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.