Buffy the vampire slayer game for ps2




















Sounds easy, huh? You'll get it eventually. Once on the other side, send Xander back to the magic shop. Now head back out the main street.

Head toward the big-rig, then turn left. Walk down the street then turn right into the alley. You'll notice a door, but it's locked. Pull or push the dumpster toward the door. Hop on the dumpster, then jump onto the fire escape. Go up the ladder. You'll see a door that hidden. Break down the boards and go through the door.

In this room, there's another room, but it's too dark to see in there now. Go into the elevator. The right side is down, the left, up. Not a lot on the first floor. You can break down the glass windows of the left room; there's a hellfire soaker in there. Now go back to the elevator and go down. Down in this vault room, head to the back room and pick up the medi-pak. There's also a flashlight in there too. Go back to the second level room. Equip the flashlight. In the center of the room, you'll find the bank vault code on a table.

Go back elevator, and go down two floors. Open the fault to find Faith. Simple enough. Go up to the first floor and exit through the door. On your way back to the shop, you'll run into Sid. Buffy mentions Hope's Dagger; seems Sid knows something about it. Apparently, it was forged from the first ray of light to hit the earth by Cassandra Rayne, an ancestor of Ethan. It seems that the First could not kill her, as the dagger made her immortal, but it was able to dismember her and scatter the parts all over the First's dimension.

Sid heard that the eyes are in the Sunnydale hospital morgue. The gang heads there. In this first room, keep the vamps off of Sid. Use the holy water, or throw them on the turned over chair. Break the chairs in the back for a stake, then let Sid lead the way. You'll reach a door that's blocked on the other side. Buffy will then get Sid up into the vent. Now you get to be the dummy but in a good way. Objective complete protecting Sid. Behind you, break the chairs for stakes.

Sid isn't very strong, so it'll take a while to take demons down. He has this running windmill punch which is very effective. The two doors on the left are unlocked, but it's not necessary to check them out. There are two oxygen tanks sitting in front of the fire.

Push them into the flames to open the door and let Buffy through. Objective complete clear blockage. Now with Buffy, go meet up with Sid. Outside, you'll part ways with Sid. Pick up a shovel near the entrance to the other building, and some stakes if you need them. The doors to the building are locked. Turn around and you'll see a ladder. Get on the roof. Pick up the cross bow if you want. Then stomp on the glass windows or shoot them and go in. Vamps will drop in from above.

Dispose of them or run. In the main hallway, a security guard vamp will drop a key card when you dust him. Go down the hall and use the key card to open the elevator.

Go up. Now go through the first door on the left. All the others are locked. Go through the door in the back. A little cut scene will show you the way. Behind you, jump up and grab on the wall. Head left and make sure you go far enough so you don't end up back on the first floor. Walk to the open window and jump in. Go down the hall and open the double doors. You'll need to use the palm scanner to open the door.

But first you'll need a palm. Go into the room on the right. There's a water soaker to pick up. Go to the screen and raise it up. In the next room is a dead guy; take his hand.

Go back to the double doors and use the hand to open it. To the left, go through the door. The next one is the fire exit, but you need to set off the alarm to open it. Go back into the main hall and head toward where you entered. In the back near the double doors is a fire alarm. Kick it. Now go back and head through the door. Out here, jump on the box deal and up to the next level. Try not to get thrown off. Don't worry, there's a ladder down there.

To the left are two crate, and the ladder is on your right. There's a door right when you get up to the top; it's hidden in the shadows. Go in. In the next room, go left and you'll see that the elevator is broken. Break the cables for a ride down. You'll meet up with Sid for another body guard mission. Follow Sid until you can't go any further. Buffy will throw him up to the vent and you'll control him again.

At the end of the hall, you'll see the door is block off by a bunch of junk. There's a room on the right you can enter.

Jump out the open window and turn right to another open room. There's a hammer in there. Pick it up. Go through the door and back into the main hall. Use the hammer to break down the boards on the door on the left. There's a gas canister in there. Use it near the fire to burn down the obstruction. Press R2 and Square to use it as a flame thrower. Go down the hallway and to the back door to let Buffy through.

