SPAWN ---------------------------------------------------------------------------- Spawn Walkthrough For Super Nintendo Entertainment System Written by DeathChicken Sept 3, 2003 ---------------------------------------------------------------------------- 1.0 - TABLE OF CONTENTS ---------------------------------------------------------------------------- 1.0 - Table of Contents 1.1 - Version 1.2 - Controls 1.3 - Moves 1.4 - The Goons 2.0 - Walkthrough 3.0 - Passwords 4.0 - Credits 5.0 - Legal Stuff ---------------------------------------------------------------------------- 1.1 - VERSION ---------------------------------------------------------------------------- Version 1.0 ---------------------------------------------------------------------------- 1.2 - CONTROLS ---------------------------------------------------------------------------- Controls: Up - Nothing Right - Moves right Left - Moves left Down - Ducks X - Heavy punch Y - Heavy kick A - Light kick B - Jump/Glide L - Light punch R - Block ---------------------------------------------------------------------------- 1.3 - MOVES ---------------------------------------------------------------------------- Refer to Shiryu's excellent Move FAQ for general....er, moves. As for Spawn's special abilities, each drains a specific amount of points from him, and of course once your points are all gone, it's game over for you. The stronger the move, the more points you drop off your counter. Dying and continuing also takes off a sizeable chunk, so it's in your best interests not to do so too often. Towards the end of the game, you'll be needing a large amount of points to survive, so I'd recommend saving them until that point, if at all possible..... Heal - Hold Block, press Up, then press Down and release Block at the same time Fire Blast - Hold Block, press Down, Down-Right, Right and Punch (standard Ryu fireball motion). Throws a small fireball in a straight line Burning Fist - Hold Block, then press Left, Right and Punch. Spawn winds up and throws a HIGHLY damaging short range punch Tinkerbell - Hold Down, then press Block and any Kick at the same time. A homing star emerges, following nearby enemies. Detonate the star with any button Full Force Blast - Hold Block, then press down, down-left, left and punch. Four fireballs that mildly track your enemies Fire Storm - Hold Block, then press Left, Down-Left, Down, Down-Right, Right and Kick. Engulfs you in fire and shoots you straight upward. Very useful for moving yourself up to high ledges Searing Fist Blast - Hold Block, then press Right, Right-Up, Up, Left-Up, Left and Punch. Damages all enemies on the screen Teleportation - Hold Block, press Up, roll the control pad in a counterclockwise circle back to Up, Kick. Turns you into a floating, invincible Spawn emblem for a short period. Also automatically kicks in when you fall off a bottomless pit ---------------------------------------------------------------------------- 1.4 - THE GOONS ---------------------------------------------------------------------------- All names either made up by me, or taken from the comics.... Generic Goon A - Runs up and feebly punches at you. Kill however you see fit Generic Goon B - Runs up and feebly tries to kick you in the shin. Kill however you see fit Pipe Wielder - Slightly more trouble, they wield pipes (duh). A Screw Kick wipes them out easily enough Molotov Goon - Sits in windows chucking flames, then ducking out of sight. Hang out in their blind spot directly beneath them, jump straight up and kick Pistol Goon - Kneels and fires a pistol at you in a slow rhythm. Wait for a break, hop the bullets and nail him Machine Gun Goon - Stands and fires a machine gun in three shot bursts. Hop and demolish with a Screw Kick or two Knife Goon - Just like the Pipe Wielders, but slightly faster and with army knives. Same tactics apply Overtkill - Has a rather speedy charge, standard punches to the midsection, and a flying Captain Kirk gong hit. Second form, able to shoot his hand off in your general direction and make it return to him. All are easily avoided, falls quick victim to the Screw Kick Sniper - From somewhere in the foreground, he aims a cursor at you which locks on, then goes boom. Your only option is to jump clear Redeemer - Telekinetically bombards you with mannequins, heals himself if you more than halfway kill him during it. Once that's over with, stops moving to blast you with a very large and quite nasty