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" It's all fun and games until someone loses an eye... pancreas... *cough* or lung. " ------------------------------------------------------------------------------- 'Raze's Hell' for Xbox This guide is for use on Guide: FAQ/Walkthrough GameFAQs.com. CheatCC may NOT Author: Jeff H. host this. Please ask for Version 1.00 permission to host. Thank you. E-mail: See 'Guide Related' section ------------------------------------------------------------------------------- 1.00 INTRODUCTION 2.00 GETTING STARTED 2.10 Controls & Movement 2.20 Gameplay Basics 3.00 WALKTHROUGH 3.01 Birth of the Beast 3.02 It Never Rains in Kewtopia 3.03 Enemy Shmeney 3.04 A Hunting We Will Go 3.05 Don't ruin my rune 3.06 Who's got the Power? 3.07 Be My Guest 3.08 Blood-Fire-Death-Song 3.09 Cheap Labor! 3.10 Slivh and Let Die! 3.11 Yours in Captivity, Kraag 3.12 A Bridge To Fear 3.13 War Toys! 3.14 Rubber Duck this is Gummy! 3.15 AWOL at the Great Wall 3.16 Barbarians at the Gates 3.17 Communication Breakdown 3.18 Alpha Bravo Ciao, Baby! 3.19 Suburban Slaughter 3.20 A New Order 4.00 PICKUPS 4.10 Ammo 4.20 Miscellaneous Items 5.00 CHARACTERS 5.10 Story Characters 5.20 Enemies 6.00 OTHER STUFF 6.10 Multiplayer 6.20 Mini Games 6.30 Cheat & Secrets 6.40 Frequently Asked Questions 7.00 GUIDE RELATED ############################################################################### 1.00 INTRODUCTION ############################################################################### Sadists, pyromaniacs, and accompanying twisted folk; lend me your eyes. The game that this FAQ covers is not for the Willy Wonka loving. In fact, Raze's Hell may induce lollipop axing, jack-in-the-box nightmares. So you have been warned! Raze's Hell is a third-person shooter similar to Giants: Citizen Kabuto or even Armed & Dangerous. If those are too obscure for you, this game is like a cross between Brute Force and Conker's Bad Fur Day. You play as a creature named Raze, a random hero who discovers something that gives him special powers after his village is invaded by the Kewlett army. The kewletts are so cute that anyone else would surrender in awe of their cuteness. But, um, Raze isn't having that since a lot of his people were slain by those same kewletts who are being led by their Princess, of all people. Kewletts are cute, funny, little twisted fluffy guys who are out to get you. Did I mention they're cute? ############################################################################### 2.00 GETTING STARTED ############################################################################### ------------------------------------------------------------------------------- 2.10 | Controls & Movement ------------------------------------------------------------------------------- Here are the controls as well as some topics on moving in Raze's Hell. Left Thumbstick | Move Raze Left Thumbstick (click) | Suck squib ammo (break plant first) Right Thumbstick | Aim/look Right Thumbstick (click) | Zoom toggle (when allowed) Directional Pad | Assign ammo/quick ammo select A | Squib (ammo) hotbox (hold) B | Roll (hold), tuck roll in stealth mode X | Stealth mode toggle Y | Action White | Activate powerup (when allowed) Black | Drop ammo (for co-op/MP) Left Trigger | Melee attack (enemies/squibs) Right Trigger | Fire (hold to charge Spiker ammo) Back | Map/objective console Start | Pause game/menu Rolling: There's no going back once Raze obtains the ability to roll. Literally. Well you can't roll backwards that it. Rolling gets Raze across far distances in a short amount of time. Press and hold the B button and control with the left thumbstick. Rolling can be used offensively by rolling into enemies, splattering them or knocking them down depending on what they are. Tuck rolling is when you go into stealth mode (crouch) and then tap roll. It's a great way to move around when stealthing. Shooting: Shooting is as simple as you'd expect, but do be aware that not all ammo types shoot the same way. Some you can hold the trigger for rapid fire, some are slower that require another press, others can be charged and even have scopes. When you first pick up an ammo, the game shows a line of text that should give you a general idea of what it does. If you don't want to waste ammo, go to a System Link game and create a new game to test them. Be aware that two ammo types are swapped from singleplayer in multiplayer. Powerups: Also known as upgrades, the powerups are what The Shaman will allow you to have at certain points in the game. Stand near him then press Y to bring up a wheel. Read the powerups then pick the one you want. To use the upgrade after getting it, simply press the White button. Certain powerups last only a period of time while some last until the end of the level. ------------------------------------------------------------------------------- 2.20 | Gameplay Basics ------------------------------------------------------------------------------- Explosive Barrels/Crystals: Ammo can be scarce on many levels in this game. That is why it's very important that you look for and use explosive barrels/crystals whenever you see them, especially if a group of enemies are nearby. Shoot the barrels with ripper ammo while keeping your distance. If you can, lure enemies near them also. Ammo Dragging: One neat thing about this game is that when you're full on a particular ammo Raze won't inhale it but will pull them towards him. If you think you'll eventually need the ammo that you're currently full on, you can drag it with you or at least to a spot out in the open so that when you backtrack for it, it won't be missed. Health Regeneration: When Raze is hit, a second (lighter) bar will appear on his health bar. Health will regenerate to that level if you give it time to, but this is only a percentage of the health that you had before being shot. To maximize this feature, though, take cover after being hit to allow your health to build back up. It can seem slow but the wait is surely worth it on tough level. Saving while health is regenerating will give Raze only the lowest amount generated upon reload. Health cannot regenerate when Raze is out of breath. Enemies and Ammo: After an hour or two of playing this game it should be clear that each ammo works in a different way on different enemies. So it's only natural that you figure out what works and what doesn't. Sure the ripper is an all-purpose ammo that can be used on a variety of foes, but it's not always *best*. Armored enemies, for example, demand a stronger ammo such as blaster or charged spiker shots. For helicopters, ripper ammo and seekers are about the only thing you should use. Conserving Ammo: At the start of the game you may take ammo for granted since it's practically everywhere. As you progress through the levels you'll get the same amount but since the enemies are stronger, you ultimately have less ammo to waste. One very important way to save ammo is to use stealth to get stealth kill. Whether its a gunner or an elite, it's recommended that you sneak upon and stealth kill enemies that are by themselves. Using the correct ammo goes a long way too. Practicing your aiming in multiplayer and the mini games helps also. When ambushing weaker enemies you can use the roll move to knock them down or even splatter them. Also, just plain meleeing works if the enemies are weak. Listen for Ammo: If you haven't noticed it, squibs are living things that make a screeching sound that can be heard from a distance. When you hear them go to the source. Small wooden crates, large ones, and the squib plants. The ones on the ground can be heard as well. Taking Cover: This one seems so obvious even for the brain dead. But something happens when you take cover: you notice the enemy's movement. Watch how they act and find out ways to lure them towards your location (if that's what you want). Taking cover will protect you from harm and also give you a chance to set up a different method of attack. ............................................................................. . (X) Players 1-2 (X) System Link 2-10 (X) Online Multiplayer . . ( ) Memory Unit ( ) HDTV 480p ( ) Scoreboards . . ( ) Custom Soundtrack (X) Communicator Headset (X) Friends . . (X) In-game Dolby Digital ( ) Content Download (X) Voice . ............................................................................. ############################################################################### 3.00 WALKTHROUGH ############################################################################### 3.01 Birth of the Beast 3.11 Yours in Captivity, Kraag 3.02 It Never Rains in Kewtopia 3.12 A Bridge To Fear 3.03 Enemy Shmeney 3.13 War Toys! 3.04 A Hunting We Will Go 3.14 Rubber Duck this is Gummy! 3.05 Don't ruin my rune 3.15 AWOL at the Great Wall 3.06 Who's got the Power? 3.16 Barbarians at the Gates 3.07 Be My Guest 3.17 Communication Breakdown 3.08 Blood-Fire-Death-Song 3.18 Alpha Bravo Ciao, Baby! 3.09 Cheap Labor! 3.19 Suburban Slaughter 3.10 Slivh and Let Die! 3.20 A New Order ------------------------------------------------------------------------------- 3.01 Birth of the Beast ------------------------------------------------------------------------------- Overall Objective: Learn the basics The opening cutscene prior to the level's start plays into the gameplay. The narrator tells how Raze looked first to the Heavens. Since this introductory mission is all about learning the basics of the game, look up using your right stick. Now you'll want to do is go through this mission doing as the story tells of what Raze did during this conflict. Run past the kewlett that fires at Raze, and to the trees around the bend as more kewlett gunners appear. Run deep into the cave and approach the blue thing for a cutscene with Slivh. After this, use your newly-acquired melee ability to kill the three kewletts that appear from the woods that you passed. They're all either straight ahead or around the corner. Follow Slivh out of the cave and step onto the sporump jump pad. Run off of the ledge and down to the blue squib plants between some trees. Break these plants with your melee and suck them up as the game instructs. Prepare to shoot up the kewletts that rush the area. Now that you sucked up the squibs, an ammo bar along with an aiming reticule appear onscreen. Shoot them, melee their bodies, then suck up the flesh pieces via clicking the left thumbstick. Now get into a ball and roll to the next area. Check your map if you need guidance. At the next area is single squib plant at the opening to a kewlett area. You're invincible for now, so just rush the area and kill these baddies to watch a cutscene. ------------------------------------------------------------------------------- 3.02 It Never Rains in Kewtopia ------------------------------------------------------------------------------- Overall Objective: Destroy a remote outpost Follow down the trail and Slivh will want to show you a trick. The trick is how to snipe kewletts. Equip the spiker ammo and click the right thumbstick to scope in. Now pick off the kewletts at the gate area. Come through to a cutscene will a kewlett who has its back against you. Sneak up on it via stealth mode and use the melee attack once you're close enough to get a stealthy kill. Up ahead are some kewletts, including a gunner bear, near some cargo holders. Destroy them and look for a gate with green lights on it on the right side. Proceed through it and kill the lone critter up ahead. Meet up with Slivh once again where he'll tell you to break the prisoner free. Kill the resistance in front of the force field before doing anything else. To break it, you must shoot the box where the beams are shooting up from on the left side of the force field. For future reference, the guy that you free goes by the name of Shaman. Behind the force field and to the right (if you're looking at it), is a path that leads to a larger area where a battle will take place. The first kewlett is easy enough to stealth kill. Down by the garbage masher -- which can be distinguished by its rapid, crushing teeth -- are a bunch of kewletts, of course. Kill them but use the garbage piles as cover. You need to get through the garbage masher but will need to stop it first. Past the fence is path that leads to it. Kill the kewletts down here and head through the doors. Destroy the axe guards and move through. Ahead are more kewletts that guard the generator. Snipe as many as you can then move in to kill the rest. Check your map; the generator is the machine in the middle that has two rods moving back and forth. Shoot both rods to destroy it. Now go back through the garbage masher after killing the new resistance that pops up. In the next area, after passing through the garbage masher, you see a bridge ahead and a bunch of enemies below. Some to the left just below and some far right. Here you're encouraged to snipe, so use spiker ammo liberally since there's a free supply at the bottom of the bridge. I recommended not leaving the bridge until you have picked off quite a few. When you clear all out, Slivh tells you to move on as the gate opens. Pop the kewletts and any that may appear from behind where the bridge is. Head through the open gate to complete the level. ------------------------------------------------------------------------------- 3.03 Enemy Shmeney ------------------------------------------------------------------------------- Overall Objective: Fight your way into enemy territory Look around for any pickups before leaving the area. When you see the red squibs, which are Blaster ammo, you're going the right way. Round the corner and Slivh will tell you to pick the nukes. This area looks like a beach with rocks spread around. It's very dangerous since kewletts lie in way far back and cannon shots are hitting the ground. Stay out of the black holes as you advance. To the left side (check your map) is the first of two nuke. Pick it up and move up. Take out the kewletts here. Always use cover when not shooting and retreat when necessary. When you've destroyed all resistance up ahead, you'll need to move along the right wall (look to the ledge). Around the back is the second nuke behind a tent where a villager is standing. Now that you have the two nukes, you will need to advance in the level and plant them on each mortar that's firing the shots into the sky. You can either go through the obvious path at by the truck or you can use sporump jump pad that is near where you found the first nuke. This side path takes you to some kewletts as well as some attack helicopters. Either path you take, you will come out to the area where the mortars are. There's two holes and a path leading out of them. Destroy the guns looking over each hold, drop down to kill the kewletts, then plant a nuke on the mortar. Run away as it's destroy. Repeat this for the next mortar. After destroying both mortars, kewletts will rush both shutter doors; one on the left and on the right. Choose only one door to focus on since both paths eventually lead to the same spot, and since you will be going only one way you won't want to waste ammo clearing out both. No matter what shutter doors you go through -- left or right -- you will fight a bunch of kewletts along the way and come out to a large, open area. You'll know