEMS file that aren't
  obvious and aren't listed in the manual, so I'm listing them here so
  I can present any data collected on them:
  Demon's Fork - probably a weapon
  Poison Grenade - probably a weapon you Use in combat
  Lethal Grenade - probably a weapon you Use in combat
  Book of Death - probably a weapon you Use in combat
  Servitude Rod - probably a weapon
  Confusion Prism - weapon you Use in combat, unknown effect
  Pipe of Peace - probably a weapon you Use in combat
  Elmer's Gun - probably a weapon
  Sleep Grenader - a weapon, apparently a multiple-use Sleep Grenade,
    I didn't try this out.
  Diving Mask - armor rating 3, Code has one.
  Diamond Ring - probably useless
  Gold Ring - probably useless
  Gold Ingot - probably useless
  OrnateBracelet - probably useless
  Diadem - can be equipped, probably useless
  Ermine Cape - probably useless
  Feathered Cap - probably useless
  Bag of Jewels - probably useless
  Welding Tools - probably used in a puzzle
  Thieves' Picks - probably improve Picklock skill
  SafeCrackTools - probably improve Picklock skill
  80986 Processor - probably used in a puzzle
  Infernal Card - probably used in a puzzle
  Hollow Boulder - probably used in a puzzle
  Healing Spray - minor healing item
  Healing Elixir - small healing item
  Curing Potion - large healing item
  Magic Potion - moderate healing item, use Fairy Dust at Flicka's
    Flame to get one
  Magic Pyramid - unknown use, found in north center chest in Security
    Depot of Beelzebub's Bane, level 3. when used, kills user!
  Razor Blade - probably used in a puzzle
  Black Sphere - probably used in a puzzle
  Bugle - probably used in a puzzle
  Fairy Dust - teleports party?, or change into Magic Potion
  Devil Dust - unknown
  Divining Rod - unknown
  Junk - useless
  Peace Symbol - equippable, use to make Hostile into Friendly
  Holy Water - unknown
  Boom Box - unknown, Code has one, can't be used or equipped. probably
    useless.
  AquaLung - unknown
  SurfBoard - unknown
  Towel - unknown
  StraightJacket - unknown, Jekyll has one but it can't be equipped or
    used, probably useless.
  Heart - useless?
  Cigarettes - useless?
  SunTan Lotion - useless?
  Steroids - useless?
  Stryker Tape - useless?
  Surf Wax - useless?
  Lead - useless?
  Clay Tablet - probably used in a puzzle, unlimited from garbage can
    in Hammurabi's house near pool, Dismal Land, level 3
  Noodles - useless?
  'Tudes Tape - either a bug, or a repeat of the same item
- - There are references in the ESCAPE.EXE file to cursed or evil
items, but I never found any.


- INVENTORY
- - Characters in the party can randomly gain items in combat, but only
if they have a slot open in inventory. After combat, it's usually a
good idea to check the party's inventory for anything added. Items can
be added in the middle of the list, so check EVERYTHING. If you notice
that you're getting useless junk, you may even want to drop items
during combat.
- - Armor can be worn down or even destroyed during combat, but this
occurs randomly as a result of receiving high damage from enemies. I
resolved at first to avoid armor damage, and would Load to undo it if I
was just trying for more experience through "random" combat. Early in
the game, it's a lot tougher to get armor than weapons. But once I
got to "destroyed" Lucifer's Landing and level 2, I avoided wearing
armor except for really tough battles; it's just not worth reloading
all the time or going for replacement armor.
- - Most chests contain random items. The very first one doesn't and a
few special chests throughout the game, but after that, you may be
better off if you save nearby and load if you don't like what you get.
- - If you open a chest with no empty slots in anyone's inventory, the
game just says "Nothing..." and empties the chest anyway.


- NPCs
- - Here's the list of known recruits you can get: (L # is initial
  level, # is uses left or skill level, (#) is Defense rating of item
  if out of the ordinary)
  Level 1
    City on the Edge of Eternity
      Stalin - L 0, HP 20, Spd 1, Nail Gun 15, Knife, Button, Heavy
        Raincoat
        Bluffing 3, Steal 16
        Better than nobody to start with, first to go. Tends to desert
        when leaving level 1. Button is useless? No combat skills.
