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    SPLATTERHOUSE 2 HINT FILE -- V1.0
    ---------------------------------

    INTRO
    -----
    Here's a (pretty comprehensive, I hope) hint file for Splatterhouse 2 on the
    MD + Genesis. It'll probably work on the arcade version as well, but I don't
    know if any Arcade stages were cut for the MD version. The only real
    difference between the difficulty levels is the number of hits you can take
    before Rick bites the dust. On the MD version, there are a number of
    passwords allowing you to start at different levels. Each level is cut up
    into a number of different stages, and losing a life will put you back at
    the beginning of that stage. Splatterhouse 1, I think was only ever converted
    to the PC-Engine.. no MD conversion. There is a Splatterhouse 3, a copy of
    which I'm currently after myself, on MD/Genesis... see the end of this file
    for details... if you're still stuck, you can mail me, Chris McMullen, at
    sccmcmul@ucsalf.ac.uk. Anyone know if there's a number four?

    SCENARIO
    --------

    The scenario is pretty thin on the ground.. although Splatterhouse 3 goes
    into more detail there, the premise for 2 is that Jennifer, Rick's (the hero)
    girlfriend has been kidnapped (again.. sexism lives on.. :) ) Rick dons the
    Terror Mask, an ancient kind of voodoo mask, with a thirst for violence
    ,which transpires to have a little more to do with Jennifer's predicament
    than expected. This is an excuse to start laying into monsters and bad guys
    over 8 stages of weapon packed carnage. I can hear Senator Exon foaming
    already. Why not join the Saturday Night Armistice's 'Let's Kick Violence in
    the Teeth' campaign?
    It's a lot less predictable than your average beat em up, though...
    the graphics are pretty good, and used to maximum effect... things happen
    when you least expect. My only gripe is that the weapons can't be taken
    from stage to stage.. I'd understand it if some twisted hand broke through
    the wall and stole them, but Rick just drops them lamely, and ends up bare
    fist fighting against a lot of monsters. It's also particularly good to see
    that the monsters can fall into the traps laid for Rick as well, rather than
    having the ability to emerge unscathed as in many games. Anyway, that's
    enough for now.....


    HINTS
    -----

    BASIC MOVES:

    There are just a few basic moves you can use. The low kick, punch, and
    flying kick all do one point of damage, but the sliding kick does double
    damage.. you need to know when and how to use them all..

    Movement is horizontal and vertical, but not into or away from the screen.
    One of the useful quirks of the game is being able to move in mid air, which
    is quite useful to avoid landing badly.. plus, you can vary the height of
    a jump depending how long you hold the jump button down for.

    The MD/Genesis joypad setup can be altered but, the default is

    A - JUMP
    B - ATTACK
    C - JUMP

    Basic Punch:

    Performed by pressing the attack button once, while stationary or moving
    horizontally. Pretty quick. Good to use on most bad guys, but has a short
    range. Probably the move you'll need to use the most. It can also be used
    to knock projectiles out of the air at shoulder height. Timing is important
    with this... just pumping the attack button won't work too well. Does one
    point of damage.

    Flying Kick:

    Do this move by pressing the jump button, then the attack button while in
    the air. This is useful for taking out enemies in the air, and can be used to
    hit them on the ground as well, but shouldn't be used too much against ground
    enemies, as you risk jumping in too close, or even on top of them.

    Low Kick:

    Do this by ducking, by pulling down on the joypad and hitting the attack
    button. You'll low kick in the direction you're facing. It's essential to
    master this move, as you will come up again and again against monsters
    who attack low... the leeches on the first stage are an example.. and if
    one of those gets hold, you'll need to low kick to get it off.

    Slide Kick:

    A good move to use when you're weaponless, and it shouldn't be neglected.
    It does double damage, and continues to slide low for multiple hits, or
    hit multiple monsters. It has a long range, but it's not a good idea to
    do this near spike or pit traps, as you risk dragging yourself into them.
    To do the slide kick, leap diagonally forward into the air, by holding down
    jump, as high as you can.. when you start to come down, press diagonally down
    and towards as you hit the ground.


