Overview
This guide is part of a series that covers everything in Anthophobia, including: basic gameplay concepts, detailed overview of all enemies and bosses, complete walkthrough, and a collectibles and achievements guide. This guide focuses on listing all of the achievements, extras, and collectibles in the game and providing information on how to acquire or unlock them.
Introduction
The “Extras” option on the main menu allows you to see the collectibles you have unlocked in the game so far.
Chapter Select
The chapter select option allows you to begin a new game at the start of a specific level. New levels are added as you unlock them in-game.
ID Card Collection
Allows you to see the ID cards you have collected. Here you will find:
Agent cards are small, gold-colored keycards found throughout the game’s levels that serve as identification for the S-class agents of the Floria Disaster Management Department, or FDMD. Collecting the cards is necessary for unlocking all of the content in the game. In order to unlock the v1.5 levels, you must find all cards within either level 1.0, 2.0, or 3.0 (#1-5), and then find the card reader in that level to open a new path. The second set of cards (#6-9) are needed to unlock the v2.0 levels. The final set of cards (#10-14) unlock a rare achievement. Collecting the cards will also unlock the FDMD gallery. Once you find a card, it will be removed permanently and you will not have to collect it again on future playthroughs. Throughout the levels you will find background animations of the captured agents, which are a good indicator that their card is nearby. Clicking on the folder labeled “Disaster Countermeasure Operation Agent List” allows you to review all of the agent cards you have collected so far out of the 14 possible.
Clicking on the open book with the cross will allow you to review all of the citizen ID cards you have collected so far out of the 81 possible. Achievement #32: Last Trace as a Human is unlocked by acquiring at least 53 unique citizen ID cards. Citizen ID cards randomly drop from enemies you defeat, though they seem to drop more frequently from Evolved or Elite enemies. You can get duplicate cards and cards you have collected in-game are not saved until you either reach a checkpoint or are defeated, so be careful not to exit to the main menu if you have picked up some new cards and haven’t saved. You will naturally get cards as you play through the game – if you want to farm more cards, one of the best places is in level 2.0 after the first checkpoint, as the park is full of relatively weak, respawning enemies. Clicking on the open book with the cross will allow you to review all of the citizen ID cards you have collected so far out of the 81 possible.
Mousing over the bar in the lower right of the screen that says “FDMD” will bring up a computer tablet. Clicking on the tablet will bring you to the FDMD gallery, a room where you can use the computer and screen to look at the images of the defeated FDMD agents (the animations you find near their corresponding ID card in-game). There are also a couple of extra background animations you encountered throughout the game here as well. The FDMD gallery is added with the first set of animations when you collect agent ID cards #1-9, and the rest of the gallery is completed when you collect agent ID cards #10-14.
There is one additional secret in the FDMD gallery. If you walk to the left and use your pipe to hit the poster that says “Booby Trap for You”, it will reveal a hidden ID card behind it, which you can view by pressing “E”. This hidden card is a Citizen ID Card for Sumire Natsumori, the main character. It cannot be picked up and will be hidden behind the poster again if you leave the room and return.
Agent ID Card Locations
Located in level 1.0 after the first checkpoint. As you head down the hallway to the left, you will pass a locked door requiring a white key. You will find the white key at the end of the hallway on the far left. Return to the locked door and open it. Card #1 is in the locked door on the left. The red key you need to access it is in the right-most of the two doors in the room, along with 2 [Walkers] and 2 [Seeders].
Located in level 2.0 at the very beginning. When you see the first [Bulb Shooter], jump on it to get a boost up to the platform with the captured blond woman. To the right of that platform is another [Bulb Shooter]. Jump on it to get a boost to another ledge further to the right. The card is on the second ledge all the way to the right. Note that you should not pause the game with (P) or (Esc) while you are standing on a ledge, as you will fall off when you resume, possibly requiring you to restart the level.
Located in level 2.0 during the chase sequence. On the 4th screen of the level, you will find two [Screamers] next to each other, followed by two [Bulb Shooters] near the card reader. Jumping on the second [Bulb Shooter] will get you up to a ledge. Walk along the ledge to the left back past the [Screamers] and you will see the card on a staircase. Note that you should not pause the game with (P) or (Esc) while you are standing on a ledge, as you will fall off when you resume, possibly requiring you to restart the level.
