Anthophobia Guide

Anthophobia Game Walkthrough for Anthophobia

Anthophobia Game Walkthrough

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 is a complete walkthrough of all the levels and boss fights in the game.

0.0. Tutorial

Enemies

[Walker], [Screamer]

New Gallery Entries

Gallery #1: [Walker]

Walkthrough

Checkpoint #1

Head to the right, jumping over the crates when prompted. Crouch and use your gun to destroy the explosive barrel and the barriers behind it. After waiting for the flames to die out, continue right, picking up the molotovs, and use one to destroy the next barrier, being careful to keep your distance. Continue right and press (E) to listen to the radio next to the SWAT officer’s body and unlock Achievement #21: Audio Log. Continue right, picking up the fuel can and using your gun to shoot the ceiling torch above the explosive barrel. Keep going to the right past the first door and go through the second one.

There is an active [Walker] in this room hanging from the ceiling. Defeat it with a jump attack and activate the generator by pressing (E). Continue right and jump up the crates, crouching to get through the tunnel and grab the white key. Return to the left and go through the door.

Go through the door you skipped earlier. Head right, crouching to get past the [Screamer]. Keep going right through the door to reach level 1.0 and earn Achievement #1: Step Into Shadow.

1.0. Apartment Building

Enemies

[Bulb], [Walker], [Seeder], [Shambler], [Screamer]

New Gallery Entries

Gallery #12: [Bulb], Gallery #6: [Seeder], Gallery #3: [Shambler], Gallery #9: [The Hive]

Agent Cards

Agent ID Card #1: Erica Brynn

Walkthrough

Checkpoint #1

You are in a long corridor. Head to the right past the [Walkers], defeating them or ignoring them. It is good to get in the habit of checking [Walkers] you see hanging from the ceiling by using a jump attack, as if you don’t they can drop on you or ambush you from behind. Keep going right and listen to the radio if you want. Jump over the debris and fall down the hole.

You are now in a room with red lights. Head to the left, fighting or avoiding the [Walkers]. Look for the dust falling from the ceiling and run past or bait the falling debris. Jump up the rock pile and continue left until you reach the next room.

There is more falling debris to avoid as you enter an apartment. Continue right and get the HP pickups and clothes if you need them. The white key is on top of the shelf, jump to get it. Continue right through the door, dealing with the [Walkers], then go through the door by pressing the (Up Key).

You enter a dark room. A [Bulb] will immediately attack you from above, avoid it. Continue right through the door to enter another corridor.

To the left is an explosive barrel – shoot it to destroy the barrier if you need more supplies. Head to the right and jump on the desk. Break the barrier, then use your gun to shoot the ceiling torch to the right to trigger an explosive barrel, breaking the barriers and defeating most of the [Walkers]. Continue right and go down the stairs.

Another, darker corridor. Look out for the debris as you head right and deal with the [Walkers]. Fall down the hole.

Checkpoint #2

Welcome to another long corridor. You are on a ledge with a couple of [Walkers] to the left and a [Bulb] that will attack you. This is also the first time you will find a KFZ. They are ally characters that will heal you, give you items, and distract enemies at the cost of not letting you wear clothes while they follow you. While a KFZ is following you, keep an eye on their lust meter next to their character icon (under your HP/SP bars). Whenever the meter is low the KFZ will capture you to restore your health – this depletes your SP and can trigger a [Screamer] if you are trying to sneak by, so be careful to keep the meter above empty while doing sensitive tasks. Open the container with (E) to gain a follower and Achievement #2: Oh, Hi?. You can let the KFZ deal with any [Bulb] enemies in this area to earn Achievement #3: Surprise! as well. Deal with the enemies here and continue left. You will pass a locked door that requires the white key – leave it alone for now. As you proceed left, you will encounter a [Bulb] pretending to be flowers on the wall and more [Walkers]. Avoid the [Screamer] by crouching as you continue further left. Near the end of the hall is a large group of enemies including [Walkers] on the ground and hanging, [Bulbs] on the walls, and your first [Seeder]. Dispatch the [Seeder] from a safe distance. Past the [Seeder] you will find the white key on the floor and a crack in the wall you can go through. Instead of continuing, head back right to the locked door you passed earlier.

Go through the door to find yourself in an apartment. Deal with the [Walker] in here and go through the first door to the left. There are two [Seeders] and two [Walkers] in here so be careful. Grab the red key to your left and return to the previous room. The second door to the left has three [Walkers] along with a few small recovery pickups if you need them. Continue left and open the door – the large plant monster is busy and will not attack (there is a [Bulb] in here though). Claim your items, the blue key, and Agent ID Card #1: Erica Brynn. You can also read the log if you want. Leave the apartment and return to the corridor, going all the way back to the left to enter the crack in the wall we skipped earlier.

More [Walkers] and a [Bulb] here. Continue right to find some deactivated generators and two [Seeders] on either side of a red ladder. Deal with them and go down the ladder.

Head left, dealing with the [Walker], to see a generator you can activate with a fuel can. Keep left to see two more doors. The second door has a [Shambler] and a couple of [Walkers] behind it. Open the second door and deal with them. In the room where they were you will find a molotov and the fuel can you needed. Head back to the generator and press (E) to activate it. Head left and go through the door we skipped.

To the left are two [Walkers] who are stuck in a wall. Go right to open a gate (be warned that the gate locks behind you, preventing backtracking) and aim up to shoot the ceiling torch, detonating the explosive barrel and clearing the barriers. Be careful as [Walkers] will start spawning to your left and there are as many as three [Seeders] to your right. Keep walking to the right to enter a new room.

Checkpoint #3

Get ready for a bit of a doozy. Zombies will immediately spawn from the left, including [Walkers] and up to two [Shamblers]. This is meant to encourage you to head right and not hang around. To the right is a KFZ container – open it if you want. Further right is another [Shambler] followed by two [Seeders]. Shoot the ceiling torch above them to handle the [Seeders] easily. Keep right passing more [Walkers] and another [Shambler]. There is an explosive barrel you can shoot to deal with a few enemies. Finally you will see a door – skip it and continue right. There are two more [Seeders] here with ceiling torches above – defeat them and claim the white key. Head left and go through the door we skipped.

You are in a new room. The door to the left is impassible. To the right is an elevator door that will take you to the level 1.0 boss, [The Hive]. Skip it for now and head right through the door to find a bunch of item pickups. At this point, you can go back to the left and enter the elevator to fight [The Hive] or continue right and use the card reader to watch a cutscene and proceed to level 1.5.

1.0. Boss: The Hive

Appearance: Round green body with a small head and multiple large arms.
Gallery/H-Scene?: Gallery only. Gallery entry is shared with [Tentacle Pods] and [Spitter Pods].
Notes: Attacks with its arms and summons [Tentacle Pods] and [Spitter Pods].

Stage 1

You will be in an elevator with [The Hive] above you. Two arms will be holding the corners of the elevator with its main body in the middle, out of reach. The main body will drop [Tentacle Pods], which have a long-range attack that can capture you. Use low kicks to easily defeat them and keep them from overwhelming you. [The Hive] will also attack you directly by lowering a big arm to either the left or right side – after a brief delay, the arm will hit about ⅔ of the area on that side. Retreat to the other side to avoid the attack. Use your ranged attack to hit the smaller arms that are holding onto the elevator (jump attacks work as well). When both of them are gone, the first stage is over.

Stage 2

[The Hive] will drop down, making the main body vulnerable. He will continue doing everything he did in the first stage, but will also grow two new arms on either side of the elevator. These will attack you if you move out of the middle of the elevator. In addition to [Tentacle Pods], he will also start summoning [Spitter Pods] as well. Focus on taking out the arms on the side first, as they make it difficult to target the boss (melee and ranged attacks work). Once you have destroyed at least one of them, you will be able to stand on that side and hit the main body with ranged attacks to defeat it. You can also skip the first step and just attack the main body with jump attacks, but you will take more damage and it is harder to deal with the summons. When he is defeated, you will unlock Achievement #15: Boss 1 Defeated!

After defeating [The Hive] you will be in a corridor. Head right and down the stairs to get some items. Continue right past all the carnage and step into the light to unlock a cutscene and proceed to level 2.0.

2.0. City

Enemies

[Walker], [Shambler], [Leaper], [Blocker], [Seeder], [Bloom], [Bulb Shooter], [Screamer], [Polyp]

New Gallery Entries

Gallery #2: [Blocker], Gallery #4: [Leaper], Gallery #7: [Bloom], Gallery #10: [Mr. Hand]

Agent Cards

Agent ID Card #2: Deedo
Agent ID Card #3: Manrisa Nightcurse

Walkthrough

Checkpoint #1

There is an easy way to get an achievement here. Go right enough to have the [Bulb Shooter] start shooting at you, but not enough to attract the [Walkers]. Hold (S) to strip until your clothes are gone, then wait until the [Bulb Shooter] defeats you to unlock Achievement #6: YOU DIED. Skip this step if you already had this achievement. Real walkthrough begins…now.

