Hellforces
Walkthrough


02 July, 2009

Hellforces was developed by Orion Company and published through Buka Entertainment by GMX Media in 2005.

While the game is rather strange, incoherent, difficult, and frustrating in places, I think it is very good overall, and lots of challenging fun. A guide, in addition to the game manual, would help to make it a little less confusing. It is my hope that whenever I get this finished, perhaps it will be useful to others who might be interested in giving the game a chance.

Updated, 20 January, 2010

Added the locations of the "Mummy Tutankamen fragment" and "One-legged tin soldier" artifacts found by sundark2099.
Any help, suggestions and additions would be greatly appreciated, with full credit given to any who can contribute.

please send any correspondence to J56raham at gmail dot com.


  1. Slum area
  2. Sewers
  3. Hacksley's park
  4. Basement of Hacksley's mansion
  5. Catacombs
  6. Broken Lanterns Street
  7. Den of the gangsters
  8. Door to a different world
  9. Brodman's arena
  10. Island above the abyss
  11. Iron city
  12. Purgatory catacombs
  13. Baphomet's lab
  14. Hacksley's arena
  15. Path to the temple
  16. Maya temple
  17. Ghost city
  18. The way to the mine
  19. Desolate mine
  20. The way to the lab
  21. Guarded territory
  22. Patio
  23. Cole's lab
  24. Soulstealer
  25. Module under construction
  26. In between worlds
  27. Hell
  28. Hell Office
  29. Baphomet's chambers
  30. Conference hall

The Artifacts



01
Slum area:


When the movie finishes and the actual game begins, you will see your player jump over a wall and pick up his first weapon, a section of pipe. Wait for the flaming body to fall so you don't get burned by it, then pick up the Walther P99la pistol and ammo near the dead guard. The pipe is actually more effective against the enemies you will encounter than the pistol is, but you must get close to use it. 2-3 hits with the pipe will drop a zombie, compared to 3-5 shots with the pistol. Ammo is quite common for the pistol, so it's up to you how you wish to fight.

Through the narrow passage from your start position, go down to the left. At the end of this alley is armor and a health kit if you need it. On the other side of the fence is a key you will need, but to get there we need to head back the other direction.

To the right of the start area you will find a locked gate. Make your way forward and then left again, past the trailer with a burning car behind it. You can push the door of the trailer open and jump from the car to get some items inside. Past the trailer you might see some police shooting at more zombies. Just let them fight it out until the zombies kill the police. The police will start shooting at you if they are still alive. Also beware of some dogs in this area as you head around, back towards the dead end alley to find the key.

Pick up all the items you can before going back to the locked gate. Once you unlock it (by pressing the 'use' key when aiming at the lock) you will not be able to go back.

Inside the gate, a short scene will play that shows you what you need to do next. You need to get to the window at the left of the entrance gate. Find the "Trinity Sunglasses" to the right of the gate. This is supposed to give you some sort of nightvision, but it doesn't work very well. What they work better for is to give you a radar display that shows where enemies are. Save your game here, or at least make a quicksave using 'F5'. It is not a dangerous area, but you need to make several tricky jumps.

The dumpster ahead and to the right from the gate is where to begin. Jump on the box, then up to the dumpster, then across to the roof of the building. Sometimes it works better to jump up to the raised lid of the dumpster and then to the small platform first. Because of the game's physics, the lid will sometimes close though, and the box next to the dumpster can move away as well. If this happens and you fail to make a jump, it will be impossible to get back up onto the dumpster again and you will need to restart your game.

Once on the roof, jump to the small platform first, then to the next platform in front of the open window. Kill the zombie there if you didn't shoot him already, and take the Meat Cleaver or Butcher Knife that he drops. This is a much better weapon than the section pipe. The slashing alternate fire will take down most zombies in 2 hits.