    WEAPONS:

    There are a number of weapons you can pick up.. as I've mentioned, each are
    limited to a stage.. here I'll mention where they are found, and what use
    they are. Strangely, the damage they do seems to be the same.. double damage
    in all cases. The chainsaw does as much damage as an oar. With most of these
    weapons, flying kicks are replaced by a jumping swing with the weapon,
    but you can still low kick as normal.

    Lead Pipe:
    Found on stage 1.1, about 1/3 of the way through the stage. Pretty good
    weapon, a bit slow.. just make sure you get your hits in first. Slams the
    monsters against the back wall, but puts your flying kicks out of action..
    don't jump too much with this one in your hands.

    Bone:

    Found on stage 2.2, and smacks the monsters into the ground, but has a
    much shorter range than the pipe.. you need to get closer with this one..
    but not too close.

    Chainsaw:

    Found on stage 3.2. This a pretty good weapon for the monsters you're up
    against. It has a short range, and is a little unwieldy, and hits high,
    but makes quick work of bad guys. Pretty useless in the air, though.

    Clippers:

    Found on stage 3.2 as well. But they're useless. They can only be thrown,
    and once you've thrown them, you can't get them back. Go for the chainsaw
    instead. These are utterly useless.


    Oar:

    Found on stage 4.1. It knocks monsters into the lake with one stroke, and
    would be an excellent weapon on any other stage. However, it is so slow to
    use, and almost useless when monsters are close. And when you've got the Lake
    Thing chasing you, you need all the speed you can get. Leave it.


    Shotgun:

    Found on the back of the wall on stage 5.1.. take it by pressing up near it.
    It has limited bullets.. about 9, but can take out the stage monsters with
    just one hit, and you don't need to be too accurate about it, either. Try
    and get the shots off early, though, or else you could end up with a monster
    on your head.

    Potassium Bomb:

    Found at various places on stage 5.5. They create a burst of flame
    when thrown, and are particularly useful for taking out bad guys.


    Ghoul's head:

    Found at various places on stage ?.1, the basement. It can be thrown, then
    disappears. If it hits a ghoul, it has tendency to break them in half..
    sending a legless ghoul scurrying after you.. be careful..

    Spines: Lobbed at you by the Lake Thing... these have to be knocked out
    of the air, and thrown back... only found on stage 8.2.

    MONSTERS:

    There are a number of monsters you'll come up against. I've split
    these into two categories. Standard Monsters, the kind that fill all the
    levels, and Boss Monsters/Guardians, usually only seen once or twice in the
    game, but a lot harder to catch or kill.

    Standard Monsters:

    These make up the body of the forces that are sent against you.. they're not
    too strong, or bright, but their numbers make them a threat.

    Zombies: These are first encountered on stage 1.1, and although they appear
    again later in the game, all types need only one hit to kill. They approach
    from all sides, and can be disposed of pretty easily.. they don't have
    any real defensive attacks.. they just shuffle along. They have a nasty habit
    of getting up from the background, or bursting Giant Leeches in stage 1.1.



    Giant Leeches: You'll come up against these in stage 1.1 too... they're
    found in pits, which you have to avoid, which is pretty easy, but they also
    have a nasty habit of dropping from the ceiling, or bursting from inside
    zombies... they can be particularly tricky when they drop from both sides,
    and once they're on the ground, you can only get rid of them by low kicking
    them. If they get close, they grab hold, and drain energy, and you need
    to low kick them off quick. Again, these take one hit to kill.

    Razorfish: These behave in much the same way as the Giant Leeches, but are
    found on level 3.2, and are just as lethal. They leap at you from the pools.

    Screaming Mimis: These first appear on level 2.1, and come in three chewy
    flavours... sorry, colours... each have different characteristics... these
    are:

    Grey Mimis: These are the first you'll encounter. They only take one point
    of damage before dying, but hop around like crazy, and have a nasty habit
    of landing on top of you...