eye beam. Once that's over with, alternates the eye beams with a dashing flame saber, a rising flame uppercut, a ripoff of YOUR Full Force Blast (grr), and standard punches and kicks Spike Drones - Floating robots with spikes on the top. Invincible Wall Gunner: Robot that creeps along walls, firing at you Guards: Heavily armored pests with guns that patrol the insane asylum. I'd just avoid them Floor Gunner: Small, turtle like robot that sprays bullets in all directions. Avoid if you can, Screw Kick if you must Violator: Charges straight at you, breathes fire up and down for a short distance, leaps at you, takes a bite out of you with his big teeth Red Demon: The Generic Goons of the underworld. Don't do much of anything, besides an occasional stab with their arms and leaping upon you..... Blue Demon: More dangerous, they've stolen your slide kick and use it quite often, as well as leap upon you Flame Birds: They're birds, and they're made of flame, which they shoot at you Flame Pillar: Creep along the ground and pop up to burn you. A Slide Kick takes them out nicely Flame Demon: A big flaming head, with tiny hands. Uses them to throw balls of flame at you Spider: Don't try to take them while they're in the air. Back off, wait for them to drop, Slide Kick them to death Snake Woman: They attempt to beat you with their tails, and charge you with fangs extended Fuzzball: Big balls of fuzz, with eyes. Contains a small dragon which pops out to shoot at you.....you can only hurt them when the dragon is out Chicken Zombie: Resembles nothing less than a bunch of zombie heads on a pair of oversized chicken legs. Drops heads which crawl along the ground after you Hell Troll: Big guys in armor, with apparently only one arm. Punches and shoots at you Queen Spider: Camoflauges herself (badly) and drops baby spiders upon your noggin Sword Demon: Red Demons, but with swords. Dispatch with Slide Kicks Red Minotaur: Charges and punches. Screw Kick him silly Flaming Sword Demon: Just like they sound like. VERY nasty....Slide Kicks are probably the best approach Spirit Knight: All sorts of swordplay, including a ground shaking blow. Also fond of throwing his head at you, as well as fireballs Sludge Balls: Little slimy things that scoot along the floor, popping up to shoot at you. Four Slide Kicks when they're up will stop them Tri-Demon - A biiiiiiiiiiiiiiig ugly red puss ridden demon, with three faces and a very large body to crush you with Phantom - A ghost fond of teleporting and throwing energy stars GI Skeletor - Yup, a big skeleton wearing a green army helmet and carrying a machine gun. Not much else to say Scorpion Mural - A big mural of a monstrous scorpion. Throws small ghosts. Also fond of flipping the entire wall he rests on over and crushing you flat Anti-Spawn - A red hued clone of Redeemer. Kill him the same way Buzzsaw - Armadillo looking guy, bounces around the room in the form of a sawblade The Twins - Bubble headed musclemen, they're fond of throwing fireballs that are very hard to dodge. Also leap straight up in the air taking the forms of tornados, and throw uppercuts Mad One - Spins his lance in front of himself and charges. Also uses it to generate fireballs, and of course stabs you with it Malebolgia - You can't actually hurt him, but he hangs around in the background casting lightning bolts upon your head New Breed - The big cheese. Looks just like Malebolgia, blasts you with lightning just like Malebolgia, punches you with one huge fist ---------------------------------------------------------------------------- 2.0 - WALKTHROUGH ---------------------------------------------------------------------------- "THIRTEENTH CHILD ABDUCTED! Spawn: Cyan.... (In the streets of New York City, Spawn leaps upon a mugger) Spawn: I've tracked the children this far, and the trail ends here....where are they? Where are the children? Thug: Kids? What kids? Man....I just know we got paid heavy by some new face to keep everybody out of that warehouse...." New York Rooftops Baddies: Generic Goons A, Generic Goons B, Pipe Wielders, Molotov Goons, Pistol Goons, Overtkill Watch in awe as wave after wave of Generic Goons leap toward you, straight off the edge of the building to their bloody deaths. Bright fellows.....when you tire of this show, hop the gap and move right, Screw Kicking (jump, hold in one direction, Heavy Kick) the crap of the bad guys as they charge in. Look out for a pair of windows above, there'll