Go right, grabbing the molotovs, and jump on the first [Bulb Shooter] to get up to the ledge (and unlock Achievement #9: Springboard). Do not pause the game while on the ledge, as you will fall down. Continue right and jump on the second [Bulb Shooter] to get to another ledge to the right. Keep going right to find Agent ID Card #2: Deedo. Do a running jump off the ledge to the right and you will have managed to avoid most of the enemies, otherwise you have to fight through a large group of [Walkers] (that will now sometimes evolve into [Blockers]) and a [Shambler]. There is a [Bulb Shooter] in the middle of the street, kick or jump on it. Note that the mortars you encounter in this level do not do anything except temporarily make a little extra light. Continue right and crawl past the [Bloom]. Keep going right to reach the next area.

Starting in this area, you are in a chase sequence. The level boss, [Mr. Hand] will chase you and attack. He cannot capture you but moves a little faster than you walk, deals damage, and is invincible. When you enter a new screen you will have a short grace period – when you hear a loud crashing noise, that means [Mr. Hand] is chasing you. Try to move as quickly as possible before he spawns to get ahead of him. He is stopped by any obstacles he encounters and cannot reach you if you are high enough. Sometimes, if you are lucky, he just bugs out and will not spawn at all, making the following section a lot easier.

There is a [Seeder] in front of you. Continue right as fast as you can past the [Bulb Shooter] and get on the crates. To the right are several [Bulb Shooters] and a [Shambler]. Do a running jump to the right and land on a [Bulb Shooter], and try to bounce from one to another to avoid the enemies. You can also use a molotov to clear the [Shambler] and the first few, then jump down and continue right. You immediately run into two [Seeders], some [Walkers] and more [Bulb Shooters]. Use a molotov to take out the [Seeders] and deal with the other enemies or run past them. Keep going right, there is a large health pickup if you need it. Past a cluster of phone booths is another group of [Bulb Shooters] and [Walkers], run and jump on the [Bulb Shooters] to get past them. Continue right to the next area.

Run right as fast as you can to stay ahead of [Mr. Hand]. There is a [Shambler] right in front of some crates you can jump on. Listen to the radio if you want, then continue right, defeating a [Seeder]. As you keep going right you will hear a [Screamer], crawl past it. If you are far enough ahead of [Mr. Hand] you should get by fine. There is a final group of several [Walkers] and a [Leaper]. Continue right to the next area.

Head right as fast as you can. There are two [Screamers] next to each other, and you need to be ahead of [Mr. Hand] to get past them without him hitting you and summoning a horde. Keep going right to encounter two [Bulb Shooters]. Jump on one of them to get to the ledge above, then go to the left above the [Screamers]. Near where the staircase goes down you will see Agent ID Card #3: Manrisa Nightcurse. If you want to proceed to level 2.5, the card reader is on a large orange box right next to the [Bulb Shooter] you jumped on. Otherwise, continue to the right past it to the next area.

Run to the right until you see an explosive barrel. Shoot it to blow up the barrier behind it and keep running to the right. Eventually, you will see a door in the brick wall – head right through it to safety, ending the chase sequence.

Checkpoint #2

You are now in a park. It is a series of areas connected by paths, with the unique feature that when you return to an area you have visited previously, all the enemies will have respawned, but the items will not. While I am sure there is a fancy way to get to the end faster, here is the simplest way to do it – ignore every park entrance and just keep going right. Coincidentally, this is also one of the best places in the game to farm citizen ID cards for Achievement #32: Last Trace As A Human. Remember that for the cards you collect to count, you must reach a new checkpoint or be defeated before you return to the title screen.

Head right and open the KFZ container if you want. The park is full of large numbers of weaker enemies, so having a KFZ essentially gives you unlimited health, though dealing with her through such a long section can be annoying. Regardless of your decision, continue right to see a group of [Walkers]. One will mutate into a [Blocker] – they are vulnerable to low attacks but cannot be avoided unless you jump over them. There will also be a [Leaper]. Deal with them and continue to a park entrance you can enter. Ignore it and continue right to find more [Walkers] and a [Seeder], followed by a [Shambler], two [Leapers] and some more [Walkers]. Keep going past another park entrance to find another [Leaper]. You will find some molotovs by a wall with posters. Keep going right to find a [Shambler] and [Leaper]. Pass the telephones and go to the next area.

Head right past a park entrance to find another [Leaper]. You will find some more [Walkers] and another KFZ container. If you need a new one you can open it, otherwise keep going right. You will find a [Leaper] and another park entrance – ignore it and continue right, crawling past the [Screamer]. If you have a KFZ follower, make sure their meter is not low before you do this, or else they will capture you and trip the alarm. To the right is another group of [Walkers] and a [Leaper]. Keep going right to the next area.

A [Leaper] may attack you immediately. Keep going right to find some more [Walkers] and another KFZ container. Keep going right past three park entrances and another [Shambler]. As you continue right you will run into another [Leaper], a fourth park entrance, and a [Shambler]. Keep going right and pass the fifth and sixth park entrance and continue to the next area.

There should be a large health pickup if you need it. Keep going right to find a [Leaper] and some more [Walkers]. Keep going right and skip another park entrance to find another group of [Walkers] and a [Leaper]. Keep going right past a second park entrance to an area with bushes in the foreground. Crawl past the [Screamer] and keep going right past the food truck to find some items. Continue right to the next area.

Keep going right until you see a brick wall with a “silence” poster on it, indicating a [Bloom] is nearby. Keep going right until you see the [Bloom], then crawl past it. Continue right to the next area.

Checkpoint #3

If you still have a KFZ following you, they will sadly leave at this point. Go right and listen to the radio if you want, then keep going right. Eventually you will reach sandbags and some crates. Jump to climb over them. Grab any supplies you need and listen to the radio if you want, then continue right and enter the building.

2.0. Boss: Mr. Hand

Appearance: Large green humanoid made out of thumbs, with a face on the top thumb and a red thing next to its head. Body covered in a thing that looks like a hula skirt.
Gallery/H-Scene?: Both.
Notes: At the beginning of the fight, [Mr. Hand] is invulnerable and has two attacks. When you are far away, he will do a spin move and toss two landmines a long distance, one in each direction. The landmines explode if you stand on top of them. If he gets close to you, he will either spin to damage you or attempt to hit you with an arm. After his shield is destroyed and he changes in appearance, [Mr. Hand] loses the attacks from his first stage and gains several new ones. He will do a punch in one direction, followed by a whip attack. He will also bring his arms in and then release a blast to either side, dealing high damage. If you are out of his range he can either hop towards you, or jump up into the air and then fall straight down on you, capturing you. The capture move is incredibly hard to escape, especially if your SP is not full. His attacks can also remove multiple pieces of clothing at once.

Proceed to the right, noting any items for later. There is a large molotov pickup all the way to the right. Continue right to encounter the boss.

Stage #1

Keep your distance from [Mr. Hand] so that he will throw landmines. Jump over the landmines, baiting him to run into them himself. His melee attack is slow enough that you can run past him without getting hit. You can tell he got hit by the mine because he will roar. When he is hit by enough mines, his protective cover will fall off and all the mines will disappear.

Stage #2

[Mr. Hand] is much more dangerous in this form. While he will not throw landmines anymore, he will hit you for high damage, so keep your distance. In particular, look out for his explosion attack, which hurts a lot. He will pull his arms in and then flex before firing out a shockwave to either side. Avoid it by being out of range. He can hop towards you to get closer, and if you are too far away he will jump straight up and disappear. As soon as he does this, run to either side to dodge. If he lands on you it will hurt, and his capture move is very hard to escape. The way you damage him is by shooting him in the head with diagonal ranged attacks – you kind of want to aim a little above where you would think, as the red thing can block the shots otherwise. Be very careful while reloading, as doing it at the wrong time can prevent you from dodging his jump. Molotovs also work, though they do not seem to do a whole lot and don’t stun him. Note that small clothes pickups will sometimes fall from the ceiling in this stage, which helps. When he has taken enough damage, he will go boom, unlocking a cutscene, unlocking Achievement #16: Boss 2 Defeated and immediately starting level 3.0.

