Countdown Vampires

Countdown Vampires

17.10.2013 19:50:13
~B


6/29/00 Version 1.0

Written by The Baron (Baron3000@aol.com)

Visit my Countdown Vampires Website!

http://mscountdownvampires.homestead.com/intro.html


This Walkthrough Copyright 2000 The Baron

Any reproduction of this FAQ without my permission
is prohibited. Contact me if you have any
questions.


Revision History

Version 1.0 The Walkthrough's initial release,
with Game Basics. Expect updates in the future. I
hope the Walkthrough will grow substantially in
time. For now, though, it is pretty basic.


Countdown Vampires
Game Basics

Controls:
Directional Pad: Move In Desired Direction
Triangle Button: Switch between the STAN-
1A Stun Gun and the last Weapon you used.
Square Button: Fire Weapon/Confirm
X Button: Run/Cancel
Circle Button: Fire Weapon/Confirm
Start Button: Access Item Menu
Select Button: Access Options Menu
R1 Button: Draw Weapon
L1 Button: No Use
R2 Button: Access Map for Current Area
L2 Button: Reload Weapon
Controls (While in Map Mode):
Square Button: Zoom in On Present Location
Circle Button: Zoom in On Present Location
All Other Buttons: No Use

Options Menu:
Sound: Adjust BGM and Sound Effects Volume
Switch Between Monaural and Stereo
Sound
Key Configuration: Select One of Three
Button Configurations: A, B, or C
Vibration: Turn the Vibration On or Off
Display Tuning: Adjust Brightness of
Screen

Item Menu:
The Item Menu allows for up to twelve
Items to be carried at once. Items Include:
Weapons, Ammo, Food, Drinks, and Special Items.
Each one takes up one slot.
At the top of the Item Menu is the
Condition Gauge. This lists Keith's Current Health
(Either Normal, Alert, or Danger) As Keith's Health
diminishes, he begins to weaken, and therefore will
walk and run slower.
On the left side of the Item Menu are
three options: Map, File, and Mail. Map allows you
to view any of the Maps you have received. File
allows you to view any files you have received.
Mail allows you to view any mail you have received.
At the Bottom Left of the Item Menu is
Keith's current Cash amount. The maximum amount of
Cash Keith can have is 9,999.
In the top left of the Item Menu is the
Number of Circuits In Use.