Located in level 3.0 in the second part of the level once you power the elevator and enter the bunker. It is in a small locked room to the right of the elevator on floor B1, near the dead blond woman and crying zombie. You will need a green key to access it. To get the green key, first use the elevator to travel to B2, then find the red key through the first door to the left of the elevator. Go to B3 and use the red key to open the door to the right of the elevator. The green key is on top of the wall – jump on the counter first to reach it.
Located in level 3.0 in the second part of the level once you power the elevator and enter the bunker. It is on the far left side of floor B3, near the agent in the capsule. To reach this area, you will need the white key. First, acquire the red key on floor B2, then travel to B3. Use the red key to open the door to the right and find the white key on the counter. Use the white key to open the door to the left. Proceed through the corridor filled with enemies to find the yellow key in the final room. With key in hand, fight your way back down the corridor and use the yellow key to open the door to the left of the elevator. Head to the left and look up to find the card. Jump on the desk to reach it.
Located in level 2.5 after the third checkpoint. Head to the right past the captured woman and be careful to avoid the enemies, particularly the [Imposters] here. The third telephone pole in this area will have a stack of crates behind it with the card on top. Jump on the lower crates to reach it.
Located in level 1.5. After the second checkpoint, head to the right and go down the hole. Go to the right down the hallway and enter the first door. Go to the right to find the green key. Return to the second checkpoint and head to the right, jumping across the pit, and go through the door. Now go to the right again and use the green key to go through the first door here. You will see the card near the captured woman. Look out for the two [Bomb Pods] in this room.
Located in level 2.5 at the fifth checkpoint (the safe room before the boss fight). Walk to the right past the captured man. Jump on the desk, then on the shelf. The key is on a higher shelf to the right.
Located in level 3.5 in the corridor right before the boss room. From the second checkpoint, play through the level as normal until you reach the corridor filled with waist-deep water that slows you down. Head all the way to the right to find the card.
Located in level 5.0 in the North Bunker, floor B3 after you find card #13. After you first take the elevator up to floor B3, head to the left. You will see a childish drawing of 5 people on top of a shelf. Use a jump attack to hit the painting, the card is behind it.
Located in level 5.0, right next to card #12. After obtaining card #12, continue to the right into Childcare. You should immediately see a large cluster of balloons in the air. Shoot them – the card is in the cluster of balloons.
Located in level 5.0. In the North Bunker, take the elevator down to floor B5. Follow the red arrow to the right. Keep heading to the right, through the decontamination room. You will see a large blue ball with stars on it next to the captured blond woman. Shoot the ball, the card is inside.
Located in level 5.0 as soon as you take the elevator to the North Bunker. You will see a cuckoo clock. Use jump attacks to hit the clock until it reads 12. The card will pop out.
Located in level 5.0 after you find card #11. After you get card #11, continue to the right and go through the door. Continue to the left past the captured agent until you see a panda holding a box on top of a cabinet. Hit the panda with a jump attack, the card is inside the box.
Achievements (#1-13)
Achievements are listed by left to right, top to bottom by page. Regarding achievements #47-51, there have been some reports that agent ID cards #10-14 are not correctly synced with their corresponding achievement for some players, so doing this is SUPPOSED to unlock the achievement, but your mileage may vary. Collecting all five cards will award all five achievements and is required to unlock achievement #52, so just do that to fix it. Also, note that the achievements you unlock in the game may not always immediately sync with your Steam account. If that is the case, exiting the game and launching it again should cause them to pop.
Start a new game and clear the tutorial level.
Encounter your first Kitty Female Zombie, or KFZ. Through regular progression, the first one you encounter would be in level 1.0 at the second checkpoint. Press (E) while standing next to her container to let the cat out of the bag.
Receive a gift from a KFZ for the first time. Whenever a KFZ encounters a [Bulb] enemy, they will immediately capture and defeat that enemy with a chance to reward you with a small item pickup. Lead a KFZ to a [Bulb] and let them go to town. This can easily be done at the same location you encounter your first KFZ (level 1.0, second checkpoint).