3.0. South Bunker (Part 1)

Enemies

[Walker], [Shambler], [Leaper], [Blocker], [Lasher], [Spiker], [Bloom], [Polyp], [Screamer], [Bulb], [Seeder]

New Gallery Entries

Gallery #5: [Spiker], Gallery #8: [Lasher], Gallery #11: [Crawling Chaos]

Agent Cards

Agent ID Card #4: Lilyetta
Agent ID Card #5: Sizustar

Walkthrough

Checkpoint #1

Go to the right, noting the dead scientist in a hazmat suit next to a telephone pole. Keep going right until you reach the next screen. When you get to the next screen, turn around to hear a roar (don’t worry, no [Imposter). Go left to the previous screen and return to the dead scientist we pointed out before, you should hear a sound like radio static that gets louder as you approach. Stand behind the telephone pole, then crouch and stand up to play a minigame and unlock [b]Achievement #39: Something Special 2[/b]. Continue to the right to the next screen, then continue right into the bunker.

Checkpoint #2

Go right, grabbing the fuel can from the shelf and noting the positions of any useful items (you will be back here in a moment fighting a horde of enemies) and the three gates. The grey ammo boxes with “C” on the side are ammo for the sentry guns you see that are currently deactivated. Go right to find a leaper and two [Walkers]. The second [Walker] may evolve into a [Lasher]. These are dangerous enemies that can instantly destroy all your clothes and capture you from a distance. Ideally you want to defeat them with ranged attacks while staying out of reach of their tongue attack. They can only move diagonally from floor to ceiling and can only use their tongue diagonally downwards while on the ceiling. Continue right to find a deactivated elevator and a generator.

When you activate the generator, the progress bar above the elevator will begin charging slowly. There are also identical progress bars next to each of the three gates you passed. When the bar is full, you will be able to escape in the elevator. However, enemies will begin spawning from the left and along the corridor when you activate the generator. Your best bet here is to use the sentry guns to help you and close the gates one at a time so that enemies only approach from one direction. Look out for [Blockers], as they will protect other enemies from the sentry guns. Shoot them in the legs to take them out or use molotovs. You can tell that a sentry gun is hitting a [Blocker] because of the sound it makes. Hanging out next to the sentry gun is a good idea, as that way most enemies will not get the drop on you.

When ready, go ahead and press (E) to activate the generator. Run all the way to the left-most of the three gates and activate the turret by pressing (E), unlocking Achievement #10: Best Reliable Buddy. Try to have turret ammo at all times so you can reload it (use only the turret ammo near the turret you are using, as it will be inaccessible later). Deal with the waves of [Walkers], [Shamblers], [Leapers], [Blockers], and [Lashers] that attack from the left, making sure to reload the sentry gun when it is empty and to kill any [Blockers] so that the sentry gun will keep doing damage. Use molotovs if you are getting overrun. When the progress bar is about ⅓ full, a red arrow will appear above the switch to the right of the first gate. Press (E) to close the gate.

Go right to activate the second turret, then repeat as more enemies spawn. [Blooms] will begin spawning as well in the second section – they are mildly annoying because the sentry gun has trouble hitting them. When the progress bar is about ⅔ full, a red arrow will appear above the switch to the right of the second gate. Press (E) to close the gate.

Go right to activate the third turret, then repeat as more enemies spawn. There is less sentry gun ammo in this last part, so try to bring one from the previous section if possible. When the progress bar is completely full and says “SYSTEM ONLINE”, a red arrow will appear above the switch to the right of the third gate. Press (E) to close the gate an unlock Achievement #14: Wise Decisions.

After the last gate is closed, you are safe (if you didn’t close the gate, you are likely drowning in enemies at this point). Head right and enter the elevator.

Checkpoint #3
Enjoy the elevator ride down.

3.0. South Bunker (Part 2)

Checkpoint #4

To the left are a bunch of supplies you probably need badly. When ready, head to the right. The first [Walker] always seems to evolve into a [Leaper] and then into a [Spiker], so it may be worth leaving him alone. Past it is a [Leaper]. Go right through the gate and continue to the next area.

To the right is an elevator – the sign above it indicates we are on floor B1. The map next to it will have a small red dot showing your current location, which can be helpful if you get lost. To the right is a very sad audio log you can read if you want and a door you need a green key to open. Head back to the elevator and go down to floor B2.

IMMEDIATELY crouch so that you do not wake up the two [Blooms]. Crawl right and press (E) to activate the sentry gun, destroying the [Blooms]. Be careful of any [Polyps] they leave behind. Further to the right is a door you need a blue key to open. Head left past the elevator and deal with the [Shambler] (you can lure it back to the sentry gun to do some damage if it has ammo left). There is also a KFZ container here – you may want to open it later. For now, go through the door next to the KFZ container.

There are three [Lashers] in this room. The best way to deal with them is to quickly run right, then use your ranged attack to handle them as they approach. Remember that if they are on the ceiling they can only attack diagonally, so hanging out under one is fine. Your attacks stun them a little as long as you keep attacking. There are two keys in here, a red key to the right and a blue key to the left. When you have both, go back through the door to the B2 corridor.

There isn’t much point in going further left right now. There are a lot of enemies and the only thing of note that way is the card reader to reach level 3.5, which you cannot currently use. I still recommend ignoring the KFZ container for now unless you badly need the health, as not being able to wear clothes makes [Lashers] much more dangerous (we still have to fight a few). Regardless of what you choose, head to the right past the elevator to open the door with the blue key. There are some supplies in here. If you jump on the counter you can reach some sentry gun ammo on top of the wall, though it doesn’t serve much purpose at this point. When ready, take the elevator to floor B3.

Go right and open the door to fight a [Shambler]. Grab the white key from the counter, then jump on the counter. The green key is on top of the wall, jump to reach it. Return to the elevator and head left. The first door requires the yellow key to open. Keep going left through a door to find a long room full of enemies, with [Walkers] hanging from the ceiling. You can use jump attacks on them to avoid being ambushed later. To the left is a [Seeder], and past that is a [Screamer] to crawl past. Continue left through the door to find more supplies, a KFZ container, and the yellow key. The enemies to the left cannot reach you, but a large number of enemies just spawned in the room to your right.

Head back to the right. When you get to the [Screamer], be very careful – a [Spiker] is just past her and will try to hit you, setting off the alarm. If you move slowly and shoot first, you may be able to defeat it first. The room is now full of [Walkers], [Blockers], and more [Spikers] – carefully navigate past them. Continue right and enter the locked door using the yellow key.

To the right is a [Bloom] and a [Seeder], as well as a [Walker] right near you. Make a temporary retreat to the left. To the far left are some supplies and a captured woman in a laboratory tank. Jump on the table near her and then jump to reach Agent ID Card #5: Sizustar. When ready, head right to fight the enemies – a molotov can be handy here if you have one. To the far right is a fuel can. Grab it and head back to the door. There is an audio log you can read to the left if you want. Regardless, go through the door back to the B3 corridor.

Return to the elevator and go to floor B4. To the right is a deactivated elevator you cannot currently use. To the left is a generator you can activate. Go ahead and press (E) next to it to turn it on. If you keep going to the left, you will find the boss of level 3.0, [Crawling Chaos]. Since there are still some goodies to grab, return to the elevator and enter it to go to floor B1.

Go right from the elevator and enter the door to find a photograph you can look at by pressing (E) and Agent ID Card #4: Lilyetta. Return to the elevator and go to floor B2. At this point, the paths diverge depending on where you want to go next, so consult the appropriate section below.

Completing Level 3.0

From floor B2, take the elevator again to floor B3, then again to floor B4. Go left through the first gate. Stock up on any supplies you need, then continue left through the second gate. Proceed to the left to see a cutscene and fight [Crawling Chaos].

Continuing to Level 3.5

On floor B2, head left. Go past the first door and crawl past the [Screamer]. Just past the [Screamer] is a large group of enemies, including a [Seeder], several [Walkers] that may evolve into [Blockers], two [Spikers], and several [Bulbs]. If you triggered the [Screamer] and had the extra sentry gun ammo from earlier, you can try luring some enemies over to it. Continue to the left to find some supplies and open the gate. If the gate does not open and you have turned on the generator, return the elevator and keep using it until you come back to floor B2, then try again. Press (E) next to the card reader to proceed to level 3.5.

3.0. Boss: Crawling Chaos

Appearance: Large crawling monster with a scorpion-like tail and a bunch of small white and pink arms around its mouth.
Gallery/H-Scene?: Both.
Notes: Crawls towards you slowly, chasing you to the left. If you get too close to it, it will draw its arm back and grab you after a short delay, destroying all your clothes and capturing you without the possibility of escape. He will hit the ground, damaging you if you are close and causing debris to fall from the ceiling.He will also summon small pink flowers that hover over you. After a brief delay, they will drop pink liquid on you, dealing no damage but destroying any clothes you are wearing and wiping out all your SP instantly. As his health depletes he gains new attacks and starts summoning the flowers faster:

  • He gains a stronger ground pound that will hit harder and summon a column of rock that can hurt you. You can tell a rock column will appear because of a rumbling sound, and they always appear on the far left.
  • He may crawl up to you quickly for a melee attack (he won’t grab you while doing this).
  • He will roar and then fire a laser at you for high damage that you can duck under.
  • He will start summoning blue flowers as well as the pink ones. The blue flowers shoot three drops of liquid. Getting hit by them deals no damage but greatly slows your movement, attacks, and reloading for a short time.

