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Buffy

Walkthrough: Buffy, the vampire slayer: Chaos bleeds

Sunnydale High School

Ooh! A Xander level! Begin by pummeling the oncoming zombie and turn left to pick up a Stake resting behind the planting bed. Fight off some vampire sluts mixed with zombies and go left to pick up a Stake and a Shovel at the entrance yard's far corner. Examine the left corner near the leaves for another Stake and examine the locked doors. Since they are locked, go right and destroy the wooden boards over the window. Go inside and defeat a vampire and some Bakemono. If you are looking for some more fighting action go back outside to square off against two vampires (sometimes assisted by zombies); you can fight them off now or at the end of this level -- your choice.

Inside the study, check the desk for a strange message and a Flashlight. Break the chairs in each corner for some Stakes and exit through the main door; turn left for another Stake. Go into Principal Snyder's office and maim all of the Bakemono inside. Search the desk for a Dictaphone, the corner for a Baseball Bat, and the floor near the filing cabinets for a Medi-Pak. Break the chair for another Stake and take note of the locked wall safe before leaving the room.

Continue down the corridor and take note of the overgrown Murgoth Tendril on the double doors ahead. Beat some vampires silly with your Baseball Bat as you approach the stairs on the right. Check the hall monitor near the plant and enter the room marked Language Lab (to the right of the hall monitor). A vampire will attack from behind so get ready for her; when she has been dusted take note of the computer you can't quite access yet, leave the room, and go upstairs to the second floor.

Halfway down the hall is a chair that can be turned into a nice, sharp Stake (there is also another one of these if you turn left). The doors to the left are locked so turn right, nail a vampire, and enter the Math Room for a breakable chair. Leave the room and go through the double doors to reach the Computer Room. Slaughter your foes and look around; grab the Medi-Pak, smash the chairs for Stakes, and take note of the inaccessible computer terminal in here. Leave this room and continue down the hall; break the chair for a Stake if you need one, and turn left to take out the two Masked Crusaders.

Walk past the drink machines and turn around to engage the vampires that will attempt to ambush poor Xander. When you are done with them, enter the Physics Lab and destroy more enemies. Search the desk for an Ultraviolet Filter, then break the two chairs for Stakes, pick up the Hell-Fire bottle on the desk by the window, and drop into the hole on the floor. Pick up two more bottles of Hell-Fire and a Medi-Pak, climb back to the Physics Lab, and leave the room. Turn left in the hallway, run to the corner and turn right. Pass the computer room, go through the double doors, and then re-enter the Math Room.

Once inside, use the UV Flashlight on the whiteboard to check out a strange message (if that's what you can call it). Leave the room, make a left, and then run downstairs and go back into the Language Lab. Defeat anything in your way and examine the computer to record the pronunciation of the mysterious word onto the Dictaphone. Exit the room and go down to the hall monitor to use the newfound password; this lets you through the plants.

Go down the hall and make a right to reach another set of double doors; opening them reveals a strange force field that cannot be penetrated (get your mind out of the gutter...) just yet. Find the Costume Room and go inside to beat up on some Bakemono. Check the room for a Stake, a Medi-Pak, and a vial of Holy Water and take the Top Hat from the table. Xander will pull out an energy-disrupting rabbit -- take notes, children. Leave the room and go back to the plant-infested corridor, disposing of the werewolf that gets in your way (no, it is not Oz...). Go through the double doors and enter a new area. Take out the vampires in here and enter the Science Lab to the left. Pick up the Disk and the Yellow Liquid and move over to the chalkboard to find a Murgoth Weapon. Read the formula on the board, pick up a bottle of Hell-Fire, and leave the room.

Break three chairs in the hall for more Stakes and head down the hall. Go through another set of double doors and turn right to get rid of the vampire here. Turn left, get rid of another vamp, and run down the hall to find a Pool Cue. Go back to the intersection and use the flaming trashcan to your advantage when fighting off the vampires here. Go through the double doors past the flaming trash can to enter the courtyard. Run under the balcony and through the double doors ahead (taking out the werewolf as you go) and beat up on some more vampires. Break the two chairs for Stakes and enter Basement Generator Room; open the door ahead, kick some Bakemono ass, and search the room to find two Stake Crates, a Medi-Pak, a bottle of Hell-Fire, and a box of Fumigation Bombs (take five of these, yo). Leave the room and go through the door on the sidewall. Go downstairs, take out some more Bakemono, and run toward the pentagram in this room. Beat up some the Bakemono that attack from behind and look around to find a Shovel and three Stake Crates. Take the items you need and use the Top Hat on the pentagram. Now that the stupid bunny has run off, move to the corner near the air duct it ran through and turn the valve to release some hot steam. Produce another bunny and disrupt the second pentagram.