    Purple Mimis: These are slightly stronger than grey mimis. They can take
    two points of damage. Some of them bounce around, like the grey mimis,
    but some others shuffle closer, and reach out with their long arms...
    with these types, you have to move closer, ducking their arms, then low kick
    them.. but as soon as they take one point of damage, they start leaping...
    you'll encounter these first on stage 2.2.

    Yellow Mimis: These are held in the glass tubes in stage 5.3, and can
    take 3 hits of damage before dying, but they jump constantly, and attack
    without warning..

    Ghouls: These are first really encountered in stage ?.1.. the basement..
    they take two hits to kill. They sometimes drop their heads when killed...
    which can be then picked up and thrown at the other ghouls.. but watch out..
    doing this cuts them in two, and sends the upper half scurrying at you..
    They also appear on stage 8.1, but can't be killed then, just knocked back...

    Mimics: These appear on stage 8.3, and float round the screen, and on hitting
    the ground, take on the shape of ghouls.. however, they only take one hit
    to disperse.. but they'll be back..

    Wisps: These creatures are also found on 8.3, and don't directly do any
    damage, but reverse the horizontal controls, so left is right, and right is
    left... they take about 5 hits to kill by hand.. but if they get close,
    they get hold and change your controls.. then eventually disperse... usually
    at a critical moment...

    Severed Arms: These appear first on stage 5.1, and crawl along the ground.
    They can be knocked out with 1 hit, but sometimes have a tendency to leap
    into the air, making them harder to hit.

    Sludge Monsters: These first appear on Stage 1.2, and take one hit to flatten
    them, but if you don't jump past them quickly after this, they reform.
    They also spit on later levels.. avoid... it's often a good idea to stand
    back till they spit, then move in and take them out, or jump over them.

    Screaming Skulls: These first appear as projectiles from the stage 2.3 boss,
    but later appear as normal enemies.. usually in waves.. punch or low kick
    then as soon as you can... try to learn their attack patterns..

    Moose Heads: These appear on stage 5.1, understandably not happy at being
    'bagged' by some psychotic hunter, some of them have a life of their own,
    and, eyes glowing, they spew acid at any passing masked wierdo.

    Boss Monsters:

    These appear only on certain stages, and cause real problems by being either
    elusive, or hard to kill. Each of them has a brief mention here, but to find
    out how to defeat them, take a look at the level guide to the stage they
    appear in.

    Bellyache: This guy(or gal!) is the stage 1.2 boss, and comes straight at you
    , spewing green stuff.. which is lethal.. don't touch it, even after he's
    dead... it takes 6 hits to K.O. Go for its belly...

    BigHead: This is the stage 2.3 boss. He doesn't move at all, but sends out
    screaming skulls, and then spits out a blue soul at ground level... he takes
    6 hits to get rid of him... go for his eyes..

    Bloodpuppets: These guard the end of stage 3.2, and drop through the ceiling
    on ropes.. the spit green acid, then rise back up.. they take 4 points of
    damage to dispose of, but there are reinforcements..

    Balloonhead: This friendly bloke shows his face after the Bloodpuppets are
    taken out.. he damages on touch, but doesn't move too much.. he takes 4
    hit before he explodes..

    BugBrain: This insect like mess awaits Rick at the end of stage 4.3. He hops
    around a bit, getting closer, and when he's fairly close, he slide kicks
    along the floor.. he's hard to kill, but try kicking him from behind..
    when he's gone, and only a bloodied mess remains, it's not over.. because
    this mess re-emerges as..

    HellCrawler: Not a happy monster, it scuttles along the floor, jumping
    around until hit, then waits at the edge of the screen, to start another run..
    not easy to kill.. just make sure you jump in time... flying kicks and slide
    kicks work well here..

    Lake Thing: Makes an appearance on stage 4.1, where he chases after Rick..
    don't get too close... he can't be killed then, but re-appears on stage 8.2,
    throwing spines at you.. grab the spines and chuck them back into his eyes...
    6 hits should do it..