As his health gets lower, he will attack faster and may start doing attack combos, such as regular pound, stronger pound, laser.

Stage #1

Stay on the left side of the screen to avoid the melee attacks. Try to avoid getting hit by the liquid from the pink flowers, as losing your SP makes it harder to avoid the other attacks. Use any molotovs you have and keep shooting. You can use melee attacks as well, but it is riskier and less effective. Periodically you will find large green crates. You can break them open with melee attacks for items, including ammo, molotovs, and health pickups.

Stage #2

After [Crawling Chaos] gets to about 50% health, he gains a bunch of new attacks, turning this into a damage race. The blue flowers are nasty, as they greatly slow you and make it harder to dodge, attack, or even reload. When he pounds the ground and you hear a rumble, stay to the left but leave a little bit of distance to the edge of the screen. The pillar he summons will always be on the far left. It is possible to duck under the laser when he roars, but it requires really fast reactions. Alternatively, you could crawl the whole time to just never have to worry about that attack. It would make dodging other attacks harder, but you would still move faster than the boss. Keep attacking with everything you have. He will start attacking faster when he gets to 25% health, so try to take him out ASAP or you will probably be defeated. When his health is depleted, [Crawling Chaos] will go boom and you will unlock Achievement #17: Boss 3 Defeated!.

After defeating [Crawling Chaos], you will be in a hallway. Go right to grab a white key from next to a dead scientist, then run left to the next room. Go right through two gates and continue to the second elevator. Take it and enjoy the ride down to floor B5.

On floor B5, head left. Past the elevator is a gate. If you continue all the way left you will find an audio log from Dr. Harrison. Read it if you want, then return to the elevator. Ride it up to B4 and head to the right, reading the audio log from Dr. Harrison if you are so inclined. Walk into the light to unlock a cutscene and watch the credits roll. Continue to the right when you want to return to the title screen.

1.5. Skyway

Enemies

[Bulb], [Walker], [Seeder], [Shambler], [Bomb Pod], [Hound]

New Gallery Entries

Gallery #14: [Hound], Gallery #13: [Gazer]

Agent Cards

Agent ID Card #7: Zone Tan

Walkthrough

Checkpoint #1

Head right and fall in the pit to unlock Achievement #11: Ahhhhhhhhhhhh~~~~~. When you respawn, this time stop short of the edge and bait the falling rock. Do a running jump to get across – you have to jump at the very last second to make it. Listen to the radio if you want and continue through the door.

Checkpoint #2

Look out for the [Bomb Pod] up and to your right – either shoot it or bait it. As you proceed right, there is a pit (this one doesn’t kill you but takes you down one floor instead) with a [Seeder] and a [Walker] on the other side. Deal with them, then listen to the radio if desired. Jump across the pit and go through the door.

You will immediately be attacked by a [Hound] – jump over it and shoot it in the back. To the right is a [Shambler] and several [Walkers], and a [Seeder] at the very end – head left first. An Aggressive Female Zombie (or AFZ) will drop down from the ceiling and join you, unlocking Achievement #4: Unexpected Encounter. Follow her to the right, helping her deal with the enemies. The first door you pass requires a green key – we will come back later. The second door takes you to a small room with several [Walkers] and a [Bomb Pod] in the upper-right corner. Deal with them and grab the white key from the left side of the room. Return to the hallway and head left to get back to the first area.

This time, drop into the pit you jumped over earlier. To the left are some items you can come back for. Head right – you will be attacked by a [Hound]. Head through the first door you see to enter another hallway. To the right is a [Shambler] and a [Walkers]. Past them is the green key. Head left to find some molotovs underneath a [Bomb Pod]. Return to the door back to the main corridor.

Rather than backtracking now, continue right. You will see a deactivated elevator (this is the way out of this section). You can press (E) next to it to see a clue about how to complete this area. Deal with the [Seeder] just past the elevator. After that is another [Hound] and a few [Walkers]. Continue past the door that needs the red key to the door at the end of the hallway, and go in.

You are in a stairwell with four doors and are currently on floor 12 (F12). The right-most door requires the yellow key and leads to the generator that powers the elevator. Take the left-most door down to F11 and head right through the door to get the blue key. Return to F12. This time, take the right-most door you can access up to F13.

Another stairwell with four doors. The right-most door is inaccessible. Go through the right-most door you can access up to F14. Continue right through the door and jump on the rubble to get the fuel can. A [Bomb Pod] will drop on you from off-screen as you grab it – bait it if possible. Return to F13 via the door you came through.

Go through the middle accessible door to the F13 corridor. As you head left, two [Hounds] will attack. Continue left and go through the door, avoiding the [Bomb Pod].

In this new hallway there will be [Bomb Pods] to your left and right. There are some small items to the right. Head left and fight a [Shambler] and a few [Walkers]. Go through the door to the left to enter a small room with a [Walker], a [Bomb Pod], and the red key. Return to the last hallway and head further left. Shoot the explosive barrel to destroy the wall and head left through the opening. You are now back at the beginning of the area by the door that needed a green key. Go through the left-most of the two doors and immediately go through the door again to avoid a [Bomb Pod]. Go back through the door after you hear the explosion. To the left is another [Bomb Pod], some clothes, an audio log, and Agent ID Card #7: Zone Tan. Grab it and anything else you need, then head back through the door, then go left and through another door. Head left and drop into the pit.

Head to the right. Past the elevator is the door we skipped before, go in. To the left are some supplies. To the right are two [Bomb Pods] and a [Seeder]. Go through the right door to enter another room.

Immediately to your right is a [Seeder] – shoot the ceiling torch above it. To your left is another [Bomb Pod]. After dealing with them, head left and listen to the radio if you want. Crawl through the space under the wall and destroy the barrier. Keep going left, the monster does not attack. Grab the yellow key, then head back to the right, crawling under the wall, and go through the door. Go through the door to the left to return to the F12 corridor.

Head right and go through the door to reach the stairwell. Go through the right-most door – grab any supplies you need and press (E) to activate the generator. Head back left and return to the F12 corridor. Head left to the elevator and enter it.

Checkpoint #3

Enjoy the elevator ride down.

Checkpoint #4

Grab any supplies you need, then head to the left and go through the door. Head right down the stairs and enter a corridor with red lights. Keep going right through the door to enter the boss room.

1.5. Boss: Gazer

Appearance: Headless humanoid torso surrounded by smaller arms with eyes in the palm, and a large eye in the center of its chest.
Gallery/H-Scene?: Both. Gallery entry is shared with [Hunter Tentacles].
Notes: Is immobile but has a variety of attacks that can hit you at range:

  • The front arm summons [Hunter Tentacles] that can capture you. They are individually easy to defeat but can be difficult to avoid.
  • He will fire red blobs at you from his shoulder that deal damage – if you are not wearing clothes, they will deal no damage but stun you for a few seconds instead, potentially causing you to get hit by other attacks or captured.
  • Once the front arm is destroyed, he summons a mouth that will follow you along the floor, jumping up to deal damage if you stay still too long. As the battle continues, he will also gain a more powerful version of this attack with a wider range.
  • He will attach to the ceiling, creating a hanging plant that will drop more red blobs on you as it moves across the stage. Once it reaches the end, it will follow you and drop on you from above, capturing you.
  • The lights will temporarily go out, and he will summon the hanging plant from the ceiling and it extends to make a wall. The wall will then move towards you, dealing damage and pushing you away.

After going through the door you will end up in a basement room. To your right is a large ammo pickup and a lot of glow sticks. When ready, continue right to find the boss.

Stage 1

Quickly attack the front arm until it falls off, then clean up any remaining [Hunter Tentacles]. Destroying this arm will turn it into a mouth that follows you along the floor and attacks if you stand on top of it, but that is better than dealing with a constant stream of [Hunter Tentacles]. Note that [Gazer] will still summon [Hunter Tentacles] from time to time after the arm is destroyed, just much less frequently. Your overall goal for the battle is to keep hitting his many eyes while avoiding his attacks. The eye in his chest will frequently reopen and can be hit with ranged or jump attacks. Hands with eyes will also appear from the ceiling (use ranged attacks) and floor (melee attack). Keep moving from side to side to avoid the mouth and the large plant that drops on you from the ceiling. Staying closer to the boss is usually better as well, since if you get too far away the red blobs he shoots get faster. You can also hit the cannon on his shoulder that fires blobs to stop it temporarily, but it will regrow quickly. If you need it, there is a large health pickup to the right of [Gazer].