Sid says he found a shortcut, so he goes thataway, and you go thisaway. Use the palm on the palm scanner to get through the door. Go down the stairs and through the double doors. In the next room, go through another set of double doors and into the morgue. While Sid searches through the files, kill all the zombies and make sure Sid stays alive. Eventually, he'll point out the eyes on a shelf.

Pick them up the complete the objective. Then follow Sid into the next room. The rest of the gang is there. Willow tries to see if she can feel any power from it, but nada. She hands them over to Ethan, and something comes over him -- he freezes. The First makes an appearance, giving a stern warning to the Scoobs. Apparently, the contest is on. The five jump into the portal, and Sid and Ethan are left in the hospital.

It seems the contest has begun. Seems Xander is on his own this time. Outside the campus, beat up some zombies and some vamps it seems like almost all the vamps here are female. Anyway, pick up some stakes around here and the shovel in the top left corner. On the right side, break down the boards to get through the window.

Also, remember that there's a pentagram out here. Now go inside. Inside this room, pick up the flashlight and have a look-see. There's also a "cryptic message" -- "the secret to the demon is hidden in the darkness. Don't use the shovel, as it takes forever to swing the thing at them. Just stomp on them or punch them unarmed. Now head out the door and into the hallway. Go across the hall and into Snyder's old office. Pick up the dictaphone on the desk and the medi-pak in the corner.

You'll notice a safe on the right wall next to the bookshelf, but it's lock. Go out back to the hallway. Down the hall, you'll notice a door blocked by vines and another to the left. On the left wall at the corner, there's an intercom. Someone will tell you that you need a password to get by the hall monitor the scary plant things. On the right is a computer room.

Remember that. Now go upstairs. Once upstairs, head right. The last door on the right is open, but it's pitch black in there. Go through the double doors. The first door on the left goes into the computer lab. There's a medi-pak in here and another computer you'll be able to use later. Go back to the hallway. Go down the hall and turn left. On the right side, there's an open door; go in the room to pick up the UV flashlight. If you drop down the hole, there's a medi-pak and two hellfires.

Go back out down the hall and make a left. Now head back to the first room you entered when you got upstairs the completely dark room. Use the UV flashlight and you'll see the password on the chalkboard. Now go back downstairs to the intercom, but of course, Xander can't say the damn password. Head to the computer room across from it.

Go to the working computer, and you'll use the dictaphone to record the password. Go back to the intercom and you'll gain access through those two doors. The doors behind you are locked from the other side, so go for the doors on the left. In the next room, you'll notice a force-field blocking the way. Turn around and go into the costume room on the right. You'll find a magic hat. The goal is to pull out bunnies Anyanka's weakness and have them sit on the five pentagrams spread around the campus.

The first one in is in the same room you're in. Now go out the hall and through the double doors. In the next room, a werewolf will pop out through the doors that were locked. Kill it, and now you can go through those doors. In the next hall, go left and into the first room. On the first desk you see, there's a computer disk. In the back of the room is a Murgoth weapon. In the opposite side of the room is the yellow liquid.

Go back out into the hall, then go through the double door into the library. You'll notice another pentagram behind the book cage, but it's locked. Behind the counter is a room with a few supplies to pick up. Now find your way back, and go back upstairs to the computer lab.

Use the disk to get Snyder's safe code. Go back to his office, open the safe, and get the key to the book cage. Now head back to the library and work your bunny magic. NOTE: If you remembered the pentagram outside, you can't quite use a bunny there yet.

Now exit the library and head straight through the double doors. Turn left here to get the force-field, but for now, turn right and head outside. First go straight to another set of double doors.

Inside, go through the first door on the right. Go straight again through the door. In this room, pick up fumigation bombs on the desk in the back.