      Khan - L 2, HP 35, Spd 2, Broadsword, Garbage Can Lid, Frying Pan
        Dueling 12, Fist Fighting 4, Martial Arts 5, Acrobatics 6,
        MeleeWeapon 5, Archery 19
        best fighter at first, tends to desert when entering Satan's
        Halo on level 2.
    unmodified level 1 terrain
      Hamlet - L 2, HP 54, Spd 1, Dueling Sword (3), Yorick's Skull
        Dueling 20, Fist Fighting 4, Melee Weapon 5, Archery 7
        get a Yorick's Skull from near Horatio or from Shakespeare,
        give to Hamlet to recruit him, then drop it. OK fighter who
        won't leave unexpectedly.
      Horatio - L 2, HP 45, Spd 2, Shovel, ThrowingAxe, Dueling Sword
        (3)
        Dueling 17, Fist Fighting 4, Archery 10
        will join if you have Hamlet, better fighter than Hamlet and
        also won't leave unexpectedly.
    Limbo
      Ach-Chu - L 2, HP 40, Spd 3, Spiked Bat
        Dueling 6, Fist Fighting 15, Martial Arts 19, Acrobatics 10,
        Melee Weapon 6, Archery 4
        volunteers, appears to be a great fighter, may desert at Phu-
        Dos at Satan's Halo on level 2
    Training Camp
      Dante - L 1, HP 30, Spd 1, J-Mart Hose
        Dueling 7, Fist Fighting 10, Melee Weapon 1, Pistol Combat 2,
        Rifle Combat 3
        volunteers, annoyingly tends to follow you around the camp if
        you don't recruit him
      J. Booth - L 2, HP 45, Spd ?, Pistol [same amount of uses left]
        Pistol Combat 20, Bureaucracy 20, Steal 13
        Give a Pistol to recruit him, it will stay in his inventory,
        I didn't use him
   Level 2
     Los Diablos
       Wild Bill - L 3, HP 70, Spd 2, Auto. Pistol 40, Dark Rifle 40,
         Dark Pistol 40, Flack Jacket, Super Sombrero
         Marksmanship 20, Fist Fighting 15, Melee Weapon 7, Pistol
         Combat 20, Rifle Combat 9, Archery 3
         volunteers, great equipment, I didn't use him
     Satan's Halo
       Billy Bob - L 4, HP 65, Spd 2, Rifle 40, BulletProofVst, Mirror
         Shades
         Melee Weapon 5, Pistol Combat 5, Rifle Combat 2, Automatic/SMG
         10, Swimming 4, Bluffing 18, Bureaucracy 3, Parachuting 7,
         Pick Lock 8, Steal 12
         north building, will join for Mirror Shades, I didn't use him
       Blonde - L 1, HP 10, Spd 1, (nothing) (no skills!)
         in Club Moranda (east building), volunteers
         so useless it's not funny! could it change the ending if you
         bring her out instead of Alison?
       Mozart - L 2, HP 35, Spd 1, Pistol 20, Curing Potion 3, 3*Fairy
         Dust 3, Diamond Ring, Gold Ring, Trench Coat, Mirror Shades
         Marksmanship 5, Fist Fighting 3, Pistol Combat 10, Bluffing
         13, Explosives 4
         in Club Moranda (east building), willing to join after you use
         Electrical skill. I didn't use him.
     Prison of Damned
       Sparticus - L 1, HP 80, Spd 2, Battle Axe
         Dueling 14, Fist Fighting 20, Acrobatics 10, Melee Weapon 17,
         Swimming 5, Steal 10
         volunteers, starts with 10 current HP. I didn't use him.
     Gangster's Guillotine
       Alan - L 2, HP 65, Spd 1, Knife, J-Mart Hose, Sledge Hammer
         Dueling 5, Marksmanship 1, Fist Fighting 13, Martial Arts 3,
         Melee Weapon 3, Pistol Combat 10, Rifle Combat 6, Archery 5,
         Swimming 17
         volunteers after defeating Capone, necessary to finish game,
         starts with 41 current HP
       Frank - L 3, HP 50, Spd 2, Sledge Hammer, Wrist Rocket 30, Vapor
         Grenade 0(!?), Cnstructn Helm, Trench Coat, Gold Ring
         Fist Fighting 2, Melee Weapon 2, Pistol Combat 7, Rifle Combat
         3, Bluffing 10, Pick Lock 3
         give Lucifer's Joke from Capone's house, the Vapor Grenade
         appears to be useless. I didn't use him.