Find your way through the dark building to the hole in the wall with a fire on the other side. You'll need to crouch to get through the hole. You can find another weapon, the H&K SOCom Mk23 Silenced pistol in the next room to the right, along with some ammo for it. Grab the medical kits if you need them, then jump out the window to the next roof. Directly ahead is the end of the level. Fight the zombies on the ground if you want, then move the boxes out of the way to reveal a manhole you can enter.

02
Sewers:


As the title suggests, this level is a trip through the sewer. Fight your way through the zombies and watch out for a new and extremely irritating enemy - rats. These are very small and difficult to see. They only take one hit with any weapon to kill, but are almost impossible to hit. I found that crouching and using the Butcher Knife was most effective. You will eventually come to another manhole and no other way to go, so climb down again to continue on

When it seems there is nowhere else to go, look for a box in the corner of a room with a ramp leading up against the wall. Jump up and go up the ramp to enter the small crawlspace there. Find your way through until there is a place to jump down again. Fight off more zombies and rats, and be sure to search every area you can. The glowing red object you will find is "Dracula's Teeth" that give you a limited health regeneration. Move close to the door to end the level.

03
Hacksley's park:


Pick up the Colt Python Mk2 pistol and ammo from the dead guard, then head outside again. This level is mostly a large maze of pathways. The best way to keep from getting lost is to always move in the same direction. Chose right or left, then, whenever you get to an intersection, continue to keep turning that same direction. Doing this, you will eventually end up at the exit or back where you started. Left will get you to the exit the fastest, so try that first.

Here you will likely meet some new enemies who are Hacksley's security guards. They will be shooting zombies (or you) as before, so just use the same trick of staying back and letting them fight it out when you can. When you come to a large open area with lots of statues, you will meet some guards on top of trucks that seem more interested in killing you than the zombies. As with any enemy in this game that carries a gun, they NEVER miss! If they see you when they are firing, you will be hit. If they know where you are they will toss grenades as well.

Fortunately, there is another new item you can find nearby that will help you out considerably. Notice that the open area where you meet these guys has a building at each end. Look around near the building opposite from where the trucks are to find the red glowing "Barbie Voodoo Doll". This item does lots of damage to all enemies in sight when you use it.

When you find the building that looks like a garage, you are nearly at the exit. Kill all the zombies, then go back through to make sure you find all items. Somewhere, there is a hidden 'Medical Processor' on a raised platform which gives you an extra 100 health for a limited time. (It might be a good idea to look for this before the big battle with the guards.) As before, approaching the door at the end of the room full of computers will end the level.

04
Basement of Hacksley's mansion:


Before heading down the stairs, grab the H&K MP6 Submachine gun and ammo next to the dead guard. I suggest using a pistol or melee weapons against the enemies you meet in this small level, and save all the SMG ammo you can find for the battle at the end.

In addition to the zombies, there are also a few Doctors here that are still human. One is in a large room with a walkway around it who will shoot and throw grenades at you. The other might be harmless, but I kill him anyway just to make sure.

When you come to a room that seems empty except for a lift in the nearest corner, gather all the items you can carry and have your SMG ready. This is another good time to save your game, because once you jump down there is no way to get back up again that I could find. You will now how to fight Cerber, a huge dog-like monster who seems almost invincible. Your bullets make sounds like they are just bouncing off without harming him at all. Try to stay as far away as possible, especially when you are reloading, and keep emptying your clip into him. Hopefully he will drop dead before you do. If you are having too much trouble, you can stand in the corner behind the lift to shoot at him. He cannot get to you there, so it is an exploit. When he dies, go into the small room and take the access card you need to operate the lift. Use the control box, then step onto the lift to end the level.

05
Catacombs:


This underground level can be very confusing because it is so dark. It is a good idea to use the same maze navigation method as described above in the Hacksley's park section to avoid getting lost.

First of all, grab all the ammo laying around the start room, along with the health you probably need, then let's go find another new weapon. Stay to the right, and keep staying to the right until you come to a room with stairs up to a walkway. Up there you will find an H&K CAWS-M shotgun. Head back the way you came, watching out for more zombies and rats hiding in the shadows, until you reach the start room with the lift.