While Playing the Game:
Keith can Walk or Run. Press the
Directional Pad in the Direction you want to move
to make Keith Walk. To Run, hold the X Button while
pressing the Directional Pad in the desired
direction.
When an enemy is near, you can either
fight it or run away. To draw your weapon, press
and hold the R1 Button. To fire, press the Square
Button while your Weapon is drawn. If the Weapon
runs out of Ammo, Keith will automatically reload
it. If you are using a weapon other than the STAN-
1A Gun and you want to quickly switch back, press
the Triangle Button while holding R1. If you want
to reload your weapon before it runs out of Ammo
without entering the Item Menu, press the R2 button
while your weapon is drawn. You can also Combine
Items and reload Weapons in the Item Menu. While
there, select the Item you wish to combine by
pressing the Circle or Square Button. Use the
Directional Pad to move the blue arrows to the item
you wish to combine it with. Remember, only certain
types of Ammo can be used with each gun.
If you want to access the Map of the Area
you're in without entering the Item Menu, press R2.
Scattered throughout every Area is a Save
Computer. These are usually noticed by their green
flashing screens. These computers allow you to Save
your progress to a Memory Card, access your Item
Stock, and read new and old Mail. Their location
can be noted on the Map by a white box.
If you wish to Save, highlight "Save" and
press Confirm. This will access your Memory Card,
and allow you to save your progress. You are
allowed 15 Save Blocks. Countdown Vampires uses
three Blocks of Memory Card space.
If you wish to access your Item Stock,
highlight "Item" and press Confirm. This will
display the Items you have with you on the right,
and the Items currently in your Stock on the left.
If you wish to place one of your Items from your
Stock into your Inventory, highlight it at the
left, press confirm, then choose the slot in your
Inventory Menu where you wish to place it. If you
select a slot that already has an Item in it, the
items will switch places, and the Item in the slot
you selected will move to your Stock. To move an
Item into your Stock, highlight the "No Item" box
and press confirm, then choose the item you wish to
place there.
If you wish to read your Mail, highlight
"Mail" and press Confirm. This will bring up a list
of all new and old Mail. To read one, highlight it
and press Confirm. As you progress throughout the
game, you will receive more Mail. If you wish to
read Mail you have already read, access "Mail" in
the Item Menu.
During game play you will encounter a variety
of enemies, the most common being Vampires. These
creatures can be defeated one of two ways: You can
either shoot them using the STAN-1A to "stun" them
and knock them down, or you can use any other
weapon to kill them. If you use the STAN-1A, the
Vampires will not die and you'll be able to use
your White Water to return them to their normal
selves. Once a Vampire is stunned and on the
ground, walk up to it and press Confirm to use the
White Water on it. Keith will only use the White
Water if the Vampire is completely stunned. Be
warned that Vampires will fall down often, but will
sometimes get back up. You will be able to tell if
a Vampire is "transforming" if it lies still on the
ground. A stunned Vampire will twitch. If you use a
weapon other than the STAN-1A on the Vampires, you
will kill them and they will disintegrate. You will
not be able to use the White Water. It is best to
try to save as many Vampires as you can. You have
an infinite supply of White Water, so don't worry.
Also throughout the game you will meet several
mutants. These creatures often require more
powerful weapons than the STAN-1A. When you kill a
Monster, it will disintegrate. Monsters cannot be
saved using the White Water. Each enemy has a
different attack, but most enemies are able to grab
you in some way. If an enemy does grab you, press
the Square and/or Circle Buttons as fast as you
can. You will eventually push the enemy away. If a
Vampire or Monster ever does attack you, your
Health will begin to Deplete. As you lose more
Health, you will become weaker and weaker. If you
do not find something to eat or drink, you will
die. When you do, the words "Game Over" will appear
across the screen. After which you will be asked to
Continue or Exit. If you Continue, you will start
over from your last Save. If you Exit, you will be
taken back to the Main Menu.
Throughout the game you will also find several
Items, ranging from Weapons to Special Items. All
Items can be seen in the game screen as small
yellow boxes. Every time you receive an item the
Item Menu will appear, and you will be prompted to
either take the Item or leave it. If you take the
Item, it will automatically be placed in an empty
Item Slot. If the Item is Ammo of some kind, and
you already have that kind of Ammo in your
Inventory, the new Ammo will be automatically
combined with the existing Ammo. Also along the way
you will find Food and Drinks. These items
replenish your Health; Food more than a Drink.
Drinks can also be combined using a Bottle. Up to
three Drinks can be stored in a Bottle at once. The
more Drinks are in the Bottle, the more Health the
Bottle will replenish. Food, Drinks, and Bottles
can also be purchased at Vending Machines, which
are scattered throughout the areas for a price. You
will also come across Special Items. These are any
Items that are not Weapons, Ammo, or Food or
Drinks. These Items are used to open doors, solve
puzzles, and other uses. Sometimes while accessing
a door or other certain locations the Item will be
used automatically, and sometimes discarded if it
has no other use. But other times you will have to
use the Item yourself by accessing the Item Menu,
highlighting the Item once by pressing Confirm, and
using it by pressing Confirm again. If an Item
doesn't appear to have any specific use, try
combining it with another Item. You will also find
several Files throughout the game. These do not use
any slots in the Item Menu. When you find a File,
you will be asked if you want to take it or leave
it. If you take it, you will then be asked to read
it or not. After you read the File, it will be put
in the File Option of your Item Menu, if you want
to read it again.
If you ever find yourself low on Cash, you will
be able to possibly gain it back by playing some of
the games at the Casino, or taking some from
Vampires after you used the White Water on them.
The most common of the Casino games is the Slot
Machine. Each Slot Machine costs 1J to play, and
the reward varies depending on your combination.
Press Confirm to start and stop the three turning
wheels. Also throughout the Casino are Roulette
Tables, where you will be able to bet up to four
numbers on the table. The more numbers, the greater
your chance of winning but the less reward for
winning. After you select your numbers, press
Confirm and a number will be randomly selected. If
it is one of your highlighted numbers, you win!
That's pretty much it. If you have any
questions, feel free to ask! Baron3000@aol.com


