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  Evil Dead: Hail To The King [DC]
"But as for myself, I have seen the dark shadows moving in the woods and
I have no doubt that whatever I have resurrected through this book is
sure to come calling for me..."
--Professor Raymond Knowby's last words, "Evil

for the Sony Playstation
by J. Moore

Unpublished work Copyright 2000 Jeff Moore

This FAQ is for private and personal use only. It can only be
reproduced electronically, and if placed on a web page or site, may be
altered as long as this disclaimer and the above copyright notice
appears in full. This FAQ may not to be used for profitable/promotional
purposes in way without prior permission from the author. This FAQ was
created and is owned by Jeff Moore . All copyrights and
trademarks are acknowledged that are not specifically mentioned in this

Evil Dead, Evil Dead: Hail to the King and all related characters are
(c) Renaissance Pictures and (c) THQ Inc. All rights reserved.


1. The Evil Dead Storyline
2. How to Play
2.1 Controls
2.2 Screens
2.3 Fighting Enemies
2.4 Saving the Game
2.5 Using the Converter
3. Weapon List
3.1 Level 1 Guns
3.2 Level 2 Guns
3.3 Chainsaws
4. Item List
4.1 Health Items
4.2 Conversion Items
4.3 Ammunition
4.4 Puzzle/Event Items
5. Monsters
5.1 Disc 1 Monsters
5.2 Disc 2 Monsters
6. Disc 1 Walkthrough
7. Disc 2 Walkthrough
8. File Descriptions
9. Hints and Tricks
10. Special Thanks and Contact Info


This game is a continuation of the Evil Dead movies, so it definitely
helps to know the trilogy's story. Since the game's introduction rushes
through that part, here's a more involved description:

Professor Raymond Knowby and his wife rented a small cabin in the woods
where he could rest and concentrate on translating the Book of the Dead,
an ancient demonic book which he'd excavated earlier that year. He
recorded the phonetic translations of the demon-resurrection passages,
spells designed to awaken an evil presence that slumbers in the forests
and dark bowers of man's domanin, and in doing so he unwittingly
unleashed an evil force that possessed his wife Henrietta and tried to
kill him. He survived the attack, but mysteriously died later that
week. Whatever evil force was revived by his translations returned to
its slumber with his death.

A week later five college kids, including S-Mart employee of the month
Ash, rent the cabin for a weekend of partying, or hunting, or whatever.
They find the book, an ancient bone-dagger that was unearthed with the
book, and the tape-player of the professor's translations. They play
they tape that night and the evil force awakens again, possessing each
of them one by one and changing them into undead cackling monsters. The
only way to stop a possessed victim is to totally dismember them, and
since there's a chainsaw and sawed-off shotgun handy...

Ash is the only one to survive the night and he tries to escape the next
morning, only to find the bridge leading back to civilization has been
totally destroyed. The sun sets and he retreats back to the cabin,
hwhere his mirror image briefly comes to life to taunt him. Eventually
his right hand is infected with the evil--it keeps trying to kill him
and he finally has to cut it off with a chainsaw.

"Who's laughing now, huh? Who's laughing now?!? Aaaaaaggggghhhhh..."

Soon Annie Knowby, the professor's daughter, shows up along with a few
others, expecting to meet her parents. They band together that night
against the evil and, in the course of the battle, Ash goes to the
workshed, using metal-braces and leather straps to connect the chainsaw
to his right arm.


After an encounter with the ghost of Raymond Knowby, Annie uses the Book
of the Dead to open a vortex to banish the evil...but is stabbed in the
back with the ancient dagger by Ash's demonic severed hand. She
finishes the spell with her dying breath and the vortex opens...sucking
the evil, Ash--chainsaw-arm, shotgun and all--and his Delta '88 into the

He lands in fourteenth-century England, where King Arthur is under siege
by the monsters that he and his wise-men call "deadites." They suspect
Ash of being a rival king's soldier and take him prisoner. They try to
toss him into a pit of deadites, he fights his way out and sets things

"Alright you primitive screwheads, listen up!

Now convinced that Ash is the "Hero from the Sky" prophecied by the Book
of the Dead to save them from the deadites, Arthur and the wise-man send
Ash into a haunted graveyard to retrieve the book so they can destroy
the evil once and for all. He doesn't remember the spell that would
have allowed him to safely remove the book from the altar and so
accidentally awakens an army of skeletal deadites.

"Did you say the words?"
"Yeah, basically."
"Did you say the EXACT words?"
"Look, maybe I didn't say every single tiny little syllable, no, but
basically I said them!"

Ash leads the knights into battle with the army of the dead, using
gunpowder-tipped arrows and the souped-up Oldsmobile to fight against
them. They win the battle and the wise-men use the book to send him
back to home, where he returns to his job as S-Mart housewares clerk and
meets a new girl, Jenny, assistent manager of Arts and Crafts and S-
Mart's employee of the year.

"Hail to the king, baby!"

Eight years have passed and Ash is beginning to have nightmares and
hallucinations of the deadites and the evil in the woods. Jenny
convinces him to go back to the old cabin in the woods, to face down his
fears and show himself that nothing's there. This may be Ash's worst
decision yet: his possessed hand emerges from the shadows, switches on
the old tape-player, and awakens the evil. Jenny is kidnapped, Ash's
dark half breaks out of the mirror and now Ash has to find the missing
pages to dispel the evil. The good news is that there's an axe hanging
on the wall and the old chainsaw's waiting out in the workshed...

"Come get some."

This FAQ has spoilers, so read at your own risk.


2.1 Basic Controls

Directional Pad

Up - Moves Ash forward in the direction he's facing.
Left/Right - Turns Ash left and right.
Back - Ash takes a single hop backwards. Hold to make Ash walk

Analog controls are the same as digital.

L1 - Hold down while pushing left or right to hop left or right.
L2 - Turns off the chainsaw.
R1 - Hold down the button to make Ash run. You'll be using this one a
R2 - Starts the chainsaw. Pushing R2 while the chainsaw is on revs it

O Button - Open doors, search the area, pick up items, look at an object
and occasionally talk to people. When the chainsaw's turned on, pushing
this will turn it off...the same as L2.

X Button - Swing the chaninsaw. You can do this even when the
chainsaw's turned off, although it does much less damage...about the
same damage as the axe. This is the confirm button in the menus.

Square Button - Uses the left-handed weapon, which is selectable.

Triangle Button - Ash says a one-liner. You can use this while running
around to make Ash ramble insanely as he roams the woods--be warned,
though, sometimes a deadite will erupt from the ground in response to
his taunts. This is mainly used during battles--see "fighting enemies"
for more details.