Stage 2

You can tell you are in the second phase when [Gazer] makes the lights go out. The large plant in the ceiling will drop down and move towards you. You can avoid damage by shooting it or hitting it with a molotov to make it retreat. In stage 2 [Gazer] also gets an upgrade to the floor attack, as the area it hits becomes wider. Keep avoiding attacks and hitting the eyes until his body explodes, showering the area with red blobs. If you still have clothes on, they will destroy them and wipe out almost your entire HP bar, so you are actually incentivized to have lost your clothing by the end of the fight. Hit the last eye to defeat [Gazer] and unlock Achievement #18: Boss 1B Defeated!.

After defeating [Gazer], head to the right and jump over the debris, collecting items as you go. Climb up the ladder to unlock a cutscene and proceed to level 2.0.

2.5. Forest

Enemies

[Walker], [Shambler], [Leaper], [Blocker], [Seeder], [Bulb], [Bulb Shooter], [Screamer], [Imposter], [Hound], [Spore]

New Gallery Entries

Gallery #16: [Imposter], Gallery #18: [Spore], Gallery #17: [Dandelion Head & Boomer]

Agent Cards

Agent ID Card #6: Felia
Agent ID Card #8: Arcon Derek

Walkthrough

Checkpoint #1

Go right, destroying the two barriers and continue past the first door. Go up the stairs to the right. The way left is blocked, so go right. Deal with the [Walker] and listen to the radio if you want, then grab the white key. Go back left and return to the previous area. Go left and into the door we skipped earlier.

Deal with a [Walker] then continue right through the door. Take out the [Walker], then shoot the explosive barrel to clear the barrier and some of the enemies on the other side. Climb over the rubble and go through the door. Go left and enter another door.

To the left is a [Seeder], several [Bulbs], and an arcade machine. Deal with them, then go left and grab the red key. Head back right to the previous room, then go through the door on the right. You should be back where you destroyed the wall. Go right and open the door.

Before you use the ladder, notice that there is a fuel can just to the right of the ladder. Grab it, then go all the way to the left and through the door, back to the start of the area. Go left and press (E) to activate the generator. With it activated, go right through the first door. Go right and enter the first door after the rubble, then go left and enter the door there. You should be where you found the red key earlier. The arcade machine is turned on now. Activate it with (E) to play a minigame and unlock Achievement #38: Something Special. When you are done keep heading right through doors until you reach the ladder again. Climb it to the next area.

Checkpoint #2

Head right to encounter a [Leaper], [Shambler], and [Seeder]. Continue right to the next area. Keep going right past the containers and destroyed tanks. Listen to the radio on the tank if you want, then keep going right to enter the next area.

Checkpoint #3

Welcome to hell. Throughout this linear area, you will have to fight a lot of difficult enemies, including the new [Imposter]. These enemies look like the trees in the background and blend in very well. They will only move when you are not looking at them and sneak close to you to deal high damage or capture you (their capture can be difficult to escape). Once they have hit you, they will gain a lot of health, stop trying to hide, and will use a long-range gas attack that depletes all your SP. It isn’t all bad though, as they are pretty easy to beat if you know the trick. When you hear their roar, that means one is hunting you. Turn to the left and right and listen for a kind of beeping sound. The sound indicates what direction they are coming from and will get louder as they approach. When they are close, you can defeat them in a single hit with a ranged or jump attack to the flower above their body unlocking Achievement #13: I SEE YOU. An [Imposter] that is hunting you will always be facing you and is a little more brightly colored than the ones in the background – also, if you look at their roots, they will be in front of the background objects. If you ever find yourself surrounded by [Imposters] with one on each side, throw a molotov, then look away from it. The [Imposter] will run into the flames and die, leaving you free to handle the other one. This section is hard, but patience is key when it comes to dealing with the [Imposters] here.

Go right past the captured woman and shoot the [Seeder], then read the audio log if you want. Go right past the first telephone pole to find a group of [Walkers] and a bunch of supplies. As you approach the supplies, a [Hound] will attack from the right – jump over it and shoot its back. You may want to retreat a bit first as there are two [Seeders] here as well. When you have dealt with them, continue past the second telephone pole to hear the roar of an [Imposter] (this one came from the left for me). Be careful, as a second [Imposter] will also come after you around this time (also from left for me).

Head right towards the third telephone pole to hear another [Imposter] approaching (came from the right for me). There are also two [Leapers] here that can attack you. Near the third telephone pole are some boxes, jump on them to reach Agent ID Card #6: Felia. Proceed past the third telephone pole, keeping an ear open for [Imposter] attacks. By the fourth telephone pole, a [Hound] will charge you. Proceed past the fourth telephone pole.

Deal with the [Walker] and continue right. Be careful to count the [Imposter] roars versus the number you actually kill and make sure to turn around every now and then. Sometimes, you will hear a roar but the [Imposter] will not make movement noises until you get closer. There is a [Screamer] next to the fifth telephone pole, crawl past it. Another [Imposter] will roar as you do. At this point I had them coming from both sides – use a molotov to handle one if this happens. Keep going right to find the sixth telephone pole and some more clothes, finally.

Continue right past the sixth telephone pole to hear another [Imposter]. Two [Hounds] will also charge as you approach the seventh telephone pole. Past that is a [Blocker] protecting a [Seeder]. Be careful, as being hypnotized with an [Imposter] around would be very bad. There are two [Leapers] by the eighth telephone pole; continue past it, remembering to check each side for [Imposters] if you hear a roar but haven’t seen one yet..

Just past the ninth telephone pole are two [Screamers] – expect two [Imposters] to attack as you try and crawl past them, one from each side. Try to move quickly to get far enough away from the [Screamers], then use a molotov to take out one of the [Imposters]. By the tenth telephone pole you should hear another [Imposter] coming from the left. After that one, you should be clear. Head right and destroy the two barriers to proceed to the next area.

Checkpoint #4

There are no [Imposters] here, just a lot of other enemies (yay!). As you head right you should see a [Spore]. They are individually pretty weak, but can be hard to hit, attack in large numbers, can clone themselves if they capture you, and are hard to hit with ranged attacks. To the right is a [Shambler] and [Walker], as well as a [Bulb Shooter] hiding in the grass – jump on it to reach a molotov. Next you will encounter another [Walker], two [Bulb Shooters], and a [Blocker], followed by some crates with four [Seeders] on them. Before you get hit by the pollen, crouch and shoot the explosive barrel to take them all out. Jump over the crates and continue right. To find more [Spores] and you first [Spore] nest. If you get close to them, they disperse into a group of five new [Spores]. Past them are two more [Bulb Shooters], a [Leaper], [Walkers], and more [Spores].

Keep going right to find a mortar, a [Blocker], and more [Spores]. After that is a [Walker] and another [Spore] nest. As you go further right you will find another [Spore] nest and a large number of [Spores]. Keep going right to find a [Seeder] as well. As the enemies in this section are (mostly) not threatening but great in number, you may want to start running past them if you can. The [Spores] in particular are easily avoided. You will find another [Spore] nest before you enter the next area.

Checkpoint #5

Go past the captured man and read the audio log if you want. Jump on the desk, then jump on top of the shelf where the large health pickup is. On a shelf above you is Agent ID Card #8: Arcon Derek, jump to reach it. When ready, continue through the door to the right.

2.5. Boss: Dandelion Head & Boomer

Dandelion Head

Appearance: Tall humanoid enemy with a dandelion for a head.
Gallery/H-Scene?: Gallery only. Gallery entry is shared with [Boomer].
Notes: Has his own life bar – both enemies must be defeated to win. [Dandelion Head] will mostly hit with melee attacks. He can slide towards you and hit you. He will also pull rocks from the ground and throw them at you, and he has a move where he will stand still and generate a shield for himself, damaging you if you are too close. After depleting his life bar, he will mutate after a short delay and heal his HP to full. In the new form, he is on all fours and will move from side to side attacking you with his tail. He will also shoot spit at you that bounces along the ground and hurts you. He is vulnerable to molotovs in this state.

Boomer

Appearance: Tall humanoid enemy covered in cotton balls.
Gallery/H-Scene?: Both. Gallery entry is shared with [Dandelion Head].
Notes: Has his own life bar – both enemies must be defeated to win. [Boomer] will mostly harass you at range. He does have a melee attack where he will lick you. He will fire cotton balls at you that turn orange and then explode. If you are closer he will glow orange and pull you closer to him before detonating his cotton balls for high damage. He will also squat, sticking his hand into the ground. You will hear a rumbling sound as the hand moves through the ground towards you. It will pop out underneath you, dealing damage and capturing you. The hand also releases poison clouds to either side when it pops out that can deal damage. After depleting his life bar, he will mutate after a short delay and heal his HP to full. In his new form, he is immobile and only has a ranged attack. He will shoot cotton balls straight up. An arrow on the top of the screen will follow you, showing where the cotton ball will land. [Boomer] is vulnerable to molotovs in this state.