Countdown Vampires Walkthrough



The game starts with you in Club Leagan. A
timer goes off, warning you that you must escape
before the Club is sealed. When you first take
control of Keith, kill the two Vampires that are in
front of you (using the White Water to turn them
back to normal if you want) then head up the stairs
and turn right. Go through the door, and you will
see the dead body of the other bodyguard. Continue
along the path until you reach the stairs leading
to Clarice. Go up them.
At the top of the stairs, Keith will
automatically turn a Vampire back to normal. You
will then have to kill the Vampires in the room.
Collect the Ammo, Drink, Keno Ticket, and print out
the Map from the Map Machine. Go into the back room
behind the Map Machine. Open the safe by aligning
the red dots in a row in the center. Inside the
safe will be the Susie ID Card. Take it, and then
head down to Cheryl.
In Cheryl, kill the Vampires. Be sure to get
the Keno File and the Ammo in the room, then enter
the side room. There you will find a file and the
Cheryl ID Card. Use the same method to open the
safe. Proceed up the stairs opposite of the ones
you entered the room and head down the hall. At the
dead end of the hallway, you will find the Nancy ID
Card. Then, return to Cheryl, head up to Clarice,
and go down to Nancy.
In Nancy, take care of the Vampires. In this
room you will find 2 boxes of Ammo, a File, and a
Bottle. Use your Susie and Alice ID Cards to open
the Susie and Alice Doors. Be sure to open both of
them, even though it isn't required to enter Susie
at this time. Then, enter the Alice door. Go
through the hall and enter either one of the doors;
they will both take you to the Alice room.
In Alice, you will come across Misato Hayakawa.
After her and Keith talk, explore the room. In the
Main Room of Alice, you will find a box of Ammo and
a Drink. In the back room of the balcony opposite
Misato's balcony, you will find a box of Ammo and
the Handgun. Use the same method to open the Safe.
In Misato's balcony's back room, you will find a
box of Ammo and a Key. Leave Alice and head back to
Nancy. From there go up the stairs to the platform
in the middle of the room and use the key to open
the door.
Continue along the pathway and climb the ladder
leading to the stage. Turn right at the stage and
continue along the catwalk. Pick up the Leagan ID
Card, and head back to the stage. On your way back
a giant mantis-like creature will attack you. Kill
him using the Handgun then continue to the stage.
Climb down the ladder, go out the door back into
Nancy, and use the Leagan ID Card to open the
Leagan Door.
In Leagan, you will find a box of Ammo. Kill
the Vampires below the stage, then access the
glowing eyes on the statue to restore power to the
elevator on the stage. Return to Nancy, head up the
stairs in the middle of the room, and go back to
the stage. Access the elevator to go to the room
below.
In this room you will find a box of Ammo, the
Shotgun, a File, and a Video Tape. In the back room
there is also a glowing computer. Access it, and
insert the Leagan, Susie, and Cheryl ID Cards.
(Note: After you insert the cards, you will not be
able to get them back, so make sure that you have
opened all of the necessary doors.) Then enter "M"
as the single letter password. This will open the
door to the Screaming Moon. Return to Alice, then
enter one of the doors on the ground floor and go
through the hallway to enter the Screaming Moon.
In the first room of Screaming Moon, you will
find 3 boxes of Ammo, and a Map Machine. Print out
the map, and enter the left elevator door. Before
you can enter it, Misato appears and she and Keith
ride the elevator up, until they are stopped. The
Man in Black will talk to you, and disappear.
Search this room to find a box of Ammo, a Key, and
a Video Tape. Then head back down the elevator to
the Entrance Room, and go up the stairs.
At the top of the stairs you will have to deal
with a few Vampires. Continue along until you reach
the next room, where there are more Vampires, plus
a box of Ammo, a Drink, and a File. Use the Key you
found to open the double doors at the opposite end
of the room, and continue along the hallway.
In the hallway containing the computers, you
will meet the Wolves for the first time. Kill them,
then continue on to the next room, where there is
another Vampire waiting. Go through the door to the
right of the entrance. In the next room, there are
more Vampires. Run around the chairs and out the
door. In the next hall, there are Wolves. Continue
along until you reach the stairs leading down, but
before you do, turn left and enter the small room.
In there you will find two boxes of Ammo, a Drink,
and a Key. Exit the room, then head down the
stairs.
Go back up the left elevator (the one Keith and
Misato first went up) then use the Key on the door
in that room. In this room you will find Misato.
After she leaves, collect the Drink and the Key,
then head out and back down the elevator.
Once you're back downstairs, take the right
elevator to the next floor. Kill the Vampires in
the room, and collect the Food, Bottle, and the two
boxes of Ammo. Continue along the perimeter of the
room until you reach the Save Room. In there, you
will find two boxes of Ammo and a Drink. There is
also a glowing TV in this room. Insert the two
Video Tapes you collected to receive two
photographs. Exit the save room and enter the small
hallway adjacent to it. In this hall are two
Mantises. Kill them, then turn right to enter the
DM Control Room.
In the DM Control Room you will find a Key, 2
boxes of Ammo, and a File. Access the glowing
computer screens to receive Card Disk A and B. Exit
the DM Control Room, go past the Save Room, head
down the elevator in the kitchen, and go back up
the stairs in the Entrance Room. Continue down the