Start Button - Pauses the game and open the game-options screen for such
things as closing credits and sound settings, vibration
function...nothing related to actual gameplay.

Select Button - Pauses the game and opens the inventory screen.

2.2 Inventory Screen

Weapons are displayed in the top row, selectable items in the right
column. Select an item using the control pad and push X to use it.
Some items have to be combined with another item; when you push X the
selected item will change color and you'll have to select the item you
want to combine it with.

The left column holds five options. TEXT goes to the file screen, where
you can read letters and journals found so far by selecting them and
opening them with the X button. MAP shows you a crude map of the cabin
and the surrounding woods--this feature also works on the second disc,
showing the city of Damascus and the major buildings. CHEST will rarely
be used, since you automatically go to this screen when you open a chest
and you can't use it otherwise. SAVE is used to save the game on a
memory card--you can only select this at an inventory chest when you
have a save tape.

2.3 Fighting Enemies

Although enemies constantly respawn, they're not random--it's usually a
good idea to scout out an area and take note of where the enemies are,
then reload the game and get the chainsaw ready before you run into

When fighting an enemy with a hand-weapon like the chainsaw and axe,
keep pushing against doesn't do any good to wave around a
chainsaw if you're not shoving it in their faces! Keep alternating
between attacks, even if you're just using the axe and chainsaw--enemies
will often dodge attacks from one hand after a few hits so you'll need
to keep switching them.

Although you'll want to keep pushing at the enemies with hand-held
weapons, guns are the exact opposite. They don't do very much damage
and the main purpose of them is to keep monsters at bay. You'll
virtually never use the handgun and you should save the rifle and
shotgun for fights against the bosses, when it's important to do damage
without letting the enemy get too close to you. Most of the enemies
recoil when hit with gunfire and, if you time it right, you can kill
some bosses without ever going near them or even starting the chainsaw.

The legless floating apparitions that you fight will usually respawn, so
there's no point in trying to clear out an area. The only reason to
fight them or the skeletons in the forest-maze is to either clear enough
room to make a run for the next screen or to build up your health-kit
supply. Many other monsters won't respawn, however--possessed Wolverine
scouts don't come back once you defeat them, for example, and it's worth
the time and trouble to kill them and clear out a safe area to catch
your breath.

The one-liners are actually pretty important to fighting. When you
weaken a deadite, they'll stagger for a few moments and, much like
Mortal Kombat, you'll have a chance to finish them off by gutting them
with the chainsaw. Once you've got them on the chainsaw, use the
secondary weapon to finish them off and use the one-liner as you kill
them. The better the one-liners and the more you use them during the
battle, the more health and gas items the enemy will leave behind after
dying. There's a random element to it, though, and be careful--if your
secondary weapon isn't loaded, Ash will just have to shake the dying
deadite from his chainsaw. This takes a few moments and leaves you
vulnerable to anything else that might wander up to you while you're
tryint to shake your chainsaw loose.

2.4 Saving the Game

This game takes three blocks of memory on a Playstation memory card. To
save the game Ash has to have a save-tape, an item that looks like a
roll of audio tape, and be at one of the inventory chests that are
scattered about the game. Open the chest and in the chest's inventory-
screen select SAVE. Saves deplete the save-tape, so you'll have to find
a new blank tape each time you want to save the game.

2.5 Using the Converter

Once Ash has found two special files, he'll learn how to change certain
otherwise-useless items into health-kits and gasoline. Simply select
the item you want to convert, then select the converter. The new usable
item should replace the old one.

The items that can be converted seem to be:

White Mushrooms - Small health kits
Red Mushrooms, Lighter Fluid, Moonshine, Jug - Small gasoline cans


3.1 Level 1 Guns

Knowby's Handgun
Ammo: Bullets
Ammo Limit: 8
Range: Medium
Power: Low
Location: Default item

Ammo: Shotgun shells
Ammo Limit: 2
Range: Low
Power: High
Location: Hellbilly cabin

Ammo: Rifle ammo
Ammo Limit: 6
Range: High
Power: Medium
Location: Archery range

3.2 Level 2 Guns

Nail Gun
Ammo: Hangun clips and nails
Ammo Limit: 15
Range: High
Power: Medium
Location: Made from Knowby's handgun with an upgrade kit

Rock-Salt Shotgun
Ammo: Shotgun shells and rock-salt
Ammo Limit: 4
Range: Medium
Power: Very high
Location: Made from shotgun with an upgrade kit

Spike Rifle
Ammo: Rifle ammo and rifle spikes
Ammo Limit: 8
Range: Very High
Power: High
Location: Made from rifle with an upgrade kit

3.3 Chainsaws

Ammo: Gasoline
Ammo limit: 30 seconds
Range: Very low
Power: Medium
Location: Default item

Demon's Chainsaw
Ammo: Gasoline
Ammo Limit: 70 seconds
Range: Low
Power: High
Location: Sacred-Heart Church

Ammo: Gasoline
Ammo Limit: 35 seconds
Range: Low
Power: Very High
Location: Armory courtyard


4.1 Health Items

Small Health Kits
Location: Random
Used For: Healing 1/3 of your health-bar.

Large Health Kits
Location: Random
Used For: Healing 2/3 of your health-bar.

Save Disc
Location: Various
Used For: Allows you to save the game once at an inventory-chest.

Location: Refridgerator in Knowby's cabin
Used For: Restores some health

Location: Medicine Cabinet in Knowby's cabin
Used For: Restores some health

Beef Jerky
Location: Picnic tables north of campground
Used For: Restores some health

Sausage Links
Location: Roasting room in hellbilly cabin
Used For: Restores some health

Location: Fruit cellat, Knowby's cabin
Used For: Restores some health

4.2 Conversion Items

Location: Default Item
Used For: Reading certain files will allow you to use the converter to
change some items into gas and health items.

White Mushrooms
Location: Random
Used For: With a certain file, the converter can change these into small
health kits.

Red Mushrooms
Location: Random
Used For: With a certain file, the converter can change these into small
gasoline cans.

Location: Still outside hellbilly cabin
Used For: With a certain file, the converter can change this into a
small gasoline can.

Lighter Fluid
Location: Fireplace beside picnic tables, north of campground
Used For: With a certain file, the converter can change this into a
small gasoline can.

Location: Market square, nether-beast lab
Used For: With a certain file, the converter can change this into a
small gasoline can.

Upgrade Kits
Location: Market Square, Celestial Temple and Armory
Used For: Makes one of the guns more powerful

4.3 Ammunition

Pistol Clips
Location: Random
Used For: Ammo for pistol

Shotgun Shells
Location: Random
Used For: Ammo for shotgun

Rifle Ammo
Location: Random
Used For: Ammo for rifle

Small Gas Can
Location: Random
Used For: Filling 1/3 of your chainsaw's tank

Large Gasoline Can
Location: Random
Used For: Filling chainsaw tank completely.