Now we stay to the left instead. Up more stairs there is an apparent dead end. Turn around and look for a large square under a torch with a smaller square button in the center. This is a switch that opens a hidden door. Use it, then go back down and around the corner to the area you just opened up. At the far end of the large room, look for the glowing green spot in the dark, which is the key to the temple door.

The large main hallway near the entrance has bars at the end and some statues against the wall. One of the statues has a space behind it where you can find "Ludwig's Mask".

Continue the way you were heading by staying to the left until you find the temple door. The target crosshair will turn green to let you know it can be opened. Moving up the stairs, you will meet more living guards. Some are thugs with pistols, but most will be some kind of enhanced soldiers that carry an Kalashnikov AK-117G assault rifle and are quite a bit tougher to kill. At the top of the stairs you will have a choice: Head out into the main temple area or up another set of stairs. You can hear and maybe see some tough guards fighting with zombies in the main area, so I usually head up the stairs.

There will be more guards and zombies fighting upstairs as well, but there are also some useful items to pick up. At the end of the hall on the side you are on is another Medical processor. On the other side balcony is some Blasting expert heavy body armour. Once you have cleared the place out and picked up everything you can use, Find a small door near the bright end of the main temple floor. Through a couple more rooms is the way out. It doesn't look like an exit, but there is a hole in the floor near some large pipes that will allow you to leave.

06
Broken Lanterns Street:


You begin in another underground chamber with a ladder up to a garage, but no more zombies. Outside, you can hear two thugs talking to each other nearby. There are also ten or more other thugs wandering around this area, along with some dogs. One headshot will sometimes take them out, but often it takes several. Try to keep your back covered so others don't sneak up on you, and beware of the grenades they toss when you duck behind things to avoid being shot. Often this is a good thing though, since the dumb thugs don't seem to care about blowing up their friends.

To the right of the start is an open gate to the street. This part of the level is full of hookers and pimps that won't bother you unless you attack first. Kill one of them and be prepared to take them all on. You can steal the "Huge silver tape recorder" and play music if you like. The guards at the front door of the Fireball club will not attack you either, but they also won't let you enter. You need to find another way in. Past the club and the truck/trailer are a few more thugs that will attack on sight, so don't let your guard down while exploring.

Now, figuring out how to get into the club made me the most frustrated I have been with the game yet. You need to jump higher than a normal jump, and this is neither easy nor predictable to do. I finally found the answer on a website since it is not listed in the manual for the game anywhere (at least not in the English version). What you need to do is press the jump button repeatedly and quickly to make a 'high jump'. Most of the time you will just bounce up and down with your player making ridiculous humping sounds, but occasionally he will actually move up a little bit. Try practicing by seeing if you can enter the trailer to retrieve a small medkit you can probably use.

When you are ready to exit the level, start by jumping up onto the hood and then to the roof of the truck. Line yourself up facing the short building next to the club with the exhaust pipe in front of you. Now make two quick and precise jumps, up on top of the exhaust pipe and then to the roof of the building. Wasn't that easy? (and you thought all that time playing Super Mario Brothers would never be useful!)

From the roof of the shorter building, make another wild jump to the light pole at the corner. You won't be able to get all the way up the pole without doing more of that repeating 'high jump' nonsense. Once on top of the pole, do it again to get on the roof of the taller building. Congratulations! Now you are on top of the Fireball club and nearly finished with this level!

The exit is reached by carefully walking along the front edge of the building and around the green fence blocking your way. Continue around and climb the two ladders of the fire escape to leave. Since you spent all that time and effort to get up here though, you may as well take full advantage and explore around. You can jump up and walk along the wires holding up that pallet of bricks to reach the other side of the street. There are some items to find, along with some great sniping positions if you really want to try picking off those prostitutes.