   Level 3
     Dachau (SW of level)
       Guderian - L 4, HP 110, Spd 2, Shovel, Auto.Pistol, Leather
         Jacket, Sleep Grenade 1, Curing Potion 3, UZI SMG 40
         Marksmanship 12, Melee Weapon 7, Pistol Combat 13, Rifle
         Combat 13, Automatic/SMG 18, Rocket Lncher 17, Flying 10,
         Swimming 3, Electrical 5, Bluffing 5, Bureaucracy 20,
         Explosives 10
         use Picklock skill to free (20 works), tells you Alison is in
         Satan's Fortress. not bad, but too much trouble to build up as
         high as Alan or Horatio; I didn't use him.
       Hitler - L 6, HP 200, Spd 3, BulletPrf Suit, Demonic Shield,
         MotorCycleHelm, Metal Gloves, Power Sword, ConfusionPrism 1,
         Sleep Grenade 1, Petrify Rod 1, Devil's Fork, Hockey Mask
         Marksmanship 5, Fist Fighting 1, Melee Weapon 2, Pistol Combat
         3, Rifle Combat 1, Automatic/SMG 13, Rocket Lncher 13,
         Swimming 6, Bluffing 20
         give Hitler's Diary to recruit, supposedly hates Guderian and
         reputed to be "flaky". great equipment, but I didn't use him.
     Beelzebub's Bane (central SE level 3)
       Code - L 4, HP 100, Spd 2, Boom Box, Peace Symbol 1, Diving
         Mask (3), 2* Dynamite 1, Leather Jacket, MotorCycleHelm
         Melee Combat 5, Pistol Combat 5, Rifle Combat 12,
         Automatic/SMG 15, Rocket Lncher 18, Electrical 11, Hacking 20,
         Bluffing 5, Explosives 10, Steal 10
         fight or Bluff your way into his cell, volunteers, starts with
         51 current HP, should be necessary to finish game but really
         isn't.
     Dismal Land (SE level 3)
       BlakBeard - L 4, HP 90, Spd 2, Broad Sword, Crossbow 0 (!?),
         Evil Axe, Spiked Shield, Metal Gloves, Demonic Shield,
         SacrificeBlade
         Dueling 20, Marksmanship 5, Fist Fighting 15, Melee Weapon 17,
         Pistol Combat 4, Archery 3, Electrical 15, Bluffing 10, Pick
         Lock 11, Steal 20
         volunteers, apparently the Crossbow has infinite uses! I
         didn't use him.
       Jekyll - L 2, HP 80, Spd 1, Healing Elixir 3, Gold Ring,
         StraightJacket, Pistol 15
         Fist Fighting 15, Pistol Combat 20, Electrical 10, Explosives
         15, Chemistry 20
         will join for a Dark Pistol, and it doesn't even stay in
         his inventory! once in party, you will find 2 Sleep Grenader
         (6 uses) in the far left and right bookcases. Reedy's
         walkthrough says that if he's in party "the stars will drain
         you of skills", but this only applies to the bottom 2 stars
         in the room and the others apparently do nothing. Just avoid
         this guy!
     Satan's Fortress
       Alison - L 3, HP 60, Spd 1, (nothing carried)
         Dueling 4, Marksmanship 3, Melee Weapon 10, Pistol Combat 7,
         Rifle Combat 5, Automatic/SMG 11, Archery 5, Rocket Lncher 3,
         Swimming 16, Hacking 4, Chemistry 18
         volunteers, necessary to finish game.

