Devil Inside |
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Unknown |
I-Act I
1-Garden
Go through the Shadow Gate entrance (avoid killing a cop, or the show's
over). (Note the medi-kit under the mailbox.)
You can do a permanent save as soon as you enter the garden.
Proceed to the right. There's an argument going on between two cops and
an Electrocution victim (who flees as the player approaches)?Follow him
into the stone maze.
There, you will face off some ten members of the living dead. Find the
ammunition and medi-kit, and temporary save station (meanwhile, the
Electrocution victim has shot down the cop). Then go back to where you
started.
A helicopter passes overhead, right after some zombies shoot down two
other cops (near the tunnel). Grab the ammunition at the entrance on the
right.
Survive the ambush in the tunnel involving 4 zombies-two of whom
unexpectedly attack the cameraman.
Once the zombies are dead, continue on the path to the garage (a wooden
barn). There's a medi-kit to the left of the log cabin (near the stone
wall), and a temporary save is available in the same place.
Log Cabin: In the back of the cabin, take the ammunition, the sander,
and the gate key (in the ditch). Exit the cabin and fight four
zombies.
As you retrace your steps, you will experience frequent encounters:
grandmothers armed with Uzis, and a legless cripple, among others.
Tunnel exit: A film sequence shows 6 zombies attacking three LAPD cops
near the lake. You join in the scuffle?br>
Lake: Search the shoreline to collect two ammunition packs and a
medi-kit (on the dock).
Gate: Use the key that you found in the cabin. Climb the stairs, follow
the path and defend yourself from the living dead in that area.
From the trail, you can already glimpse Shadow Gate.
When you reach the double staircase opposite Shadow Gate, take the right
path as far as the forest; jump over the gate and go to the statue. Kill
the zombies. Above all, be sure to recover the key to the ground floor,
which lies at the base of the statue.
Shed, left of the entrance: Find the cartridge box.
On the hill to the right of the house (toward the garage), pick up the
ammunition lying between the bush and the tree.
Take this opportunity to do a permanent save in front of the statue of
the gold prospector (with his sifter).
Use the key to open the front door?br>
2-Ground Floor (First Floor)
To the left of the front door, the bathroom offers a temporary save, but
there is also a more-or-less lethargic zombie standing in front of
them?You can find the plumber's letter by searching the toilet bowl
(lovely!!).
Back in the entranceway, activate the two tiles to the right and left,
respectively, of the fountain (a box of ammunition lies on the left
tile)?It triggers the opening of the elevator (which, for the moment,
is not working).
The first door on the right leads to the Kitchen.
In the refrigerator, take the "laziness poem". Activate the videophone
to attract the Electrocution victim into the dining room (otherwise, he
can wound the player from the adjoining room).
In the gas stove, find the two sheets of paper and a medi-kit.
In the oven, take the silencer, the ammunition and the sheet of
paper.
Dumbwaiter: Find the key to the lounge.
First door on the right: Retrieve the ammunition at the top of the
condemned spiral staircase.
Back in the entranceway, climb the staircase. Take the library key and
shotgun ammunition (on the left, at the top of the stairs, and also at
the right column of the collapsed staircase).
Fountain: at the bottom of the fountain is a mosaic with a cryptic
symbol (a pentagram) by which the player can invoke Deva?You can choose
to continue as either Dave-or Deva?br>
Back in the entranceway: A double wooden door leads to a corridor of
statues.
Combat the burning Hanged Criminal. (We strongly recommend that you
confront him as Deva, because she can regenerate when exposed to
flames.)
Activate the trap door at the rear of the corridor (this opens the
panels that hide the second part of the library).
Destroy the statue on the left (next to the debris). In the rear of the
corridor, take the letter that is in the chest held by another
statue.
Return to the corridor: Go to the rear and take the last door on the
right-the door to the lounge.