be Molotov Goons hanging out in them.....get underneath them, hop straight up and knock them out before they can become pests. A few more Generics come charging in, again easily felled by the almighty Screw Kick. Proceed right, taking down the lone Gun Goon. Smack more Generics (these ones actually can make it across the gap without killing themselves), hop over the small incline and Screw Kick the second Gun Goon, or else just keep hopping and moving right until he vanishes. That'll also scroll the Molotov Goon off the screen, ignoring him completely.....kill yet more Goons, keep heading right, past the next pair of Molotovs (the leftmost one can again be scrolled off the screen). Dispatch the righthand fire chucker, dispatch the Pipe Wielders as they move in, head to the right and here's..... OVERTKILL Chump, doesn't even give a standard villain speech. Hop over his opening charge, Screw Kick him. Back off, do it again, then again. Let him find his footing after he drops, repeat until he goes away. Very, very easy The Streets Baddies: Generic Goons A, Generic Goons B, Knife Goons, Machine Gun Goons, Overtkill Kill the Generic as you start, head right. Meet up with your first Machine Gun Goon, teach him the meaning of pain. Right, more Goons, one more Machine Gunner. Right, through your first wave of Knife Goons. Look out for another Machine Gunner hanging out in the midst of them. Right, another swarm of Generic/Knife/Gunners. Kill em off, right, and on to...... OVERTKILL.....AGAIN "Overtkill: I'm sorry my men weren't much of a challenge to you. It's so hard to find good help these days. Spawn: Back off Overtkill, I'm here to rescue the children and I don't have time for this. Walk away and you leave in one piece.....maybe. Overtkill: Can't do that, hero. I've been commissioned by some guy named Angel to keep everybody out of that warehouse....and if I gotta crush you into paste, well hey, that's just a fringe benefit. " Second verse, same as the first. Overtkill is a little faster this time, but the same tactics work.....just look out for his new hand-shooting trick, you'll have to hop it as it comes in and as it comes back (assuming you don't just knock the stuffing out of him before it has a chance to). "Spawn: You should really find a new line of work." Warehouse Baddies: Generic Goons A, Generic Goons B, Sniper, Pipe Wielders, Knife Goons, Machine Gun Goons, Redeemer Make use of your Wall Jump, head straight up past the goons. Head right, and..... "Thug: Do what the man paid us for, bring im down!" Okay, it's basically the same screen, but now you have a Sniper trying to play Operation Wolf with you as the bad guy. Just KEEP MOVING.....jump straight up as soon as the cursor locks onto you, it should whiff entirely. Use your Wall Jump to scale, and remember you don't need to press in the opposite direction to leap.....just keep pressing towards the wall you're on, jump repeatedly, and you should scale straight up it. Last jump is the trickiest, you'll need to start your leap a little lower than usual to keep from bumping your head, hit the edge of the platform so you connect for another Wall Jump, THEN leap off and around to the top. Sounds more difficult than it is.....then it's off to the right, into your standard Double Dragon elevator shaft scene. Not much room to move in here, but luckily the Screw Kick can be pulled off from any height. Use it to mop up three levels of the Goon squad (the last of which contains some Machine Gunners, whose bullets are a pain to dodge in here.....so rush them if you can and kill them before they can shoot. The Slide Kick works well in closing the gap). Fourth floor, and..... "(Spawn leaps into a warehouse full of mannequins, finding the missing children and Cyan laying amongst the rubble) Redeemer: There's nowhere to hide, Spawn. I've finally caught up with you.....the flesh of the innocent will provide no sanctuary for the likes of you. Spawn: No, not now. There's something wrong with Cyan....the children. I have to - Redeemer: All you must do is die! I don't care about these children. If I have to, I'll simply destroy them to get to you!" REDEEMER Ack. Screen rolls right constantly, while Redeemer pelts you with both small and large mannequins. I've found the best method of dealing with it was getting right up in his face, standing directly in front of him.....that way, the majority of the dolls should sail right over your head, and the ones that