hallway until you reach the first open room. Enter
the blue double doors. Ride the moving floor to the
Evil House Entrance. In the Entrance, pick up the
Spear Key lying on the floor. Then return to
Screaming Moon and continue through the hall until
you reach the hall with the computers again. This
time through, the hall is lit and two computers are
glowing. Turn the two glowing computers on. Then
head back to the Entrance Room and go up the left
elevator again.
In that room access the book in the glass case
to open it and receive the book. Then turn around
and access the now-open control panel. Insert Card
Disk A into the machine, and enter "SUN" as the
password. This will transform the card into Card
Disk C. Enter the adjacent room and access the
computer below the large model of the Moon. Insert
Card Disk B and enter "MON" as the password. This
will transform the card into Card Disk D. Then go
back down the elevator, take the right elevator up,
go past the Save Room and enter the DM Control Room
again.
Once in there, insert Card Disk C and D into
the machine that first gave you the cards. This
will open the Susie Door in the Fear Moon. Return
to the first floor and leave Screaming Moon. Before
you can, though, the Man in Black stops you again.
After he leaves, return to Fear Moon.
In the hall leading to Alice are Vampires. Deal
with them accordingly. Then continue past Alice and
into the next hall, where you will have to face
more vampires. Continue down the hall until you
reach Nancy. In Nancy, two Giant Bats will surround
you. Kill or run past them into Susie. Proceed
through the hall until you enter the Susie Room. In
there, pick up the two boxes of Ammo, the Drink,
the Sydney ID Card, and the Rifle. Insert the Spear
Key into the glowing Keyhole to open the two
portraits in the room. Enter the back room, and
collect the box of Ammo and Food. Then head through
the hall to Sydney.
In Sydney, you will find three boxes of Ammo, a
File, and the Keno Machine. Insert your Keno Ticket
into the Machine and enter the numbers 42, 25, and
56. This will restore power to a locker in the back
room. In the back room you will find a box of Ammo.
Open the locker to receive the 9 and 4 Trumps. Then
return to Susie.
In the hallway on the way back to Susie, you
will have to face a giant purple creature that
emerges from the drainpipe. Kill it, then head back
to Susie, killing the other two purple creatures.
When you return to Susie, place the 4 Trump with
the 10 Trump, and you will receive the Red Clock
Hand. Place the 9 Trump with the 3 Trump, and you
will receive the Blue Clock Hand. After you take
these two items, head back to Screaming Moon. In
the hall leading back to Alice and to Screaming
Moon you will have to face more Vampires.
When you return to Screaming Moon, you will
find the place crawling with enemies. Deal with the
Vampires in the Entrance Room, and continue on to
the Evil House Entrance, killing the enemies along
the way.
Once you return to the Evil House Entrance,
place the Red Clock Hand in the Red Clock and
select 2 and 7. Then use the Blue Clock Hand on the
Blue Clock and choose 7 and 5. This will open the
door to the Evil House.
Once inside the Courtyard, access the front of
the Fountain to receive Panel 1. This will unlock
the door to the Main Room. Enter the room, and
immediately access the two torches on either side
of the entrance to light them and the rest of the
room. In this room you will find two boxes of Ammo,
and a Map Machine. Head down the hall to the right
of the entrance, and kill the Vampire in that room.
Don't go up the stairs yet. Instead, go down the
hallway and enter the kitchen. In the kitchen you
will find three boxes of Ammo, a Drink, and the
Organ Note. Now return to the hall and go up the
stairs.
At the top of the stairs you will face more
Vampires. As you proceed through the hall you'll
face even more. Continue along the hall until you
reach the first doorway you see. Enter this room.
In it, you will find a Vampire, a Bottle, and a box
of Ammo. Then enter the air duct in the corner of
the room to reach the adjacent room.
In this bedroom, there are more Vampires and a
box of Ammo. Exit the room and go out into the
hall. In the hall you will find a Drink and a box
of Ammo. Head up the stairs to the third floor
where you will find another box of Ammo. Enter the
Save Room. There you will find a Drink, a box of
Ammo, and a Key.
Now it's time to head back downstairs. Before
you do, make sure to unlock the large, brown double
doors on the 2nd floor. This will allow you to
return here quickly and easily, without having to
go through the air ducts. Once you're on the first
floor again, return to the Main Room and this time
head across the room and to the door on the
opposite side, left of the entrance to the room. In
this hallway you will encounter two Giant Bats. You
can either kill them or run past, it's your choice.
Continue down the hall until you reach a set of
double doors. Use the Key you found in the 3F Save
Room to open the door. Inside is the Organ Room.
In the Organ Room, you will find a Drink and
Ammo. Go up the small set of stairs to the left or
right of the stage and access the Organ. Play the
keys on the Organ in this order: 2nd from the left,
5th from the left, 6th from the left, and 4th from
the left. This will reveal a small device in the
back wall of the room. Insert Panel 1 into the
device to get Panel 2 and 3. The device will signal
that you have three minutes to get to the 2F VIP
Room. Exit the Organ Room, and deal with the two
Giant Bats accordingly. Run across the Main Room
and back to the door leading to the stairs. Go up
to the 2nd Floor. There you will find more Vampires
occupying the halls. Head through the halls and go
through the brown double doors you unlocked