Rifle Spikes
Location: Random, disc 2
Used For: Ammo for upgraded rifle

Rock Salt
Location: Random, disc 2
Used For: Ammo for upgraded shotgun

Pistol Nails
Location: Random, disc 2
Used For: Ammo for upgraded pistol

4,4 Puzzle/Event Items (CONTAINS SPOILERS)


Location: Drainage pit in the hellbilly shack
Used For: No in-game purpose--give it to Grammy

Location: Inside Ash's Delta 88
Used For: Lighting the mines south of the campground

Car Keys
Location: Sacred-Heart Church
Used For: Opening Ash's Delta 88

Location: Beside rusted cars outside hellbilly cabin
Used For: One of two pieces to fix the pump

Location: Behind the Knowby cabin
Used For: Entering hellbilly shack's attic

Evil Sapling
Location: Church Graveyard
Used For: Solving grave-puzzle in front of the church

Location: Church Graveyard
Used For: Solving grave-puzzle in front of the church

Location: Hellbilly attic
Used For: Clearing vines in the maze of trees

Linda's Sweatshirt
Location: Church Graveyard
Used For: Solving grave-puzzle in front of the church

Pig-Sty Keys
Location: Grammy in the hellbilly shack attic
Used For: Opening the pig-sty in the hellbilly shack

Location: Maze of Trees
Used For: Switching on generator outside hellbilly cabin

Pump Motor
Location: Pig-sty in the hellbilly cabin
Used For: One of two pieces to fix the pump

Location: Knowby's fruit cellar
Used for: Tightening pipe in Knowby's fruit cellar

Wolverine Hat
Location: Church Graveyard
Used For: Solving grave-puzzle in front of the church


Battlement Key
Location: Constructed
Used For: Operates battlements in armory

Bridge-Pulley Mechanism
Location: Market square
Used For: extens rope-bridge from market square to prison

Broken Track
Location: Battlements
Used For: Can be fixed with a hammer and anvil

Earth Key
Location: Celestial Temple
Used For: Unlocks the Earth Door

Earth Orb
Location: Earth Room, Celestial Temple
Used For: Solving Celestial Temple eclipse-puzzle

Your Hand
Location: Nether-beast lab
Used For: Give to Abdul Alzeez

Exotic Jug
Location: Market square in Damascus
Used For: Can be converted into chainsaw fuel

Fuel Tank
Location: Merchant in Damascus
Used For: Combine with rope and white powder to make bomb

Location: Soldier's quarters, armory
Used For: Straightens broken track

Location: Market square
Used For: Combines with pin and spool to make pulley mechanism

Location: Soldier's quarters, armory
Used For: Opens door to inner chambers in the armory

Location: Captain's quarters in the armory
Used For: Can be used to make a battlement key

Length of Rope
Location: Merchant in Damascus
Used For: Combine with white powder and empty fuel tank to make bomb

Makeshift Bomb
Location: Constructed
Used For: Blow down the door to Abdul Alzeed's cell

Location: Market square
Used For: Combines with handle and spool to make pulley mechanism

Pump Lever
Location: Armory courtyard
Used For: Activates pump in aquaducts

Location: Market square
Used For: Combines with Pin and handle to make pulley mechanism

Skull Key
Location: Battlements
Used For: Unlocks captain's quarters in the armory

Location: Arcane library
Used For: Give to Abdul Alzeez

Sun Key
Location: Celestial Temple
Used For: Unlocks the Sun Door

Sun Orb
Location: Sun Room, Celestial Temple
Used For: Solving Celestial Temple eclipse-puzzle

Location: Arcane library
Used For: Can solve library puzzle when lit

Location: Constructed
Used For: Fixes battlements in armory

White Powder
Location: Celestial Temple's foyer
Used For: Combine with rope and empty fuel tank to make bomb


5.1 Disc 1 Monsters

Legless Deadites
Attack: Low
Speed: Medium
Stamina: Low
Intelligence: Low
Respawn: Yes

There are three kinds of legless deadites, the red deadites being the
most powerful. Even they don't pose much of a threat, but they do spawn
quickly, making it easy to be overwhelmed by them.

Wolverine Scouts
Attack: Medium
Speed: Fast
Stamina: Medium
Intelligence: Medium
Respawn: No

Quick and deadly, but they don't respawn and there aren't many in the
game. There are two kinds: one carrying a knife, the other bow and

Deadite Pigs
Attack: Low
Speed: Low
Stamina: Medium
Intelligence: Medium
Respawn: No

There are only four in the game and they're all in the hellbilly shack.

Attack: Low
Speed: Low
Stamina: Medium
Intelligence: Low
Respawn: Yes

They're not worth the gas it'd take to kill them.

Attack: Medium
Speed: Medium
Stamina: High
Intelligence: Low
Respawn: No

Much like the scouts, but won't run away from Ash when damaged. There
are two kinds of hellbillies and four hellbillies in the game.

Attack: Medium
Speed: Fast
Stamina: Medium
Intelligence: High
Respawn: Yes

They'll ambush you, chase you, gang up on you and run away when they're
about to die. A pain to deal with, but they're only found in the maze
of trees.

Attack: Medium
Speed: Medium
Stamina: High
Intelligence: High
Respawn: No

Linda has the same attacks and strategies as the skeletons, but moves
slower. She only makes one appearance in the game.

5.2 Disc 2 Monsters

Legless Deadites
Attack: Low
Speed: Medium
Stamina: Low
Intelligence: Low
Respawn: Yes

They're back for a second round and every bit as annoying as they were
on the first disc. Physically, they're exactly the same as before.

Skeleton Guards
Attack: Medium
Speed: Medium
Stamina: High
Intelligence: High
Respawn: No

Much like the forest-skeletons, but not as quick. They'll play dead,
leaping back up when you let your guard down.

Guild Monks
Attack: High
Speed: Medium
Stamina: High
Intelligence: Medium
Respawn: No

They can be devastating, but they aren't very bright. The red monks only
have long-range attacks so stay close and keep hacking at them. The
grey monks have long and short range attacks--watch your health during
the fight.

Nether-Beast Familiars
Attack: Very Low
Speed: Medium
Stamina: Low
Intelligence: Low
Respawn: Yes

Strange, almost-cute creatures summoned to serve the Guild. There are
three kinds of nether beasts, but they're all pretty harmless--just use
your axe and build up your health-kit supply with them.