you're there when Slivh tells you where he's at. The simplest strategy here is to run up towards the bridge in the center and then hide behind the metal shields at the beginning of it. Here it's harder for the bombers to get their grenades to fall near you. Take out the guns first then focus on the kewletts and bombers. Go up the hill once you've cleared out. Behind the trucks is some ammo in the crates. Free the prisoner by shooting the box to the right of it, like you did before. After freeing Kraag from his cell, he will help you. Go back over the crest and down the hill where a new wave of kewletts await. Give it time and Kraag will come down to lend a hand. Let him do most of the dirty work while you lie in wait to save health and ammo. Only come out when you've got a good shot. With all resistance toast, head through the unlocked shutter doors to the left after crossing back over the bridge. Approach Slivh to complete the level. ------------------------------------------------------------------------------- 3.04 A Hunting We Will Go ------------------------------------------------------------------------------- Overall Objective: Escape the Kewlett Patrols This level is quite tough compared to the previous ones. If you've ever experienced Halo on Legendary then you may have an idea what this one is about. It's countless kewletts, dropships, ammo preserving and a whole lot of hiding behind things. I am forewarning you here because this level takes more of a strategy on your part than mine. So in other words, play this level in a conservative fashion: Don't blow your ammo and always look for the most effective way to kill an enemy. With that said, on with the walkthrough. At the level's start, the first thing that you should do is get rid of the pesky kewlett helicopter(s) that is in the sky. The ripper is effective, especially up close. It's a waiting game here because they like to retreat often, but be patient. Alternatively, you could just quickly roll past the trees and find the opening in the woods. Whether or not this helicopter comes back to you is up in the air (no pun intended). Find the path in the back corner that leads to an open area with a bunch of kewletts. Along the way, there are a some blaster squibs stashed in a cutoff path on the left, so grab those. When you get to the area you should see another airborne. When it takes off, back into the path and let it come to you. After shooting it down, move up to deal with a few kewletts. Moving onto the next area, you will find a stash of Driller squibs behind a rock. After grabbing the first batch of driller squibs, move up and quickly grab the second just before backing off so that you can see the dropship that's dropping kewletts from the sky. The idea is to shoot the kewletts out of the sky by shooting directly at them, not their balloons. Shooting their balloons will allow them to live after the fall, so use driller ammo to shoot directly at them since there is enough ammo. When the dropship leaves, move to the crest of the hill. Take cover behind the rock and aim below to pick off the kewletts. More of them will drop from the sky once you go down to this area. Kill all kewletts if you must (there's a lot of ammo in this area), then move on through the back path. At the next area, you are posed with what is probably the level's most difficult battle. There's a ton of kewletts and most are dropping from the sky. Since there's not a whole lot of driller ammo available and you will be fired upon if you go out in the open, it's best to just let the airborne kewletts drop from their dropship. Focus on picking off the ones on the ground. When you think that you're able to, move up and to the left so that you face the natural bridge where they're coming from. Use cover over here and blast them as they come. Don't leave yourself in the open too long since there's a lot of them. It will take a while, but once there's a few or none, head across the natural bridge and to the right side. Battle the kewletts as you go. There's more resistance in the corner before getting into the forest area. A bunch of airbornes emerge as well as two helicopters. If you deal with the helicopters first, take the fight back over the bridge so that the ground kewletts can't shoot you so easily. With the area now clear, move into the wooded path in the corner after crossing the bridge. In the forest you will encounter a barrage of kamikaze bears. Keep your distance, let them come to you as you shoot them with your ripper ammo. Use the ones that fall over as traps for other kamikazes: let them get close to one then shoot it. There is a point where you'll face some airborne kewletts by a huge hole in the ground. Kill them and move to the second half of the woods. You will need to watch all around you for kamikazes in this part. It's easy really. When you exit the woods you'll see a ledge that overlooks a big kewletts outpost. Shoot the helicopters that are on the ground and any that take off. Always remain at top while doing this but keep an eye out behind you since some airbornes will rush from there. With the coast clear, move down the ramp and take out the gunner bears and various other kewletts. The level is over after doing this. ------------------------------------------------------------------------------- 3.05 Don't ruin my rune ------------------------------------------------------------------------------- Overall Objective: Recover an ancient artifact Turn around and search the back areas for ammo. There some smasher squibs if you look good enough as well as some blasters on the cliff. Find Slivh on your map and follow him through the cave. On the other side are some kewletts that rush through the gate straight ahead once you step out. Back into the cave, shoot them from afar, then come out to take cover behind the rocks in the center. Look to the ramp and pick off the two rocketeers trying to hit you with rockets. You will go up this ramp later, but for now you will want to go through the gate where. After passing through the gate, there's a split left and right. To the right is ammo if you want some (this is also a great spot to come back to later on). Go left and up ahead will be a gunner and gunner bear having dialog. Get close and go for the kill. Keep moving to the point where Slivh tells you something. Use the truck as cover as you pass up the hill behind it (there are some driller squibs just behind it -- but move quickly). Atop is a Protector Relic which is like a fixed machine gun. I recommend picking off some of the auto-guns with spiker shots before anything. Stay back and take them out one-by-one. To save ammo, now go on the protective relic and blast away. Make sure you have destroyed all enemies (including the auto-gun directly below you) before going down there. Ahead is an open path that you should move through. Up ahead are three kewletts; a gunner on the ground to the right, a gunner bear on the ramp, and a rocketeer at the top. Go for the gunner bear, then the gunner, and finally the rocketeer. Up where he was is a nuke -- collect it then head back to the open area that you were just at. Now that you have the nuke, had back to the open area just mentioned. Many airborne gunners will be here, so be prepared. You totally bypass them if you're low on ammo/health or you can just take them out. If you the latter, shoot the crystals one they get near them (if they are still there). Pass back around the truck, to the front. With the nuke in hand and the airbornes dead, it's time to head all the way back to where you met the first way of enemies. Now is a great time to collect any extra ammo lying around since the next part of the level is ramped up in difficulty. Head all the way back through the gate where a new group of enemies await. Take cover behind any rock or debris that you see fit. The majority of them are on or by the ramp but watch for the kamikaze that will rush. Once you have them cleared out, you can now go up the ramp and through the shutter doors that are now unlocked. Up ahead is a cluster of auto-guns. When you get to the first crystal, roll past the second and up the hill to the campsite straight ahead. Round the corner and take out the kewletts. Peak around the next corner and get the gunner bear. Be careful here since the auto-guns will shoot at you from below. You can deal with them from up here (peaking out momentarily, shooting, then moving back) or you can turn around and go down to the crystals. If you go down here, take refuge behind the large rock. Either way, you need to take them out one-by-one and charged spiker shots work best. There are also some blaster shots hidden behind the campsite if you need them. When the grenadier and all eight auto-guns are demolished, a small tank will appear on the cliff in the back. Hide below it and angle Raze so that you can see it. The hard way to plant the nuke on it would be to sneak up and around it but who wants to do that? Back up and literally face that tank so that it sees you. With ripper ammo equipped, point directly at the tank's cannon. As soon as it shoots a rocket towards you, shoot with your ripper which will cause the rocket to blow up on the tank. Keep doing this until the small tank blows up. Now all you have to do is go up to the ruble and plant the nuke! When the nuke planted on the small tank, head through the shutter doors and into the next area. There's a split when you see the big sign. Left: many enemies that are very entrenches into the area. Right: likely the easier path but if you don't want to deal with a grenadier and some kamikazes then don't go. Both paths meet up to another area that splits ahead. When you see Slivh he will tell you to stop the helicopter from leaving. The left path, while it has more ammo, is very risky to take since there is a bomber above the ledge and the auto-gun is across from you (at the top right) when you get higher up. Going up the left path allows you to take out the bomber from afar and even sneak the auto-gun once you take care of the kewletts at the top. Make no mistake about it -- either path you take will be difficult since there are many kewletts to kill. Take it slow, use cover, and shoot the kewletts from a distance to save your health. If you can manage this you shouldn't have a problem dealing with the snipers and the countless other kewletts waiting for your. Eventually, though, they will stop coming. When the coast is clear, move through the shutter doors at the top and to the back corner just after killing the two airborne gunners. ------------------------------------------------------------------------------- 3.06 Who's got the Power? ------------------------------------------------------------------------------- Overall Objective: Get the relics before they do There are some driller squibs behind a rock at the start. Over the cliff are three gunners waiting below. Pick them off then hit the jump pad to get the smasher squibs. This level necessitates you conserving ammo, so if you can't pick up the ammo you can at least try to remember where it was so that you can come back for it. Move up the hill and the path splits where you see the bright lights shining down. Move up and you will hear a voice (notice that what the voice says contradicts what Slivh told you to do, but you can't advance in the level unless you do as the voice says). The path straight ahead is just an overlook to the water, island, and peninsula to the right where some enemies are if you feel like sniping them now. After the voice talks to you, move along the path on the right and up ahead is an entrenchment of resistance. Go for the rocketeers first and then the other kewletts. This path splits also but leads to the same spot. You need to pick up the relic that's to the right inside the fences and under a shining light. Grab it then move left past the big drilling machine. By now the kamikazes should be chasing you, so be careful. As you go up the next hill there is another split. Quickly go left, taking cover, then firing away at the kewletts above. The stand for the relic artifact is here, so place it on the relic on the stand for the first one to light up. Turn around, go down, and make a left (which would be the right path if when you were coming up the hill). Shoot the enemies ahead. To the right are some smasher squibs hidden behind a rock. Now go up the ramp where the rocketeer used to be. Pass the sign at the top of the ramp. Look for the igniter squibs just before the bend ahead. Keep moving as you kill the kewletts and their critter pals, and you will eventually get to a room that splits around a big hole in the center with light shining down into it. You do not want to go right (or at least not at first). Go left and look over the arch and shoot any kewletts that you see, but not going out to the open. Look just past the rock on your right and destroy the auto-gun (failing to do so will likely result in death). Now sweep the room and area for any other kewletts. The back left path in here leads to a cave with many kamikazes that rush you. Back off and take care of them whichever way that you like best. Out of the cave are some weird plants ahead, just before the path splits again. A gate is blocking the right side but you can grab driller squibs over there. Just left -- past the sandbags -- is a great area to test out the igniter ammo (fire it them shoot it with ripper ammo). Move up the large, sandy hill to a witness a heavily-guarded area. Use the rocks as cover and only come out to shoot any kewlett that's blocking your next advancement. Take out the rocketeers in the back and then grab the second relic that is under a mesh tent. Place it on the stand nearby to light the second beam. With the second artifact in place, turn around and head down the hill. As you do so, look to the left and you will see a path that leads to some ripper ammo (there's a bunch of bright, round lights before it). More resistance up ahead but watch for the grenadier on the ledge further up. Keep moving until you see a bridge above. This area is tough thanks to the dozens of enemies you'll battle, so conserve ammo as best you can. Instead of going under the bridge, you will want to move along the ramp on the right side. To do this you will first have to kill all kewletts that see you (one on the bridge and quite a few on the ground). Pace yourself with this and eventually you'll get out alive. Atop are two auto-guns which you can hide from by using the crates. Just before the second auto-gun and on the left is a fenced bridge that you will want to cross now. On the other side is the third relic artifact. Grab it and prepare for an onslaught on the other side. Dodge the kamikazes then deal with the kewletts on the left and right. After crossing back over the bridge, go left and around the corner will be a bunch of kewletts (including a bomber). Snipe them if you can but mind the crystals that can hurt you if shot. Move down the ramp and finish off the rest. Go straight ahead but if you need some extra ammo, turn around and check under the bridge (on the walls). With the third relic in hand, move along the next path and kill the two kewletts as you go. Eventually you should see an incline to the third stand where you'll need to place the artifact. But before you do, you must deal with kewtenators! They