earlier. Then make your way to the 2F VIP Room
(it's the one the device in the Organ Room
unlocked) and enter it. Inside you will find Ammo
and a Drink. Then insert Panel 2 into the device in
the wall, identical to the one in the Organ Room.
The device will give you Panel 4 and 5. You now
have one minute to get to the 3F VIP Room.
Head out of the room and back into the hall.
Climb the stairs and make your way to the 3F VIP
Room. (Once again, it's the door that the device
unlocked). In here you will find 2 Boxes of Ammo,
and a File. Insert Panel 3 into the device to
receive Panel 6 and 7. Exit this room and head back
to the Save Room.
The other door in the Save Room is now
unlocked. Enter it, and in the hall to the next
room you will find a box of Ammo. In the next room
there is the Magnum, Food, and a Key. Throughout
these past few events short cut scenes take place
depicting a strange-looking monster approaching the
room you. It is now outside the room you are in,
and you will have to fight it in the hall. After it
is killed, return to the Save Room.
Head back down to the 2nd Floor. When you reach
the bottom of the stairs to 2F, two of the
"Amphibians" will be waiting. Deal with them
accordingly, then go through the brown double-doors
and into the next hall. There you will find two
more Amphibians. After you are finished with them,
head down the stairs and back to 1F.
Once you are back on the 1st Floor, exit the
Main Room and enter the Courtyard. As you approach
the fountain, two Amphibians will leap from it and
attack you. Head over to the front of the fountain
and place one of the four Panels you received in
the device (it won't matter which one you put in,
you'll still have the same puzzle. Place the Panels
in this order: 3rd from the left, 1st, 2nd from the
left, and 4th from the left. This will move the
statue in the fountain forward. Walk around to the
back of the fountain and jump in. There is a door
on the floor with a code panel lock. Access the
lock, and enter "PROJECTSIN" as the Password. The
machine then tells you that a Meter Adjustment is
required, and tells you the machine to do this is
located in the DM Control Room, which is back in
Screaming Moon. Head out of the Courtyard, through
the Evil House Entrance, and back into Screaming
Moon. Head the way you did before to return to the
Entrance Room. However, you'll soon notice that the
area is populated with enemies again. There are two
Mantises in the hallway with the computers you had
to turn on before, in the room with the chairs,
there are three Vampires, in the next hall there
are six Vampires, and when you reach the Entrance
Room, four more Vampires will greet you. Head up
the elevator to the Kitchen. There are 5 Vampires
waiting here. Run into the Save Room, and from
there enter the next hallway. There are two Wolves
there. Enter the DM Control Room, and access the
glowing machine in the corner. This activates a
meter that is not at the correct frequency. To move
it into the correct position, press Circle when the
line passes through the target in the middle of the
screen. If you hit it at the right time, the meter
will balance out slightly. If you miss, it will
shake and remain in its current position. After you
move the meter to an even frequency, another line
appears, and you must repeat the process. After
both meters are adjusted, the door in the bottom of
the fountain in the Evil House will open. Exit the
DM Control Room, head back down the elevator, and
walk up the stairs. There are two Wolves in the
next hall. Make your way back into the Evil House,
and enter the door in the bottom of the fountain.
You will now be in the Underground Lab.
Once you are in the Lab, follow the hall around
to where you will encounter two of the purple
creatures. After killing them, run straight past
where they were and into the next doorway. In this
room there is another purple creature. Also in this
room is a Drink, a Key, and two Files. After
collecting these items, leave the room. Before you
can exit, though, the computer to the left o the
door automatically turns on. Access it to read the
message. Then head back out into the hall.
Head back the way you came, but this time turn
right at the intersection where you killed the
purple creatures before. Go past the first set of
double doors and enter the second set. In the next
hall are three Vampires. You can enter the Save
Room here as well. In the Save Room you will find
two boxes of Ammo, Food, and the Map. Exit the Save
Room, then use your Key to open the other door in
the hall. Inside is a giant coffin and Misato.
After talking with her, pick up the Key Card in the
corner of the room, then leave. Outside, four
"Mutants" await you. After dealing with them, exit
this hall and enter the previous hall. Use your
Card Key to open the first set of double doors, but
beware of the four mutants in this hall. Continue
through the next hall until you reach the
intersection. At the intersection, turn
left/Keith's right, down the lighted hallway. In
the next room you will find three Mutants, a Drink,
and another Card Key. Exit this room, then head
back down the hallway. At the intersection, you
will see the Man in Black run by. Follow him to the
Coffin Room. (The same room where you found Misato)
In the Coffin Room, a short scene will take
place with the Man in Black. After he forces you
out, return to the hallway where you saw him run
by. As soon as you enter that hall, and alarm goes
off, signaling that the building will detonate. A
countdown will also start. Head down the hall, past
the lighted hall, and enter the large doors at the
end. You will now be in the Parking Garage. Another
scene takes place, and a giant bug-like creature
attacks Keith. You will have to fight it. After
defeating it, Keith and Misato escape the Desert
Moon as the building explodes.