Encounter your first Aggressive Female Zombie, or AFZ. The earliest you can encounter one is near the beginning of level 1.5, just after the second checkpoint. From the checkpoint, head to the right, jumping over the pit and dealing with the enemies. Go through the door here and head to the left into the kitchen area. An AFZ will drop down from the ceiling to join you.
Give an AFZ a new male [Bulb] to play with. In order to do this, you will need to find an AFZ and follow them on their rampage until their meter is empty and they toss the [Bulb] they are holding. They will begin to run around in a panic and will grab the first male [Bulb] they find, refilling their meter and giving you the achievement. The only problem is that the AFZ will also capture the first enemy she finds. The easiest place I have found to do this is on level 3.5. From the second checkpoint, head to the left and take the door to the cafeteria. There will be 4 [Bulb] enemies around you after going through the door, two male and two female. Leave at least one of the male [Bulbs] (brown body, pink flower) alive. Head to the right into the decontamination room and crouch to sneak past the two [Blooms], grabbing the blue key. Head back to the left and take the first door back to the shower room. Head to the left and enter the men’s shower (first door). The white key is on the left, behind the [Seeder]. Leave the men’s shower and head back to the cafeteria. Again, leave at least one male [Bloom] alive and head to the left, opening the door to the cafeteria itself, trying to make sure the [Bloom] does not follow you. As you head through the cafeteria, an AFZ will spawn. Defeat the enemies together, ensuring that she is not captured. When her meter is empty, go back to the right and lead the male [Bloom] you left alive over to her.
Be defeated by a [Bulb] or [Bulb Shooter]. The easiest way to do this is in level 2.0 right at the first checkpoint. Move to the right far enough to see the [Bulb Shooter] but not to attract the [Walkers] and wait to be defeated. You can speed the process up by removing your clothing first or playing on a higher difficulty level.
Blow yourself up by shooting an explosive barrel. Barrels can be found in most levels, but one of the easiest places to do this is on level 1.0. Starting at the first checkpoint, continue until reaching the third screen, which is an apartment with a bed in it. Use the [Walkers] here to decrease your HP if you need to. Proceed to the right and go through the door. Proceed to the right, through the dark room, avoiding the [Bulb] if necessary. You will come out in a corridor and see a red arrow pointing to the left. Go that way to find an explosive barrel. Shoot it and blow yourself up. The beginning of level 2.5 is also good, as there are enemies around and an explosive barrel close to the first checkpoint.
Get hit by the pollen from a [Seeder] and walk into your own molotov fire while hypnotized. Just find any [Seeder] while you have a molotov. Ensure that it is throwing pollen and that you have enough distance between you that it will not get hit with your molotov. Throw the molotov just before you get hit with the pollen so that you get hypnotized and walk into the fire. You do not have to die to the flames, just walk into them. This can be easier on harder difficulty settings, since the hypnosis effect will last longer, but it can also make it harder to throw the molotov while keeping enough distance, so whatever works for you.
Make like Mario and jump on a [Bulb Shooter] to reach new heights. The easiest place to do this is right at the beginning of level 2.0. Just jump on the first [Bulb Shooter] you find and enjoy your achievement.
Activate a sentry gun. You can easily acquire this during level 3.0 after the second checkpoint while you are powering up the elevator, as there are several of them around and a lot of enemies to use them on.
Fall into a pit and die. The pit is at the beginning of level 1.5. Just walk into it. You might even get this achievement by accident, since the jump is not easy to make and there is some falling debris that can cancel your jump if you aren’t careful.
Be defeated by a [Bomb Pod]. They are first encountered in level 1.5. [Bomb Pods] hang out near the ceiling and can be difficult to see unless you have increased the brightness settings. There are two of them in the room where you find agent ID card #7, so just decrease your health against the nearby enemies and then go in there to get blown up.
Defeat an [Imposter] without taking any damage. These enemies are first encountered in level 2.5 after the third checkpoint and are pretty rough to fight if you don’t know the trick to beating them easily. Walk through the area until you hear the roar of an [Imposter], then listen to the beeping to tell what direction it is coming from and how close it is. When it is close, turn to face it and it will freeze. While it can be hard to tell which one is real at first, the real ones tend to be a little brighter in color than the ones in the background. Also, if you look at it’s legs/roots, you will see that they are in the foreground. Either use your ranged attack to shoot the flower, or use a jump attack.