aren't nearly as nice the enemies you've already faced, so quickly hide behind a rock as they appear from rainbows. Smasher ammo works great for knocking them down to quickly finish them off. Also, if you have driller ammo you should definitely use it here. Stay behind the rocks when not shooting. Other ammos work if you must use them but the battle will be a lot longer. When you finally get to the top, place the relic on the stand to light the third and final beam of light. The level will end once the third relic in place the level will end. (Note: If you don't place the relic just yet, there is a path off this hill that leads to more kewletts and ammo. Going here is not at all necessary.) ------------------------------------------------------------------------------- 3.07 Be My Guest ------------------------------------------------------------------------------- Overall Objective: Infiltrate and liberate the prisoners Look to the right, over the ledge, and you will see a few kewletts. You can either shoot them from here (recommended since they are more exposed from this vantage point) or you can get them after crossing over. Hit the sporump launch pad and kill the gunners as the path winds down to the truck. Go left from here to spot Slivh again. Up the path are two kewletts that you really don't have to deal with since you won't be going near them. Look to the right side and go along the path to the right of the "To Fort" sign. This leads up to a campsite with a phonogram playing music in the center. Kill the resistance but take cover at the left wall. When you've got them all, grab the ammo in the fence are then hit the sporump pad to cross the chasm. You have crossed the chasm using the jump pad and ,-----------------------. now you have to enter their base up ahead. Sneak | The alarm that sounds | forward and kill both patrolling guards, one at a | off can be prevented | time. Hit the jump pad then enter the base. Move | by shooting it (stand | in and to the right as Slivh communicates with | on slope to see over | you. The detention area houses a bunch of | the fences) or | kewletts, particularly three snipers and a kewt- | quickly rolling to | enator. The snipers are left, center, and right | smash it. You need | (all viewable from the crate area -- so don't walk | not worry about | down just yet). Snipe whatever you can without | airborne gunners if | actually moving down into the area. Note that a | it never goes off. | Dr. Mingle look-alike is in this area and whether '-----------------------' or not you kill him has no affect on the story. Move towards the shutter door at the opposite side and you will be greeted by The Shaman in his alternate form. Press Y near him then he gives you a choice of temporary upgrade which you can trigger at any point by pressing the White button. Pick whichever you want but don't pick an ability upgrade for a weapon that you don't have ammo for! Move into the warehouse and immediately initiate the upgrade. As you enter, the lights are cut out and you are surrounded by shotgunners and other critters. Quickly move directly right and hide behind the small steal crates. Angle yourself so that you aren't totally exposed. Wait for a clear shot to shoot and also wait for any critter to approach the crates, then shoot them. Aim low because their helmets are bulletproof. The Resistance (Zorlach's crew) will eventually come in to help you as the smoke clears. Finish off the remaining kewletts for a cutscene. After the cutscene in the warehouse, the shutters will open and kewletts will appear. Make fast work of them then go outside. Position yourself so that you can take out the auto-gun whilst The Resistance handles the ground kewletts. Round the corner and another auto-gun will be waiting. You have to deal with it as fast as possible so that you can focus on the machine that's regenerating the kewlett gunners. Get to it after taking out the grenadier then shoot the hell out of it. Failing to do so will allow an infinite amount of gunners to attack one-by-one. Finally, take out all critters firing from the surrounding ledges. Now that this area is clear you can scour the area for ammo just before moving up the ramps where the pink light is shining. At the other end of the tunnel are some kewletts. Hid on the side and wait for them to come to you. Cross the tunnel. On the other side of the tunnel a bomber awaits down the ramp. Pick him off and any other kewletts that you may say. Instead of going down the ramp now, stay atop and look between the two trucks below. Try to get a line of sight on the machine that's regenerating the kewletts. Shoot here and now so that you don't have to deal with them later. Many kewtenators appear ahead, so be careful in this area. Keep your back against anything and use the smasher ammo if you have any. The kewtenators are dead and you're about to head through the shutters to get to the bridge. It is extremely important that you obtain lurker ammo (if you don't have any, check the fenced area to the right of the shutters). Stand on the right side of the doors so that they open but you're not exposed. Slowly turn so that you can see the blimp clearly. Equip to lurker then release one. Take it across the bridge to where it's under the blimp, then hit the trigger to detonate the lurker. Keep doing this until the blimp explodes otherwise you will deal with an endless stream of airborne gunners. Approach the bridge with Raze and finish off any remaining kewletts. As you cross it, The Resistance yells to you as a bunch of kewetantors appear. Instead of fighting them, simply roll on through until the level is complete. ------------------------------------------------------------------------------- 3.08 Blood-Fire-Death-Song ------------------------------------------------------------------------------- Overall Objective: Defend the Resistance against kewlett attack At the start of the level, you want to quickly gather the ammo (one is hidden behind you) and quickly find cover. You don't want to become a fish in a barrel for the kewletts. Cautiously move up the spiraling path and prepare your smasher ammo for the many kewtenators you will face. They appear as you move, so deal with the ones that shoot at you. When two are on you, knock them both down then go for the kill instead of focusing on one the whole time. If you manage to roll past one you will still have to deal with a few up ahead due to the nature of this area. The second area is cluttered with airbornes being dropped by helicopters. Destroy the helicopter when it's in-sight while doing your best to not expose yourself to the airbornes. With the area clear, you will now want to talk to The Shaman between the two ledges for an upgrade. (I find the Double Damage to be most useful.) You should have the upgrade and now be ready to move to the next area. Draw out the attack helicopter, destroy it, then go for the airbornes on the ground. Grab the ammo pickups before moving on. When you see the creature running towards you, don't shoot it. Instead, go for the two airbornes that are chasing behind it. You can't ride the creature so keep moving. Up ahead is a big battle between The Resistance (who are on your side) and the kewlett forces. The idea is to get from one side of this area to the other. The airborne gunners keep coming so don't pay much attention to them. (It is now a good time to use your upgrade.) Instead, run across the lower level and blast the kewtenators as you go. After fighting up the kamikazes as you go uphill, you'll face some kewtenator and eventually get to a heavily guarded dropship. Hide on the left to avoid the turret. You could fight and kill all kewletts here but it's a huge waste of ammo. Instead, dodge around the spikey plant on the left, then roll even further left towards a big patch of bushes. You may take a few shots from the gunner that's on the turret, but don't worry about it. Talk to The Shaman that's hidden back here then escort him through the path behind him and make a left around the rocks. You may have to fend off some kewletts from killing you but don't worry about The Shaman -- he'll be okay. Go downhill and fight the kewtenators as you do. The multi-rocketeer and the attack helicopter will prove annoying, so be sure to destroy them. The Shaman will begin to chant for what seems like an eternity once you get to the end of the path which overlooks the beginning of this level. Mounting the gun (protector relic) turns out to be a bad idea since you will be attacked from behind. And since The Shaman's chant does the trick for the enemies below, it's wise to stay off of it completely. Just wait around while he chants and let things take their course. The level will be over before you know it. ------------------------------------------------------------------------------- 3.09 Cheap Labor! ------------------------------------------------------------------------------- Overall Objective: Follow The Leader Move forward, collect the ammunition at the turn, then hit the sporump pad to get to the ledge above. Ahead are a bunch of gunners on the cliff. Pick off any that you see then move up to finish off the rest. Stay away from the left side up here since it's possible to fall into the water and die. The path in the back right is where you need to go. This leads to a construction area that's littered with kewletts. Use the crates on the left side for cover while you sneak up on the axers behind the wall on the left. Shoot the barrel for maximum damage, then clear out what's left. Look for a gunner bear on the cliff behind the parked truck. Kill it them move over to this area where you'll free some villagers. After doing this, kewletts will rush in the area you were just in. Kill them and go through the entrance that they just opened. (Before leaving the area, take note of the ramp across from the shutter doors.) Through the shutter doors and up the dirt path is another worksite with kewletts guarding slave villagers. Cap the lone axer atop, them any kewletts that you see over to the right. Go down into the pit and post up behind the rocks before the truck. Step out and shoot any kewletts hiding over there. Then move up the train tracks that leads to a pit where some villagers are. Talk to them to trigger an attack helicopter above. After you shoot it you may want to go around and collect the ammo before leaving. Backtrack to the other side of the pit and talk to The Shaman for a powerup. Now backtrack even further down to the first worksite where a new batch of kewletts await. After passing back through the shutter doors and arriving at the first worksite again, you'll talk to a story character. Immediately hide behind the stack of steel crates on the right side. Kill the axers that rush then try to shoot down the attack helicopter that's dropping airbornes. These airborne gunners will rush you once they land, so be careful. Next, take care of the auto-gun that's on the back left side. Snipe the critters that are hanging out in the back, then the auto-gun on the right side. All that's left is to deal with the kewtenators that appear, but they won't go so easily. Slowly walk forward with your weapon on choice to trigger one or two at a time. Take cover then return fire. Rinse, repeat until all kewtenators are dead. More appear as you approach the ramp and it's at this point that you definitely want to take cover. With all kewtenators dead, move up the ramp and go to the right. The Shaman told you earlier to you to, "clear your mind of his lies to see the exit." What he meant by this, in actuality, was that there is a spot that you can now pass through that you couldn't earlier. Walk past the drilling vehicle and back through the path. Shoot the crystal to damage the kewletts before you finish them off. You'll fight numerous kewletts that lead to the beginning of the level. Walk off the cliffs to the surface below. Hurry and take cover just as you fall down. Look to the left and pick off the paintballer first. Then focus on any enemies that you can actually shoot without exposing yourself to others. The kewtenators should be dealt with once you see them. Finally, move back in the path to where The Shaman is to complete the level. ------------------------------------------------------------------------------- 3.10 Slivh and Let Die! ------------------------------------------------------------------------------- Overall Objective: Search for your missing guide This level can be very tough but there are some things you can do to get by. One is to make sure you kill the kewletts across the chasm at the beginning (this will help out later on). The second is to save ammo whenever you possibly can by melee attacking often. Sneak up on kewletts and stealth kill and rush lone kewletts regardless of strength. From the start, search behind you for ammo. Turn around and move along the path. At the opening is a chasm with a bunch of kewletts on the other side. ** Kill these kewletts or you will have to face them plus more at the end of the level! ** I cannot stress this enough. Kill all of the kewletts across the chasm before hitting the sporump pad. Now move forward to fall off the ledge and down to a bunch of crates where a lone axer is patrolling. Sneak him without alarming the others. Look around the corner for the alarm. Quickly shoot it before any kewletts can get to it (kewtenators will appear if the alarm is sounded). Pick off the rest of the kewletts with spiker ammo for this area. Check the fenced area for ammo in the boxes. Head up the ramp on the right where the green light is shining. Around the corner is a gunner bear. Cap him then turn your focus on the room packed with kewletts ahead. Try taking out the auto-gun that's on the left first. Focus on any kewletts that are in the open, then move up to take out a second auto-gun and some kewletts that are hiding. Move into this room where the shutter doors are locked for now, so go up the ramp on the right. There are some kewletts and auto-guns up here. Behind the two auto-guns is the generator. Destroy both rods after killing off the deadly kewletts that await. Backtrack through the path and down the ramp again. As you come back to this room, three kewtenators will rush through the shutter doors that are now unlocked. Quickly take cover and wait for them to come to you if you have smasher ammo. After they're toast, prepare for a fight on the other side of the doors. Run past the door to trigger it open but used the sides for cover when you're not shooting. Be careful, though, since elites await you. Inside you will find that Slivh is trapped in a force field. Swipe or shoot any of the bottom panels to lower the field in order to free Slivh. On your way out you will encounter more resistance. Use the steel crates for cover while you advance ahead. As you backtrack through the green pathway, you'll encounter some kewletts as well as three kewtenators at the end. I like to hide behind the steel wall on the left. Head through the unlocked shutter doors on the right. There's resistance in here. Bash the crates when the coast is clear, then get a second powerup from The Shaman. Three kewletts rush as you come through the doors. Blaster ammo works well on this group. Below is a set of tracks including a bunch of crystals (be careful around them! ). This