don't, you can simply block (which hurts, but only minorly). You can also get in some heavy damage this way, just be careful not to weaken him to half a lifebar, or else he'll just heal himself right back to full..... Once he stops moving, second phase begins. Redeemer stands still, charging up rather huge eyebeams which can destroy you in two shots. They first leave him as a thin beam, which can't harm you.....it then grows to full size though, and if you're still in it when it reaches full size (and the red portal looking thing on his face changes shape), you're hit. He's also invincible while he's shooting.....so what you want to do, is park yourself straight in front of him again. Let him get out the thin beam, and time your leap straight up so you don't end up inside the actual shot. Land, get in a cheap kick, repeat, or alternatively you could nail him with the Burning Fist, which inflicts BIG TIME damage on him....once you get him to around a third of his lifebar, you'll knock him through the window resting behind..... Short cutscene, and the THIRD phase begins (I hate this guy). He goes to the eye beams again, but this time you have way more room to move....you can actually hop straight over his head and wait it out behind him. All of his other attacks are blockable, and he also falls prey to the Screw Kick....just make sure you actually connect with your feet, you should knock him out of most any attack. Look out for his homing shot though, and the eye beams that he randomly likes to throw out, since he's invincible to everything while doing it.....hard as hell, but eventually you'll send him flying straight through the windshield of a nearby car, where you find..... "Spawn: Angela! I should've known you'd show up with this psychotic..... Angela: Silence. There is little time....I need your help - Spawn: My help? Go to - Angela: For the sake of the innocent. You have to save the children! One of our own has taken matters into his own hands....this "Mad One", by draining the innocent essence of the thirteen children, has forged a weapon - an "Orb of Purity." Even now the Mad One struggles through the Darklands toward the lord of darkness himself. Perhaps you know him by his favorite name....Malebolgia. If the Mad One succeeds in reaching Malebolgia, he will use the orb in an effort to destroy Malebolgia once and for all. The essence of the children will be lost forever, leaving them as you see them now....little more than breathing corpses. You must not allow the Mad One to sacrifice the essence of the innocents. As a crusader, I may not journey to the Darklands. Spawn: This "Mad One" didn't seem to have much problem. Angela: His insanity provided the gateway. Your powers are from Malebolgia himself.....with the proper individual, you too could make a gateway to the Darklands. Spawn: I don't trust you. Angela: You must! I will delay the Redeemer until you are gone. You must find a man with a heart black enough to serve as the gateway.....into darkness. HIRAM BEDDING INSTITUTE FOR THE CRIMINALLY INSANE 'Bedlam.' Security: All inmates advised to return to cells. Security is preparing for sanctioning procedures....lock-down achieved.... Spawn: Good....I don't want anyone escaping. I need to pay a visit to Kincaid." Hiram Bedding Institute Baddies: Spike Drones, Wall Gunners, Floor Gunners, Guards, Pipe Wielders, Violator Wait for the Spike Drone to move, then leap over him and just freefall all the way to the bottom.....time it right, and you should avoid every last Drone and Wall Gunner on the way. Head right, into a very annoying section. An unending supply of Guards moves in, topped off by laser sensors EVERYWHERE, which if you get caught in them, will shock the hell out of you and knock you backwards. Aim your leaps around the things, knocking the guards out of your way as you go.....if you happen to get hit (and you will), take advantage of the brief invincibility and dart through as many lasers as you can. You don't need to kill anyone here, just make it all the way to the right, through a door, into the next section. Blow a fireball on the Wall Gunner to your right, then time your leap up when the fire dies down. Continue up, waste another fireball on the next Gunner (or just kill him normally if you can), drop down but cling to the left wall as you do. There's a big pit of lava at the bottom, you'll need to slide till you're near it, jump all the way to the right, cling onto that