The first disc is somewhat non-linear; you can get the items and pages
in any of several different orders. For this walkthrough, I've chosen
the quickest and easiest path--but there are other ways.

6.1 Exploring the Cabin
6.2 Outside the Cabin
6.3 Wolverine Campground
6.4 Hellbilly Land
6.5 The Maze of Trees
6.6 The Hellbilly Shack
6.7 BOSS: Grammy
6.8 Back to the Maze of Trees
6.9 BOSS: Tree-Monster
6.10 The Page on the Bridge
6.11 BOSS: Scoutmaster Nugent
6.12 The Archery Range
6.13 The Church Graveyard
6.14 BOSS: Skeletal Ash
6.15 Knowby's Fruit Cellar
6.16 FINAL BOSS: ?????

6.1 Exploring The Cabin

The game begins with Ash making a tape-recording of his plans to find
the missing pages and rescue Jenny. As soon as he gets finished, you
have control. Pick up the save-reel flashing on the professor's desk
and go to the inventory screen. Load the gun, but use the axe as your
secondary weapon--you won't need the handgun for awhile. Walk to the
right of the desk to the next screen and quickly turn on your chainsaw--
your first battle is coming up. On the wide-view of the cabin, walk
down a little bit and one of the legless deadites will leap up from the
ground to attack you. Keep pushing down into the monster and alternate
between swinging your chainsaw and hitting it with the axe. Keep
attacking it and it shouldn't have time to respond or hit you back.
Make sure you use the chainsaw to finish it off and use a one-liner as
it dies--you'll usually get a large health kit.

That deadite never respawns, so you now have the living room to
yourself. The first thing to do now is to search out the cabin. Walk
to the left of the fireplace until you see two doorways. Go through the
left door and into the old bedroom. If you don't want to fight, quickly
run up through the room to the door on the opposite side--otherwise a
deadite will erupt from the window and attack you. Unlike the living-
room battle, this one will constantly respawn. The good news is that
the respawning deadites here only replace each other--they won't gang up
on you. This room is a good place to build up your health kits later,
but for now just run through the room into the adjoining piano room.

Ash will notice a Necronomicon page sitting on the piano (how the heck
did the professor miss that page?!). After that slightly spooky
sequence, pick up the page and read it--it lets you know that really bad
things are happening, just in case you hadn't figured it out already.
There's nothing else to do--Ash just won't play the piano, maybe because
of that clunky chainsaw on one hand--so leave through the door opposite
the window and you'll find yourself in the hallway. The door at the end
of the hallway leads outside and you don't want to go there yet.
Instead, go to the room across from the piano room. It's a bathroom--
inside the medicine cabinet are some vitamins (orange-flavored, no less)
that will work like a large health kit when you use them. You can also
check out the toilet if you want--it makes no difference to the game,
but considering some of the bosses you're going to face, you might want
to take care of business first.

Now go back to the hallway and walk toward the camera to the next
doorway on the right. This leads to the kitchen, where you'll find a
sandwich in the refrigerator. Ash doesn't seem to be bothered by the
fact that it must be at least eight years old, so take it and use it as
a small health kit.

You now have everything you need from the cabin, so it's time to venture
out into the demon-haunted woods.

6.2 Outside the Cabin

Leave the cabin through the back door, the door in the hallway. You'll
emerge in the back of the cabin with a mushroom, a small gas-tank, and a
crowbar. Pick up both of them--the red mushroom may seem useless now,
but you'll definitely want it later. Then head to the right of the
cabin to the old workshed, slashing away any deadites that pop up on the
way. They respawn here so don't try to kill them all--just clear a path
to the workshed as fast as you can and run through the door.

Here you'll find your first inventory chest. Definitely save the game
here and put away the converter, the mushrooms and crowbar--you won't be
able to use them until you get to the next chest. You'll notice that
you can still hear the deadites snarling outside. Take a deep breath
and run outside, switching on your chainsaw as you step out the door.

Fight off the two deadites waiting for you and run to the other side of
the cabin as soon as a path clears. Run up along the side of the cabin
and grab any mushrooms you find along the way. You're now in front of
the cabin--just dodge the deadites while you pick up the mushrooms and
run to the left side of the cabin; be careful to not pick up the shovel
lying on the grave, no matter how tempting it looks. Run down the side
of the cabin to grab a large gasoline can--you're probably going to need
it by now. Since this is a narrow dead-end path, you're going to have
to fight your way out. Just hack and slash through the deadites and go
back to that smoking grave. Pick up the shovel and get ready for a

Man, and you thought YOUR old girlfriends were bad! Stay on the
headless dancing corpse of Linda and whack her with the chainsaw and
axe--if she gets too far away, pull the gun and start shooting. After a
few hits she'll leap away into the night, never to be seen again.

6.3 Wolverine Campground

Run south from the cabin entrance and follow the dirt road to the
bridge, dodging or killing any deadites that get in your way. You'll
find your car and a Necronomicon page hanging from the wrecked bridge.
You can't open your car--Jenny had the keys--and you can't reach the
page--hmmm, just a coincidence? At any rate, run left from the bridge
to find an old hiking trail. Follow the trail along a ridge--a new
enemy is waiting on the ridge for you, flapping skull-headed bats, but
they'll respawn and are so easily dodged that it's not worth the time
and health to fight them. Just keep running along the ridge and they
probably won't hit you.

As you arrive at the park, you'll hear an evil cackling sound. Walk a
little further and you'll discover the awful truth--evil cackling demon-
possessed Boy Scouts! Okay, so these are technically Wolverine Scouts,
but either way the kids at Camp Crystal Lake had it easy compared to
these guys.

Two deadite-scouts will rush in to attack you. You might want to draw
your gun on them, although a few quick slashes will take them out.
Don't try to kill them both at once--just focus on killing one deadite
and let the other run around until you're ready to go after it.. They
shouldn't pose a big threat and there's a stick of beef jerky waiting
for you on the right picnic table to help heal you after you're done.

Check out the firepit to find some lighter-fluid and follow the trail to
the right. You'll find a crossroads; go east and you'll see a locked
chain-link gate and a file. Read the file to learn about Father Allard,
Knowby's old friend. Encouraged by the thought of "meeting new friends"
at the old church, go right back to the fork and head south. If your
chainsaw's nearly empty, fill it up now--you're gonna need it.

You've just stumbled onto the Camp Evil Dead! Yikes! Two deadite
scouts will attack you at a time, some flinging arrows while others
slash at you with knives. They won't respawn but there are aLOT of
them, so you may want to just run through the camp and follow the trail
leading up the mountain. Still, you're going to come back here several
times, so I recommend killing them off now.