07
Den of the gangsters:


Look around the start room to find some Hand grenades, then drop down through the hole to the next lower floor. This part of this level seems more like a run down apartment building or cheap hotel than it does a club. The rooms are full of more hookers, pimps, and thugs doing their business. If you have played the game this far, then you know that even making sure there is nothing alive behind you, those enemies just keep appearing out of nowhere. Watch out every time you try to leave a room after wasting the occupants, (or go back to pick up health).

The lift down to the lowest floor is through the bathroom, of all places, so hop on and ride it down whenever you are ready. There are thugs everywhere down here, and often in groups of two or three. Let them see you and then duck around a corner. About half of the time they will blow themselves up with their own grenades.

The hallway to the right of the lift leads to the level exit. You will need a keycard to open it though, so head to the left instead. Just to the left and straight forward from the lift is a room full of weapons and ammo, along with a couple of thugs guarding it. Further left, left again, then right to the end of the hall is where you will find the keycard. On the floor in the same room, near the big doors that are jammed part way open, you can pick up the red glowing "Eat Me Pastry".

Be sure to save some armor and health to pick up after you go back and open the locked door with the keycard as some tough guards will be there waiting for you. Through the door at the end is another room and guard, and the final exit door of the level.

08
Door to a different world:


This place doesn't look like it is any part of a club either. There are no thugs, pimps, or prostitutes here, but it is full of tough guards and crazy doctors, mostly in groups of three or more.

It doesn't matter much which direction you go from the start as the hallway makes a large circle. The best tactic is to keep reloading while moving around so you'll be prepared when meeting groups of guards. There isn't much cover except the curvature of the hallway and the rooms you can enter. Enter the rooms and kill the occupants, then reload before returning to the hallway because they will be waiting for you, and usually in both directions. If you have practice throwing grenades it will really pay off here against the guards, and there are lots to pick up in the rooms.

In one room you can find "Luke Skywalker's inoperative light saber". In another room on this floor, you will confront one of the doctors in a cutscene, who will then attack. Once he's out of the way. pick up the access card from a desk in the back of the room.

Now you can open the door and ride the lift down to the next floor down. In the lunchroom you can find an access card that will open the door to an armory full of weapons and ammo. Keep checking rooms until you find Hacksley's office and a note that starts another short cutscene. When you have everything you want from this floor, check the panel behind the desk to find a hidden door.

The lift takes you down to the lowest part of this level where you will need to fight several tough scientist types. A couple of them are armed with a Rocket gun Shtall-GMR7k. This is a powerful weapon that does a lot of damage, but it is slow enough in firing to move out of the way. It also takes a long time to reload. When you have killed all of the scientists, a huge flaming pentagram will appear with a white glowing platform in the middle. Gather what you can and step onto the platform to exit the level. Beware that the flames will burn you if you don't run through them quickly.

09
Brodman's arena:


It seems that really was a door to a different world, and here you are. Some new enemies are wandering around in the first area you arrive at. They look mean and dangerous, but they are very slow moving. Look around to find more armor, health, and ammo if you need it, then head across the bridge to the big structure you can see in the distance.

There are several guards patrolling around this structure, and some of them have rocket guns. The way to the left leads to a dead end blocked by a forcefield, so head right and take out the guards along the way until you find the entrance.

Inside the building there are doors to the left and right. Either way will get you where you need to go. Fight your way around, clearing the rooms and collecting supplies. I found some rounds for the AK-117G subbarrel grenade gun here, but may have picked some up earlier.

Approach the blue forcefield blocking the center area to start the next part of the level. There will be a cutscene and you will then have to fight Linn Brodman, the lost girlfriend you have been looking for. She has a rocket gun, but isn't too difficult to beat if you can avoid getting hit. Fire your own rockets back at her. Aim for the ground at her feet and she'll take splash damage even if you don't hit her directly. Do this 3-5 times and the relationship is over for good. The center column will open after she is defeated. Ride the lift down and step onto another glowing white platform to get of this place.

10
Island above the abyss:


As your player mentions, things are getting more and more bizarre. There's only one direction to proceed from the start. Use the fallen rubble for cover against some alien looking soldiers here until you reach a dead end.