Achievements (#14-40)
Close all three gates in the bunker on level 3.0. After the second checkpoint, there is a segment where you turn on a generator and then survive against an infinite horde of enemies until the elevator is powered. As soon as you turn on the generator, head all the way to the left to the first gate and take note of the status bars on the wall that say “restoring power”. Use the sentry gun to help you defeat the enemies that spawn from the left, making sure to keep it topped up on ammo and to take out any [Blockers] to help it out (if you hear a clicking sound, that means that the bullets are hitting a [Blocker]’s shield). When the “restoring power” bar is about ⅓ full, you will see a red arrow over the first gate switch. Press (E) to close the first gate , then head to the right and repeat with the second sentry turret. When the “restoring power” bar is about ⅔ full, a red arrow will appear over the second gate switch. Press (E) to close the gate, then head right to the final turret. When the “restoring power” bar changes to say “system online”, the red arrow will appear over the last gate switch. Press (E) to close the final gate and complete the lockdown.
Defeat the boss of level 1.0, [The Hive], for the first time.
Defeat the boss of level 2.0, [Mr. Hand], for the first time.
Defeat the boss of level 3.0, [Crawling Chaos], for the first time.
Defeat the boss of level 1.5, [Gazer], for the first time.
Defeat the bosses of level 2.5, [Dandelion Head] & [Boomer], for the first time.
Defeat the boss of level 3.5, [Aboleth], for the first time.
Play a radio/audio log. You find these throughout the levels – they look like walkie-talkies or tablets with an “E” over them. Stand next to one and press (E) to read the message. You can skip through it by pressing (E) repeatedly.
Find agent ID card #1, Erica Brynn, in level 1.0. It is after the second checkpoint through the first locked door you see.
Find agent ID card #2, Deedo, in level 2.0. It is right at the beginning of the level. Jump on the [Bulb Shooters] to reach the ledge.
Find agent ID card #3, Manrisa Nightcurse, in level 2.0. It is located before the second checkpoint. Run away from the boss until you see two [Screamers] next to each other, followed by two [Bulb Shooters]. Jumping on the second [Bulb Shooter] will get you up to the ledge, then head to the left to find the card.
Find agent ID card #4, Lilyetta, in level 3.0. It is found in the bunker after you power up the elevator. On floor B1 you will see a weeping plant monster holding a dead woman (pretty grim). The key is in the room to the right of them. You will need to find the green key to open the door.
Find agent ID card #5, Sizustar, in level 3.0. It is found in the bunker after you power up the elevator. It is inside a locked room on floor B3 next to the captured woman in a specimen tank. You will need to find the yellow key to open the door.
Find agent ID card #6, Felia, in level 2.5. It is found after the third checkpoint. Near the third telephone pole, jump on top of the crates.
Find agent ID card #7, Zone Tan, in level 1.5. It is found after the second checkpoint. From the start of this area, jump over the pit and go through the door. It is in the first door on the right. You will need the green key to open the locked door.
Find agent ID card #8, Arcon Derek, in level 2.5. It is found at the fifth checkpoint. Walk past the captured man and jump on the furniture to reach it on a high shelf.
Find agent ID card #9, Equinox, in level 3.5. When you reach the corridor with waist-high water, head to the right.
Find agent ID cards #1-9 in the v1.0 and v1.5 levels.
Find at least 53 unique citizen ID cards. They are small white and blue cards that are dropped randomly from defeated enemies at a low rate (stronger enemies seem to drop cards more frequently). When you pick up a card, it is not added to your inventory immediately – you have to be defeated by an enemy or make it to the next checkpoint before they are saved, so don’t return to the title screen if you are trying to save them. You can drop duplicate cards and you will not know if a card is new or a repeat until you check the gallery in the “ID Card Collection” section of the extras menu, so this can take a while to do. If you want to farm citizen ID cards, a great place to do this is on level 2.0 after the second checkpoint (the park area). You will encounter large numbers of relatively weak enemies that frequently respawn there. The corridor after the fifth checkpoint on level 4.0 is also full of enemies – they are more powerful so you have a better drop chance, but they are also harder to fight.