Just use the same strategy that you used at the picnic tables, attacking
one and then killing the other after the first is down. Keep using
health and gas items when you need them. There's eight or ten scouts to
kill, after which a save-tape will appear on the ground and legless
deadite-spirits will start attacking. These will keep spawning so just
search the tent to the left of the big tent for a letter and the big
tent for rifle shells.

Now cross the campground to find a rocky trail leading up the side of a
cliff. Follow the trail to a caved-in mine entrance. Have Ash search
the rocks for a sudden flash of insight from Ash and then use the
shovel; he'll clear out a small tunnel and crawl into the old mine.
Here you'll find the Wolverine Scout guide and an inventory-chest. Save
the game and take out the converter, the crowbar and the mushroom you
put in the chest. Put the rifle shells and lighter fluid in the chest
for now.

Now that Ash has read the Wolverine Guide, you can use the converter to
change white mushrooms into small health-kits! Take note of the missing
battery in the control panel that should light the mines, and then head
back out into the campgrounds.

6.4 Hellbilly Land

It's time to go back to the cabin, the same way you came. Leave the
camp, turn west at the crossroads, go past the picnic tables, up the
ridge with the skullbats, walk down below the bridge and follow the dirt
road back to the Knowby cabin. From here you'll want to go west, past
Linda's old grave.

There's really no way to avoid fighting the deadites on these trails, so
just pick up all the mushrooms and health-kits you find and keep
swinging at them until your path is clear. Keep following the trails
and you'll finally come to the old shack Knowby mentioned in his
journal. Nice place...for an undead redneck. One of the possessed
hellbillies will float toward you--use the gun to take it down before it
gets too close. Be sure to pick up the crank lying beside the old
rusted cars south of the shack.

You can't get into the cabin yet--it's locked from the inside. Instead,
pick up the mushrooms lying about and walk past the cabin to find a
generator. It needs a pull-string to get it started--the sort of thing
you might find on a lawnmower. Anyway, go down from there to find a
still and have Ash search it to find a jug of moonshine. No, you can't
drink it...Ash doesn't even want to risk touching it!

Now go down past the still to find another trail, one leading up into
the maze of trees that nearly killed the good professor. Pick up the
gas-tanks you'll find along the way and brace yourself.

6.5 The Maze of Trees

It's time to see if Ash can survive where Professor Knowby and several
of Ash's friends have all failed; the undead forest-labyrinth. The
skeletons you'll face here are some of the hardest enemies in the game
and can run as quickly as Ash. You should pick up every mushroom you
find, avoid every fight you can, and if you don't want to read the
directions for getting through the forest, you'll also probably need to
draw a map of the maze--it has at least three different entrances.

Once you get into the forest (you'll know you're there when the
landscape changes to a dull brown vine-covered forest and the music
changes slightly), run up the trail and turn left down the first fork in
the trail. Try to stay on the right side of the trails--skeletons will
erupt from the ground if you walk over their graves and there seem to be
less of them on the right-hand side of the trails.

Follow the left trail until you reach an up-down fork in the path. Go
up until you seem to reach a dead end. It's really not--just run left
of the wall and you'll see a small clearing with a lawnmower. Check it
out and you'll find a pull-string...just the kind you might use to start
a motor.

Now head back out the same way you came: go back down the trail, then go
left onto the first path you see, follow this path, then go right onto
the first branching trail you find. That'll take you back to the
hellbilly cabin.

If you're lucky you won't see any skeletons--if you do, just stay close
to them and keep swinging the chainsaw. Your pistol really doesn't do
much damage to them, so keep the axe handy for finishing moves.

6.6 The Hellbilly Shack

Before you use the rope, look around the shack for any mushrooms. This
is the last chance you'll have to search this area without any
distractions, so make the most of it.

Now walk up to the motor, then select the rope from your inventory and
use it. Once you use the rope on the motor, two of the possessed locals
will emerge from the shack to see what's going on. They move very
slowly, so just back away while you ready the chainsaw, then attack the
first one that reaches you. By the time the second one arrives, you'll
be cleaning the first one off your saw.

When these two are out of the way, quickly run to the door of the cabin,
grabbing the save tape in front of the cabin on the way. Legless
deadites will start to spawn, so just get off the screen fast by going
through the open door. You're now in the hellbilly cabin, and what
should be waiting for you but your old boomstick! Now Ash is ready to
kick serious deadite...

Try to ignore the horrible screams and groaning chants long enough to
pick up the file on the ground and read about the family's misadventures
with Grammy. Then walk away from the fireplace until you see a door
leading into the next room, then walk to the right of that, into the
corner. You'll see a table propped beneath a trapdoor--climb onto the
table with the O button and select the crowbar to climb up into the

A strange skeletal old granny says her deadite boys trapped her in the
attic with a magical amulet and now you have to rescue her. The
deadites never seemed to shy away from killing before and you've never
seen one keep a journal, but since she does claim to have one of the
pages, there's not much to do besides look for that amulet. Before you
go, she'll give you the key to the pig-sty, which lies deeper in the

Now go back to that door on the left side of the wall and follow the
long hallway down into the next room, where Ash will automatically find
a moonshining magazine. The good news is that you can now turn red
mushrooms, lighter fluid and moonshine into chainsaw-fuel! The bad news
is that there are two possessed hellbillies waiting for you when you
return to the main screen. Run back down the hallway you came, killing
the deadite blocking the hall with a combination chainsaw/shotgun
attack, then turn back around and brace yourself for the other
approaching deadite. As long as you attack it first and stay on it, it
shouldn't give you too much trouble. Now go back up into the room where
you found the magazine, and head left.

In this roasting chamber, you'll find a glittering sausage-link beside
the table on the far side of the room, which works like a small health
kit when you use it. Forget the chainsaw hand--Ash must have an iron
stomach! Anyway, go out through the left door, where Ash'll find
himself ankle-deep in a room flooded with blood. If you're wondering
where all this blood came from, just check out the walls...

There's an inventory-chest and a a pump in this room. First save your
game with the save-disc you found outside the cabin, then check out the
pump. It's missing two parts--you have one of the parts already. Use
the crank and the pump's half-fixed. Now you can unlock the door to
the left of the inventory chest with the pig-sty key and check out those
strange growling noises coming from behind it.

You're in the pig-sty and when you walk half-way up the screen a demon-
pig's going to erupt from the mud to attack you. There's two pigs in
the pig-sty, unless they corner you, and you should try to avoid
fighting them--you'll never come back to this room again anyway. Run up
to the far side of the room and you'll find one of the pieces of the
pump lying in the mud--look for the glitter. Grab it and run back the
way you came.