    Zombie Scientist: Perhaps the one-time owner of the house, Dr Mueller, but
    in this creature's current state of decay, it's difficult to tell.
    He has an arsenal of chemical weapons at his disposal, and some of his
    experiments have taken on a life of their own. Once you corner him, though,
    he's a pushover.. 1 hit to flatten him... watch out for those flasks, though.

    HeadSnake: The guardian of the portal to the evil dimension where Jennifer
    is held, this only takes one hit to kill, but stands back, and launches a
    barrage of hands and heads at you... keep these at bay and you may get a
    chance to take him out.. appears on level 6.1

    Black Crystal: Jennifer's prison, and a pretty hostile one at that, this
    appears on stage 7.2. It guards itself with orbiting orbs, and when hit,
    disappears to release vertical lightning bolts from the floor.. it takes
    6 hits before releasing her..

    Walking Horror: This isn't a thing you want to meet up with, and it's doing its
    best to make sure Rick and Jennifer don't escape from the void on stage 7.3..
    just run, and watch out for the orbs it hurls..

    Ultimate Evil: This thing escaped into the world when the portal was opened,
    and isn't going to Jennifer and Rick get in it's way.. it hovers at either
    end of the screen, releasing heads and skulls, before making its way up,
    and around the screen, releasing projectiles all the way...

    Stages:

    There are 8 levels in all, some longer than others, generally getting longer
    as the game progresses.. there's usually one or two bosses on each level, and
    in this guide, I also include the ways to defeat them. Not nessecarily
    the best ways, but the ones that seem to work for me...

    1.1 The Ruins: This is a pretty easy level, to start you off in the game.
    You'll come up against zombies which are pretty easy to dispose of, and
    they move slowly, so just kick or punch them. There are a few pits to jump
    over, as well. The only real obstacles are the giant leeches, which either
    drop from the ceiling or burst from zombies. They need to be low kicked
    or jumped over before they grab hold, and watch for leeches and zombies
    coming from the background. The lead pipe is about half way through this
    stage, and grab it to make light work of the meanies.

    1.2 The Lair: This is where you'll meet BellyAche, the first boss of the
    game. He's not too hard to defeat, if you get in quickly, but his acid spit
    has a pretty good range. To take him out, get close, just as he emergest
    from the dark, staying beneath the arc of his acid, then punch him 6 times
    in the belly till he pops his slimy clogs. Watch out, though, as he leaves
    a big pool of green gunk when he dies... avoid this, or lose energy...

    2.1 The Elevator... going down: You'll have to be quick here. Grey Mimi's
    jump down from either side here, and can cause havoc, bouncing around out
    of range, unless you get them quickly. They only need 1 hit, but they
    keep on coming.

    2.2 The Basement: Here you'll meet the Purple Mimi's, a little stronger
    than their Grey cousins, and some have a tendency to stay still, and reach
    out with their long arms. Jumping in will do you no good there... approach
    slowly, and low kick them, then hit them again while they bounce.. 2 hits
    will do it. You'll also come across two types of spike traps here. The
    first type are stationary, sticking up from the ground, but need a good
    leap to get over. A way to get the jump right is to wait till Rick's foot
    is just touching the spikes, then leap. The second type are more lethal,
    and rise from the ground, in groups of two or more. They only do damage
    when they're fully extended, so the way to get past them is to step forward
    as soon as the farthest floor spikes are extended. You'll find the bone
    near the end of the stage, which does double damage, and makes it easier
    to take out the meanies. You'll also come across two sludge monsters,
    in a slightly less lethal form.. punch them to liquidize them, but move
    on quickly.

    2.3 The Dark: BigHead lurks here, the boss for this level. He doesn't move,
    but releases a set of blue skulls across the screen, then spits out a blue
    spirit through his mouth. Dispose of the skulls, then kick him in the eyes.
    The skulls follow 3 patterns, different each time... first they head down
    from the top of the screen, and go right. Then Bighead spits. The skulls
    come down from the top again, then go left. Bighead spits again, then the
    skulls come down from the top and go to both sides. Remember this and you'll
    manage OK. 6 Hits, and he's out..