area is tough to work through but if you stick to it you'll do just fine. If you're getting your butt handed to you, be sure to use the powerup that The Shaman gave you. As you work your way up the tracks, shoot the crystals that enemies are near. Keep an eye on the fence as you walk up since there are a bunch of kewletts on the other side of it. At the top is a tanker that you can shoot, causing Slivh to warn you about a cave-in. This has no affect on anything other than making the camera shake. Grab the blaster squibs up above the tanker before leaving through the tunnel. The very last standoff is on the other side of the chasm that you saw earlier in the level. If you killed the enemies that were over here earlier on, you will have an easier time dealing with this part. If not, this section can seem impossible. My best advice to you is to pace yourself. There's a variety of enemies in here so you can't just go bashing on them. Fire out of the cave then retreat back in. Use your ammo wisely, and if you don't have enough of it then you should consider restarting the level. The kewtenator variations are a pain, especially when you get to the fence when more appear. Hide behind the fence and the hut if you have to. Use blaster and smasher ammo on them. When the enemies are cleared out all that you have to do is keep moving forward to complete the level. ------------------------------------------------------------------------------- 3.11 Yours in Captivity, Kraag ------------------------------------------------------------------------------- Overall Objective: Free the resistance chief! As you come to the hill ahead you will need to destroy the kamikazes as well as the paintballer. Approach the cliff on the left and some kewtenators and a few other enemies will appear below. Destroy them then move down the hill and to the left is a stockpile of squibs as well as The Shaman who offers a powerup. Take it then move to the path to the right at the base of the hill. The path leads to a cliff in which is heavily guarded by kewletts including two auto-guns. Don't go directly to them -- instead hit the sporump on the right then quickly grab the seeker ammo. Use it to destroy as many kewletts across the way. One of the auto-guns is hidden behind crates on the left and can be spotted as you move up the ramp. You will deal with the helicopters if the alarm goes off. When the smoke settles, move up the ramps and move through the shutters on the other side. Be sure to grab ammo before leaving the area. When you come through to the next area you will see a steal fort with a crane hanging a crate above. This will be your main objective but for now you will want to get the nukes you'll learn they're necessary. Look for the two paths on the left and go through either one, going left when you see the booth. (They both lead to the same area but the first path is safer. The second path can lead you to a bridge with a bunch of ammo but this isn't necessary.) When you get to end shoot the crystals and kill the kewletts). Grab the nuke that's on a table and head out, killing or running past the kewtenators on the way out. With the nuke in in hand and at the second fort, look to the sky for the dropship that lands inside the fort. Guide a seeker over the walls and guide it to the dropship to blow it up. Move down to the fort and hide behind the crates (there is an auto-gun hidden on the other side so be careful). Advance past the barbwire, sniping the kewletts and auto-guns as you go. Around the corner ahead are the doors to the fort. Go inside, take cover, then finish off the resistance in here. Plant the nuke on the crane to help Kraag down. Bust out of the fort, killing the kewletts that oppose, and head through the shutter doors up the hill to complete the level. ------------------------------------------------------------------------------- 3.12 A Bridge To Fear ------------------------------------------------------------------------------- Overall Objective: Cut Kewlett supply lines Collect all ammo before meeting with The Resistance up ahead. Be sure to grab the ammo on the left and right ledges from the start. When you meet them you should prepare for a fight. Take up a vantage point since the first couple of waves will come from the bottom. Later waves include a gaser and kewtenators. The second kewtenator wave will spawn at the middle and top of the hill so make sure you're taking cover. There is blaster, smasher, and driller ammo on this hill. After you've cleared out all enemies a cutscene will play. Grab the nukes. After collecting the nukes you have can either go left or right at the bottom of the hill. Each path leads to one side of the bridge in which you will need to place two nukes (one on each beam). There's a Shaman on each side so be sure to use the powerup on the side that you get it. When you actually get to the beams you'll need to fight off enemies around it as well as snipe ones the opposite side. After you've planted two nukes on one side you need to backtrack and pass to the other side. Along the way you will encounter more resistance on the hill that you fought at earlier. Clear them out just before moving to the opposite side. Do the same thing for the last two beams: Place the nukes, fight your way out, then get to the hill. When you're at the hill for what's the final time, you'll need to fight again but this time it's much shorter. A bunch of kewtenators appear and some aibornes appear. Use seeker ammo to shoot down the dropship if you have some. After destroying the kewtenators all that's left to do is go up the hill and move as if you were going to the beginning of the level. Level complete. ------------------------------------------------------------------------------- 3.13 War Toys! ------------------------------------------------------------------------------- Overall Objective: Make your way up the Mountain Move up the mountainside and to the came where two kewletts and a gunner bear await. Destroy them all and then the two helicopters on the ground. As you near the fence two kewtenators will appear. Move through the shutter doors after killing them both. Off the path and on the left awaits The Shaman along with two ammo patches. Move back to the path and over the bridge to kill the kewtenator. As you work your way to the loading platform you should see two homing rocketeers on the bridge across the way. Either kill them now using the trees for cover, or deal with them later on. When you get to the loading platform you have a choice: kill everyone on it and destroy the blimp in the air or simply bypass this using the exit next to the entrance. The game makes you believe that you have to destroy the blimp(s) now unless you want to deal with them later, but this is simply not true. You can, in fact, go through this whole level without blowing up a single vehicle and there will be consequences (that I saw anyway). So if you choose to deal with the loading platform, make sure you use the crates as cover and then quickly focus on the blimp to load it up with spiker and ripper ammo. Using your powerup is very beneficial at that part. Move on to the exit to the left of the entrance if you're looking at it. If you didn't kill the homing rocketeers on the bridge, do so now. Cross it and kill the paintballer and rocketeer as quickly as possible. On the ramp to the right is a gaser. Kill him, grab the driller ammo then head down the opposite path. There's some ammo tucked away to the left before getting to the second loading platform. The second loading platform works just like the first. You have the option of staying and dealing with the enemies and blimp or you can just escape through the exit it. If you choose to stay (or maybe even if you don't), be sure to grab the nuke that's laying on the ground behind the box truck. The next path takes you to another bridge, but before you cross it go up to the left and grab the igniter ammo and meet The Shaman. Cross the bridge then dodge the mortar blasts as you go uphill. Kill the two gunner bears then the homing grenadier as you wind up the mountain to the mortar tank. Take out the kewtenators that spawn as well as the rocketeer up here. Plant the nuke (if you have it) to blow up the tank. The path at the bottom -- next to the wooden crate -- is where you want to go. The bridge ahead has a parked truck on it. This is likely the toughest fight in the level. There are many kewletts on the bridge including homing rocketeers. Take out as many on the ground without actually moving towards the bridge. There's ripper ammo on the left and right if you need it. Once you can't see anymore on your side and both helicopters are destroyed, move to the back of the truck on the bridge. From here you will want to take out the two auto-guns and any remaining kewletts on the other side of the truck. As you approach the facility first facility doors on the other side, kewtenators will spawn. Kill them then the elite inside. Enter the facility and step back beyond the entrance to take cover from the kewletts that spawn. Kill them then talk to The Shaman in front of the truck. You'll need to clear out area ahead by either rushing behind the turret or picking off the enemies from behind the truck. Either way, you need to cross the small catwalk between the fences to the other end of the facility. Here you will round the buildings to the right and fight many kewletts. But first you should raid the open garage by the catwalk then destroy the grounded helicopter. Now move around killing as you go. The auto-gun is left of the ramp that you want to go up. Enemies will spawn -- deal with them then take the next ramp up. (Do not bother going to the right side of this oil facility; there's nothing there but death). Go through the shutters atop the second ramp. Kill the kewtenator, dash to the left and take the buildings back behind the turret. Kill the kewletts including the one that spawns. Now all you must do is go through the open shutters to complete the level. ------------------------------------------------------------------------------- 3.14 Rubber Duck this is Gummy! ------------------------------------------------------------------------------- Overall Objective: Stop the Kewlett Convoy This level is very linear and this walkthrough will be short as a result, even though the level is a bit lengthy. Overall objective requires you to blow up all trucks moving in the convoy. So, as you go, blow up the trucks before they get out of range. If you can't don't worry since you can deal with it at the end of the level. Keep moving along the path and eventually you will get to a Shaman floating near shutter doors (the first Shaman is on a slope past the second convoy truck). Inside you will meet stiff resistance. Use the garage as cover when not returning fire at the kewletts on the platform above. Be wary of the airbornes that rush the entrance behind you. Go up the ramp once you've cleared out the ledge, then cause havoc up here. You'll need to blow up the respawn machine to stop the gunners that'll keep coming. To do this, use the trucks as cover and get to the right side of the machine to blow it up. Clear out the rest of the kewletts on the platform. Finally, blow up any trucks and then the blimp to complete the level. ------------------------------------------------------------------------------- 3.15 AWOL at the Great Wall ------------------------------------------------------------------------------- Overall Objective: Fight your way to Kewtopia Collect the smasher ammo then move along the path to where the axer is. Kill it then another nearby. There are two more on the platform above. Move ahead to a site with more axers. Grab the ammo stockpile after killing them and destroying the helicopter. Keep moving through to the shutter doors. This kewlett entrenchment is quite easy to get past but hard to master. If you want all enemies dead you'll have to work hard, but if you just want to get by then there's easy way. When you first walk through the shutters, quickly roll forward and make a sharp left. Have smasher ammo ready to fire at whatever gets in your way. This left path will take you all the way back but you have to pace yourself since you don't want a shotgunner to appear from behind and you don't want to be shot by the turrets. When moving up (in the turrets' direction) always roll so that you can quickly get to a cutoff to where they can't hit you. At the back left of the path is a dead end, so you will have to cut over center and deal with a few shotgunners again. Once in the middle, move up again and then go up the ramp that leads to the platform where the turrets and other kewletts are. Have a field day here by unleashing your fury on this numbskulls. Now head out through the path in the back. When you pass the three axers near the kewlett propaganda signs, you'll come to a kewlett checkpoint. Kill the sniper and move up the steal ramp. Up here a bunch of kewletts. Immediately take cover then return fire only briefly. When you clear out the area you can destroy the truck if you feel like it. There's a hidden path to the right that takes you to the same spot that the center path does (The Shaman is here also). This is the truck's destination. When you get there deal with the paintballer if you can then take out the axers. Behind the stage to the left of where the paintballer was at is the path that you want to take. (Look for the lurker ammo hidden under the big platform behind some cut barb wire.) Keep going until you get to the mine field. When you get the mine field, stop behind the barb wire and snipe the kewletts (especially the auto-gun in the back left). Slivh told Raze to "feel the mines"... What he wants you to do is crouch down and walk across the mine field. Doing this will give Raze the ability to "see" each mine in the dirt. Make your way up and through the field and stop behind the last set of barb wire and behind the truck. Look up for the helicopter and shoot it down to lessen the amount of airbornes that it drops. Walk left of the barb wire and move over to deal with the auto-gun and the aibornes. Then deal with the kewletts on the other side of the fence. Slivh tells you to head out another way. Break the wooden crates then move ahead to complete the level. ------------------------------------------------------------------------------- 3.16 Barbarians at the Gates ------------------------------------------------------------------------------- Overall Objective: Break through the Great Wall Quickly fall off the ledge or run down the ramp to get close to the helicopter just before destroying it. There's blaster, lurker, and bloater ammo in this pit area so be sure to collect it before leaving. Follow the path up to a hill that overlooks a large area with a bridge in the center below. Lure the helicopters to you by backtracking down the hill. Over the hill and behind the bridge (on the left) is an alarm when sounded will spawn kewtenators. Take it out with charged spiker ammo as soon as possible. Now start sniping the mightiest kewletts such as the grenadier and the snipers. Move down and deal with the rest, using the rocks as cover. The bridge has three support areas -- behind the third awaits The Shaman, but be careful to not fall off the ledge. As you cross under the bridge there will be some kewletts including a few elites. Take cover and return fire from behind the ruble to the right. Grab the ammo in the crates before crossing the small bridge ahead. Up ahead is some ruble and a truck on the other side of a fence. When you move up, kewtenators will appear. Use the ruble for cover and collect the ammo before moving out of this area. Make fast work of the attack helicopter ahead and don't let it get directly over or behind you. Next up is a long hill that you must climb with enemies littered all about. Kill the ones as you move up and when you get to the top, hide and send a lurker over to the machine that's respawning the gunners. Move through the path to the next area. For the kewlett on the turret, use a lurker or quickly roll past in hopes to get behind it. The path splits left and right with the center path being blocked. First go left to help The Resistance and get the nukes that are behind the force field. Be sure to destroy the alarm and pick off any kewletts in the towers. Take the nukes back to the split and this time go right (straight ahead from where you're coming from). Talk to the resistance before getting to a heavily guarded bridge. For this strategy to work you *must* get the permanent spiker powerup from The Shaman when you talk to him. Immediately equip the powerup then walk out to the bridge. Instead of going over the bridge just yet, we will stay back safely behind the barb wire. From back here, first pick off the kewletts on the bridge. Next, shoot charged shots at the two round cannons on the left and right at the other side of the bridge. *Make sure you blow them up.