Proceed to the right. When you see the tall humanoid with the helmet and red scarf and the music starts playing, the battle has begun.

Stage #1

You have an ally for this fight, namely Jake, the plant monster with the red scarf. You will not see his life bar, but your attacks will hurt him as well, so try to avoid shooting him. He cannot hit you at all and is a useful distraction against the enemies, though he will not contribute that much actual damage. For starters, go all out attacking [Dandelion Head]. You are going to take a lot of damage in this fight, but enemies will drop large health pickups when they are defeated, so it makes sense to take them out one at a time. [Dandelion Head] is first because he is fast and uses melee attacks, so fighting him without Jake running interference is not ideal. Just try to keep some distance and keep shooting, dodging the rocks he throws. If you hear rumbling from the ground, just make sure to keep moving. This is [Boomer] trying to grab you. After [Dandelion Head] transforms stay on the attack and grab the large health pickup if you need it. He is also vulnerable to molotovs now. [Dandelion Head]’s second stage attacks are very hard to avoid, so this is a damage race.

Stage #2

Once [Dandelion Head] goes down, you can go after [Boomer]. He is much easier as his attacks are mostly ranged and easy to dodge if you can focus on them. You can shoot the cotton balls he throws at you or just run away from them. When he tries to pull you in, run the opposite direction to resist. If he squats, just make sure not to stand still so he doesn’t grab you and keep shooting. After he goes down, reload and grab any items you need. In his second phase, you just need to keep an eye on the top of the screen and stay moving. A little red arrow shows where his cotton balls will drop and if it stays above you for a few seconds you will probably get hit. He is vulnerable to molotovs in this form as well. When he goes down the battle is over and you will unlock Achievement #19: Boss 2B Defeated!.

After the battle ends, walk to the right and listen to the audio log to learn more about your ally and honor his sacrifice. Continue to the right to see a cutscene (the same one you get for beating level 2.0) and immediately start level 3.0.

3.5. Flooded Corridors

Enemies

[Walker], [Seeder], [Shambler], [Leaper], [Blocker], [Spiker], [Lasher], [Bloom], [Polyp], [Spore], [Hound], [Bulb], [Bulb Shooter], [Bomb Pod], [Screamer]

New Gallery Entries

Gallery #15: [Aboleth]

Agent Cards

Agent ID Card #9: Equinox

Walkthrough

Checkpoint #1

Go left through two gates, and listen to the radio if you want. Go left to reach the next area.

Checkpoint #2

If you need molotovs, there are some all the way to the left against a locked door requiring a blue key. Go through the door to the cafeteria. Four [Bulbs] will attack you immediately, take them out. Go right through the gate, then crawl past the two [Blooms] to get the blue key. Go back to the left through the gate and into the first door to the shower room. Go left through the door and fight a [Leaper] and [Shambler]. There are two doors – go into the right one first.

Defeat the [Walker] and [Seeder] to the left, then deal with the [Bomb Pod] in the upper-left corner. To the far left is the white key, and the red key is on top of the lockers. When you have both, go back to the previous room, then enter the left shower room.

There is a [Blocker] to the left and a [Bomb Pod] above you. You can bait it and leave the room to avoid it. There are large health and ammo pickups to the left if you need them. Return to the previous area, then head right and enter the door to the cafeteria.

Go left and open the door, and prepare to fight a lot of enemies. A few [Walkers] and a [Shambler] come first. As you go left an Aggressive Female Zombie (AFZ) will spawn – be sure to let her help you out. Keep going to find a [Spiker], [Lasher], and even more [Walkers]. There are also [Bulbs] in here, making this one of the best places to unlock Achievement #5: Life is Painful (more info the the Extras section). Follow the AFZ through more enemies, including another [Spiker] and two [Hounds]. Eventually you will reach a door – go through that and a second door to find a small room with a [Leaper]. Defeat it and listen to the radio if you want. Jump on the desk, then jump to the shelf to reach the green key. Go left through the door.

Go right and grab whatever supplies you need before going through the door. Look out for [Bulb Shooters] on the floor (no secret areas here). As you enter the room another AFZ will spawn. Follow her right through a group of [Walkers], a [Seeder], a [Shambler], and a [Leaper]. There is also a [Bomb Pod] near the ceiling here. As you continue right you will see a [Spore] nest – deal with them or continue past. Remember that if the AFZ stops attacking you can either wait for her to recharge or press (E) to motivate her. Eventually you will encounter a door with a [Bomb Pod] over it – just past it are two [Hounds], a [Leaper] and more [Bulb Shooters]. Go through the door to find some supplies and an audio log you can read if you want. Return to the corridor and continue right past the [Screamer] to find a [Shambler], another [Spore] nest, a [Spiker], and a [Leaper]. Another AFZ spawns around this time, so stick with her to clear them out. Further on is another [Spiker]. Finally you will reach a door.

On the other side of the door is a [Screamer] with a [Bomb Pod] above it. There is basically no way to avoid triggering the [Screamer] unless your AFZ still has energy to take it out, so you might as well just trigger it yourself and avoid the explosion damage. Right past this is the door to the next area. If you need healing, there is a large health pickup to the right, protected by a [Spore] nest. If you are fast you can run past them without getting hit. Go through the door labeled “R – Area B2” to continue.

Don’t worry – the white liquid does not damage you, but slows you a lot. To the left is a [Seeder]. First, go right to find Agent ID Card #9: Equinox and unlock Achievement #31: Forgotten Heroes if you have collected Agent ID Cards #1-8 already. Go left and kill the [Seeder], then continue left down the corridor. When you can, stand on the furniture to avoid being slowed by the liquid. Listen to the radio if you want, then keep going further left. Eventually you will see a large ammo pickup – make sure to stock up. When you are ready, continue left and go through the door to see a cutscene and fight [Aboleth].

3.5. Boss: Aboleth

Appearance: Large frog-like fish monster with a large mouth.
Gallery/H-Scene?: Both.
Notes: Fights you in a water-filled arena with only a few boxes for you to stand on. Falling into the water will cause damage. His attacks are:

  • He jumps into the air over you twice, knocking you into the water if he hits you. After the second jump, he will burst out of the water underneath you, damaging and capturing you.
  • He will blow water bubbles that refill the arena’s water level. After this, he will swim across the stage twice, hitting you for damage.
  • He will summon barriers that prevent you from jumping to the next platform.

As [Aboleth] takes damage, he will gain new abilities.

  • Rather than jumping over you, his jumps will aim to land on you, knocking you into the water.
  • The water will bubble, with tentacles erupting forth after a short delay, dealing damage.
  • A tentacle will rapidly attack while traversing the level from right to left, dealing damage.

Stage #1

This battle is essentially an endurance match. The goal is to get the water level meter on the right side of the screen to fully deplete, and then attack the boss. The water level will gradually decrease over time, but the boss can refill it as well. Attacking the boss otherwise does not really accomplish anything – your only goal is to let the water drain and interrupt [Aboleth] when he tries to refill it. The stage itself makes this more difficult, as the damage you take falling into the water will add up, so timing your jumps is important. Note that there is a large health pickup on the far right, and a large ammo pickup on the far left. [Aboleth] starts out with several attack patterns. When you hear a bubbling noise and see large bubbles to your side, he will jump over you, knocking you into the water if he hits you. Standing still will usually make him miss. After he does this twice, you will see a big splash underneath you – quickly move to the side or jump to another platform to avoid him grabbing you. He will summon large tentacles that block you and your ranged attacks – hit them with a melee attack. Finally, when you hear a kind of snorting sound, [Aboleth] will be on one of the sides of the arena, spitting bubbles that are harmless to you but refill the water level. Quickly shoot him to make him stop. After you do this, he will swim along the bottom of the level twice – it is easier to jump over him if you jump towards him rather than straight up. Sometimes he will also interrupt this move to do a single jump. As the water level goes down, he will also start attacking you with tentacles – if you hear a bubbling noise and see bubbles, move away so they are not underneath you.

Stage #2

After the water level is reduced to about ⅔, [Aboleth] gains some new attacks and will start doing more things at once. For example, he might continue to attack you with tentacles while also blowing bubbles. His jump attack becomes more dangerous and harder to avoid, and his tentacle attacks will now have two new patterns. The first new pattern is where the bubbles will appear under you and follow you around as you move – keep moving to avoid it. The second new pattern is where a tentacle will rapidly attack while moving slowly towards you. Move away from it and it will stop. If you stay alive and keep interrupting [Aboleth] when he tries to refill the water, the water level meter will eventually bottom out. Wait until he comes up to spit bubbles again, then shoot him again to end it and unlock Achievement #20: Boss 3B Defeated!.