Now use that piece on the broken pump and it'll work, draining the blood
away to reveal a grate in the floor. Check out this grate and you'll
find a drainage pit. There's a pig in here and since the room's so
small, you'll have to fight it. Just keep chainsawing it until it dies.
Then grab the shining amulet on the other side of the pit and climb back
up the ladder. It's time to talk to Grammy again.

6.7 BOSS-BATTLE: Grammy

Surprise, surprise: Grammy is really a gigantic deadite monster and
you've just released her from her prison! Okay, so absolutely nobody is
surprised by that, but this is nonetheless going to be one really hard
fight, featuring perhaps the coolest boss-theme music in the game.
Grammy is a monster-spider with tall spindly legs and normally her tiny
body is out of reach. The trick is to stay beneath her and swing your
chainsaw when she swoops down to attack you--fortunately, she'll flash
green just as she starts to attack.

You'll only get one hit each time she ducks so be patient and stay on
her, preferrably between her hind legs so she can't slash you. When you
hit her she'll recoil and rise without swinging back so the battle
shouldn't take too much health, though it might drain your gas-tank dry,
since Gram's attacks come randomly and you can't afford to turn off the
chainsaw while waiting for them. Don't bother with the guns--Ash fires
them too slowly and she'll usually rise by the time he pulls the
trigger. Besides, the chainsaw does more damage to her than bullets.
Just keep slashing with the chainsaw every time she ducks and she'll
finally keel over.

It turns out she was telling the truth about one thing: she really did
have one of the pages of the Book of the Dead. Pick up the page and the
herbicide she leaves behind and then get out of the cabin, watching out
for a single deadite-pig in the cabin's living room.

6.8 Back to the Woods

Now it's time to go back to the maze of trees. Go back the same way you
went there the first time and follow the path until you reach the first
left-right fork. Go right this time, and introduce any skeletons you
meet to your old boomstick--it'll kill them in one hit.

Keep going down that path until you see a second path branching off to
Ash's right side. Turn down this path and follow it until you see a
path branching off to the left. Turn down that path and you'll come to
an intersection of four paths. Take the left trail and follow it
straight down. You'll finally reach a path blocked by thick green
vines. Use the weedkiller on those vines and get ready to meet every
lumberjack's worst nightmare.

6.9 BOSS-BATTLE: The Tree-Monster

This is really one of the easiest battles in the game, despite a really
impressive-looking boss. It can swing its tree-trunk like a scorpion's
tail so stay close to its mouth and just keep digging that chainsaw into
it like a dentist looking for cavities. It'll bite you every few
seconds--just keep healing and it'll die long before you do. Once this
tree's toppled, you'll get yet another page and you'll meet Father

6.10 The Page on the Bridge

While Father Allard cowers behind his church-gate, you'll have to go
back and find the last two pages of the Necronomicon. The only good
news is that you now have your car-keys and the forest-maze has
completely vanished now that you've killed the tree-monster. Alright,
no more skeletons! At least, not for a little while...

Save the game at the church gate and follow the trail from the church
down to the picnic table area--there will seem to be a fork in the road,
but both of the trails take you to the same place. Go left past the
picnic tables to the ridge-trail with skullbats, then follow the trail
up to the wrecked bridge, where your old Delta 88's waiting for you.

Use the keys to get into the car. After Ash rams the car into the
bridge--he's gotta take his frustration out on something--use the O
button to climb on top of the car and get the page hanging from the
bridge. Be sure to pick up the battery and head down to the campgrounds
along the hiking trail.

Run back through the campground and along the ridge to the mine-
entrance. Go back to the mine and use the car-battery on the wall-
socket you saw earlier. The mine-shafts will light up and you'll be
able to follow the tunnels down into some really cool camera-angles and
lighting effects. Once you get past those, you'll meet a demon-
possessed Mr. Nugent--hey, we all knew it was gonna happen someday,

6.11 BOSS-BATTLE: Scoutmaster Nugent

Scoutmaster Nugent apparently got a special badge in deflecting bullets
because he'll laugh off every attack you throw at him. However, the
small cave-in he caused when he banged on the support-beams at the start
of the fight gives you a clue as to how to beat him--you have to hack at
the wooden columns and crush him with falling rocks. Just run from one
beam to the next and position yourself on the opposite side of the pole
as he approaches you. As he nears the column, hit it with your axe or
chainsaw and falling rocks will crush him. You'll have to do this
several times to kill him, though.

The scoutmaster moves pretty quickly so between hits you may want to run
around the area, leading him away from the four support beams so you'll
have time to position yourself when you run to the next one. Also, Mr.
Nugent is accompanied by skull-bats who constantly fly in to help
him...since they hang around the boss, they're not much of a threat, but
they'll give you health-kits if you crush them in the rock-slides.

Once the scoutmaster's retired, you'll get yet another page of
the...just kidding! Actually, you'll only get the key to the archery
range and a save-tape. Save the game at the inventory-chest, pull out
the rifle shells and get out of the mine, running back to the picnic
tables and crossroads.

6.12 Moving-Target Practice at the Archery Range

The archery range is behind the locked gate where you found the church
pamphlet, on the right path at the crossroads. Unlock it and you'll
find an eerily quiet archery range and a page waiting for you at the
far-side of the range. We all know where this is going, but since you
don't have any choice, fill up your health, load the shotgun, and walk
over to the page.

Of course, as soon you pick up the page, a couple of deadite kids show
up to practice their archery skills on Ash! You can hide behind the
targets--but since you'll have to get out somehow, just run back to the
archery gate and fight the kids. Don't try to leave, you can't until
all three are dead; just fire the shotgun and hack with the chainsaw
until they drop. You'll get the rifle that the deadite boy-scouts
neglected--this is actually the best gun on the first disc, because it
has a farther reach than the pistol and is almost as powerful as your

You now have all the pages of the Necronomicon and it's time for another
talk with Padre Allard. Go north at the crossroads and head back to the

6.13 The Church Graveyard

Whenever an evil undead force is possessing corpses, I always like to
hang out in old deserted cemetaries! Allard has come to his senses and
realized that's really not the best place to hide, but of course he's
making Ash go in there to find ye old Kandarian dagger. Your goal here
is to search out each and every crypt on both the left and right sides
of the cemetary, killing the monsters and getting each of the items.

You'll end up with a save-disc, Linda's old sweatshirt, a Wolverine hat,
a strange-looking tombstone that says "mother," and a sapling possessed
by the evil. At the top of the cemetary, in front of the locked church,
you'll see three graves with hollow pits in front of them--your next
puzzle. Just use each item at each of the three tombstones: from left
to right you should use Linda's shirt, the Wolverine hat, and the evil
sapling. Just left of Linda's grave is a perfectly-spun doily on the
ground. Use "Mother's" tombstone here to finish the puzzle and unlock
the church (if you've seen the movies, this puzzle will make a lot more

Arm your shotgun, take a deep breath, make sure you've saved your game
in the top left-hand crypt, and then step into the haunted church.