    3.1 Dark River: This stage is a little more hazardous. The level is dotted
    with pools, which are lethal. The good news is, though that the purple mimi's
    that appear on this level can also be punched into these pools. The single
    pools aren't much trouble, but you will frequently come across two pools
    adjoined. These usually hold Razorfish, ready to leap out and grab you.
    You can outsmart these, though, by stepping close to the edge of the pools,
    then leaping back.. the fish will hurl themselves out, and you can pass
    in safety. The only problems you might have is towards the end of the stage,
    where you'll find 3 pools, with a Mimi in the middle.. you'll need to take
    the Mimi out, without jumping to close, or too short, then duck to avoid a
    fish.. or kick it if it gets too close.

    3.2 The Abbatoir: You have a choice of two weapons here. But before you can
    pick one up, a Bloodpuppet drops from the ceiling, and brings them to life.
    This is tricky. The chainsaw takes 3 hits to knock out, and the shears take
    two. The shears are your main priority to hit, as they fly across the screen
    diagonally. However, they're not the weapon you want to be left with, and
    only one weapon can remain on the screen once knocked out.. for example,
    if you knock out the shears, and then knock out the Chainsaw, the chainsaw
    will disappear. The secret is to knock out the shears, then throw them away.
    Then duck, and when the chainsaw drops through a hole, punch it till it falls
    . Pick it up, and you're ready to fight the real badguys. Two puppets will
    drop from the holes on the left and right, then start to spit acid at the
    floor. Get in close, and lay into one of them. Don't worry about the other's
    spit, as it won't reach you. The puppets will go back into the ceiling, and
    then re-appear. Repeat till both the puppets are gone, then duck. Quickly.
    Another four puppets will drop through the ceiling a few times. You can hit
    these if you're positioned correctly, but it won't do you any good. Two
    more puppets will eventually appear from the far left and right holes again,
    so hit them. They'll both go back into the ceiling, but this time appear
    from the middle holes. This is now a bit trickier. You'll have to get them
    both, while stepping back to avoid the other's acid. Once you've got them all,
    Ballonhead will burst through the back wall. He doesn't do much, so take
    him out, and you've finished the stage.

    4.1 Bridge to the Island: This level is no pushover. There are a bunch
    of zombies to defeat, and easy task normally, but the Lake Beast is
    constantly snapping at your heels. The best tactic I found, was to keep
    jumping forward, and slide kicking to take out the zombies.. keep going,
    and you'll make it to the island. There is an oar here, which you can pick
    up if you spot it, but I never bother, because it's so slow to use, and
    no good in the air.. and speed is something you need on this level.

    4.2 Nightmare Woods: This stage is ok, if you don't rush at it. There are a
    few Mimics, which float down, and turn into Ghouls, but these only take one
    hit to dispose of. There are a bunch of Wisps, though, which reverse your
    controls. You can hit them, and take them out, but their numbers just keep
    increasing. If you drop down a hole, you'll end up in the cellars beneath
    the house... see stage ?.1. If you can keep out of the holes, though, you'll
    be out of the stage in no time. Back to the Wisps, though. The real problem,
    is not that they reverse left and right. You can get used to that. The
    problem is that they have a nasty habit of returning your controls to normal
    when you least expect it, usually when you're right over a hole. The method
    I used was not to try and take the Wisps out, but to leap at them, collecting
    as many as I could, making sure my controls were going to stay reversed
    till the end of the stage.