   Special NPCs listed in the NPCS file:
     Tom - City on the Edge of Eternity, when given a Mirror Shades,
       will give a Trench Coat once, then Silver Necklace afterward
     A. Burr - in Limbo, give him the Basket o Forks for a Police
       Special and a Spiked Shield once
     Quasimodo - in Training Camp, give him a Dueling Sword for a
       Shovel, unlimited
     Moriarty - in Lucifer's Landing, tells you where Flicka's Flame
       is (on level 1) if you give him a Pistol, or once Lucifer's
       Landing is destroyed there's a plaque at his former location
       with the same info
     Harry - in Prison, level 2 (give Dark Rifle to raise Picklock to
       20)
     Clyde - in BOA, Gangster's Guillotine, level 2 after Capone
       beaten. wants a Tommy Gun to teach you Automatic/SMG 15
     Larry - other comedian at the comedy club in Gangster's
       Guillotine; if you recruit Frank he'll hand you unlimited
       Hell Badges
     Satan - the Ultimate Bad Guy, but can be easily defeated if you
       saved the Holy Cross all this time


SKILLS
- PASSIVE
- - Either through transcription error or oversight in the original,
Archery isn't defined in the manual available to me. Logically, it
should enhance effectiveness with bows and crossbows, but I have no
idea if Nail Gun and Wrist Rocket benefit too.
- - Here are places where party members can learn various passive
skills, in the expected order that you will get to them:
    Melee Weapon 15 - Marc Anthony, around Library in Limbo, all
      except Richard
    Archery 15 - Thucydides, Library in Limbo, Richard only
    Rifle Combat 15 - Hell Sergeant near entrance of Training Camp,
      all
    Dueling 19 - Hell Sergeant E side of Training Camp, all except
      Richard
    Pistol Combat 10 - book in Examination Room of Recruiting Cave,
      Richard only
    Automatic/SMG 15 - Flicka, Lucifer's Landing, Richard only
    Rifle Combat 15 - Wyatt Earp, Los Diablos, level 2, all (same
      as Hell Sergeant)
    Automatic/SMG 15 - Clyde after Capone gone, BOA, Gangster's
      Guillotine, level 2, all but Richard, for a TommyGun, does
      some damage to party members
    Rifle Combat 18 - Model, Dachau, level 3, all but Richard, don't
      have to actually "fall in" - just talking to Model is enough
    RocketLnchr 15 - Rommel, Dachau, level 3, only to the character in
      the second slot of the party!
- - Note that if the NPC's skill is already above that taught by the
trainer, it drops to the value for the trainer regardless. A minor
loss for Hamlet at the Hell Sergeant, but it could be worse.
- ACTIVE
- - Here are places where Richard can learn various active skills, in
the expected order that you will get to them:
    Parachuting 9 - give 'Tudes tape to man in NE part of level 1,
      also get Parachute, Richard only
    Picklock 10 - touch left pitchfork in Training Camp, level 1,
      then use existing Picklock skill on door, Richard only
    Electrical 20 - Ed in Capone's City, level 2, Richard only
    Explosives 15 - Abdhul in Prison, level 2, Richard only
    Picklock 20 - give Harry in Prison, level 2 a Dark Rifle, Richard
      only
    Bluffing 20 - use Sledgehammer on aquarium in Abe's Tanks,
      Prison, level 2 (can usually get one from the hostile
      wimpy prisoners, or Alan starts with one), Richard only
    Swimming 10 - try moving into pool in Dismal Land, level 3,
      Richard only.
    Swimming 20 - give Erik the Viking in Dismal Land, level 3 a
      Dark Pistol, Richard only. also told that Alison was moved to a
      cave in the NE of level 3 (untrue unless you want XP). NOTE:
      going back in the pool with skill 20 will reset it to 10!
- - The only place so far that I've found where Steal works is at the
clerk in Beelzebub's Bane, level 3; level 10 with the skill, from
"Code", is enough to get unlimited LapTopComputers.
- - I never found a use for Chemistry or Explosives.
- - If you try to use Alison's Hacking skill, it brings up a list of
some of her inventory items. The LapTopComputer appears, but you can't
select it. The Phreaker Box doesn't appear. I guess I didn't figure out
this puzzle.
- - It appears that Hacking, Bureaucracy, Chemistry and Steal are never
learned during the game, only some NPCs know them.
- Unknown
- - There are several skills listed in the ESCAPE.EXE file that
aren't mentioned in the manual. These could be active, passive, or
even unimplemented:
      Flying - seen as active skill on Guderian, unknown if usable.