* The Resistance will cross after doing so. Just before following them, step slightly left and look to the right for a booth where kewletts are being regenerated. Take this out then move onto the bridge. On the bridge you will have to deal with the following: some kewletts that rush, two auto-guns (left and right), and helicopters. Before you even think about completely crossing this bridge, make sure there are no helicopters in the sky. Also, you will need to use a seeker to take out the dropship in front of the gates. Cross the bridge and hide behind the wall on the *left* side. From behind it you'll need to peek out to shoot the rocketeers on the ledges, some kewtenators and two grenadiers. The idea is to rid both the left and right sides of the bridge of enemies so that you can plant the nukes on each mortar tank. After doing planting the second nuke, quickly take cover and don't bother fighting the kewtenators and elites. Just wait a few moments while looking to the sky. Eventually the level will be over. ------------------------------------------------------------------------------- 3.17 Communication Breakdown ------------------------------------------------------------------------------- Overall Objective: Disrupt Kewlett communication This entire level is straight-forward. Move ahead, killing kewletts, and help out Shnow to get him to tag along. Keep moving until you get to the river (be sure to get the powerup from The Shaman beforehand). At the river you must kill all enemies to see a cutscene involving Shnow and the tower. (If you can't find all enemies, check down by the small bridge where the truck is.) Now cross the river. The kewlett town area displays how the kewletts live. They're defenseless here so kill to your heart's content. But save ammo and move on when you're done. The truck area has a kewtenator patrolling it as well as a gunner bear up ahead. The gunner bear is guarding shutter doors that lead a kewlett storage where The Shaman can be found. You still need to go up the alternate path on the left, though, since your objective is that way. When you see the mess of kewlett vehicles you know you're on the right path. Clear off the first half of the bridge the grab the nuke behind the truck on the left side. Cross the bridge, being careful of the multi-rocketeers and the gaser. Destroy the kewtenators and elites that appear then roll past the city gates up ahead (don't bother with the enemies on the other side of the barb wire). You're close to the end when you see the second "komm tower", which you'll need to cross this next riverbed. It's best to stand at the entrance and pick off enemies, if you can afford this. There are some an alcove to the back left up by a garage. The enemies at the bottom right should be dealt with last. After they're toast a few kewtenators will appear in sequence. Take refuge behind a truck. Finally, you should cross the bridge to complete the level. It is worth mentioning that by the garage is a path that leads to two snipers and a Shaman. ------------------------------------------------------------------------------- 3.18 Alpha Bravo Ciao, Baby! ------------------------------------------------------------------------------- Overall Objective: Destroy Kewlett military HQ After killing the gang of axers just ahead, move over the ledge and down to the street where the truck is. A path of mines is around the corner, so pop the kewletts before moving in. There will be some more kewletts as you move through but stay away from the mounds of dirt in the road and you'll be okay. Make a left and you will see many kewletts posted around ramps that lead up to shutters. You should be able to destroy most of them by sending lurkers over whilst hiding behind the corner. When you move up do destroy the helicopter before going up the ramp. Grab the ammo, move up, destroy the kewtenators then head on through. A group of kewletts storm the garage. This is a great opportunity for blaster ammo. Kewtenators appear outside. Kill them and approach a second mine field, err... road. Around the bend is where kewletts await. The best strategy is if you have lurkers and stand behind the box shrub at the center of the road. Release the lurker and guide it to the two kewletts and behind the turret on the left. Round the next corner and kill the kewletts by the sandbags. In the second garage you'll have it easier than the previous. Use the trucks on the right as cover. After killing the kewletts, check the middle truck on the left for ammo. Move out. When you get to the T-junction, first make a right to find The Shaman next to crates. Collect ammo and energy after getting your powerup. At this point, move to the left side of the T-junction where you'll see a both and steel crates. Move past them. This open area is home to many a dozen or so kewletts, including a healthy amount of kewtenators. Firstly, you should stay atop and out of sight of any kewletts (the crates can aid with this). Send a lurker down and over to blow up the dropship. Next, peak out and start firing upon the kewletts. Eventually a troop transport helicopter will storm it. Blow it up and set focus on the kewletts below. The majority of the battle on your end should take place while above opposed to going down only to be quickly subdued. Only move down when bother helicopters are destroy and all kewletts are dead (including the ones underneath the bridge where the tanker is). Kewtenators will spawn as you move around to the bottom, so be prepared to hide behind the steal crates as you vanquish them. Move on out the other side and to a third mine road. Use the lurkers found in the back of the truck to get behind enemy lines and destroy them. Around the corner and up the ramp ahead area the barracks where the kewletts military HQ is. Get the powerup from The Shaman before triggering the shutters. Stand to the side so that the doors stay open but you're still guard by them. Pick off and ground enemies that would prevent you from safely moving inside. Use lurkers for the two turrets on the stage and spiker ammo for the helicopter. Move inside then Slivh will tell you about the generals being shielded (they're center stage and can fire at you but you cannot hit them). There's three generators: left, right, and in back of the stage/garage. Move around, destroying each, while keeping an eye on your back at all times. Once all three are destroyed and the force field is lowered, move around to the front and up to kill the kewletts. Then move in and kill the three elite generals to complete the level. ------------------------------------------------------------------------------- 3.19 Suburban Slaughter ------------------------------------------------------------------------------- Overall Objective: Kill the where they live The first half of this level requires you to get out of the kewlett suburbs and to the downtown area. There's very little resistance, except at the handful of guard posts, since the kewletts are unarmed. That's right, the kewletts are unarmed and you're on their territory! Just keep going east (right) and you'll eventually get to where you want to be since going west leads to a dead-end. When you see the garage you are on the correct path. Kill the kewletts, collect the ammo, then move into the town area. Downtown Kewtopia is in stark contrast to what you just went through. The kewletts are prepared and ready so have your wits about you for this one. There are three streets which you can go down: left, right, center. Center is blocked off at a point and is stationed with the bulk of the forces and you don't want to go left. My favorite strategy is to go right and take out the enemies from this side of the city. Never peak too far out when shooting towards the center and left. Before doing anything, actually, it's wise to stand back center and look to the right side of the street. See the auto-gun in the alcove up high? Shoot it. Destroy the auto-guns in the street as well as the kewletts. When you spot the helicopter wait for it to come back around since it follows a set route around the buildings. Zig across to the center and take cover. Move left and deal with an remaining enemies including the paintballer in the alleyway. There are two hidden auto-guns; one up left and one up to the right at the center street. Make sure you get them. To get to the turret gunners you'll need to go up the center street then quickly cut right as you do. Get the one on the right then dash to the left. If you take too long, you'll surely be shot by the small tank, which brings us to the next thing. To destroy the small tank in the center, shoot ripper ammo directly at its rockets as they're fired out of the cannon. This will blow them up on the tank and will eventually destroy the tank itself. Once you've cleared the downtown area and destroyed the tank, you'll need to go right since going left leads to a dead end. There's two bridges that parallel each with dozens of kewletts on and before them. Take out the auto-gun on each side then start picking off the kewletts and advancing as you go. Next, destroy the second set of auto-guns on the inner area of this platform. Crossing the bridge can be tough work but the premise is basic: kill *every* kewlett to advance through the gates on the left side since the right bridge is blocked off. This does not mean you don't have to kill the enemies on the right, because you do. Also, if you can't get any further make sure there aren't any helicopters flying around. When the group of elites is finished off, you can advance through the gates once Slivh gives you the word (even if certain enemies are still alive). If you're having trouble with this part, here are some tips: Check the right bridge and next to the booths for ammo. Don't rush far up the left bridge too earlier since you could jam yourself between two groups of enemies. If the enemies on the right bridge become problematic, try going back and over to them instead of shooting them from the left side. Lure the elites and kewtenators to you but not the shotgunners. Go through the shutter doors, after Slivh gives the okay, to complete the level. ------------------------------------------------------------------------------- 3.20 A New Order ------------------------------------------------------------------------------- Overall Objective: The final confrontation Before doing anything in this battle, talk to The Shaman on your left for a powerup (spiker/smasher upgrades recommended). The Princess is invulnerable to Raze's attacks so you must find other means of taking her down. The idea behind this whole battle is to destroy all (four) generators that are giving her powers. Not much more than that and nothing less. In order to destroy the generators you must find the bright, *solid* pink panels on the inner ring of each. There are two on each generator with both being opposite to each other. Aiming at them will turn your reticule red; shooting them will produce spark effects. You'll known when you have blown up a panel. The main problem is that the kewletts respawn an infinite amount of times so killing only the ones that get in your way (i.e. nearby you) is the best strategy to take. A couple of panels can be shot with spiker ammo from afar, but you must look for these instances yourself since it depends on your angle and position. When both pink panels are destroyed, that generator is toast. In the first area there are two generators so you must destroy both before moving on to either of the next two. When there are no working generators in an area enemies can't respawn. So if you have the time and will, go ahead and destroy all kewletts in the area after blowing up the generator(s). This way if you want to mess around you can. As for The Princess; don't worry about her. After clearing out one area, move to another. ,-----------------------------. Use the following map to help you get around | ____________ _____ | the arena. Be aware that there are respawning | | | |-----| | | airbornes (health) and squib boxes (ammo) as | | G | ,----'---. | G | | you move through the hallways that inter- | |_____| | | |_____| | connect. If you're worried about save | |__|________|__| | points: don't. There are save points in the | | ______ | | halls as you come through the doors. | | |G G| | | | '-| |-' | The level and the game will end once all | |______| | generators are destroyed. Be sure to wait for | Start Point | the credits to roll to see two concept videos. '-----------------------------' G = Generator Locations Congratulations on beating Raze's Hell, a very tough game on any difficulty. ############################################################################### 4.00 PICKUPS ############################################################################### ------------------------------------------------------------------------------- 4.10 | Squib Ammo ------------------------------------------------------------------------------- This section is essentially an encyclopedia of the ammo types found in the game. If you want to know of ways to save and use ammo, scroll to the Gameplay Basics section. Ripper ------ Plant Color: Blue First Found: Level 1, Birth of the Beast Details: The ripper is your all-purpose machine gun type of ammo. Most effective when used at close range, the ripper quickly becomes Raze's all- purpose ammo. Great for downing helicopters and airborne gunners or just shooting up a group of kewletts. Shooting in bursts and aiming slightly high seems to get you more bang for your ammo buck. Spiker ------ Plant Color: Yellow First Found: Level 2, It Never Rains in Kewtopia Details: The straight-shot semiautomatic firing of spiker ammo can be useful for pesky