Go in, but watch for the Electrocution victim. Activate the
beer-dispensing lever at the bar: Electrocution victims arrive and the
door of the closet containing the street Blaster (pump gun) opens. Take
the key to the dining room from the drawer in the coffee table?br>
Activate the hand lever on the wall immediately to the right of the
lounge entrance (behind the counter)?br>
In the (collapsed) dining room: There is a permanent save and two
ammunition boxes in the rear of the room. If the corridor statue was
destroyed, this is an empty room. If not, there's a continuous invasion
of zombies in the ditch. Climb out using wooden planks...
Follow the corridor passage again to go to the library. Take this
opportunity to transform yourself into Deva and inhale the souls (of the
recently shot Electrocution victims). The red pentacles (gates of hell)
also allow the player to send the souls back to Lucifer.
A medi-kit and two ammunition boxes are in the room. A map of the attic
is in the small writing desk at the entrance to the library, and there
are various papers on the shelves. A medi-kit is in the elevator?Cross
the second part of the room and activate the hand lever (hidden in the
middle of the shelves). This action will eliminate the metal partition
blocking your access to the entrance from the elevator. You will also
find a "Who's Who" book there.
Inspect the writing desk opposite the hand lever. Take the remote
control from the drone.
Open the closet: A burning zombie jumps out?hint: incarnate as Deva
when you encounter the living dead-they catch fire after death, giving
the player an opportunity to recharge his life force).
Opposite the closet, the player comes across an ammunition cabinet.
There's a medi-kit on the (hard-to-miss) zebra-striped sofa.
Note: The painting of H.P. Lovecraft can be moved, but doing this has no
effect.
Enter the projection room and go to the projector, after climbing the
staircase. A film sequence is triggered that shows an Electrocution
victim sounding a warning in an adjoining movie theatre. Then, he
decides to take the offensive. Pick up the ammunition next to the
projector. Activate the hand lever above the film editing table to raise
the movie theatre curtain. Search through the film reel shelves to find
"Ye Book of the Future."
Continue on into the movie theatre (through the armored door). Fight the
Electrocution victim and the two Hanged Criminals falling from the
ceiling (the Hanged Criminals usually leave an ammunition box behind).
Use the temporary save station.
Shoot into the jerry can to set the wall screen ablaze, thereby
revealing the hand lever that activates the secret passage (hidden
behind the painting) leading to the veranda.
Veranda: There is a pentacle in the pond.
In the rear area, confront the Electrocution victim on the electric
chair and recover the battery that he leaves behind him when he
disappears. Find the medi-kit and ammunition. Retrieve the lever in the
middle of the marble columns and locate the crack in one of those
columns?Then, slip in the rod to open the window panel that leads to
the backyard (which also opens up the secret passage to the entrance
(located under the light bulb).
Backyard: This is your first confrontation with the Night Howler (avoid
the blows from his spiked mallet!). When he disappears, take the film
reel?and pick up the box of ammunition.
Return to the projection room. Mount the reel on the projector?Locate
the secret passage by activating the hand lever-it reveals the staircase
leading to the attic.
3-Attic
Break the mirror facing you and, behind it, activate the hand lever
providing access to the attic.
Keep on going. A short time later, the Night Howler kidnaps the
cameraman. In the next room, three Electrocution victims are venting
their rage on three Skinned Criminals. Go through the door behind the
Electrocution victims (triangular spider web in the corner). Angelina
comes in when the player passes through this door (a film sequence
occurs in which she calls upon Jack T. Ripper). If that doesn't happen,
you've gone through the wrong door?
This level is full of Electrocuted and Skinned Criminals ambushing each
other (hint: don't try to join in their fight; they end up killing each
other).
Tour the attic, using the map as a guide. Many items can be found there:
ammunition, etc. Don't forget to break all of the mirrors and uncover
the concealed walls-and a gate to hell! You can even get a permanent
save there (the television set).
After the film sequence featuring Angelina, slip along the left wall and
enter the back room (just beyond the iron box). This is where the
cameraman is being guarded by an Electrocution victim on an electric
chair. Pick up the fuses next to the cameraman (the medi-kit and the
bullets, too). Leave the room and turn left after you pass the iron box.