    4.3 The Gatehouse: Here you face the end of level guardian, BugBrain. He's
    pretty easy to take out at first, if you get into a pattern, but even after
    you think you've defeated him, he comes back as a particularly nasty spider
    type monster. Both take about 8 hits to defeat.
    He only has one attack, which mimics Rick's foot slide..he hops towards you,
    till he gets quite close, then leaps back, and slides along the ground,
    hitting if you're in his way. It is possible to hit him at just the right
    moment as he slides towards you, but he still continues to slide, and unless
    your timing is dead on, you'll be hit. A simpler way of defeating him is to
    let him approach, and as he slides, jump into the air, turn mid air, and
    give him a flying kick in the back of the head as he slides past. Then, as he
    turns to slide back, jump up, and repeat this. Don't jump too far, though,
    or you'll land on him. Once you have ko'ed him, his remains rise up, and
    you're faced with the spider-creature. This creature is a little harder to
    defeat, and it has a nasty habit of scuttling across the ground, jumping
    into the air, then running back. The simplest way I found to defeat this, was
    to slide kick it as it was in the corner, usually doing a few points of
    damage, then leaping out of the way, as it ran past. Enough hits, and it's
    on to the next level.

    5.1 Welcome to the House: This is a pretty standard level, not much to
    say. There's purple screaming Mimi's, and hands which crawl along the floor,
    much like the leeches in stage 1.1 . Some jump a little, but you should be
    able to take them out with a single hit. There are some unwell Moose Heads,
    here, which will spit at you as you head under them.. the ones with the
    red eyes are the ones to watch out for. You will also find the gun under
    one of these.. press up to take.

    5.2 The Library: This level is populated only by the hands, behaving as
    they did in the previous stage.. watch out for ones coming from both sides.
    Wipe these out, and on to the next stage.

    5.3 The Containment Tubes: This level is where Dr Mueller's experiments were
    stored... evidently, he was trying to study the Mimi's. Most, however,
    are now dead. Most.. there are a few still alive, and they're not at all
    happy at being cooped up. They have a nasty tendency to leap out at you from
    the tubes as you approach, and to top it off, they are a new strain.. pink
    Mimi's, and take 3 hits to kill. There are also a number of holes in the
    floor on this stage.. one false step, and you're into the dungeons. Don't
    rush this one. And is it just me, or did this stage remind any else of
    the bit where the facehuggers were stored in Aliens?

    5.4 The Sewers: This level can get tricky. First of all, there are pools
    of pink gunk to avoid, although these shouldn't pose too much problem.
    On top of that, however, there are the Sludge Monsters, which charge along
    beneath your feet, and if you avoid them, they then rise up, to spit gunk
    at you. I found the best way to progress was to stand back till they have
    finished spitting, then jump over them. Hitting them with your fists only
    gives you a split second to dodge them, so it's often best to wait.

    5.5 The Lab: Throughout this level, you face the Zombie Scientist, who
    runs on screen to hurl flasks, and then scuttle off. He throws two types of
    flasks at you, the first containing a sludge monster, which then attacks
    you, or a Potassium bomb, which bursts into flames. The sludge monsters
    can be dealt with as they were in the sewers, or if you manage to find an
    unbroken Potassium bomb, you can burn them up. To add to the chaos, Potassium
    bombs also fall down from above, smashing near your feet, so be on your
    guard. You can't catch the Scientist till you reach the end of the level,
    where one hit will dispatch him.

    6.1 The Portal: This stage is all that makes up level 6, and is a single
    screen level that pits you against the HeadSnake, who guards the portal
    to the realm where Jennifer is held. You don't get a chance to fight
    him straight away.. in fact, he only takes one hit to kill. What he does
    do, is keep you at bay with a number of projectiles, heads and hands.
    The hands are pretty easy to deal with.. you just need to stand at the
    far left of the screen, and low kick the low hands, and when a hand
    is thrown in a high arc, punch it normally. The heads are a little harder
    to dispatch. You need to move around the screen, ducking and low kicking,
    as the heads come in from all sides. Once you've cleared enough, the main
    boss comes on.. one hit and he's gone. Take a step forward, close those
    eyes (not you, player.. doh!), and enter the void.

    7.1 The Void: Rick may be falling, but you still have full control of him..
    this stage is a little harder, requiring you to be on your guard, to take
    out the blue skulls that fly in from the left and right. There's not
    much more help I can give you here, except to be on your guard.. soon,
    you'll hit the bottom...