There is a small hole that you can jump and high jump up to, and then I got stuck. The first time I was able (after about two minutes of trying) to jump and crouch repeatedly until I got through the hole. The second time I tried for almost five minutes and finally used the "noclip" cheat to continue.

On the other side of the wall you will meet more aliens and a big floating robot. There is a side passage where you can collect some items, and this is where I met the first robot. To the left, where the path splits, there is an entrance to a structure where you can find more items and enemies and probably pick up a Plasma gun. If it seems like you are being hit by invisible enemies, look above you. A few rockets should knock them out. To the right, down the hill, you will encounter more aliens around the corner. Down the hill further is another entrance to the structure. An alien will be trying to tag you with rockets as you approach. Try sending him one of your own, or just step out of the way and wait until you are inside and he is easier to hit.

Inside the building, you'll have another choice of going right or left. Either way takes you up some ramps to the same room at the top, where there is another glowing white portal waiting. In front of the portal is a balcony. This is where those guys were shooting at you from while coming down the hill, so if you didn't take them out they are still there. At the other end of the top room near the ramps is a room with red light and some ducts. One of these ducts you can hop up and crouch to enter. In the hidden room beyond you can find "Harry Potter's Broomstick". Take it and enter the white portal.

You arrive in front of a big pond of glowing green goo. This stuff looks really toxic and it is, though it doesn't hurt too much if you fall in. There are two ways to go from here. To the immediate right you can see some kind of a ladder going up. This is the easiest way because it is the closest. You need to jump across those crates and containers to stay out of the toxic goo, and they move when you jump on them. You can also go all the way across if you feel like it.

If you decide to go for the ladder, climb up and be ready to blast an alien waiting on the bridge up there, then quickly cross and get down the other side to avoid being hit by Plasma fire from an alien on a higher bridge. The white portal you will find on the other side will take you all the way back to the beginning of the level, so you probably want to stay away from it. Gather up what items you can and then find the small square lift platform to ride up.

If you went all the way across the green goo instead, there is a similar lift on the other side. Only one of the two rooms above the lifts has an exitl, so if you came up the ladder you will have to cross the other bridge to get there.

From here on, the object is fairly simple. Make your way through the corridors and fight off ambushes until you find another, larger lift up, then another. Soon you will be in a huge round room. Around the inside of the huge circular hall are several small square lifts, but most of them are broken. Walk around until you find one that isn't and you find a way up to the next walkway. Once you ride the lift up, fight your way around until you find the next working lift. After three or four times of this, you will finally be at the top.

There is a big battle going on here when you arrive. I have no idea who was fighting who, and just took out the last two or three that remained to clear the level. The exit portal is in one of these three rooms, but it's closed. Nearby is an alien computer console full of strange symbols. Just press your 'use' key on it, and it will make a creepy sound and open the portal.

11
Iron city:


On this level you will be facing more alien enemies, but at great distances. Many are waiting to snipe at you from high bridges, still more are hiding in the shadows and very difficult to spot. Most will be shooting at you with Plasma rifles and Rocket guns, which happen to be the best weapons to use against them. Move cautiously and constantly, watching for enemies in the distance and overhead. Remember that you are fast enough to avoid plasma and rocket fire if you are able to see it coming. Be sure to check behind all crates and other obstacles, as well as dark niches and passageways to pick up health and armor as you fight your way through.

Moving forward from the start area, you will soon be turning left and getting sniped at from above. When you reach the bottom of the first double set of stairs, look to the right to find a small bridge over a narrow gap to a door. Being inside will give you the best cover and fewer enemies to deal with. In the last room is a robot guarding a lift. This lift moves through all four floors of this section, so you can get up to the window openings and pick off the enemies outside.

The lift room on the second floor has a door which leads out to the rest of the level. Down another set of double stairs, the path will turn a corner to the right. Across another narrow gap is a walkway with three sets of small stairs leading to it. If you go that way, you can pick up some more items and also get a different position in which to attack the enemies at the base of the next double stairway.