6.14 BOSS-BATTLE: Skeletal-Ash

Just when you thought two Ashes were bad you've got this
eerie levitating rotted-skeleton thing pretending to be you! He's not
very hard to beat as long as you stay against him, keep attacking him
without giving him a chance to react, and use your med-kits when you
need to--also, be sure to load your shotgun after two shots: otherwise
you'll waste time and leave yourself open to attack when you reload on-

After he dies, Ash will check out the demon-chainsaw and decides it's be
a perfect fit for his own arm; this boosts your chainsaw's reach and
power. The floor collapses and you'll find yourself in...

6.15 Knowby's Fruit Cellar

Now anyone who's seen the movies knows this is really bad, and anyone
else will quickly figure it out after a few fights. Enemies will
respawn here but since the rooms are small and you'll only go through
them once, go ahead and kill them, then move on to the next room before
they come back. Be sure to pick up the save-tape and anything else you
find on the way. Eventually you'll come to a creepy room with a
projector. Go to the next room, the door to the right of the movie
screen, and search the shelves in this room for health kits, gas-cans
and a wrench. Check out the steam blocking the door at the top of this
screen, then head into the projector-room, saving the game at the
inventory-chest first if you want.

A legless deadite will attack you, but just hack him up and walk to the
pipe to the left of the projector. You'll see a bit of steam coming out
of it--use your wrench on it. If you did it right, things just got a
bit creepier.

Now go back into the room with the inventory chest and you'll notice the
steam blocking the upper door is gone. If you haven't saved the game
yet, do it now: you're about to face the hardest boss in the game.


Oh no, not Annie--I liked Annie. It looks like the professor's daughter
has taken after her demon-possessed mother Henrietta and it's up to Ash
to help her join her deceased parents. This is by far the most
disturbing boss in the game--just look at its marionette-like walk and
its almost-Satanic taunts: "your precious Annie's soul is with us now!"

And then reload the game, because if you had time to check out either
one of those things, then she had more than enough time to kill you!

Annie moves fast and her dagger does massive damage to do not
want her anywhere near you. Arm the rifle before you enter this room
and stay by the door. The second you see her bouncing onto the screen,
shoot her; she'll jerk back with a cry then come at you--shoot her
again. After two or three hits Annie will step left or right--adjust
your aim and keep shooting at her, waiting for her to start walking
before you take the next shot. Always make absolutely sure you count
the rifle's six shots and reload on the inventory screen when you run
out; otherwise Annie'll have enough time to run up to you while you're
trying to reload and things will get really ugly. Once her life-meter
is half-gone--by then you'll probably be out of rifle shells and working
your way through shotgun-rounds--she'll change form.

Now you're fighting the snake-headed beast from Evil Dead 2, and to make
matters worse her health is now totally restored. Run around the cellar
to get some distance between you and Annie, and then head to the corner
on the left of the entrance door. Brace yourself against the corner and
keep taking shots at Annie just as you did before--she'll hop from side
to side every once in awhile, so just swivel a bit to adjust your aim
and keep shooting her. Her head's the only vulnerable part of her body
now, so make sure you don't waste any shots--don't shoot her while she's
recoiling and make sure you count your shots, pushing select and
reloading when you need to.

You'll probably use up all your ammo in this fight--that's fine, you'll
get plenty more later. Once you've empied the handgun, yank out the
chainsaw. By this time her health-bar should at least be purple, so
just run up to her and start swinging wildly while pressing against her.
A few hits should finish her off. Take a deep breath and watch the next

You've finished the first disc! After a few surprise twists, you'll
find yourself in a strange wind-swept land that looks like it's in
ruins. Where is Ash? Where's Jenny? Will he get back home? It's time
for disc 2...


Unlike the first disc, the second disc is very linear: there's only one
way to get through the second half of the game alive and this is it...

7.1 Damascus in the Afternoon
7.2 How to Make a White-Scimitar
7.3 The Celestial Temple
7.4 BOSS: High-Priest of the Guild
7.5 The Aquaducts
7.6 BOSS: Deadite Mechanic
7.7 The Armory
7.8 BOSS: Skeleton Captain
7.9 Arming the Battlements
7.10 BOSS: Possessed Guild-Armor
7.11 Entrance to the Lair
7.12 BOSS: Fungus-Humongous
7.13 The Nether-Beast Labs
7.14 The Arcane Library
7.15 BOSS: Evil Ash
7.16 FINAL BOSS: Kandarian Demon

7.1 Damascus in the Afternoon

Ash lands in an open stable that looks like it's been deserted, while a
wierd old man in a cell prophecies his coming. Ash meets a nearby
merchant who is every bit as freaky-looking as the deadites--check out
that smile, it looks like he had a run-in with the Joker!

Anyway, after you've found out about Alzeez, you'll go back to playing
the game. Pick up the letter and the save-disc, then save the game in
the nearby inventory-chest. Now follow the left road up to the plateau,
and try not to be too awed by the stunning matte-effects in the
background, because you've going to have a lot of fighting to focus on
in a moment.

Two of the skeleton-guards you read about will appear and run up to you
when you pass by the old well. Try to stay behind the well so they'll
come at you single-file...these guys can be really tough when they gang
up on you. Hack at them with your axe and chainsaw--it's unlikely
you'll have anything else to fight with at the moment. Even when they
fall down, keep your distance unless they've dropped an item--these
enemies will fake their deaths two or three times, seeming to die before
leaping back up to attack you again.

Once the two have truly died and dropped items--one of which will be a
pulley or pin--pick them up and walk slowly onto the plateau. Other
skeletons will appear, two at a time, to attack you. Walk backwards to
the well and block their sword-swings with your chainsaw, then let them
run at you single-file once you reach the well. Once they've dropped
their items, pick them up and walk cautiously back up the plateau,
retreating again when the next skeleton warrior appears. Some of them
will drop ammo for your guns--if the skeletons gangs up on you, use the
shotgun to knock them back. Keep doing this until they're all dead--
you'll have to kill six or eight skeletons.

By this time you should be fairly well-stocked again and you'll have
three pieces of a medieval device. Go to the south side of the plateau
after you look at the ornate door on the north end--remember the picture
of the eclipse on the locked door. On the right side of the south end
of the plateau you'll find a small path leading down to a smaller ledge.
Follow it, taking down a legless-deadite that'll pop up on the way, to
find the drawn rope-bridge that the merchant told you about.