After defeating [Aboleth], you will be back in a corridor. Head left past two gates to enter a laboratory. Go right to grab a white key from next to a dead scientist, then return left to the previous room. Go right and continue to the second elevator. Take it and enjoy the ride down to floor B5.

On floor B5, head left. Past the elevator is a gate. If you continue all the way left you will find an audio log from Dr. Harrison. Read it if you want, then return to the elevator. Ride it up to B4 and head to the right, reading the audio log from Dr. Harrison if you are so inclined. Walk into the light to unlock a cutscene and watch the credits roll. Continue to the right when you want to return to the title screen.

4.0. West Bunker (Part 1)

Enemies

[Screamer], [Bulb], [Bulb Shooter], [Walker], [Shambler], [Blocker], [Leaper], [Spiker], [Seeder], [Bloom], [Polyp], [Hound], [Spore], [Bomb Pod], [Creeper], [Licker], [Centaur]

New Gallery Entries

Gallery #20: [Creeper], Gallery #19: [Licker], Gallery #24: [Centaur], Gallery #25: [Legion], Gallery #21: Reunion (achievement), Gallery #22: Stop Crying (achievement), Gallery #23: Bye Bye! (achievement)

Walkthrough

Checkpoint #1

Head right, reading the audio log and computer if you want. Go through the door. Head left past the audio log (you probably already heard it – it is the same one you find before the credits after beating level 3.0 or 3.5). Enter the elevator. Head right and enter another elevator. Head left past the generator and two gates to reach the next area.

Checkpoint #2

You are in a corridor in front of the south bunker. The corridor loops (representing a circle) – go right to reach the west bunker and enter the elevator.

Checkpoint #3

You are in another corridor on floor B4, head right past the gate. Here is your first [Creeper]. They will not react or attack you unless you jump while they are onscreen. They are invulnerable, but you can disable them briefly with your attacks. Do that first if you want to jump to get any of the goodies you see. Keep going right and crawl past the [Bloom]. There are two elevators – past them is a [Spiker] and [Walker]. Head into the right elevator down to floor B5.

Head left through the corridor and enter the door. Go right and crawl past the [Screamer] to encounter a [Seeder] and [Leaper] together. Past them is a white key. Return to the left past the [Screamer] and go back through the door. Head right and take the elevator back up to floor B4.

Head left and take the other elevator to floor B3. To the right is a locked door that requires the green key. Head left instead into the security office and deal with the [Spiker], [Hound], and [Seeder] you find there. Grab the red key and listen to the radio if you want. Head back right and take the elevator to floor B2.

A [Hound] attacks you immediately. To the right is a small room with a [Shambler] and a [Bloom]. If you can, try to crawl and lure the [Shambler] away so you don’t have to fight the [Bloom], otherwise just fight them both. Get the blue key from the room on the right afterwards. To the left is an unpowered generator and a closed gate that needs power. Head back to the elevator and take it to floor B1.

A [Spore] will attack you immediately. To the right is an impassable door. To the left is a [Creeper] and another [Spore]. Continue left through the corridor to find a [Spore] colony. After dealing with that, there is a door to a dark hallway ahead with several [Bulb Shooters] – be careful of any nearby [Creepers] when dealing with them. After taking the second door out of the small hallway, a [Bomb Pod] will drop on you. After that is another [Bulb Shooter] and [Creeper]. Behind them is a green key and fuel can. Now that you have what you need, head back right to the elevator. Take it back down to floor B4, then again to floor B3.

Head right on floor B3 to open the previously locked door and get some supplies. Return to the elevator and take it to floor B2. Head left and activate the generator and continue left through the gate down the long hallway. There is a [Bomb Pod] near the end. Head through the elevator to Observation & Research.

4.0. West Bunker (Part 2)

Checkpoint #4

In front of you is a long hallway full of enemies. Note that there are [Creepers] along most of the hallway, so jumping is dangerous unless you disable them first. After taking out a [Walker], continue right to find your first [Licker]. While easy to avoid, if they grab you with their tongue any nearby [Creepers] will attack. The best way to deal with them is to hit them with a jump attack when no [Creepers] are around – if you shoot a [Licker] it will fall to the ground, and if it runs into a [Creeper] they will combine into a [Centaur], unlocking Achievement #41: Wait, Really?. [Centaurs] are a pain to deal with, fast with a lot of HP and powerful attacks.

Past the first [Licker] is a [Creeper], [Shambler], [Walker], and another [Licker]. Deal with them and listen to the two radios for some backstory if you want. Continue right to run into another [Walker], a [Licker] and a [Spore]. Around this time you should hear the characteristic roar of everyone’s favorite enemy, an [Imposter]. The first one should approach from the left. They are much easier to handle on this level because they totally stand out. Defeat it before it hits you.

Keep going right to find another [Spore] and a [Creeper], and then the end of the hallway. Grab the large health pickup if you need it, being careful of the [Bomb Pod] above it. It may be possible to encounter more than one [Imposter] in this hallway, so just be aware and listen for their sounds. Go through the elevator.

Checkpoint #5

Head left and break the container from some items. The wall of vines is blocking you, but we are about to deal with that. Head right, grabbing the molotovs and filling up on ammo. When you are ready, press (E) next to the gate switch to open the cage and unlock Achievement #42: Caged Rabbit.

You will gain the Giant Female Zombie (GFZ) as a follower. She doesn’t really follow you so much as walks to the left, clearing the vine barriers for you. She will occasionally become immobile and spawn monsters that fight for you – they look like alligator heads that miniature versions of the GFZ pop out of. These allies will grab and instantly kill an enemy before disappearing themselves. The GFZ can be captured by some large enemies (specifically [Blooms], [Centaurs], and [Imposters]), requiring you to attack the enemy to free her – you can tell she is captured because her health bar will deplete (nothing seems to happen if it is depleted). The goal for the next section is essentially to escort the GFZ to the end of the corridor through a horde of enemies while staying alive yourself. Enemies will keep spawning, so just focus on keeping the GFZ free and escorting her rather than trying to defeat everything. Use molotovs if you need to and be careful of the combo of [Creepers] and [Hounds], as they are very annoying to fight together. Pretty much every time enemies spawn an [Imposter] will spawn as well; all of the [Imposters] that attack you will come from the right. There is no way to sneak through this one – use whatever you have to in order to survive. You will get more supplies in the next area.

Follow the GFZ left and watch her clear the first barrier for you, then take a short break to spawn a helper. Continue left and get ready, because a massive horde of enemies will spawn on either side of you after a delay. Don’t hesitate to use molotovs if you need to. Continue left when the GFZ starts moving to find a KFZ box and a [Bloom]. You can release the KFZ if you want – losing your clothes here is pretty dangerous, but she can be an effective way to disable some enemies, or let her capture you to heal up. The GFZ will get captured by the [Bloom] and another large group of enemies will spawn. There is an explosive barrel to the left you can use to take care of some of them. When you have freed the GFZ and handled the enemies, continue left.

You will see another explosive barrel and a sentry gun. Activate the sentry gun by pressing (E) and another group of enemies will spawn. Around this time an AFZ will also spawn – let her do her thing. Farther to the left is a [Bloom] (with some luck the AFZ takes care of it) and a [Centaur] may spawn. The GFZ will knock down another barrier and another enemy group will spawn. As you continue left, you will finally see the exit door. Another group of enemies spawns right before you reach it. All the way to the left is a large health pickup (you will probably need it at this point) – grab it and go through the door, the GFZ will follow you.

Checkpoint #6

There are some clothes to the left. Head right onto the large elevator platform with the GFZ. When ready, press (E) to activate the switch.

Checkpoint #7

As the elevator goes up, [Bomb Pods] will spawn. You can either avoid them, or you if you still have ammo you can stand all the way to the left of the elevator platform. Aiming up from that position will let you hit them before they drop on you. There are about four of them in total.

Checkpoint #8

Eventually you will be in a corridor with the GFZ standing next to you and the “boss room” sound will play. Go right to find a bunch of supplies. When ready, go left to find the first boss. Note that there is no save point between the boss fights, and there are no unique scenes or animations from the first boss, [Hydra].

4.0. Bosses: Hydra + Legion

Boss #1: Hydra

Appearance: Large body with two heads that look like feet; the front one has three red eyes, the rear one has brown antlers.
Gallery/H-Scene?: No.
Notes: The two heads have different attack patterns. The front head will shoot green bubbles at you that deal damage. These bubbles can be destroyed by attacks and can drop items. The rear head will create clouds of poison gas that turn your HP meter purple, causing it to deplete over time. The rear head will alternate between making gas clouds on the floor and near the ceiling. When the boss has taken enough damage, the rear head will fall off and will start to jump around the room, hitting you, while the main body recovers health. If you take too long to defeat the main body, the severed head will reattach. [Hydra] will also summon arms that reach up and will cause you to drop to the floor if you hit them.