      Mechanical
      Boatman
      Pilot
      Find Trap


WALKTHROUGH COMMENTS
1. As long as you don't attack, you can often avoid contact with or run
   away from many encounters until you have better people and better
   equipment. Remember that you are usually best off NOT attacking
   "Friendly" groups. While it may seem that you can get stuck, there is
   often a way out. Or, unfortunately, you've done something you
   shouldn't and will have to backtrack or even start all over.
2. Two places in the City on the Edge of Eternity to gain experience:
   the Court of Minos room near the back door, and the Post Office. I
   suggest you only open one of the 3 chests each time you save-fight-
   load, so you can try for good weapons. The Skeleton at the Post
   Office has a good chance of dropping an Unholy Mace, which is the
   best weapon (except for perhaps Hamlet's and Horatio's Dueling
   Swords with 3 Defense) you can get this early in the game. It's the
   second-best thing on the weapon list with unlimited uses (the Dark
   Axe is the only thing better, and I only found one in Satan's
   Fortress). Also note that while Hamlet's and Horatio's Dueling
   Swords start out with 3 Defense, every other one that you get has
   only 2, as do the Hell Sabres later, even though they should be
   higher (or my copy of the manual is wrong). Also, Minos' Estate is
   NOT worth going into; there are two Friendly groups blocking your
   way in, and only wimpy weapons in the chests and a DTI phone. And
   don't bother keeping a LapTopComputer at this point; you'll be back
   later or could get one elsewhere. Avoid the receptionist the whole
   game, to avoid tough combats all over early in the game, and to
   avoid bothering with wimpy combats when you're buffed from level 2.
3. How do you get the Skeleton blocking your way from the City on the
   Edge of Eternity to be Hostile? One way that might work is to save
   the game in the City, then go out and attack the Skeleton, and Run
   from the Hell Guards. If you do this right, when you Load the
   Skeleton will be hostile but the Guards will still be Friendly,
   and hopefully not blocking the way out either. Otherwise, you'll
   just have to take your chances with initiating hostilities and
   the consquences of hostile Hell Guards all over, and possibly not
   being able to finish the game. Do NOT waste a charge from the Holy
   Cross on these guys or any minor enemies; save it for Capone and
   Satan.
4. If you take the B.'s Sketches from A. Burr's desk in Limbo, and give
   them to B. Arnold (actually give them to his desk), you'll trigger
   an alarm that makes all the Hell Guards in Limbo Hostile. You
   probably don't want that. Both walkthroughs advise against it.
5. To get a Hell Badge, you MUST try to walk past the Hell Sergeant at
   the Recruitment Cave. You will NEVER get anything if you aren't one
   step beyond him, but even Bluffing 1 will work then. Also, DON'T
   follow his orders and go in further to the Examination Room. Not
   because you can't beat the Loggers, but because it will cause the
   groups waiting on line to move around and block your way out, which
   causes problems later trying to get back in. So just get the badge
   and immediately leave for the Training Camp. You'll be back later.
6. What can often occur: you have gotten surrounded or boxed in by too
   many friendly or neutral groups that you can't move in the direction
   that you want. If the blockers are moving about randomly, then
   either wait (press spacebar) or move to give them a way past you if
   possible. If the blockers are stationary, you may be able to
   "legally" turn them Hostile so you can get rid of them with a clear
   conscience. Here's how: you must find another group nearby that IS
   Hostile, and start fighting them. The blocking group will often turn
   Hostile as well, and then you either have to Run or fight as
   necessary. You can also sometimes save the game, start fighting,
   leave the map, reload and they'll still be hostile when you resume.
7. Why can't you enter the far northwest or northeast corners of level
   1? They appear clear... Same thing appears for empty corners of
   other levels as well.
8. In the Training Camp, use the yellow pitchforks to get some skills
   and items. I avoided them out on the larger level maps. Touch the
   left one, and then use Richard's Picklock skill while next to the
   door, even if it appears open, and Picklock will rise to 10. Touch
   the top one to go to a graveyard where you can dig up some stuff if
   you use a Shovel BELOW (only) a tombstone. The bottom left one got
   me a Despair Ankh (see explanation elsewhere); most have nothing or
   bones that you apparently automatically discard. The one directly
   below the right pitchfork had Pistol 20, Pistol 20, UZI SMG 50,
   Police Shield, Sleep Grenade 1, Battle Jacket (thus you should have
   6 slots empty, rather than 5 as stated in the Reedy walkthrough).