End of Disk 1


After the truck breaks down and you once again
regain control of Keith, just head straight and up
the ladder on the wall. At the top, you will see
two buildings: a shack and a Diner. Enter the
Diner. Inside you will find a Drink, and three
boxes of Ammo. After you collect these items, head
outside through the door. There are two Wolves
outside. After dealing with them, turn right from
the Diner and pick up the two boxes of Ammo that
are laying on the crate. Then enter the door in the
building near the crates. Inside is a Save Room. In
here you will find a box of Ammo, and the Map.
After getting these, head back outside.
Continue past the door to the Diner and climb
the ladder at the end of the path. When you jump to
the other side, a Wolf will attack you. When you're
ready, climb the other ladder in this area. (To the
left of the first ladder) This puts you in another
small area with three Vampires, a box of Ammo, and
a Key. Now head back up the ladder and into the
previous area. Enter the trailer.
In the Trailer is a box of Ammo and a Drink.
There is also a switch near the door. Before you
leave, flip it. This will cause the ladder on the
side of the trailer to lower and you'll be able to
climb it. Go back outside, and climb the ladder.
You will now be on the roof of the trailer.
There is a small wooden plank leading to the
adjacent open building. In the passageway of the
building are three Vampires. Deal with them, then
head down the ladder at the end of the passageway.
In this area you will find a Key. Head back up the
ladder, go down the ladder at the trailer, climb
the ladder you used to first enter the area, and
enter the Diner once again. Go out the other end of
the Diner and use the Key on the door to the Shack.
Inside the Shack you will find a box of Ammo, Food,
and a Key. There is also a Chainsaw, but the cage
it is in is locked, and we don't need it just yet.
Now, return to the area with the trailer, stand on
the forklift's platform, and use the Key to start
it. It will lift you up and over to the next area.
On this trail there are two Wolves waiting for
you. Run to the end of the trail, and you will see
two huge doors, which are locked for now. Head up
the stairs to the left of the door, and enter the
building at the top. In this building, you can get
two boxes of Ammo, and a Key. Make sure you have
these items before heading toward the staircase
leading down, because you will not be able to
return here. After you have collected these three
items, walk toward the staircase. A scene will take
place, and the floor will break underneath you.
This puts you on the ground floor of the building,
but you will not be able to return to the second
floor. This is also a Save Room. In this Save Room
you can find two boxes of Ammo, Food, and a File.
After you're done in here, exit the building,
Outside, you will find a box of Ammo. Enter the
first Cottage you see after exiting the previous
building. Inside, four Vampires are waiting, along
with a box of Ammo, the M60LMG Rifle, the Map, and
a File. When you're done, exit this Cottage and
enter the one next to it. Inside this one are three
Vampires, as well as two boxes of Ammo, a Bottle,
and a Key. Once you've collected these items, head
out of the Cottage and back to the first building.
However, instead of entering the Save Room again,
use the Key on the door next to the Save Room door.
(It is just a little further past the first) After
you open the door, Misato appears, and another
scene takes place. When it is finished, enter the
House.
As soon as you do, you will face three
Mantises. Also in this area are a Drink and two
boxes of Ammo. Walk around the hall through the
House until you come to an area with three doors,
one north, one south, and one west. Enter the
northern door first.
Inside this room you will find a box of Ammo, a
Drink, a File, and a Key. Exit this room, and enter
the western door. Inside there are two Vampires, a
box of Ammo, the Map, and a File. Exit this room
and head back into the living room. (The room that
you first entered in.) You will notice a blue
square on the floor. This is a door leading to the
Basement. Head down there, and deal with the three
Vampires. Be sure to collect the box of Ammo and
the Drink as well. When you are ready, try to open
the door leading to the next room. It is locked
with a 5-Digit Password. Enter the numbers 45911 to
open the door. This will take you to the second
room of the Basement, where three Vampires will
attack you. When you are finished with them, grab
the Key from the shelf and head back upstairs.
Once you are back on the ground floor of the
House, head to where the three doors are. Use the
Key you found to open the southern door. Inside you
will find an empty Wine Bottle. Take the Wine
Bottle to the Keg that is sitting next to the
fireplace in the living room. Use the Keg to fill
the Wine Bottle, then head downstairs to the
Basement again. Go to the second room, and put the
filled Wine Bottle in the Wine Rack. This will open
the door to the corridor. When you enter the
corridor, two Mantises will attack you. After
you're finished with them, climb up the ladder at
the end of the corridor, which will take you back
outside. Immediately turn to Keith's right when you
are back outside and snatch the box of Ammo resting
on the crate. Then wrap around the back of the
House and grab the Drink before entering the ruins
of the old building.
Make your way across the area with water in it
and turn right when you enter the ruins. Keep right
all the way throughout the "maze" and you will come
to a large metallic door. Open it and enter the
Graveyard. In the Graveyard, there are five
Vampires ready for you. Turn left from the entrance
and head to the stairs. Climb them, and you will
reach the elevated part of the Graveyard. When you
do, a scene will take place with the Man in Black.
When it is finished, continue past the gravestones
and enter the door at the end. You will now be in
an area with a large electric generator, an
elevator, and an office. The elevator doesn't work
yet, so enter the office and collect the Drink,
File, and Key, then head back through the
Graveyard.
This is where things get difficult. You'll soon
notice that most of the enemies are back, despite
the fact that you may have killed them before. So
be ready for a lot of enemies, since you'll pretty
much be backtracking your entire route to this
point. The five Vampires are back in the Graveyard
area, so deal with them accordingly. Keep retracing