Stage #1

Your biggest priority here is attacking the boss to overwhelm its regeneration and avoiding the poison clouds. Stand on the platform and press (E) next to the switch to raise yourself above the poison clouds. If you fall off, the switch on the floor will lower the platform. If the poison cloud is near the ceiling, stay on the floor instead. Do your best to avoid the green pellets – you can also destroy them with attacks to possibly drop items.

Stage #2

The rear head will fall off, stopping the poison attacks. However, the front head will start attacking more quickly and the severed rear head will occasionally bounce around the room, trying to hit you – you can knock it away with attacks. More problematic is that the body will start healing – keep hitting it to deal damage. If you take too long the rear head will reattach itself and the poison attacks will resume. It will also extend arms that will grab you and pull you to the floor if you are on the platform. You can hit them with melee attacks to make them retreat. Eventually [Hydra] will go down.

When the boss is defeated, continue to the left, picking up any items you need and get ready for a much easier fight.

Boss #2: Legion

Appearance: Large humanoid torso hanging from the ceiling.
Gallery/H-Scene?: Both.
Notes: Has a variety of different bodies that each launch different attacks. The main body will summon a large hand that moves along the floor and can capture you. It also makes long vines that will attack in vertical or diagonal lines and deal damage. The large mouth will occasionally make boulders that roll at you from the left. Another body that looks like an elephant will pop up on the left and shoot damaging green pellets at you. Finally, another body will appear on the right that slowly rises out of the ground – at maximum height, it begins spewing poison gas that will quickly fill the room, dealing damage over time.

Stage #1

There are a couple of notable item pickups here – on the left near the boss is a crate with infinite molotovs, on the right is a crate with infinite sentry gun ammo, and the middle of the room has a large ammo pickup. The only part of the enemy that takes damage is the main body on the far left, so the battle is basically about managing everything going on while avoiding attacks and damaging the boss. You want to keep the sentry gun loaded and periodically use a molotov on the body on the right side of the room to prevent it from breathing poison gas. You can also climb on the crates in the background to jump over the grabbing hand or the boulder (you can also shoot the hand). Shooting the body that fires the green pellets will make it go away faster (the sentry gun does a good job of this). Keep attacking the main body with ranged attacks, molotovs, and the sentry gun and it will go down pretty quickly unlocking Achievement #53: Boss 7 Defeated!.

After the boss explodes he will lie on the ground looking sad and the GFZ will approach. Follow her to the left to exit the bunker. Continue following her to the left to watch her meet a friend and unlock Achievement #43: Reunion. After watching the scene, head right to return to the bunker. Wait near the crying enemy until a friend shows up to comfort him, unlocking Achievement #44: Stop Crying. When they start moving, follow them to the left out of the bunker, then follow them all the way left until they leave the screen, unlocking Achievement #45: Bye Bye!. Head back right to the bunker and continue right to unlock a cutscene and immediately begin level 5.0.

5.0. North Bunker

New Gallery Entries

Gallery #28: [Giga-Treant], Gallery #26: Turret Scene Defeat, Gallery #27: Big Sister is Here! (achievement)

Agent Cards

Agent ID Card #10: Tenma Futageki
Agent ID Card #11: Butlerino Bob
Agent ID Card #12: Alycia Tucker
Agent ID Card #13: Althea Wren
Agent ID Card #14: Musashi Masaru

Walkthrough

Checkpoint #1

You will be in a hallway outside the south bunker entrance. Head right or left to reach the north bunker and enter the door. Note that the entire level is completely empty of enemies until the very end, so no need to worry about that. Save your ammo, as you will need it to get some collectibles and fight the final boss.

Checkpoint #2

You are in another hallway. To your right is a cuckoo clock on the wall. Use jump attacks to hit it until the hand points to the 12:00 position, revealing Agent ID Card #13: Althea Wren. Grab the card and continue right through the gate. Enter the B4 elevator.

You are on floor B3. Proceed to the left – before the gate is a small painting on top of a shelf. Hit it with a jump attack to reveal Agent ID Card #10: Tenma Futageki. Grab it and continue left through the gate. Read the audio log if you want and head through the second gate to see two elevators. The left one goes down, the right one goes up. For now, take the left elevator down to floor B4, then take it down again to floor B5.

Head to the right towards the decontamination room and go through the gate. Continue through a second gate and you will see a large blue and yellow ball next to a captured woman. Shoot the ball to find Agent ID Card #12: Alycia Tucker. Grab the card and continue right through another gate into the childcare area. You will see a large cluster of balloons – shoot the one in the center to drop Agent ID Card #11: Butlerino Bob. Grab it and continue to the end of the hall and go through the door.

Go left until you see a sad panda on top of a closet. Hit it with a jump attack to reveal Agent ID Card #14: Musashi Masaru and unlock Achievement #52: Wish Contained Treasure Chest. Read the audio log if you want and continue left to grab the security key on the floor. Press (E) next to the card reader to unlock the childcare bunker. All the way to the left is a radio – listen to it to hear the grim final story of the children here and unlock Achievement #46: Big Sister is Here!. Retrace your steps all the way to the B5 elevator. Take it down to B6, then back up to B3.

This time, use the right elevator on floor B3 to go up to floor B2. Head right through the gates and continue until you see the security lock on the wall. Press (E) next to it to unlock the elevator. Enter the elevator.

Checkpoint #3

Enjoy the peaceful elevator ride. You are now on the top floor. Continue right to find a large cache of items, so make sure you are stocked up on everything. Keep going right and proceed up the stairs.

Continue right down the hallway past the destroyed sentry guns until you reach a large, manually operated chaingun turret. Enter it by pressing (E) to continue.

Checkpoint #4

You will be at the turret’s controls looking out over a forest and have to defeat waves of incoming enemies. Using your mouse to control the turret makes things a lot easier. The gun has a brief spin-up time but unlimited ammo, so just never stop firing. The enemies you will face are:

  • [Spores] that will fly at you and deal damage if they get too close.
  • Large three-headed plant creatures. After a short delay, they will start firing red energy blasts at you. The blasts can be destroyed with your bullets before they reach you, but will slow down your firing rate for a while if they hit you.
  • Large fuzzy creatures that summon more [Spores].
  • Small enemies with that look like a bell and make a chiming sound when they appear. When they get close, they will launch small black balls at you that you can shoot down. If the balls hit you, your screen will darken, making it hard to see the other enemies.

There is a gallery entry for losing in this section, so you may want to do that once. In general, you want to focus on the closest enemies to you and take out the [Spores] and the enemies that summon more [Spores] first. Keep an eye on the trees, as many enemies will be just barely visible until they are suddenly in your face. Shooting down the little bell enemies is also important, as they can get you killed if you can’t see anything. Usually the lowest-priority enemies are the large ones that fire red blasts. You can shoot down their blasts easily and they take a lot of hits to kill. When you see a large, dark enemy appear on the screen, you have won and unlocked Achievement #54: Wave After Wave. No rest for the wicked though…

5.0. Boss: Giga-Treant

Appearance: Massive tree thing with a giant hand and creepy grasping vines.
Gallery/H-Scene?: Gallery only.
Notes: So big it doesn’t fit on the screen, [Giga-Treant] will chase you slowly to the left. As it does this, it will slowly raise its giant hand, destroying the ceiling and causing chunks of debris to fall that deal damage and instantly destroy all your clothing. After raising up all the way, the hand will drop, hitting the right half of the screen. If you are under there, you are instantly defeated. [Giga-Treant] will also extend grasping vines towards you. If they reach you, they will pull you towards the right so that [Giga-Treant] can hit you.

Stage #1

You are back in the corridor next to your destroyed turret. The game plan here is to stay as far to the left as you can and try to avoid the debris that falls (though avoiding it all is really hard). If you can stay alive long enough, you will win. The only things that hurt you here are the debris and when [Giga-Treant]’s hand drops, instantly defeating you if you are on the right half of the screen. Two vines will also extend slowly towards you. Wait until they are close, then shoot them to make them retreat. You want to wait until they are close so that you can conserve ammo and minimize reloading. You can also melee them, but if they grab you it is basically game over (it is possible to get free, but not easy). Molotovs work as well. Eventually, you will end up completely surrounded by a bunch of vines, and the screen fades to white, unlocking a cutscene and Achievement #55: End of Nightmare.

That is the game. Enjoy the final credits, as it will be a little different than it was the last time you were here. When you are done, head right to return to the title screen.

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