wall and jump your way up. Keep heading right, avoid another flame, to the next section Drop down, clinging to your left. Ignore the first opening you come to, move into the second for a new section. Left, hop over the guards, new section. Here there are small patches of spikes below you, alternating from the right, to the left, etc.....jump down, moving as far left as you can, and hold your glide button (but don't actually touch the left wall). You should be moving slowly enough to easily avoid each patch, till you reach the bottom. Exit to the right, new section. Avoid the guard, kill the Pipe Wielder, exit to..... "Spawn: Time to meet your maker, Kincade....Violator! What are you doing here? Violator: I can't thank you enough for the snacks, Spawn. These cons are the best eats I've had in a long time!" VIOLATOR Compared to the living nightmare that was Redeemer, Violator's a piece of cake. Jump straight over his initial charge, then just corner him and use short hopping Screw Kicks to beat the living bajeesus out of him before he can get any sort of attack off. Keep your head, he does tons of damage when he hits, but he also telegraphs all of his attacks, making him very easy prey...... "Violator: Another time, Spawn, another time! (Spawn corners Kincade again) Spawn: Guess what, murderer? Only a heart of evil can serve as a gateway to the Darklands, and yours is the perfect candidate. Prepare to pay your debt to society, Kincaid. I hope this hurts. (Meanwhile, in the Darklands....) Mad One: You, the minions of Malebolgia are no match for me! No one can defeat Malebolgia but me!" The Darklands Baddies: Red Demons, Blue Demons, Flame Birds, Flame Pillars, Flame Demon Head right (look out for the Flame Pillars), right under the shot of the Flame Bird. Take down any Demons you see with standard kicks, then time your leaps and glide across the lava. Keep moving, the rest of the Birds should never get near you with their fire.....over the hill, into the next section Beat down the Demons, then carefully make your way down the slope, Slide Kicking the Pillars and avoiding the random jets of flame. Glide over the lava, keep moving. knocking aside any random Demons. All the way to the right, next section Use your Wall Jump here to scale the mountain. Carefully jump and glide underneath the spiked platform, stick to the wall, scale up it. Jump to the platform, jump to the next (they sink beneath you), jump back to the wall and hoof it to the top, right past the Flame Bird who should be aiming somewhere in the direction of where you were a few seconds ago. Right to the next section First place where your Hovering ability can come into play automatically, thanks to the bottomless pits. Hop to your right, avoid the pillar. Make another small hop, glide underneath the shot of the Flame Bird, hit the far wall and jump up. Keep moving right, Slide Kick straight through the Demons. Another low hop and glide past the Bird, avoid a flame jet, keep moving right past all baddies. Soon you'll reach.... FLAME DEMON So easy. See those four torches around him? One of them will hurt him and make him go away when you hit it. So wait for him to shoot his fireballs, duck, Slide Kick right under them. That'll take down two torches, pop up, jump and kick the third. 3 out of 4 chance you've just hurt him.....barring some extremely bad luck, just keep this up and he's down in no time. Onward..... Cave of Wonders....or not Baddies: Red Demons, Blue Demons, Flame Birds, Spiders, Snake Women, Fuzzballs, Chicken Zombies, Hell Trolls, Queen Spider Drop the Red Demons, back off and let the Spider drop, Slide Kick him. Drill Kick while hopping the gap to get the Spider on the other side, continue to your right. One more Spider, kill him. The Snake Women make their first appearance, and die from three Drill Kicks apiece. Keep on to the right, hop the gaps, ignore the Demons and head all the way over to the next section Throw a fireball and nuke the Fuzzball as his dragon pops out to shoot at you. Hop over to the right, slaughter everything until you're able to advance (you may be able to scroll the last Fuzzball off the screen if you're lucky). Once you can, keep moving right, past all the enemies, to the next section Stop to Drill Kick each Chicken Zombie here twice, before they can throw their heads....if they do, Slide Kick them away. Once they and the Snake Woman are dead, proceed, hopping right over the Hell Troll. All the way