Use a cheat code. The cheat codes are unlocked by beating the game on any difficulty (though you can probably use them before that). More information on cheat codes in the “Credits” section.
Collect all gallery images included in v1.0 and v1.5. This includes gallery #1-18. All of these gallery entries are unlocked by being defeated by the different enemies you encounter. A more detailed guide is located under the “Gallery” section.
Clear all v1.0 and v1.5 levels on Very Easy difficulty. You are allowed to use cheats.
Clear all v1.0 and v1.5 levels on Normal difficulty. You are allowed to use cheats.
Clear all v1.0 and v1.5 levels on Hard difficulty. You are allowed to use cheats.
Found in level 2.5 after the first checkpoint before you go up the ladder. From the checkpoint, proceed through the area as normal until you reach the ladder, but do not go up. Just to the right of the ladder is a fuel can. Head all the way to the left and go through the door there, returning to the very beginning of the level. Press (E) next to the generator in this room to activate it, then head back to the right and go through the door. Continue to the right and go through the door, then walk to the left past the other generator and go through the door. The arcade machine in the center of the room will be powered on. Press (E) next to it to start the minigame and get the achievement. If you don’t want to play the minigame, just lose ASAP – you don’t have to do anything other than interact with the arcade machine to get the achievement.
Found at the very beginning of level 3.0 after the first checkpoint. Head to the right until you proceed to the second screen, then turn around to hear a roar (it is the same sound an [Imposter] makes – don’t worry, no enemies here). Head back to the left, returning to the first screen. Keep heading left. You should hear a kind of staticky noise, like a radio, that gets louder as you go further. You will reach a telephone pole with a body in a yellow hazmat suit next to it. Stand behind the pole, then crouch and stand up to start the minigame and get the achievement. Again, you don’t actually have to play the minigame if you don’t want to in order to get the achievement.
Complete achievements #1-39.
Achievements (#41-55)
Watch a [Licker] fuse with a [Creeper]. On level 4.0 you will encounter these enemies together in two places, the corridor after the fourth checkpoint and the corridor after the fifth checkpoint. It might happen by accident in the second location due to the chaos of the battle, but it is easier to do on purpose in the first location. Lead a [Licker] until it is above a [Creeper] and then use your ranged attack to shoot it. It will fall to the ground and then fuse with [Creeper] to form a [Centaur].
Release the Giant Female Zombie, or GFZ, from her cage. After the fifth checkpoint, head to the right in the direction of the humming. Use the switch to open the cage and let the GFZ out.
Witness the lovers’ reunion. After defeating [Legion] at the end of level 4.0, follow the GFZ out of the bunker. Continue following her to the left until she meets an old friend. Watch the scene unfold.
Watch the defeated one be comforted. After defeating [Legion] at the end of level 4.0 and witnessing the lovers’ reunion, head back to the right and enter the bunker again. Wait by what is left of [Legion] until a partner arrives to take his mind off things. Watch the scene unfold.
See the couple off on their honeymoon. After defeating [Legion] at the end of level 4.0, witnessing the lovers’ reunion, and seeing the defeated one receive comfort, follow the pair to the left out of the bunker. Keep following them to the left until you can’t anymore and they will ride off into the sunrise.
Learn of the children’s final fate inside the Childcare bunker. In level 5.0 after you collect all five agent ID cards, continue to the left from where you found card #14 to find the card reader. Press (E) to activate it and open the Childcare bunker. All the way to the left is an audio log describing the final days of the bunkers’ inhabitants. Press (E) next to the audio log and read the story to get the achievement.
Find agent ID card #10, Tenma Futageki, in level 5.0. It is located in the North Bunker on floor B3, behind a painting.
Find agent ID card #11, Butlerino Bob, in level 5.0. It is located in the North Bunker on floor B5. Head to the right until you find a large cluster of balloons – shoot them to find the card.
Find agent ID card #12, Alycia Tucker, in level 5.0. It is located in the North Bunker on floor B5. Head to the right until you find a large ball you can hit around – shoot it to find the card.