Now head back out and go down into the basement on the right. Head left to the back of the room and you'll notice a pentagram. If you try and use a bunny, it will run into a little hole in the wall. There's a valve on the right that will turn on steam to block the opening. Now use your bunny. No go back up and outside. In the main quad, you'll see a fountain with green liquid. Mix it with the yellow, and you'll have ammo for the Murgoth gun.

Use the gun to stock up on ammo. The two sets of double doors out here are locked, so don't waste your time. Now head up the stairs and you'll see double doors block by a Murgoth demon the scary plant thing.

Use the gun the kill it. Go through the doors and in this room, go into the English room. Here's the fourth pentagram. Now go back outside and across the way is another set of double doors that leads to the upper level of the main campus.

Head downstairs and outside to the final pentagram. If you try and use a bunny, a bakemono will come out and eat it. Use a fumigation bomb on the hole and kill the little imp when it runs out. Then use a bunny. Now head back to the to where the force-field was and you can enter the gym. Here, you'll face your first boss battle against Anyanka. There are five pentagrams here as well.

You can't hit her when she's in the air, so place bunnies on the pentagrams. She'll lose her magic and you can beat her up on the ground a hellfire works nicely.

Two bakemono, one on each side, will come out each time to eat your bunnies. Kill them and replace any bunnies they got. Be careful of her projectile attacks when she's flying around. Repeat until you kill Anyanka. Kakistos makes himself known, but of course, runs and hides for now. Pick up some stakes behind you or behind the truck. The shack in front of you is where you want to go, but it's locked right now.

Kill all the demons that come after you, and soon, a vamp will come out of the shack, unlocking the door. Don't fall off the cliff or it's game over. Open the door to get a medi-pak. Behind the rocks, pick up a medi-pak. There are a bunch of medi-paks in this level, and for good reason.

Now head to the shack. Behind it are some goodies you can pick up. Go inside the front door and move the bookcase. Break down the wall and you'll head down a tunnel. Head down the tunnel. To the left is a dead end that you'll return to later. For now, turn right. There's a door on the left side. Inside this room, pick up some dynamite in a box on the floor.

Now go back to the tunnel and continue down the path. You'll see an elevator, but it's out of order. To the left, there are two barrels that can be released by the switch. Push both of them under the elevator. Now head back to the dead end and inspect it. Faith will use the dynamite to blow up the wall, allowing a flood of water to pass through and ultimately raise the elevator.

On the next level, head straight down the tunnel and through the door on the left. Pick up more dynamite in here. Head back out and go straight or turn right at the T and in the door on the left. On the next level, you'll notice a door with water leaking out of it. You can't go in there just yet because it's flooded. Go down one more level. Inside the room, inspect the support in the middle and Faith will use the dynamite to blow it up, allowing the water from the room above to drain.

Now go back upstairs and into the room. Go out the door, turn right and head outside. Cross the bridge and go through the door.

Go down the tunnel. Take the right path and you'll come to a locked door. You'll need some kind of emblem to open it. Turn around and turn left to go through the double doors. In this room, head left and up the stairs. Follow the tunnel all the way down and turn right. You'll see a cart; on the right side of it is a switch to release it.

There is a set of steps you can go up. Pick up a medi-pak at the very top. Now head back to the main room. Go to the coal chamber and turn the handle to fill it with coal. Get one of the torches and throw it in. Now go to the cart and turn it over. At the lower level, you'll see two blocks of who knows what; the second contains the emblem you need to open the door.

Go back to that door and open it. You completed an objective that wasn't in your objective book. How sweet. Head up the stairs and you reach a ladder. Climb up and you end up inside the quarry house. Head out of the room and into the main hallway.

Go down the hallway and take the right path. Go through the door at the end of the hall. You'll see that the floorboards are weak, but you need more weight to break them. Head upstairs.

Go inside the back room. In the room, there's a woman. You don't really have to save her as there's it won't be game over if she dies. But if you do save her, she'll give up 2 holy waters. On the desk, pick up a lighter. Go back downstairs. At the bottom of the stairs, go into to the room on the left. Use the lighter to start a fire in the fireplace. Go back to the upstairs room. You'll notice smoke leaking out of the mantle.