to the right again, through the door...... QUEEN SPIDER Nothing terribly difficult here. Just keep underneath her as she moves about, when she goes visible, hop straight up and kick her before she can let the baby spiders out. If she does get them out, Slide Kick them all away and keep on her. Repeat until dead Church of Evil Baddies: Sword Demons, Hell Trolls, Red Demons, Blue Demons, Red Minotaur, Flame Birds, Flaming Sword Demons, Spirit Knight For once, abandon your Screw Kick and just keep Slide Kicking. That'll take care of the nasty Sword Demons, who are pretty good at knocking you out of the air.....make your way all the way to the right, pick the foes off one by one. Proceed to the next section...... Agh, annoying sword statues.....try to keep the fight in the open area to the left at first, dispatching of the demons. Then carefully head right.....the third, eighth, twelth and sixteenth statues will swing at you, the rest are fine. Wage your war between them, murder the monsters (including the Minotaur), proceed..... Jump up to your left, stick to the wall, carefully rebound right, stick, jump up (or just use the Fire Storm). Left to the saw blade, up, right (Slide Kick right past the chandeliers, which turn into Flame Birds). Look out for the trick floor.....jump straight up (onto the ledge over the Flame Bird), Wall Jump, get on top of it. Left, Wall Jump again, right, next section Fall down, walk around to the big spike bed, Wall Jump up to the left. Carefully jump and glide over the spike bed to the right, keep moving to avoid a couple of monsters in the windows, drop down again. Stop at the second knight (it'll swing at you), Wall Jump up. Proceed right (fourth, seventh and eighth knights here swing at you), over the trick floor, next section Put the Screw Kicks to all the many demons here, put the Screw Kicks and a few Slide Kicks to the Minotaur. Proceed, do the same. Once you've gotten the second Minotaur, you can move on to the next section Huge endurance test here....you're faced with wave after wave after wave of Demons, including plenty of those godforsaken Flaming Sword Demons. Fight carefully, veeeery carefully.....once you've gotten them all, head right. Kill the remainder, and you'll finally emerge at SPIRIT KNIGHT After all of that irritation, not too bad of a boss. Corner him, Screw Kick him, mix up your Screw Kicks with Slide Kicks to bowl him over. As long as you keep on top of him, he shouldn't be able to hit you with his sword, and then your only worries are his flying head and fireballs...... Slime Cavern Baddies: Chicken Zombies, Sludge Balls, Spiders, Tri-Demon Just Slide Kick nonstop here, you'll roll right over everything, right into the next section Footing sucks here, to put it lightly, and if you sink all the way, you're hurting. Keep hopping, Screw Kicking as much as you can to stop the Spiders before they eat you alive Next section, wait on the topmost platform for the tide of sludge to abate, drop down and smash the red blockade. Jump back up as quickly as you can, keep out of the sludge by hopping, move down again, through the gap, up as quickly as you can. Wait for the tide to abate again, go down, land a kick or two on the next blockade (you probably won't have time to destroy it in one go). Back up, repeat as needed, go through. Up, down to the third blockade, kick it and Wall Jump back up. Repeat until destroyed, head up, go back down, go through. Smash the last one with a Screw Kick or two, hoof it up onto the nearest wall (as long as you're bouncing out of it, the muck won't hurt you). There's an energy icon in there, but I'll be damned if I could ever figure out how to get it.....if anyone knows how, email....anyway, move on to the top right corner, next section Hop up into the incline to avoid being crushed by the rapidly incoming wall. Once it goes away, Wall Jump up, next to the spikes. Wait for the wall to move a little again so you don't impale yourself, Wall Jump again to the top. Now you can either carefully Wall Jump around the spikes to the left, or quickly leap at the moving wall again and Wall Jump straight up it, ending up on top of the spikes. Either way, once you're up there Wall Jump left, right, then straight up to..... TRI-DEMON You start out right next to the leftmost face, so jump up and Screw Kick it to death. Now you're relatively safe....use the Fire Storm to boost yourself up on top of him. Now be very careful, if he mashes