enemies who are at longer distances. It has a scope just for those hard-to-see enemies, too. Hold the trigger down for a charged shot that deals much greater damage (which takes proportional higher ammo). One can usually tell the strength of an enemy through charged spiker shots since they take either one, two, or three to kill. This ammo is not recommended for enemies that move fast such as helicopters and airborne gunners. Blaster ------- Plant Color: Red First Found: Level 3, Enemy Shmeney Details: Blasters are explosive projectiles that work like a rocket but with an arch (a grenade launcher if you will). They explode on impact and do fairly great damage. They're not great for long-range firing but if you can learn how to raise your reticule a certain degree then you may become quite good with them with longer distances. Driller ------- Plant Color: Green First Found: Level 4, A Hunting We Will Go Details: Driller ammo is for sniping only. It's very high powered and works well on the average enemy without armor. The second scope allows for an even greater range than the spiker has. And since the accuracy is perfect, there's usually no doubts when taking your shots. Make sure you're not near a wall or tree when shooting since bad clipping your ruin your shot. Avoid armored enemies with driller ammo. Smasher ------- Plant Color: Purple First Found: Level 5, Don't Ruin My Rune Details: When you first receive smasher ammo it may seem that it's worthless because it does very little damage. But to get the maximum impact from this ammo type you must get close to your enemy and then shoot. Since smasher ammo is like a shotgun, the closer you are the harder it hits. Smasher ammo comes most in handy with kewtenators and elite kewtenators since you can knock them down, move in then blast them with a shot or two at close range. Use on crowds of kewletts is encouraged but you should only do it when you think you have enough ammo. Igniter ------- Plant Color: Oil (dark with streaks) First Found: Level 6, Who's Got The Power? Details: When you shoot this ammo type at something, the area becomes doused with a flammable liquid. That's the setup part. Now you must ignite the liquid by either shooting it with another ammo or getting the kewletts to shoot it. Many times if the kewletts see you after you douse them, they'll unsuspectingly ignite the liquid in attempts at shooting you. Either way, you win. (The flames of the fire can be absorbed and used as an ammo. See the Fire ammo for more information.) Lurker ------ Plant Color: Purple-ish (Orange Red ammo) First Found: Level 7, Be My Guest Details: The lurker is an ammo that you release then control to its destination, much like the seeker ammo. How this differs from seekers, though, is that it's a scorpion on land which makes controlling the lurker easy. Simply release the scorpion, move to a location and trigger an explosion by ramming something solid or pressing the right trigger. In multiplayer, the camera follows behind the lurker because of how the play dynamics are in this mode. Always hide Raze before releasing one. Bloater ------- Plant Color: Green (white ammo) First Found: Level 8, Blood-Fire-Death-Song Details: The bloater ammo works by instantly bloating your enemy with gas to the point where they float above the ground. If left alone, they'll eventually float away into the sky. But if shot with another ammo type (or even another bloater shot; not recommended) they'll go flying away and never to be seen again. Bloater ammo is sparse so use wisely. It must be used on non-armored kewletts. If you do shoot armored foes with it, however, you can sometimes suck up deflected ammo. Seeker ------ Plant Color: Orange First Found: Level 11, Yours In Captivity, Kraag Details: Fire these things and the camera will change so that you can see it as it flies to its target. Not only does seeker ammo allow Raze to control it, but it also targets an enemy automatically if left alone. I recommend letting the game do the work to hit the closest enemy unless that's not what you want. If your intended target is not closest to you then you will have to steer the seeker yourself. In multiplayer, the camera follows behind the seeker because of how the play dynamics are in this mode. Always hide Raze before releasing one. Fire ---- Plant Color: None First Found: Technically, the same level as igniter ammo Details: When you light the igniter ammo on fire, Raze is able to inhale it like he would squibs in the game. This rarely comes about, but when it does you should definitely take advantage of it. Suck up the fire then equip it from the hotbox like you would squibs. You must get close to your enemies and use the fire as a flamethrower. Humiliator ---------- Plant Color: Light Pink First Found: Multiplayer Only Details: As the name in implies this sure is one humiliating weapon. Without giving it away, I will say that once you hit your enemy with the beam from this weapon, they will get quite the surprise when they're transformed into something that can be only described as, well, humiliating. You'll also notice a change in their voice if they have a microphone. Great weapon! Splatter -------- Plant Color: Light Yellow First Found: Multiplayer Only Details: The splatter ammo fires just like ripper ammo except when it hits paint splatters on the target. This means that not only do you damage your enemy by shooting them, but you also cover their screen in paint. This makes seeing the arena very difficult for them. Use this to your advantage! ------------------------------------------------------------------------------- 4.20 | Miscellaneous Items ------------------------------------------------------------------------------- Protector Relic --------------- These fixed energy machine guns can shoot at a decent rate. All Raze has to do is mount it then fire away. You can take damage and even run out of breath like you would normal ammo. However, the ammo is still unlimited. Sporump ------- While technically not a weapon or even an item, sporump pads are laid out in the levels of Raze's Hell to assist Raze in getting to higher spots or across gaps. Simply walk to the sporump launch pad and Raze will be hurled to the target direction. Lurkers can also utilize sporumps. Nuke ---- Some jobs are just to big for Raze to handle himself. That is why the kewlett nukes come in handy, especially when dealing with big machines that the kewlett army use to kill Raze and his people. A good example would be the mortar tank which can't be destroyed by Raze alone. Find a nuke and plant it on the machine, then clear out of the area to avoid the impending explosion. Job well done. Upgrades -------- At specific points in the game Raze is given the ability to chose an upgrade from a certain story character. Use the left stick to highlight the upgrade, then choose with A. Pay attention to their descriptions since you want to choose the one that you think will be best suited for you. After you've chosen the one you want, at any part of the level press the White button to activate it. Upgrades only last for so long and never carry on to the next level. If you want to try out a different upgrade, simply reload the level or last checkpoint in the level. Relic Artifact -------------- Not a whole lot is known about these things, but it's suspected that they're used to generate energy that powers a certain type of light beam. What those beams are for must be found out in the game. ############################################################################### 5.00 CHARACTERS ############################################################################### ------------------------------------------------------------------------------- 5.10 | Story Characters ------------------------------------------------------------------------------- Raze: When the kewlett forces stormed in on and killed the villagers outside of Kewtopia, they didn't expect a mysterious creature such as Raze to step forward. Raze's village is destroyed by the invaders who are on a quest to spread cuteness beyond Kewtopia. The only thing left to do is fight back, and that's exactly what Raze will do as you guide him through the game. The kewletts hate him out of fear since tall tales of Raze's powers get passed through the ranks. The Princess: She is the ruler of Kewtopia and the commander of the kewlett army. One day she decides that the kewletts will expand from Kewtopia and spread cutness wherever it's not. We later find out that her ultimate motive is different. Of course she must be stopped by Raze and company before she gets what she truly wants. Dr. Mingle: This funny looking/sounding character is The Princess' main advisor. She takes advice from Mingle for the war on ugliness. Oh, and it's pronounced Mingul-le! Slivh: Raze's only beacon of hope in a sea of kewletts in Slivh. He is Raze's sheppard throughout the game -- guiding the simplistic grunt to perform the dirty work. Maybe Slivh is playing on Raze's emotions, but it's clear that these two work well as a team. Nyluus: This creepy looking fellow is nearly identical to Slivh except a different color. While Nyluus' real motive is up in the air, for now Raze can use all the help that he can get. Kraag: An ally is very important during Raze's war against the kewletts. And what better friend than a huge grunt with his own crew that's fighting for a similar cause? Raze helps Kraag early on so to make things right, Kraag returns the favor and it pays in spades. Zorlach: Like Kraag, Zorlach is a member of the Monster Resistance (a.k.a. The Resistance). He and his crew will do anything to see the kewletts go down. Monster Resistance: A rebel group that Kraag and Zorlach are apart of, as well as others. They want to put a stop to The Princess' plan and squash the kewlett army. Also called The Resistance. Raze should always help these guys out whenever they're in battle. The Shaman: This mythical figure's purpose is to help is people, like Raze is doing. The Shaman has powers that no else has, so talk to him when you see him in the game for help. Villagers: These peace-keeping natives are killed and violated by the kewletts in attempts to extend the reach of Kewtopia's cuteness. Raze is apart of this race and witnesses its demise. Big Momma: Like The Shaman, Big Momma is a very mysterious character in Raze's Hell. What she is or where she comes from is not known. The only thing that is known is she wants to put a stop to the kewletts just like many other characters in the game. She is believed to be summoned by The Shaman whenever in need. ------------------------------------------------------------------------------- 5.20 | Kewlett Forces ------------------------------------------------------------------------------- NOTE: The enemy names here are, for the most part, made up by me! The names that the developer and publisher used were not only different from one another, but most of the were verbs that couldn't read like nouns or were just plain confusing. I found many of them very difficult to read in a sentence so I came up with my own for the majority. Publisher and developer names are still listed, respectively, next to Official Name. My Walkthrough uses the names that I made up. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Kewletts ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Axer ---- Official Name(s): Axe Guard, Axer Description: Typical kewlett but wields an oversized, bitten lollipop for an axe First Seen: Level 1, 1 Birth of the Beast Details: The axer's only means of attack is by rushing Raze and swiping with its "axe". Avoiding them is very easy and rarely can they catch you off guard. Their attack, however, is fierce enough to take a chunk off of Raze's health. Simple shoot or move in for the swift kill. Gunner ------ Official Name(s): Kewlett Gunner, Blaster Description: Colorful kewlett with jack-in-the-box esque gun; rotates handle First Seen: Level 1, Birth of the Beast Details: While they may be the funniest creatures in the game, gunner kewletts are also one of the easiest to defeat. Under normal circumstances, you could use ripper ammo or even a melee attack. Their firing is slow in sequence so that dodging by rolling certainly helps. Airborne Gunner --------------- Official Name(s): Special Ops, Kewlett Airborne Description: Dark-colored kewlett gunners with red nightvision goggles on First Seen: Level 4, A Hunting We Will Go Details: These grizzled rascals sport the same "death-in-the-box" technology that the gunner kewletts have. So in other words, they have the jack-in-the-box on their belly and shoot lasers at you. The only real difference is that they drop from the sky from the balloons. Shooting them as they descend can kill them. Kewtenator ---------- Official Name(s): Kewtenator Description: Armor-plated kewletts with a rapid-fire weapon First Seen: Level 6, Who's Got The Power? Details: An introduction to the kewtenator can leave any player intimidated. However, when dealt with properly, can easily tame these beasts. Their armor is strong and their guns are fast but most importantly they have AI. This means that you can outsmart them with your human intellect. Take cover quickly and only advance when they're not looking. Ripper and spike ammo work surprisingly well but you should only take on multiple kewtenators when you have a hard- hitting ammo like blasters or smashers. Smashers work great by knocking them down, allowing you to move in and finish off the kewenator up close. Doctor ------ Official Name(s): unknown Description: Look exactly like Dr. Mingle, one of The Princess' henchmen First Seen: Level 7, Be My Guest Details: The doctors yell but do nothing else. They won't harm you, hence they are an excellent source for gibblets (health). Just bash them then suck up the pieces whenever you need health. Elite ----- Official Name(s): Elite Kewtenator Description: Elites look like kewtenators but with distinctive rainbows on them First Seen: Level 10, Slivh And Let Die! Details: Elite (kewtenators) are slightly tougher than their normal kewtenator counterparts and have a faster firing rate. Treat them the same as you do the kewtenators: use the hard-hitting ammos to knock them down then finish them off. Avoid being surrounded by them or you'll be dead within seconds. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Critter Gang ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Bomber ------ Official Name(s): Bomber Bear Description: Big orange bear with overalls; looks like oversized hamster First Seen: Level 3, Enemy Shmeney Details: Bombers love to lob grenades at Raze -- grenades which explode moments later. They can easily be avoided but don't get to close to the bombers since they do have a melee attack. Charged spiker shots work well and so do drillers. Gunner Bear ----------- Official Name(s): Gunner Critter, Burst Gunner Description: White bear with machine gun; bandana with heart on it First Seen: Level 2, It Never Rains in Kewtopia Details: The gunner bear is much more aggressive than the kewlett gunner. It can do more damage in a shorter period of time plus it will do more maneuvering than you see with the kewlett gunner. Charged spiker shots work as expected. It's best to use single shots to knock them down then use the charged shots (if you are using spiker ammo). Blaster ammo works great up close, expectedly. Grenadier --------- Official Name(s): Grenade, Grenade Launcher Description: All-yellow critter (looks like banana); grenade launcher First Seen: Level 3, Enemy Shmeney Details: Grenadiers shoot a single impact grenade at you, usually from afar. The grenade will land, at which point you should get out of dodge. Use Raze's roll maneuver to get away quickly as you prepare your advance towards the grenadier. Melee is all that's required unless the grenadier is no the only enemy. When there are enemies with it, you should usually go for the grenadier first since its grenades can land in spots you can't see while you're focusing on other kewletts. Kamikaze -------- Official Name(s): Suicide Bear, Plunger Bear Description: Teddy bear with explosives belt strapped to their waste First Seen: Level 4, A Hunting We Will Go Details: When a kamikaze is in the area, it's always best to pinpoint where their at by the sound of their screams. If you have stereo, or better yet surround sound, you can find their direction by listening carefully. As the screams get closer, look for them then start shooting with ripper ammo. Never melee. If you're low on ammo, you can walk by them and get them to plunge themselves down just before you run away to avoid the explosion. Try luring them into groups to save ammo. Sometimes a kamikaze will be flipped over; in which case you can either leave it alone or use it as bait for other enemies. Sniper ------ Official Name(s): Sniper Critter, Single Gunner Description: White bear with sniper rifle and helmet with flowers First Seen: Level 5, Don't Ruin My Rune Details: Snipers like to hide whenever they're spotted. Usually this is so they can get in position to shoot -- which is a long distance -- or it's simply to take cover. They cover great distances but their bullets aren't instant (you can dodge them) so use this to your advantage. They lay low so sometimes you will have to lay into them with many bullets or get a well-placed driller shot off on them. Rocketeer --------- Official Name(s): Rocket Launcher Critter, Single Rocket Description: Big, black buggy eyes and wear a steel hate with pointed top First Seen: Level 5, Don't Ruin My Rune Details: Rocketeers shoot a single rocket at a time once they see you. They're very watchful and don't move around a lot. To use this to your advantage, wait for them to shoot their in-line rocket then sprint to your next location. Work your way close to them and aim for the body. Driller shots to their helmets seem ineffective. They can't harm themselves with their rockets but they can knock themselves down. Shotgunner ---------- Official Name(s): Shotgun Critter, Shotgun Gunner Description: White bear with shotgun; wears helmet on head (no flowers) First Seen: Level 7, Be My Guest Details: The shotgunner is one of the deadliest enemies in the game because if he gets close, he'll kill you within a few shots. And he won't hesitate to fire off another shotgun blast, making him that much more deadly. Learn to distinguish the shotgunner from other bear enemies since you definitely don't want to get close to it unless you catch it off guard with blaster ammo or melee. Paintballer ----------- Official Name(s): Paintball Critter, Paint Gunner Description: Multi-color critter with purple pastel tone; yellow shoes First Seen: Level 8, Blood-Fire-Death-Song Details: Like the gaser, the paintballer's ammo affects your vision. When hit with the paintballer's bullets, the camera becomes covered with paint blotches. The more shots Raze takes the more paint that appears on screen. When hit, take cover while you're still able to see. Wait for the paint to disappear before going back into battle. Multi-Rocketeer --------------- Official Name(s): Tri Rocket Launcher Critter, Multi Rocket Description: Black buggy eyes like the rocketeer; no helmet; tri-barrel RL First Seen: Level 9, Cheap Labor! Details: The multi-rocketeer shoots 3 rockets at once and is that much more deadly than the regular rocketeer. The rockets move in a slow, twirling motion as the slowly approach you. The rockets make a musical sound as they twirl towards you. Gaser ----- Official Name(s): Gas Grenade Critter, Smoke Grenade Description: All-green critter; rotating gas grenade launcher First Seen: Level 12, A Bridge To Fear Details: These pesky critters shoot gas grenades out one at a time. Stepping into the pink gas will throw Raze's perspective off and the camera will become wonky as a result. This situation is really bad, especially if you're dealing with multiple enemies along with this gaser. It is doubly important to deal with this gaser before just about any other enemy in the game since once your focus is lost, you become open season for the other kewletts. Homing-Rocketeer ---------------- Official Name(s): Homing Rocket Critter, Homing Rocket Description: Big dinosaur head; these look nothing like two other rocketeers First Seen: Level 13, War Toys! Details: These crazy looking rocketeers are very deadly because their rockets will lock onto Raze. You must find cover behind a solid object or structure to avoid the blast. Homing rocketeers a high priority since they're so deadly, so keep an eye out for them later on. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Machines ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Auto-Gun -------- Official Name(s): Turret Description: Telescoping gun that's recessed in a pipe when deactivated First Seen: Level 3, Enemy Shmeney Details: Auto-guns, also referenced as turrets, come in two forms. One is small and the other is large. Large has a hiring firing rate but -- like the small turret -- is susceptible to Raze's attacks. You can simply shoot or bash them but the best way to take them out is to shoot their "eye" on the top. Look for it. Helicopter ---------- Official Name(s): Heli-Kewter, Attack Helicopter Description: Small, egg-shapped helicopter First Seen: Level 3, Enemy Shmeney Details: Flown by a single airborne gunner, the helicopter provides the kewlett army an angle of the war they wouldn't otherwise have. There are four different types of helicopters and they're all out to get you. Knock them out of the sky by shooting ripper ammo in bursts for greater accuracy. Move with them and when you're low on health try to hide at the foot of the mountains, etc. According to the game manual the official names of these helicopters are gunners, bombers, searchers, and troop transports. I often refer to them all as the generic term "helicopter" or "attack helicopter". Bombers have a weakness: if you shoot their bombs just as they're released, they'll explode and cause the bomber to as well. Mortar Tank ----------- Official Name(s): Mortar Description: Oversized fixed tank that fires bombs to remote areas First Seen: Level 3, Enemy Shmeney Details: Mortar tanks are used to keep the creatures (in this case, Raze) away from the kewlett army. They don't fire directly at your location. They instead fire at specific points in an area and it's up to you to dodge these spots. Look for the pocks where the blasts hit and avoid them at all costs. If you must pass by one, roll past it. Kewlett Dropship ---------------- Official Name(s): Dropship Description: Large blimp that drops kewletts from sky First Seen: Level 4, A Hunting We Will Go Details: The best way to deal with a dropship is to blow it up if you have blaster ammo. Get in close range (if possible) and angle the shot so that it hits the dropship. Dealing with the kewlett airbornes that the dropships release is another things. Shoot their balloons or -- better yet -- shoot them so they fall to a splattering death. Small Tank ---------- Official Name(s): Small Tank Description: Moving tank with cannon on rotating hemisphere First Seen: 5, Don't Ruin My Rune Details: The small tank is very maneuverable especially when compared to the mortar tank which doesn't move at all. This is an attack tank that will not hesitate to unleash on Raze. You must hide whenever you see one and if you have a nuke, you can very carefully sneak to it and behind it to plant it, just before running for cover from the blast. Another approach is to ready your ripper ammo, get the tank's attention, then shoot the rockets that the tank fires at you. Doing this will cause the rocket to explode near the tank (if done correctly). Do this multiple times to put this tank out of commission. Kewlett Turret -------------- Official Name: Quad Turret Description: Armored shield surrounding a game; kewlett hides behind to shoot First Seen: Level 8, Blood-Fire-Death-Song Details: The kewlett turret is quite deadly when you're out in the open. Use cover at all times. You must get behind the turret somehow in order to stop its attack. Once you get behind it, destroy the kewlett that's manning the gun since the turret cannot rotate 360 degrees. ############################################################################### 6.00 OTHER STUFF ############################################################################### ------------------------------------------------------------------------------- 6.10 | Multiplayer ------------------------------------------------------------------------------- Gather around the TV or put on your headset for a game of Xbox Live, because multiplayer is where the fun is to be had after beating Raze's Hell. Sure mini- games are fun to for a while but mutliplayer lasts long after. Live and system link games are all about battling it out against one another. Co-op is where you and a buddy can sit back and breeze through the game. Multiplayer has a few differences from the singleplayer mode, aesthetically. For one, ammo dropping is useful in this mode. Use it to share ammo with a teammate in need. Explosive squibs (such as blasters) cannot be blown up while on the ground in multiplayer, unfortunately. And last, but not least, a couple of ammo types were swapped with new ones to make things interesting. Check the Ammo section to see the two ammo types exclusive to this mode. Instead of dividing this up into a bunch of small sections, I decided to just highlight the basics multiplayer. Hopefully you will come out with a better understanding of what this mode has to offer. Live and System Link Games ========================== Deathmatch: The simplest game of them all, deathmatch is where the mightiest player proves their desire to be the best. Kill any and everything that moves and get points for it. The player that gets the required points or the most when the timer runs out wins. Team Deathmatch: Team DM's differences require you and your buddies to work together for the common good of the team. Dropping ammo for a friend in need, communication, and backup go a long way in getting your team on top when the smoke settles. Take advantage of things that you couldn't in deathmatch and be sure to share tips with your teammates. Soccer: Soccer is a very simple mode since all you have to do is knock the ball into the opposing team's goal. You can do that by kicking (melee), shooting, rolling, or just pushing into it. Turning off damage in this mode can be fun but having damage on is even more fun. Capture The Flag: This is your typical CTF affair but with many adjustable flag settings. The main idea is to get the opposing team's flag and bring it back to your team's base. But with the flag options it may be necessary to have your own flag present before you can earn a point for the capture. Other options limit what the flag carrier can do. If the carrier drops the flag, the flag delay option sets the amount of time before a team's own flag can be touched for the return to their base. King of The Hill: Find the hill on your radar then stand on it. The yellow bar shows how long before you can capture the hill. Once the yellow bar disappears you will have control of it, at which point the clock will count down from whatever time is left to score a point. When that time runs out, you are awarded a point and must repeat this process until the maximum point goal is reached. Defend the hill at all costs when you are standing on or approaching it. Team King of The Hill: This is the same thing a typical KoTH except with teams (obviously). Be sure to help your teammates out by standing downhill if you're not on it. If a teammate on the hill needs ammo be sure to get some then drop it on the hill for them. Co-Op Play ========= To play a co-op campaign, start up a normal game then press Start on a second controller that's plugged into the the Xbox. Choose a profile for this second character that will enter the game. A co-op campaign plays exactly like a SP campaign does. The only difference is that it's best to use teamwork to make the game easier with two people. Here are some tips to keep in mind. o Learn to play as a team. While it goes without saying, using teamwork to your advantage makes going through campaign that much easier than it does with a single person. Try things like sending in one person at a time so that if they're killed, the other can heal them. Call out enemies to your partner, etc. o Avoid using the roll button too often. Using it too often can often result in unwanted collisions with your partner. If you collide, you'll both take damage and often times the person being hit dies. If you must roll make sure your partner is behind you and/or not in your way at all. o Learn how the healing system works. When your partner goes does, heal them if only you're not putting yourself in danger. Hold the heal button while standing over them and let the bar go *completely* down (don't worry, doing this won't kill you). This will get the maximum effect of the heal but will take more from your health. Once they're healed you should both make it a point to find health. If healing them is too dangerous then don't do it. Take out any enemies that prevent you from doing so beforehand. o Share your ammo in heated situations. If one teammate is low on ammo and you're in a heated battle, drop some ammo for them so that the firepower is doubled. Tap the black button to drop a single squib that's is equipped ------------------------------------------------------------------------------- 6.20 | Mini Games ------------------------------------------------------------------------------- Cojones Golf & Country Club - The Long Ball =========================================== This mode is straight forward golfing. Utilize Raze's ammo to hit the ball far to get it in the hole. A par is the average quota for shots taken. Anything under par is great and anything over is, well, over par. You want to knock the ball in the hole in as few as shots possible. Remember that the location in which you shoot the ball matters. Shoot low and the ball pops up; shoot high and it will stay down but with forward spin on it. Anything counts as a hit in this mode, too. This means that whether you shoot, kick, or roll into the ball -- it counts towards your shots taken. Kicking is great for small, steep hills that you need to get over. Quick, gentle rolls towards the ball can get you straight shots at close range. If a ball is rolling downhill it's possible to block or hit it again before it comes to a rest. But doing so is only recommended for the experienced player since this could get out of hand in terms of number of hits. Note: Note: To my