your steps until you reach the Basement corridor,
where the two Mantises have returned. The second
room of the Basement is once again populated by
three Vampires, as is the first room. Upstairs,
there are three Mantises waiting. Once you exit the
House, you will meet the five Vampires that are now
running around outside. Use your Key to open the
big metallic doors that were locked earlier. This
will allow you to return to the trail between
Marlin Town and Mobile Grave without having to go
through the building where the floor collapsed. On
the trail you will meet the two Wolves you had to
deal with before. Continue along the trail and
climb the ladder leading to the trailer area. The
forklift will lower you down, and you'll be greeted
by a Wolf. Climb the ladder leading back to the
Diner and deal with the two Wolves who are walking
around outside. Enter and go through the Diner, out
the other end, and enter the Shack. Use the Key on
the cage holding the Chainsaw. Now that you have
it, it is time to return to the Graveyard.
When you exit the Diner, you'll notice that two
Amphibians have replaced the two Wolves. Climb back
up the ladder, and use the forklift to get to the
trail again. Once again, the two Wolves have become
two Amphibians. Once you enter the large doors
again, you'll notice that three Amphibians have
replaced the five Vampires from before. Enter the
House again, and watch out for the two purple
creatures that are there now. Head back into the
Basement, and enter the second room. Deal with the
purple creature there, then head into the corridor.
Make your way back to the Graveyard, where three
Amphibians await. Go up the stairs again, and
before you enter the door leading to the generator
area, use the Chainsaw to slice off the shining
blue chain protecting the electric box. Access the
box, then place the Blue, Red, and Yellow Cables in
their corresponding slots. (The Blue Cable should
be placed in the slot opposite the other Blue
Cable, the Red with the Red, and the Yellow with
the Yellow) This will restore power to the
elevator. Enter the generator area, then open the
elevator. Misato will appear, and a brief scene
will take place. Once the elevator reaches its
destination, make your way through the hall to the
double door elevator. Another scene will take
place, and a Mantis will break through the floor
and attack. Shoot it, and it will fly away,
breaking a hole in the side of the elevator. Exit
the elevator, and Misato will say that her leg
hurts. After she is done talking, you will be free
to explore.
Start by turning left from Misato and making
your way to the cage area, where you will find a
box of Ammo and a Drink. Climb up the nearby
elevator and you will be in the Computer Room. In
the main part of this room you can get a Drink and
the LMG Part. If make your way to the back of the
room you will find a hallway with an elevator, as
well as three boxes of Ammo. You can also go to the
room with the Operating Table on the opposite side
of the Computer Room, but there aren't any items
you can get there. When you are finished, head back
down the ladder, continue past Misato, and enter
the blue door leading outside.
Outside you will find one lone Vampire. As you
continue across the side of the Dam, you will
notice a small area just before the ladder leading
down where a switch to lower another ladder is, but
it doesn't have power yet. Continue past it, and
climb down the ladder to the next area. Keep going
along the path and climb up the next ladder. When
you reach the top, enter the next indentation and
enter the large door there. Inside there are four
Vampires waiting for you. There is also and
elevator and a locked set of double doors in this
room. Enter the small elevator to the right, and
you will come to a large hall. Run through the hall
and head down the stairs. At the bottom you will
face a purple creature. Continue through the
hallway (don't go through the door by the stairs
just yet) and kill the next two purple creatures in
this hall. There is a box of Ammo and a Drink in
this hall as well. Once you reach the end of the
hall, enter the next room. Inside you will find two
boxes of Ammo, the Grenade Launcher, and the Ammo
Machine. (Which can't be used yet.) Once you've
collected these items, exit the room and head back
to the stairs, then enter the door you passed
previously. (The one by the stairs)
In this next hallway, there are three Wolves
waiting. When you reach the end of the hall, you
will see two doors: one a regular door, and one a
large metallic one. The smaller of the two is
locked, so open the large metallic door and enter
the Save Room. In here you will find a box of Ammo,
the Map, and a Key Card. After you pick up the Key
Card, the Man in Black will appear and another
scene will take place. When it is finished, exit
the room.
Now it's time to return to the room where you
first entered this part of the Dam from outside;
the area with the elevator and the locked double
doors. Head back through the hall where the Wolves
were, enter the hall where the purple creatures
were, and go back up the stairs. Continue along
until you reach the elevator door again. When you
are back in the room you first entered this area
in, use the Key Card on the double doors. (The ones
with the red light next to them.) There is one
Vampire waiting in the next room. There is also a
box of Ammo, a Drink, and the Map here. Go up the
stairs and you will enter a Save Room. There are
two boxes of Ammo, Food, and a Bottle of Blue
Liquid here. Exit the Save Room through the door,
and you will be outside. There is a box of Ammo
here. After you have collected these items, head
back down the stairs from the Save Room.
Once you are back in the other room, make your
way around the large "post" in the room. There is
an elevator door on the side opposite the entrance
to this room, near the windows. Enter it, and you
will end up in the Lab. After you reach this area,
immediately turn around and head through the
opening to the right of the elevator. There are two
areas in this section of the Lab. One area contains
a box of Ammo and a glowing computer. Access the
computer to unlock the large metal door that was
locked before. (It will show you which one it
unlocks) In the other area is a File, sitting on
top of a desk. Now head back to the elevator, but
before you do, continue past it and to the right of
the giant door to reach another area, where a box
of Ammo and some Nitroglycerin are. After you have
collected these, head back up the elevator.