you into a wall you're finished.....pick your safe spots, creep across his back. In the middle there's another face. Sit across from him (you don't want to go down in front of him with that big spike poking out of his back), chuck the Full Force Blast in his general direction until he croaks. Now make your way to the right side, to the last face. Wall Jump, bound up to him and Screw Kick it to death as well. One big dead ugly demon Hall of the Pharaohs Baddies: Hell Trolls, Blue Demons, Sword Demons, Phantoms, Flame Birds, Spiders, Chicken Zombies, Red Minotaurs, Scorpion Mural Straight through the hall, deal with the Troll and Demon as you see fit. Through the next.....uh....upside down one. Yeah. Jump over to the next section, which is a tower bound to give you Wizards and Warriors flashbacks >_< Hop up on the platforms, letting the Phantoms shoot at you, then jumping over their shots. Head into the first (right side up) door you see Drop down, follow the path around, drop down again first chance you get. Glide over the spikes to your left, through the door Another upside down room, this time with more of those friendly knights, and spikes on the low roof to prevent any real jumping around >_< Move carefully, using normal attacks to stop the Demons, and make low jumps so as not to kill yourself. Through to the other side, and we're back at the tower, only still upside down. Goody. Leap....er, down, and get rid of that godforsaken Phantom, you'll need your concentration. Go as low as you can, use a Fire Storm (keeping in mind your controls are reversed) to propel yourself downward to the next platform. Enter the door Use the Fire Storm (or whatever power you see fit) to kill the Flame Bird. Move up, kill the next irritating Bird as well. Up, go through the left door Run for your life through the next upside down chamber, past the ever nice upside down Sword Demon and the Spiders. I just Slide Kicked my way through......wasn't pretty, but it worked..... Fire Storm yourself past the two saw blades in the next room. Wall Jump up to your right, kill the Chicken Zombie. Wait for the saw blade to go down on the right, hop over it, Wall Jump up, through the door A big rotating log type thing here. Jump on it, jump over the clouds as they come in, work your way across to the next room Another Egyptian chamber.....drop the Demons. In come your first GI Skeletors(!). Screw Kick em. Then a few more, then three Red Minotaurs. Then it's on to..... SCORPION MURAL Not too hard. Beat the hell out of whatever part of him is near, dodge his slow moving ghost. Then book it to the left, as he's going to flip the wall and crush you if you aren't standing underneath the gap over there. Wait for the wall to flip right side over again, then repeat. The gap moves itself each time, going from left, center, right, center, left, repeat. He speeds up though as you destroy his parts, so you'll need to start being at the gap sooner and space apart your attacks Hall of Battles Baddies: Anti-Spawn, Buzzsaw, Violator, The Twins, Mad One, Malebolgia Four pits here.....first three lead to bosses, last one leads to a Spawn icon (if you miss it, you can just head into the righthand pit at the bottom to repeat the area). It also apparently reappears when you kill either of the first two bosses. First pit leads to..... ANTI-SPAWN Basically Redeemer's third form all over again. Just smash him with two Burning Fists when he whiffs with his eye beam to send him packing Second pit leads to..... BUZZSAW Really simple. Just find the pattern with which he bounces around the room, make sure not to get nailed. When he lands, quickly hit him with a Slide Kick. Then wait a second, do another. And another. And another. Soon he'll die without ever getting a second attack in Third pit leads to..... VIOLATOR Actually this could be one of his siblings for all I know.....haven't kept up with Spawn in forever. Anyway, he falls to the same tactics as before Once you're done with them, head into the righthand pit with the icon. Glide to your right, next to the spikes until you reach an opening. Head in, fall through the floor, and you're at.... THE TWINS Their fireballs are very hard to avoid, so try and corner them both with Drill Kicks. If you can get them on top of each other, the fight's over.....just keep repeating your kicks ala Violator, never letting them get an attack off. Jump in the hole, and..... "Mad One: Now, dark one, your eternal evil comes