knowledge, getting under par unlocks nothing. I've gotten 63 (1 under par) and didn't notice anything unlocked or changed. If you did, please e-mail me! More golf tips can be found in the following passages... Cojones Golf & Country Club - Mini Putz ======================================= This mode is golfing, like Long Ball, except the courses are smaller and the Scottish commentator is absent. Note: To my knowledge, getting under par unlocks nothing. I've gotten 50 (21 under par) and didn't notice anything unlocked or changed. If you did, please e-mail me! Tips ---- o Tapping the ball: Kicking works well for *straight* shots. Odds are that if you get directly behind the ball and line it up with the flagpole it will hit, but if you're too close it may pop out. Quick rolls can be good for tapping if you're right behind the ball, otherwise don't use it. Uncharged spiker ammo works well for very short taps (knocking the ball no more than 2-3 feet) but the direction is erratic. o Getting over hills: Small hills are best overcome by kicking high. Stand behind the ball, look towards the sky, then kick. You should use charged spiker ammo on most big hills, being sure to use a topspin when possible. o Use the flagpost: The flagpost is great for banking shots off of. When you're close to the hole, always try to aim for it since the ball often smacks into it then falls into the hole. o Explosives popups: Explosives are great for getting *over* obstacles directly in front of you. Aim low but not at the ground. Getting the perfect popup is hard since the physics seem unpredictable, but with a little practice you should be able to do it every time. o Ball to the wall: When the ball gets stuck against the wall around the green you can use an explosive to knock it away. What to do: Stand so that the flagpost is between you and the ball. Now shoot a seeker or blaster above the ball and at the wall so that the force pushes the ball towards the whole. Even if you don't make it in, you will still have a chance to hit the ball now. Note that you don't want to get close to the ball with the explosive since, obviously, it could cause the ball to move from the green completely. o Stopping the ball: The game will tell you about moving in front of the ball to stop it during the loading screen. This is a very useful tip. When the ball rolling an undesired direction (e.g. away from the green) it's usually best to stop it by getting in its path. Course Strategies ----------------- Hole 1 (par 4): Stand behind ball and shoot blaster ammo at the bottom to knock it over the barrier. Try to angle the shot so that it goes past the middle booth and toward the hole. Tap the ball in. Hole 2 (par 3): Use a charged spiker shot and aim just below the mid-section of the ball. You want to cut up the green hill straight ahead, between the barn and the silo. If you miss, use another charged shot to knock the ball up to the left where it should eventually rest by the hole. Hole 3 (par 4): Pop the ball over the sliding walls using a low-hitting shot with blaster ammo. The ball can be knocked back to the start. If it isn't, tap it in the hole at the other end. Hole 4 (par 3): Try to hit the tree on the left side up ahead using a charge spiker shot, or better yet kick the ball to the left of the block and stop short of the tree. Now all you have to do is hit it over to the hole on the left. Hole 5 (par 4): Smack it up ahead so that you can position a shot around the corner. Keep hitting it to the green. Kicking works well to get up the slope to the flag. Hole 6 (par 3): Hit the ball low with a charged spiker shot so that it pops over a few hills. Getting to the hole is tricky. If you're directly beside the flag you can simply use a charged spiker shot to get it in. But if you're to the left or right, you will need to angle the ball so that you overshoot the hole, allowing the ball to drop in as it rolls back down. Hole 7 (par 6): This one can be extremely tough. (At first attempt, try to shoot high with a charged spiker shot so that the ball doesn't want to pop up in the air when it goes up the first hill. Aim left of the tree ahead.) Kicking works really well for getting up these simple hills. However, it's best used when the ball lies next to a slope so that it goes up completely. Hole 8 (par 3): A blaster shot at the ground should pop the ball over the greenery. A charged spiker shot or a kick should get you the rest of the way. Hole 9 (par 3): Getting the ball past the cars is your main priority since they'll knock Raze out of the way when in contact. If you stand slightly to the left of the ball and aim right you will sometimes get it. If the ball comes back use the side passages to get to the other side of the buildings. Now tap the ball in. Hole 10 (par 4): Kick the ball through the latticework while avoiding the lollipops. Remember that kicking works great for knock the ball up and over hills. Tap it in once above. Hole 11 (par 4): Kick the ball to the mound ahead (slightly to the left or right of the tractor). Carefully knock the ball into the hole above. Hole 12 (par 4): Use a charged spiker shot and aim for the left half of the half-pipe so that the ball goes left then rolls down through the center and ends up on the right side at the other end. If done correctly the ball should be around the corner across from the hole, then all that's left is to tap the ball in. Hole 13 (par 3): Aim to the left or right of the single tree straight ahead, then kick the ball in hopes that it rolls by. Spiker shots will now do the trick. Hole 14 (par 5): This one requires a lot of luck. You have to shoot at the ball from a distance so explosives will get you to the hole. Seeker ammo is the best for this since you can manipulate the direction that the ball goes by hitting exploding seekers from certain angles. There's a flat path behind the crane on the right that leads to the hole if you want to use it. My favorite path is on the left where the tractor is. Hole 15 (par 4): Shoot around the spinning boxes since they can screw up your shot. Either path on the right will get you to the hole. Then it's a matter of tapping the ball in. Hole 16 (par 4): A hole in one on this course is very possible. Look directly down at the ball then release a seeker. Guide it to the back left corner and behind the ball so that it aligns with the ball and hole. If you don’t get it on the first shot you'll want to use a combination of spiker and seeker ammo. Hole 17 (par 6): This is another tricky course. For the first hill, stand behind the wall, aim low, then hit it with a charged spiker shot. For the second slope back away from the ball, line up with the second hill, then roll into the ball. Those two strategies do work but it may take practice. Once at the top, if the ball is in the middle, use a charged spiker shot to get it up into the hole. If it's not lined up you may want to consider tapping it over with spiker ammo. Hole 18 (par 4): Simply use the seeker ammo to knock the ball over to the hole. Try blasting it as far north as possible and slightly east so that you're close to the hole for the next shot. Survival ======== Survival is -- as the name implies -- is a game of survival where the goal is to get your highest possible score. To do this you must stay alive through the levels and kill enemies as cunningly as possible. Before the start of the first level, quickly run around the arena to gather a variation of ammos. Next it's best to scope out the arena and take note of the hiding spots since you will definitely need them. Sporump launch pads are there to get you back-and-forth across the arena to get precious ammo before the next round starts. Use them often. The scoring system is basic. You will earn 200 points for the typical enemy, regardless if they are killed by a fellow kewlett. To get 500 points per enemy, you must splatter them exactly upon death. The best way to do this is by working their energy down with ripper ammo then directly hit them with blaster ammo. If they fly in the air then splatter it will still count, but any hits after their death can't earn you 500. Don't shoot explosives or kamikaze bears while loose ammo is on the ground. The reason for this is that explosive ammo types could ignite, blowing yourself up and instantly ending the game. Silent But Deadly ================= This mode is a pure stealth exercise in which you are graded on your performance. Go from the beginning to the end of each relatively short level without being caught is the main goal. Pay attention to the status screen after finishing the level. Low time, stealth kills, and never being spotted are things you want achieve to increase your score and rank for the high scores page. Your radar tells the status of your enemies and their awareness of you. The vision cones on the radar represent the enemy's line of sight and whether or not they see/hear you. Green is an enemy that isn't aware of you. Yellow is if you are heard by an enemy or they spot another kewlett dead. You are seen when orange is the color but you have a split second to dodge out of sight before it turns red. If red, you are caught and the level is over. Use the rolling crouch to move about the levels quickly. Stealth kills are done by sneaking (crouching) behind and enemy then pressing the left trigger. Watch the enemy patrols so that even if you fail, you can know their routes for the next time. There are six (6) SBD missions if you were curious to know. Blood Rain ========== In Blood Rain your mission is to protect the creature called Shnow while he figures a way out of the "hole" that he's in. The creature doesn't do much besides looking dumb, so you must shoot down the enemies to gain points all the while making sure Shnow doesn't die. He has a lot of health so that's one positive The majority of enemies come from the sky -- hence the name Blood Rain. Shoot them and/or their balloons before they can do damage to know. Other enemies such as bombers and kamikazes should be dealt with immediately so that they don't get to Shnow. Flying bear alerts are crazy intermissions in which you must snipe bomber bears out of the sky to gain points and health. This is very odd but quite addictive, especially if you get good at it. The first scope seems to work best since it gives you a wider vision of the sky. Don't waste too much time shooting at one bear. If it's falling out of reach, aim back up and wait for the next bear. Be patient and practice so that you get good at doing this. ------------------------------------------------------------------------------- 6.30 | Cheats & Secrets ------------------------------------------------------------------------------- [Cheat] Infinite Ammunition: While in-game, hold down the L-trigger then enter the following - A, A, B, B, X, Y, A, X (you will see a confirmation) Enter code again to turn off. [Cheat] Infinite Health: While in-game, hold down the L-trigger then enter the following - A, A, B, B, Y, Y, A, X (you will see a confirmation) Enter code again to turn off. [Secret] Raze's Hell Concept Videos: After beating the game wait for the ending video and credits to finish. After they do, one video and then another will play that shows the conceptual versions of Raze's Hell. They're from 2001 and 2003 and include commentary from two kewletts. [Glitch] Go out of boundaries of 'Be My Guest' level: At the start, fall off the ledge ahead and to your left is a pile of ruble. On the left side of you will be able to see through to the other side. Walk straight through this as if there wasn't anything preventing you. There's no clipping here so you will pass through with ease. You can now explore this small side section, which isn't all that thrilling. [Glitch] Bomber appears out of nowhere in 'Be My Guest' level: After crossing through the tunnel with the arrows on the floor, look down the ramp as you go out to the right. An anxious bomber will appear into thin air once you do. [Glitch] Explore Tops of Mini Putz: After unlocking the Mini Putz golf game, play through to course 18 (you can skip each course by pressing Y once you have 10 shots taken). At hole 18 there a fence. Face the fence then turn directly around to walk up the hill. There are no invisible barriers on the backside of this hill, so you can freely walk up it. From up here, you can explore the tops of all the courses in Mini Putz and can even go down into them. ------------------------------------------------------------------------------- 6.40 | Frequently Asked Questions ------------------------------------------------------------------------------- Here I have devised a few general questions that I think people may have and then answered them. The Gameplay Basics section may answer various questions you may have about the gameplay. Q: Does this game have both inverted and normal pitches (X-axis)? A: Yes Q: How do I use the upgrade/powerup? A: Press the white button once you've received it. Q: How does Raze's Hell compare to the Conker games? A: They're both humorous third-person games. But Raze's Hell is more of a shooter and I feel that it accelerates at this more than Conker does at its forte', which is platforming. A lot of people like the Conker games, though, so you may want to check them out (one on the N64 and the remake on Xbox). Q: What's the purpose for ammo (squib) dropping? A: It allows you to share ammo in co-op and team multiplayer games. Q: What happens if I get under par in the golf mini games? A: To my knowledge, getting under par unlocks nothing. I've gotten under par in both games and noticed no changes. If you did, please e-mail me! Q: The game's manual refers to "fear bomb" and "shield" powerups. Do you know where they are or what happened to them? A: At this moment I don't, unfortunately. ############################################################################### 7.00 GUIDE RELATED ############################################################################### Contacting Me ------------- I receive a lot of SPAM e-mail every single day, so be sure to include a relevant subject line such as "Raze's Hell" and/or "FAQ" so that my Hotmail filter doesn't think your e-mail is junk. coldNOSPAMnrg@hotmail.com [remove "NOSPAM" text] Thanks goes to... ----------------- - Antonio Santamaria and Artech for their character names which they generously gave me upon request - bonusstage.com for their wallapers which helped with some enemy names - IronMonkeyL255 and GameFAQs for the two cheats - Pro Ninja for the Humiliator details (I don't have Xbox Live) Version History --------------- 1.00 - Aug. 09, 2005 - First release. All prelimary work done. WT 100%. Legal Notice ------------ This guide is copyright 2005 of Jeff H., aka Cold NRG. You can use it to your heart's content but please don't post it on the internet without my permission first. If you run a fansite site and want to host it, just send me a friendly e-mail asking so. Those who want to publish this guide or sell it are strictly prohibited. In doing so you would be violating the copyright laws outlined in the Fair Use Policy, which pertains to many countries around the world. The two main sites that this guide is permissive to are GAMEFAQS.COM and GAMERHELP.COM as long as I say it is and can NOT be hosted by CHEATCC.COM. Do not support thieving sites ran by modern-day gypsies. -End of File-