Find agent ID card #13, Althea Wren, in level 5.0. As soon as you enter the North Bunker, you will see a cuckoo clock to your right. Use your jump attack to hit the clock until the hands point to 12:00. The clock will open, revealing the card.
Find agent ID card #14, Musashi Masaru, in level 5.0. It is located right outside the Childcare bunker. In the North Bunker, go to floor B5 and go all the way to the right. Enter the door, then go to the left until you see a stuffed panda holding a gift. Hit it with a jump attack to open the present, revealing the card.
Find agent ID cards #10-14 in the v2.0 levels. They are all in level 5.0.
Defeat the second boss of level 4.0, [Legion], for the first time.
Successfully complete the chaingun turret action sequence in level 5.0. You will control a chaingun to hold off waves of enemies attacking the bunker. Using your mouse makes this a lot easier. The key to success is prioritizing the things that can hurt you (the [Spores] and explosives fired by the other enemies) while keeping an eye out for the small, bell-shaped enemies that throw black balls at you. They make it a lot harder to see if they hit you. Try to take out enemies as they show up so that you don’t get overwhelmed. You have unlimited ammo and the chaingun doesn’t overheat, so firing the whole time is not a problem.
“Defeat” the boss of level 5.0, [Giga-Treant], for the first time.
Gallery
Gallery entries are numbered left to right, top to bottom. Use to identify missing entries. In order to unlock gallery entries for being defeated by an enemy, you must choose “no” when asked if you want to restart from the last checkpoint. Gallery entries will be unlocked whether you are defeated by being captured by the given enemy, or by taking damage from any source they are responsible for creating, so enemies that use summons will share a gallery entry with their summon. Some entries have a second image, which you can access by opening the image and pressing (D) to toggle them. Page 4 is the story gallery, which contains cutscenes unlocked throughout the game.
#1: Be defeated by a [Walker].
#2: Be defeated by a [Blocker].
#3: Be defeated by a [Shambler].
#4: Be defeated by a [Leaper].
#5: Be defeated by a [Spiker].
#6: Be defeated by a [Seeder].
#7: Be defeated by a [Bloom] or [Polyp].
#8: Be defeated by a [Lasher].
#9: Be defeated by [The Hive], a [Tentacle Pod], or a [Spitter Pod].
#10: Be defeated by [Mr. Hand].
#11: Be defeated by [Crawling Chaos].
#12: Be defeated by a [Bulb] or [Bulb Shooter].
#13: Be defeated by [Gazer] or a [Hunter Tentacle].
#14: Be defeated by a [Hound].
#15: Be defeated by [Aboleth].
#16: Be defeated by an [Imposter].
#17: Be defeated by [Dandelion Head] or [Boomer].
#18: Be defeated by a [Spore].
#19: Be defeated by a [Licker].
#20: Be defeated by a [Creeper].
#21: Earn the achievement “Reunion”.
#22: Earn the achievement “Stop Crying”.
#23: Earn the achievement “Bye Bye!”.
#24: Be defeated by a [Centaur].
#25: Be defeated by [Legion].
#26: Be defeated during the turret scene in level 5.0.
#27: Earn the achievement “Big Sister is Here!”.
#28: Be defeated by [Giga-Treant].
#29: Defeat each boss once on any difficulty in “Boss Trial”.
#30: Start a new game.
#31: Defeat the boss of level 1.0 and progress to level 2.0.
#32: Defeat the boss of level 2.0 and progress to level 3.0.
#33: Activate the card reader in level 1.0 and progress to level 1.5.
#34: Defeat the boss of level 1.5 and progress to level 2.0.
#35: Encounter the boss of level 3.5.
#36: Defeat the boss of level 3.0 or 3.5 and proceed until you reach the credits.
#37: Encounter the boss of level 3.0.
#38: “Defeat” the boss of level 5.0.
#39: Defeat the boss of level 4.0 and progress to level 5.0.
#40: Begin level 4.0 for the first time.
H-Replay
The H-Replay gallery allows you to replay all of the in-game animations with Sumire and the various enemies. There are also additional galleries for each of the ally characters as well. There are three stages to unlock the H-replay gallery:
- Defeating the bosses of levels 1.0, 2.0, and 3.0 on any difficulty will unlock the v1.0 gallery, which includes all animations from enemies encountered in those three levels, plus the KFZ animation gallery.