to an end.....with the power of this orb, with the essence of the innocent, I summon the light to banish your darkness forever! Spawn: No, don't do it!" MAD ONE, MALEBOLGIA First thing you're going to want to do is MOVE, since Malebolgia's hand is coming towards you at the onset of this fight, ready to zap you when it stops over your head. The middle of the field is safe from him.....throw up your block to eat Mad One's fireballs, and Drill Kick him/Slide Kick him when you can. As long as you keep away from the edges, Malebolgia will actually help you more than he hurts you by frequently nailing the hell out of Mad One with his bolts. It'll take a while to put a dent in his life bar, but as long as you've saved enough points (which you should have.....spells aren't really needed much in this game, except in certain areas), just heal yourself when needed, he'll die soon enough. "Malebolgia: Thank you, my little Spawn, for saving me the trouble of eliminating this.....pawn. Spawn: Let the children go, Malebolgia....or else - Malebolgia: Ah yes the children. Their innocence shall make a formidable foundation bonded with my neural parasites. They shall become my prodigal offspring....my New Breed! Ah, the irony is exquisite. To tempt a crusader into capturing what I cannot....innocence....so that it may be perverted into my greatest creation. Just as the Violator feeds on the guilty, my New Breed may feed on the innocent! Now go, my greatest creation, to Earth.....feed and grow strong!" And back you go, to Earth for..... The Final Battle Baddies: Generic Goons B, Pipe Wielders, New Breed Head right, laugh at the Goons as they make their ever so dramatic return. Next section, and..... "Angela: T-too strong.....just too strong....it kept feeding....I failed....the innocent....the children.... Spawn: No more terror. No more destruction. No more victims." NEW BREED And here we go! First off, keep moving.....this guy CONSTANTLY bombards you with lightning aimed at the point you're standing at. As long as you're walking they all should miss.....take cheap shots whenever you can, but keep your priority on not getting hit, as you won't outlast him. He's vulnerable in his face, and again the almighty Screw Kick racks him up nicely. Heal whenever you need (these last few stages are why you generally shouldn't waste your points prior), smash him after every third bolt. After he gets to around a third of his life bar he'll lose his arm and stop moving, soon after that he'll fall, and a winner is you! (The children returned, Spawn looks on. Until....) Malebolgia: Relax....I have not come to fight you, my little Spawn....you are serving me well. Spawn: Then leave me alone - Malebolgia: You prevented me from wasting valuable resources. After all, if you alone could defeat my New Breed, then perhaps I erred. I....misjudged the power of my creation. I will not make that error again. Spawn: Alright, if you didn't come to fight, what did you come for? Malebolgia: I have come here....to give you a gift. Spawn: A....gift? Malebolgia: Hold still, this may sting a little.....heh heh. Don't expect this favor ever again....but it was the least I could do considering the gift you gave me. Heh, and such lovely material to work with, too.... Spawn: Nooo...." ---------------------------------------------------------------------------- 3.0 - PASSWORDS ---------------------------------------------------------------------------- All codes allow you to begin with maximum power The Streets - D9963D1D The Asylum - D92B3D2D The Darklands - D9CB3D3D Slime Cavern - 0F2G7F2D Hall of Pharaohs - 0F2G7F2D Hall of Battles - 0F2G7F2D ---------------------------------------------------------------------------- 4.0 - CREDITS ---------------------------------------------------------------------------- Thanks of course to CJayC for the site, Image for a cool character, and whoever else I can't think of right now. Any comments, suggestions or whatnot, email to fumangoo@hotmail.com, since I'm sure I've missed a lot of things ---------------------------------------------------------------------------- 5.0 - LEGAL STUFF ---------------------------------------------------------------------------- This walkthrough is not authorized by or endorsed by Acclaim, Image Comics or Todd McFarlane. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. This document may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission Copyright © 2003 by Josh Pollard