Go up the stairs and through the door to the right and make a left through the double doors to go back to the courtyard. Obliterate anything that attacks you and examine the green water in the central fountain. Use the Yellow Liquid here to create Murgoth Ammo and fill the weapon until the ammunition number reaches the max at 100. Destroy another deadly creature of the night and run down to the terrace area. Pick up a Baseball Bat, a Stake, and a Shovel and move toward the second floor courtyard balcony to be swarmed by an angry group of zombies. Once on the balcony, a couple of angry vampires will attack so take them out using any means possible and equip the Murgoth Weapon. Follow the balcony and kick some Bakemono around before picking up the Stake on the ground. Spray the plant with the gun until the tendrils back off and allow you to open the door. Go into the English room, take out a vampire, and use the Top Hat on the pentagram to pull out another charming bunny. Break the chairs in here for Stakes and then go back to the courtyard balcony. Turn left and look at the windows next to the English room. Jump onto the ledge and walk to the overhang to find a Medi-Pak, two vials of Holy Water, a bottle of Hell-Fire, and a couple of Stakes.

Get rid of any remaining monsters out here and go through the double doors at the end of the upper balcony to enter the corridor near the Physics Lab. Kill a vampire and search the tall green locker at the dead end of the hall. Punch or kick it to reveal a hidden Medi-Pak. Run down the main corridor, past the Physics Lab to the left, and turn right to get back to the Computer Room. Walk up to the PC to learn the combination to Snyder's safe and dispose of the oncoming vampires. Leave the computer room and turn right; go through the double doors, down the stairs, and left to Principal Snyder's office. Go inside and open the safe to find the Library Key. Leave the office, turn left, and run down the hallway to the plant covered doors ahead. Run through the doors and to the intersection; two vampires will attack from the left. Defeat them and go right to open the Library.

Once inside, take out some more vampires and check the counter for a bottle of Hell-Fire and a Stake. Jump over the counter and enter the storeroom to find a Medi-Pak, a vial of Holy Water, some Hell-Fire, and two chairs and a box that can all be smashed into Stakes. Go back to the main area of the library and search around for another Stake (central desk), a bottle of Hell-Fire (far right of the room), Holy Water, and a Medi-Pak (both on the left side of the room). Walk up to the cage and use the Key to open it. Grab a Stake from the shelf and drop another bunny on the pentagram. Exit the library and make your way back to Principal Snyder's office, beating the hell out of the vampires that attack on the way. Exit Snyder's office through the window and defeat any lingering monsters here. Go to the pentagram to drop another bunny, and watch in horror as a Bakemono leaves his burrow to eat the rabbit. After it escapes, go to its burrow and drop Fumigation Bombs into it until the Bakemono comes back out. Defeat it and produce another bunny on the pentagram.

Go back into the principal's office (via the open window) and into the main hall. Turn right, go through the Murgoth doors, turn left, and enter the second set of double doors. Continue past the Costume Room and through the area that was previously blocked off by the force field. Enter the Gymnasium doors on the left.

Boss Fight: Anyanka
Before approaching Anyanka, turn right and run up the stairs; turn left and go through the door to find a Baseball Bat and five bottles of Hell-Fire. When you are ready, go back to the gym. Anyanka is invincible while she is in the air, so produce a bunny on each pentagram, being careful not to be hit by her fireball attack. When all five pentagrams are couple with a bunny, Anyanka will fall to the ground. Now there are two ways to defeat her: the easy way, and the hard way. The easy way involves a single bottle of Hell-Fire -- it will take her out instantly. The hard way is to attack her regularly, and then switch focus to the Bakemono she summons to get rid of the rabbits. Get rid of the tiny demons, produce more rabbits, and attack Anyanka when she drops. Rinse and repeat for Cassandra's Arm and another cut scene.