    7.2 Crystal Prison: Jennifer is held here, inside the Black Crystal. The
    Crystal guards itself with a number of glowing orbs, one of which it
    throws at Rick. Avoid this, and head close, punching the orbs as they go past
    , then hit the crystal. It disappears, sending bars of energy up from the
    floor, which you should stand between, then re-appears on the opposite side
    of the screen. Repeat the pattern till it cracks an releases Jennifer, 6
    hits in all. Then run...

    7.3 Escape from the Void: There's no time for a long re-union, as a huge
    looming figure heads up from behind... just keep running, and don't
    get to close... every so often, it will throw a ball of energy at you,
    which you need to avoid.. keep out of it's way, and it's back to the house..


    8.1 Going Up: Back on the elevator, this time going the other way. There
    are two things you need to worry about here.. the ghouls, which approach
    from the right and left, which need to be beaten back. Plus, debris is
    constantly falling from the ceiling. It's almost impossible to spot before
    it falls, and the best way to go about avoid it, is to wait till a piece
    drops, then head directly under where it fell. When another piece falls,
    go to where it was, and so on. If you want to be completely safe,
    wait till a single piece falls down the middle of the lift, then avoid
    the debris till another piece falls down the middle. Go to the middle,
    and you'll be safe from debris till the end of the level.

    8.2 Retreat Across the Lake: As the house shakes , Rick and Jennifer leap
    into a convenient motorboat (funny how there's always one around, eh?), and
    head back over the lake. They're not alone, though, and the Lake Thing
    is hot on their heels. While Jennifer sits in the boat (notice how none
    of the spikes ever hit her?), Rick gets sharp pointy objects hurled at him.
    You need to knock the spikes out of the air, pick them up, and jumping a
    little, throw them into the eye of the Lake Thing, 6 times, before it
    retreats, and Rick and Jennifer can make it safely to shore.

    8.3 The Final Fight: I'm tempted to say nothing about this level, and leave
    you on your own, but I might as well give you hints on this. It's not
    so much a stage, as a fight with a boss. It appears in two forms. First,
    as a mass of gore, which comes from the left and right, firing heads at you.
    Punch it when you get close, and it will retreat to the top of the screen,
    firing heads down diagonally, then rushing left and right.. hit it 4 times
    as it heads from left to right, and it bursts open, revealing a bathead.
    Stand in the middle of the screen, and make sure you get this guy, or he
    comes back as the gore monster.. hit him when he flies in front of you,
    and flip round when he heads behind, and hit him. You need to have fast
    reactions on this one. When he's done... game over...... for now...
    sit back, and watch the end sequence.


    Level Codes: If all else fails, you can use these level codes, to skip
    to the beginning of each level...

    Level 2: EDK NAI ZOL LDL

    Level 3: IDO GEM IAL LDL

    Level 4: ADE XOE ZOL OME

    Level 5: EFH VEI RAG ORD

    Level 6: ADE NAI WRA LKA

    Level 7: EFG XOE IAL LDL

    Level 8: EDK VEI IAL LDL

    And here's the codes for Splatterhouse 3... so you can finally finish it
    and send me your copy.. :) .. see the end of this file....

    Level 1: REISOR

    Level 2: ETLBUD

    Level 3: TABRAE

    Level 5: ELPOED

    Level 6: PHENIX

    WANTED: SPLATTERHOUSE 3!!!!!!! UK Trade/Sale wanted..

    Yep, I'm after a copy of Splatterhouse 3.. I've played it on rental, but I'm
    now trying to get hold of my own copy. I know it's out on Japanese MD and
    American Genesis.. I don't know if it ever got a UK release.. I guess not..
    I have a preference to the Genesis version.. the Jap version had a few
    wierd text bits, but if pressed, either version will do. Due to overseas
    postage costs, I only want to trade with someone in the UK... that does
    include software shops, if you have a copy on your shelves. I'm willing
    to trade it for a copy of Streets of Rage 2 ( S.O.R 3 was a bit of a let
    down IMO), or pay 10 pounds for it... if you have a copy, and want to trade
    or sell, mail me... Chris McMullen, at sccmcmul@ucsalf.ac.uk


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