Now go to the inventory-screen and combine the three machine-pieces you
found to make a pulley for the bridge. Walk up to the round pedestal
near the edge of the bridge and select the pulley--the bridge will
automatically extend so you can cross. Cross the bridge, check out the
beautiful palace looming over the city, and kill the single skeleton-
guard waiting for you on the other side. Once that's done investigate
the cell-door for a cut-scene.

7.2 How to Make a White Scimitar

To blow down the door and free Alzeez you're going to need to make some
White Scimitar, a primitive version of TNT. Cross the bridge back to
the main city and notice the door on the same side of the plateau as the
bridge's ledge; it was locked before but is open now. Go in and you'll
find the merchant, who's become the world's first used-car salesman
thanks to Ash. He'll tell you the White Scimitar is in the palace and
you'll need a fuse.

You'll also find your first upgrade kit. You can combine this with any
one of your three guns to make it more powerful. Personally, I always
upgrade the shotgun first. You'll start find rock-salt ammo pretty
soon, which you can't use without an upgraded shotgun, and it can hold
four shots, removing the shotgun's one weakness and making your
boomstick the best gun.

Now go up along this screen until you see a small side-alley running to
the right. Go up this alley and you'll see a set of gold levers on the
wall that control the palace entrance. Switch the levers to open the
doors--this looks like a puzzle but it's not, Ash knows which one to
hit--and then go back out the door onto the main streets.

Out here you'll probably run into a few legless-deadites, but they're
pretty easily dispatched with your new-and-improved boomstick. You'll
see a roll of tapestries along the top wall--check them out to find some
exotic wine, which Ash pours into his chainsaw as fuel, of course (hey,
wouldn't we all?).

To the right of these tapestry rolls is another merchant. Talk to her
and she'll give you some rope. Be careful--right after she gives you
the rope she'll be possessed and a legless-deadite will attack you!

Now open the ornate locked door you saw earlier while fighting
skeletons--it leads into the palace foyer. Inside you'll find a lot of
legeless-deadites and some of the worst graphic-slowdown you'll ever see
this side of the SNES. Fight off the deadites and take the bowl of
white powder lying on the floor. The door on the far end of the room is
mystically sealed, so just leave the way you came, combining the rope
and powder before you go.

Go back to the merchant who told you about White Scimitar and he'll give
you a...well...he'll give you something that you can use as casing to
make a bomb out of White Scimitar. Of course, he'll fade from
existence, unleashing one of the legless-deadites in the process. Get
rid of it--or just run, since you'll never have to come back--then
combine this item with the rope and powder. Take this makeshift bomb
back across the bridge to Alzeez's cell. Stand at the prison door and
use the bomb to free the mad poet.

7.3 The Celestial Temple

Back at the temple, Alzeez will open the locked door you noticed while
you were getting the White Scimitar. The first things you'll notice are
a save-tape, a chest...and an upgrade kit! You can upgrade either of
the remaining guns, but I'd choose the rifle since it's more effective
against bosses.

Run down to the end of this room and take note of the statues--there's a
Sun and Earth missing from the display. Now go down the left-hand side-
passage by the entrance. You'll run into strange gurgling creatures in
the hallways; you'll learn more about them later. Right now just think
of them as walking, warbling happy-meals: they barely attack you and
they occasionally give you small health-kits when you kill them. Don't
even draw the chainsaw for them, since the axe will kill them just as

Run to the door at the end of the passage and you'll find an office with
some astronomical notes. Read them and head into the adjoining room
where you'll find a strange robed creature guarding the planetarium.
Stay close to it as you fight and it won't hurt you, despite its
impressive-looking pyrotechnics.

Once you defeat it, it'll drop the Earth Key. Now run back through the
side passage and go back to the main chamber. There's another passage
running to the right of the entrance. Go down this one, hacking apart
any of the little warbling beasts that get in your way. Follow this
passage until you reach a door on the right-hand wall. In here you'll
find a letter about the Guild's recruitment problems and another
planeterium, this one guarded by another robed figures. These things
are pushovers--just press against it, alternating between chainsaw and
shotgun, and you'll be fine.

Surprise, surprise--this one dropped a sun-key. You may be tempted to
run back and try to solve the puzzle with these items, but don't--the
keys won't solve it. Instead, go back into the hallway and follow it
all the way up to the purple-green stained-window. There's a door on
your left, locked with an Earth symbol. Use the Earth key to open it.

Inside you'll find a wierd chamber and two grey-robed figures hovering
to either side of a blue orb. They won't bother you unless you try to
take the orb which, of course, is exactly what you have to do. They
have a powerful medium-range attack similar to Annie's dagger and they
like to gang up on you--focus on one of them at a time, using the
chainsaw and shotgun, and heal when your health goes to red. They'll
usually give you enough health-kits to make up for what you lost. After
that, grab the save-disc and blue orb.

Run back to the main chamber and down the right-hand passage until you
reach the first door on your right. It's locked with symbol of the sun
on the door so use the sun-key to open it. Two robed figures await,
guarding an orange orb. Fight them off the same way you did the first
two and take the orb.

Now go back to the main chamber, save your game in the inventory chest
and place the two stones on their pedastals--Sun on the brown pedastal,
Earth on the green one. The wall will open to reveal the first boss...

7.4 BOSS-BATTLE: Mr. Fancypants (Celestial High-Priest)

This is a fairly easy boss once you know the trick to beating him. He
has a long range dagger attack and a medium-range light-circle blast
that can put a serious hurt on Ash. But if you stay within arm's reach
of him, slashing him with the chainsaw, his only effective attack will
be his kick, which doesn't do much damage. As long as you stay within
chainsaw's reach, even his light-circle blast won't actually touch you.
Save your ammo--the chainsaw does enough damage to finish him in five or
six hits.

Once he dies, you'll open the fountain and venture into the aquaducts.

7.5 The Aquaducts

Once you're in the aquaducts, you'll find an inventory-chest and an
insanely difficult puzzle. Once Ash has taken care of the puzzle,
venture through the large iron door to find the next boss: an undead

7.6 BOSS-BATTLE: Deadite Mechanic

This boss has a pitchfork that can do serious damage, and your health-
kits are probably still pretty low from that last battle, so pull out
the rifle. Keep taking shots at it as it tries to walk up to you--it
moves pretty slowly so if it gets too close run to the other side and
start over. If you haven't used any rifle shells yet you'll kill it
without ever needing to turn on your chainsaw. Once it dies, check out
the two water-pumps on the far side.

7.7 The Armory

One of the levers is in the armory and you need it to clear the tunnels.
Go down into the lower level and you'll find a small room with a lever;
pull it

Print Cheats

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