Make your way back to the area with the
elevator and the double doors, and go back down the
small elevator that you first entered. You'll
notice that the hall here now has five Mantises in
it. Make your way to the end of the hall and go
through the door the computer in the Lab unlocked.
In this hall a Giant Bat will attack you. Enter the
first doorway you see in this hall. (It is right
after the first turn) Inside are two Mantises and
an "Ammo Case" at the end of the hall. Now head
back into the previous hall. Make your way to the
end of it, and enter the door. Inside this room
there is a box of Ammo and a Key Card. After taking
these items, head back out into the hall and go
through the large metallic door.
At this point, an optional "side quest" occurs.
You now have the three items necessary for the Ammo
Machine in the room on the floor below: the Blue
Chemical, the Nitroglycerin, and the "Ammo Case."
You can choose to go down the stairs to the hall
below now, but be warned, since the purple
creatures and Wolves have returned to their
original positions. (You can bypass facing the
Wolves if you don't need to return to the Save Room
where the Man in Black explained the Prophecy, but
you will have to face the three purple creatures in
the hall to the Ammo Machine Room no matter what)
When you return to the Ammo Machine room, just put
the three items mentioned above into the Machine,
and it will give you a new type of Magnum Ammo.
When you are finished, head back up the stairs in
the hall where the purple creatures were.
Continue along this hall until you reach the
elevator once again. Go up it, then enter the
double doors leading to the room with the entrance
to the Lab. Enter the Lab, and use the Key Card on
the huge doors in front of the elevator. Head
through the short hallway and enter the door. A
scene will take place between Keith and Alicia S.
Tiller. When it is done, she releases a new
specimen to attack. Actually, there are several of
them. Kill these "Children", then enter the door to
the right of the entrance. Collect the M82A1 Rifle
lying on the desk, then head down the short flight
of stairs. Continue past the tables and tubes and
enter the next room. Here you can find a box of
Ammo, Food, and a Key. Head back the way you came
and enter the room where you fought the Children.
Now use your Key to open the doors on the opposite
side of the room.
You will now be in Gells' coffin. Before you
can do anything here, three Witches appear, and
attack you. A scene plays out. When it is over and
you have control over Keith, you will begin the
battle with the Witches. They are very brutal, and
have many powerful attacks, such as throwing balls
of energy, throwing exploding triangles, causing
the ground beneath you to erupt in flames, and
swooping down to know you over. Make sure you have
plenty of health-recovering items with you. The
best strategy is to wait until they are preparing
to attack you, (make sure they're standing still)
then fire with (I prefer) the Magnum. If you fire
at the wrong time or while they're flying, you
won't hit them. Keep moving throughout this fight,
and try to avoid their attacks at all costs. When
you have beaten them, grab the Fuse in the middle
of the room, then head back into the Lab.
Backtrack your way to the elevator, go through
the double doors, and head back outside to the side
of the Dam. Continue along the path to where you
left Misato earlier. At the last area before
Misato, there will be one of the Children waiting
to attack. Kill it, then enter the next room. As
soon as you do, an alarm will go off, signaling
that the Dam will explode. Misato will then appear,
and she and Keith must escape together. Make your
way to the glowing red Fuse Box, near the caged
area where the ladder leading to the computer room
is. Place the Fuse inside the Box, and it will
restore power to the switch that will activate the
ladder outside. Make your way back outside, and
enter the small indentation right before the first
ladder leading down. Flip the switch to lower the
ladder. You are now at the end of the game. Make
sure you have the necessary weapons (I just used
the Magnum, but you may want to bring more) and a
decent amount of healing items. There aren't any
more Save Rooms beyond this point, so if you must,
return to one of the two Save Rooms inside the Dam.
When you are ready, head up the ladder.
Once you reach the top, two Children will
attack. Deal with them, then continue through this
hall until you reach another ladder. Go up it, and
two more Children will be waiting outside. When you
are finished with them, enter the metal door at the
end of this area. Continue across this next section
and enter the door with the Parking sign above it.
As soon as you do, the final fight begins.
The Witches will appear again in another
cinematic, and you will be forced to fight them
again. They use the same attack patterns as they
did before, so use the same strategy as before.
However, this time you must fight them with a five-
minute time limit. If you do not defeat them within
the allotted time, you will be forced to face
Gells. But if you do beat them before time runs
out, you will see the final cinematic and the game
will be over. However, if you do have to face Gells
be prepared for a tough fight.
Gells attacks in several ways: either by
clawing, firing lightning bolts, shooting balls of
energy, or a "disruption" attack that causes the
background to swell. During this fight it is best
to stay as far away from Gells as possible, and
keep moving. When he charges at you, he is going to
claw at you. Run away, then fire at him. More than
likely he will then attack with the lightning or
balls of energy. Keep moving, and fire at him
whenever you get the chance. I found the Magnum to
be the best weapon to use against him. After a
substantial amount of hits, Gells finally erupts in
a ball of light and fire. Congratulations! You have
beaten the game! The final cinematic plays out,
then the credits roll. At the end of the credits
you will receive a rank. If you get an S Ranking,
and you played the game on Normal difficulty, you
will get Special Story Mode. Be sure to Save it to
a Memory Card! (The file name will appear green)
Enjoy Special Story Mode and the rest of the extra
features the game has to offer!


If you have any questions or comments, please feel
free to visit my Countdown Vampires Website at

http://mscountdownvampires.homestead.com/intro.html

or e-mail me at Baron3000@aol.com



 
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