   The one at the left end of the row above the left and right
   pitchforks had a Hockey Mask and a Chainsaw 20.
9. In the Training Camp, before you touch any of the pitchforks (or
   when you touch the bottom one to make it "normal"), there is one
   unmarked location to the NW of the pitchforks that will spray
   you with noxious gas when you enter it. This is actually a bug,
   because there is one location in the right pitchfork's area that
   DOESN'T spray noxious gas like it's supposed to. Just in case you
   didn't figure it out...
10. When you're bored with the Training Camp, and have gotten at
   least the Pick Lock training, head back to the Recruiting Cave. Now,
   just get another Hell Badge from the Sergeant (or you'll have to
   fight everyone), then go past into the Examination Room to the
   south. Fight the Loggers if you want (but, again, it will turn most
   of the groups on line Hostile), but definitely get the Pistol
   training from the book in the NW corner. Go for the chests in the
   south end of the room if you like. Back up, east through 1 Despair,
   and use your master (10) Pick Lock skill on the door. Fight the
   2 groups in the treasure room, and make sure you get the Demonic
   Shield from the bottom center chest. With it, you're allowed into
   Lucifer's Landing.
11. Unfortunately, you have to do a lot of things in Lucifer's Landing
   on the first trip through, because it will be destroyed once you
   get close to any of the chests and come back later. Go to the north
   first, as you can meet Flicka, get Richard trained in Automatic/SMG
   and get the Care Bracelet nearby. Anything you can use from the
   chests is good news. To the south, make sure you have the Parachute
   before entering the hole in the SE corner. Unless you use long-range
   weapons, you'll either have to tough it out or run past the monsters
   on the "6" islands when they're out of range.
12. Now about "Flicka's Flame"; it's on level 1, guarded by a group of
   Hell Privates, and you passed by it on the way towards Lucifer's
   Landing. It's NOT in Lucifer's Landing, and you don't need a boat or
   anything special to get to it. Just go one west past where the
   guards were, and give a Fairy Dust to get a Magic Potion. Moriarty
   wants a Pistol to tell you where it is, but you can even get the
   same information after Lucifer's Landing is destroyed by going to
   where he was. And once Lucifer's Landing is destroyed, you can go
   get unlimited Fairy Dust from the desk where you earlier got the
   Care Bracelet.
13. I started playing with no armor equipped after a while, because
   the monsters kept wearing it down. Once the characters had over 100
   HP or so, for most fights it didn't matter as long as they didn't
   go below 1 or could regenerate before something else hostile came
   around. Slow and steady...
14. Once on level 2, take down the swarm around where you land. Avoid
   the quicksand on the way directly north to Gangster's Guillotine;
   it's rather unfair of the game to suddenly remove one of the NPCs,
   but this is Hell! The Bank of Avernus is the east building; you can
   either move at the counter or talk directly to Bonnie to get the
   blood.
15. In Los Diablos, there are several spots in Satan's Speakeasy where
   everyone but Billy the Kid will start to attack you. If you go for
   the chests in Al's, all the lawmen come after you.
16. When you get to Satan's Halo, find the sign for Club Moranda and
   then go north as best you can. Up in the corner, you'll find an
   armor item. Just west of the sign for Phu-Dos, go directly south
   and you'll find a healing item, and then head NW to the corner
   under the building for an armor item. In the chests at Phu-Dos
   are an Uzi and Mac 10, and a BulletProofVst, but taking them will
   upset the tougher group of Hell Guards at the gate. Fight through
   the door to the north, then head all the way west for a weapon. Go
   all the way around the north building to talk to Sam for why you
   need a Consultant Badge (to use at the door to Satan's Control
   Center in his fortress). In the north building with Billy Bob,
   there's a locked drawer that won't open for Pick Lock 10 but will
   give you a weapon (Tommy Gun for me) with 20. To the east, go south
   and towards the fenced-in flames for a weapon. In the east corner
   just south of there is a healing item, and another healing item if
   you go north and around to the corner.
17. You are always attacked when you leave Club Moranda, although it's
   just some Hell Soldiers. There's nothing really worthwhile in here
   anyway, though.