Follow the corridor until you locate the electric meter. Insert the
fuses?a film sequence occurs showing the Shadow Gate elevator (which is
now working).
Go back out the way you came in and continue straight ahead?a film
sequence is triggered showing the Skinned Criminal kidnapping Angelina.
Continue on and go through the wood-paneled door. Behind it is the gate
to hell?inhale-and send the souls back with Deva.
In this room, turn left immediately after the wooden door. Kill the
Skinned Criminal guarding the entrance. Go through the room; the
elevator is there?and a permanent save (guarded by two Electrocution
victims). A little further away, you can also find an assault rifle. To
take the elevator, click on the control console (use the left mouse
button to select the floor): in this case, the second.
II-Act II
4-Second Floor
There is a temporary save opposite the elevator. Proceed to the end of
the corridor. Destroy the electrical outlets as you move along (the
Electrocution victims can use them to move from one place to another).
At the end of the hall, open the chest containing a newspaper and a
shotgun.
Turn left to reach the swimming pool (where you will find a permanent
save, a medi-kit, and ammunition).
Go to the rear, behind the counter, to the bathroom. There are pinball
tokens in the wooden crate and a sheet of paper on the shelves. Leave
and activate the intercom (to attract the Electrocution victims, so that
you can reduce the number of adversaries for the final scene of that
level).
When you are opposite the pentacle in the room adjoining the swimming
pool, go through the door into the valet's room. Kill the Hanged
Criminals, pick up the key behind the screen (you can use it to leave
the room). You'll find ammunition, among other things, in the chest of
drawers.
Go back into the corridor and go through the door opposite you to enter
the snooker room.
Kill the Skinned Criminals and take the bedroom key that they left near
the jukebox. Use your tokens to play pinball (this will unblock the door
that leads to the red room).
Enter the room, open the chest of drawers, and pick up the billiard ball
and various other items you find there. Go to the snooker table and
play, using the billiard ball, which will reveal a hiding place behind
the cue rest. Retrieve the crossbow that you find there.
Head toward the gymnasium, which can be reached through the red room
door. Kill the Skinned Criminals, recover the medi-kit and head toward
the showers. In the corridor, examine the skins of the Skinned
Criminals, hanging on the wall. Find the key to the room where Angelina
is being held prisoner.
Retrace your steps and go into the sauna through the dressing room door
(located next to the mirror in the gymnasium). Kill the sauna zombie in
order to neutralize his ghost, who has been tormenting you since you
came to that level. Go through the gate to hell in the sauna.
Return to the central part of the hall. In front of the elevator (to
your left) is a hidden door.
Enter the valet's room and kill the "zombified" soundman. Search through
the chest of drawers (for the sheet of paper), and pick up the medi-kit
in the lavatory.
When you get back in the hall, another door is revealed (if this doesn't
happen, search for it). Enter the room, using the bedroom key: kill the
Electrocution victims, and head toward Angelina. Kill her (she turns out
to be a zombie). Leave the room once you have retrieved the key and the
medi-kit. A film sequence shows Angelina being forcefully dragged by the
torturer to the basement.
Use the elevator to descend to the ground floor. Go out into the garden,
turn left, open the trap door, and go down into the cellar.
5-Basement
At the bottom of the stairs, turn left and do a temporary save. Move
straight ahead and take the left fork (the doors are closed at this
time). At the end of the corridor, a wall closes behind the player.
Confront the three Hanged Criminals. Shoot at the jerry can to make that
section of wall explode. In the crack made by the explosion, activate
the hand lever to release the coal cellar's wooden door.
Kill the Gas Victims. In that room, find the recessed area and retrieve
the items it contains. Kill the Hanged Criminal. Pick up the sheet of
paper in the wine rack.
Leave the room and turn left. Shoot the zombies, then return to the
entrance to go to the coal cellar?Shoot at the red bricks in the wall.
This reveals another recess area. Activate the hand lever to open the
passage leading to the mines. Exit and turn right at the end of the
corridor.
Continue in that direction. Kill the Drowning Victims. Activate the wall
lever, which reveals the secret passage to the mines (opposite the
entrance with the staircase).