Inspect it to open a secret door. Walk through the attic and into another room. Behind a bookcase is a wrench. Pick up then use it in the middle of the room to remove a screw. A chandelier will fall and break through the floor below.

Go down to that room. Go down the hole and head down the only path there is. Pick up the medi-paks if you can, you will need them. In the next room, you'll see Kakistos. Get ready for a fight. The opening behind you closes, so you better have picked up those medi-paks.

There are three orbs like the one in the cemetery. If you attack Kakistos, they will revive him, so kill off his spells first. Keep on the move and focus on hitting the orbs when you can. Beware of the hellfires Kakistos throws. Once you get rid of the orbs, Kakistos is no problem. Beat him up good, then dust him. Just his luck, he ended up in his most favorite place: The Initiative. Head out of the elevator and then through the doors into the next room.

You'll fight some walking dead; just beat them up till they die. Sometimes, they might carry a bomb which they'll either throw or drop when they die. Watch out for that. Get up to the top, and then left behind the fence. Pick up the hellfire ammo. Jump up to grab on to the ledge. Head left until you're in the fenced area. Pick up the hellfire soaker.

Now head through the door in the back. Go down the stairs, and you'll see some demons come out the door on the right. After you kill them, go into that room. Use the computer in there to unlock the big door.

There are also medi-paks in the blue lockers on both sides of the room. Now go through the big doors. In this next room, you'll encounter some weird monsters that will be pains in your behind.

Stake them to kill them, then go through the doors on the left. There's another set of doors all the way down the hall, but you'll have to find a way to unlock them first. Go down the next hallway. You'll watch a cut scene where Spike sets off an alarm by walking through a laser. Remember, if you set off the alarm, the cyborgs will get you.

If you fight any cyborgs, it's game over. So go into the next room. You'll see that the room is pretty much covered with lasers, so you'll have to jump over them. To the right is an air tank.

Punch it to release smoke so you can see the lasers. You don't really have to do this, but it helps out a lot. Now head for the door on the right. Use the computer to unlock the doors I mentioned earlier. Head back there, and remember not to set off any alarms on the way out.

In the next part, go all the way down the stairs; all the doors are locked right now. Go through the door at the bottom and you'll end up in the hangar. To the left, is a jeep -- remember that. Head for the door straight ahead. Go right when you get to the next room. In this little area, there are lockers to the right; bust them open for a medi-pak. No go through the open fence door and head up the stairs.

You'll be on the upper part of the hanger. An excellent, well-put-together action adventure game that most fans of the genre should be able to enjoy and any Buffy the Vampire Slayer fan will love. Firing Squad. For all Buffy worshippers, Chaos Bleeds should be on your must-play list. Games Radar. This no-nonsense beat-'em-up based adventure will be fairly meaningless to non-believers but it's a tasty treat for Buffy fans.

Electronic Gaming Monthly. Like a mediocre Buffy episode: Decent plot, predictable Scooby-gang hijinks, and lots of fighting action and bad vampire puns It also throws in All this publication's reviews. A shocking game; a turgid stinking pool of primordial ooze that would take millions of years to evolve into something that is worth using as a doorstop, let alone playing. User Reviews. Write a Review. Positive: 19 out of Mixed: 3 out of Negative: 1 out of I want to buy this game now after finding out so much about it..

It's just great in everyway. Don't let pointless glitches stop you from having fun! Yeah baby! GBP 9. GBP 7. Seller's other items.

Sell one like this. Related sponsored items. Showing Slide 1 of 2. Seller Last one Last one Last one. Similar sponsored items. Free shipping Free shipping Free shipping. Seller assumes all responsibility for this listing. Item specifics. Good: An item in used but good condition. May have minor damage to jewel case including scuffs or Read more about the condition Good: An item in used but good condition.

May have minor damage to jewel case including scuffs or cracks, or to the item cover including scuffs, scratches, or cracks.



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