- Defeating the bosses of levels 1.5, 2.5, and 3.5 on any difficulty will unlock the v1.5 gallery, which adds all animations from the new enemies encountered in those three levels to the Sumire and KFZ galleries, and also adds the AFZ gallery.
- Defeating the bosses of levels 4.0 and 5.0 on any difficulty will unlock the v2.0 gallery, which adds all animations from the new enemies encountered in those two levels to the Sumire, KFZ, and AFZ galleries, and also adds the GFZ gallery.
In addition to viewing the scenes, there are also additional options to increase/decrease the playback speed, zoom in, or make parts of the animation loop.
Credits
Takes you to a room where you can view the credits. The room is updated with more features as you complete additional content.
After you beat level 3.0 or 3.5 and reach the final safe room, you will unlock the option to visit the credits room. The credits will play on a movie screen (along with some of the in-game animations). The room also contains several large glow stick pickups, a KFZ container, and some interesting paintings on the wall. You can head to the right to exit when you are done.
After you beat level 5.0, you will unlock the option to visit the updated credits room. The credits will play on a movie screen along with updated animations from v2.0. The room contains everything in the previous version, along with some new toys. There is a large ammo pickup along with a few extra glow sticks, large balloons you can pop, and a bouncy ball you can hit around. The balloons and ball respawn if destroyed. There is also a new interesting painting on the wall.
Boss Trial
Boss Trial allows you to re-fight all of the bosses you have previously encountered. Your best time and least damage taken will be recorded for each boss at each difficulty level. By beating each boss once in this mode on any difficulty, you will unlock gallery #29. There are seven trials available:
- Level 1.0 boss – [The Hive]
- Level 2.0 boss – [Mr. Hand]
- Level 3.0 boss – [Crawling Chaos]
- Level 1.5 boss – [Gazer]
- Level 2.5 boss – [Dandelion Head] & [Boomer]
- Level 3.5 boss – [Aboleth]
- Level 4.0 bosses – [Hydra] & [Legion]
The level 4.0 bosses are separate fights fought one after the other, with your time and damage taken counted for both fights. The boss of level 5.0, [Giga-Treant], is not included in the boss trial.
Cheat Codes
The interesting paintings in the credits room are actually the cheat codes for the game. The cheat codes can be entered on the main title screen or while in-game (but not paused). All cheat codes start and end with (Num. Pad -). You can tell that it is working because you will see the text you are entering in the lower-left corner of the screen after you press (Num. Pad -), and when you enter the cheat by pressing it again you should hear a chime. The regular (-) key does not seem to bring up the cheat console – pressing the (!) seems to bring up the console as well, but I have not had success entering cheat codes that way. The cheat codes are:
Turns your mouse cursor into crosshairs. (Left Click) will shoot where you point and (Right Click) will throw an explosive grenade with a short cooldown. On the main screen it is kind of fun, but in-game it basically gives you unlimited destructive power to mow down enemies.
Allows you to freely manipulate your HP and to teleport. (Page Up) will increase your HP and (Page Down) decreases it. Note that this can mess you up if you are trying to die to specific enemies for gallery entries, as you may get a generic “Game Over” screen instead. To teleport, you press the number key associated with the level you want to teleport to. Pressing the same number again will jump you to the next checkpoint in that level. It loops, so if you are on the boss and teleport to the next checkpoint in the same level you will be at the beginning. When teleporting, you move to the new area in the same state you are currently in (i.e. your ammo, HP, etc. is unchanged). (1) is for level 1.0. (2) is for level 2.0. (3) is for level 3.0. (4) will take you to the ending (the area you reach after beating the boss of level 3.0 or 3.5). (5) is for level 1.5. (6) is for level 2.5. (7) is for level 3.5.
Has the exact same effect as -crocus- but adds the v2.0 content. (8) is for level 4.0 and (9) is for level 5.0.
Will restore your current SP, clothing, and fills up your ammo, molotovs, and glow sticks. Your appearance will not immediately change as if you had gained clothing, but it will count as if you are wearing it. The next time you take damage that would remove a piece of clothing, hold (S) to strip, or reach a checkpoint your appearance will correctly update.