In the corridors left of the entrance to the mines, go to the gate of
hell?Send back the souls from this level so that Lucifer will give you
the power to fly (you need it to explore the mines).
6-Mines
Go into the mines. Use the flight spell to cross the crevices. Go
straight ahead to the boxes and gas meter. Turn right, past the earth
mound and the debris from the beams. Continue until you reach the
lantern (or go left, which will take you to the same place). Kill the
Electrocution victims in the electric chairs behind the carts. Turn left
and head toward the iron door. Continue straight ahead. Kill the four
Electrocution victims. Go straight ahead again and fly over the
television set. Shoot at the bas relief of the devil's head on the wall
to the left of you. You will enter the necropolis.
7-Necropolis
(Goal of this level: To retrieve the four talismans that provide access
to the torture chamber where Angelina is being held captive)
Go forward: further ahead, and slightly below you, is a permanent save.
Collect the (many!) bullets and the medi-kit.
Exit and you come to a vast circular chamber that connects with the
entire level?br>
Turn left after killing the two Gas Victims next to the gravestone, then
go through the door and continue straight ahead?br>
In the next room, the Torturer shows you where you can find one of the
talismans. Take the talisman and go back to the gravestone where you
confronted the Gas Victims.
Continue straight on again. Kill the two Gas Victims and move on until
you reach two doors. Pick up the arrows on the floor. Both doors lead to
a talisman and then to a dead end. When you retrace your steps, take the
door near the three stone stalactites (mummy sarcophagi).
In the first room to the right, a Gas Victim is guarding a gate to
hell?Give him the usual and take the medi-kit. Leave, going either to
the right or the left (left is better, because you come across a
permanent save). Both paths lead to the same room.
From there, you access a gigantic chamber with a wooden bridge. The
fourth talisman is here. A film sequence shows you the place where you
should leave the four talismans. Return to the gravestone, which has now
opened to the torture chamber. Angelina is attached to a wheel?br>
Jethro (the torturer) remains invincible as long as the four stalactites
above Angelina have not been destroyed (the stalactites are visible when
they emit a green light). Beware of the torturer's axe blows (he
teleports himself continuously). Free Angelina! The Night Howler arrives
and grabs Deva. At that moment, a Grandmother appears. Kill her so that
Angelina can recover her weapon (an Uzi). Save your game so that you can
leave the room.
Follow the path shown in the film sequence: return to the door to the
three stalactites. Wait?do not fail to protect Angelina on your way
back. (You still need to hurry, since your time is limited.)
Return to the chamber with the bridge, then follow the bridge. It will
take you outside into the open air, inside the cemetery.
III-Act III
8-Cemetery
Save your game next to the first tomb you encounter. Walk around the
grave mound and try to open the tombs situated along its sides.
You will find several objects in the only accessible tomb (four items:
mirrors, a watch, talismans and a coin). Place these items in the
corresponding tombs. For example, put the gold coin on the greedy
woman's stand (if you make a mistake, Dave catches fire). A horde of
zombies are surging out of every exit and heading for the last tomb that
you visited. Beware: don't forget to protect Angelina, who can only
defend herself from a limited number of adversaries. So keep an eye on
her?br>
Also search the surroundings of the grave mound for any weapons or items
that you can retrieve there. Once you have placed the four items on
their respective locations, the Night Howler appears, fleeing through
the grave mound maze as Dave approaches. Follow Dave and search the
place. Fight back the Hanged Criminals until you enter a room where you
find two sheets of paper and a medi-kit. Dave and his confederates are
then transported to the higher level (the level just above, on the grave
mound).
9-Grave Mound
Visit every tomb and push back the frequent attacks?Follow Angelina
into the tomb of the deceased, Hubert Chardot (whose inscription appears
on his gravestone). When you have been transported to the upper level
(teleporting is automatic once the tour is over), proceed as you did
before, up to the top of the grave mound (to the Tomb of Anger). Save
your game and enter the tomb. Use the action command on that tomb and
prepare yourself for the final confrontation?
The End...