From the bottom of that staircase, you should be able to see another double staircase to the right which leads up to a set of big double doors. As you pass that set of doors (which do not open) head straight forward and find the "Alien's dental plate" and some other items behind the crates. Moving along a little further will bring you to an intersection. Continue forward down a hill and around the corner to a lift, which is the level exit, or turn left to battle more enemies and find a dead end.

12
Purgatory catacombs:


When you ride the lift up from the start area, you will find yourself in a large and empty room with an alien computer terminal in the middle. You need a password to open the portal nearby, so that is your objective. Enter each of the five lower chambers and activate the machines to learn the code. Each will display a symbol of a certain color. Make note of each as you unlock them. This will describe the rooms in a clockwise direction from the starting position, but you do not need to enter the lower chambers in any particular order.

The first then is a large and empty circular room. The machine is the device opposite of the entrance with three lights on it. Press use when you have a red crosshair to activate it. A short scene will show a gate opening as the red symbol appears. Big aliens will then come after you, but they are melee fighters and not difficult to defeat.

The second room has a floor made of large hex shaped tiles with alien symbols on them. The tiles will fall if not stepped on in the proper order. How you are supposed to figure out this order is a mystery. I just made a quicksave before taking each step, or you can simply follow this cheating diagram to get to the machine and display the yellow symbol. (green is safe - red is death) Be sure to follow the same path backwards when you return to the entrance.

The third room is full of large boxes that look somewhat familiar. There are no tricks here, just kill the guards then climb up to the machine on the other side of the room. It is difficult to tell what color the symbol is, but remember it anyway.

The fourth room looks intimidating, though it is really fairly simple. Watch for the hole in the rotating floor and step out onto it for a ride. Crouch under the cross beams and then go up the stairs when you see them. The next rotating floor is moving in the opposite direction of where you need to go. You can't walk against it, so just keep jumping and jumping, watching out for the hole, until you get to another staircase. Go inside and activate the machine to get the blue symbol, then climb the ladder to the upper walkway. At the end of the walkway is the "Used Aladdin's lamp" artifact. Jump back down to the outer rotating floor and ride it around to the entrance.

The fifth and final room is probably the most difficult. Start by eliminating the enemies in the alcoves on both sides, then you have to find a way across to the machine. The bridge type device looks like it was supposed to move at one time, but it isn't moving anymore. The only way I could find to get across was jumping to the first platform, then carefully jumping to the side rail and walking along it to the next platform. The energy of the rail will do some damage to you, but not very much. Of course, once you activate the machine and reveal the green symbol, you will have to repeat the same steps to get back to the entrance.

Back in the main central room, silence whatever enemies remain and get to the computer terminal. When you use it to enter a password, you will see an array of symbols and five places to enter them. Click the symbol for blue, then green, and so forth. We didn't find any white symbol, but the one we weren't sure of turns out to work. The portal nearby is now open, so step onto it when you are ready to exit the level.

13
Baphomet's lab:


The first thing to do in this short level is fight your way through the guards. Go left, then left again until you find a room with a generator in the back. Turn on the generator to activate a nearby portal.

Kill the crazy scientists, then pick up the lab access key from the table. Use the key to open the first lab door and take out the guards that will be waiting. The cylinder with jets of smoke or steam looks dangerous but it isn't.

There is an open area and room to the left side of the steam cylinder but the way to it is blocked. If you have the "Eat Me Pastry" from level 07, you can use it to go under the barriers to a secret room. Inside you will find the "Mummy Tutankamen fragment", along with armor, a medical processor, and some ammo. *** Many thanks go to sundark2099 for discovering this.

Head through the cylinder, then through the second lab door. You'll find the first lift key in the second lab. The portal near the second generator will take you back to the same place the first portal did, so there is probably no need to use it.

Use the key to lower the barrier for the first lift, then ride it up to the next floor. More guards and scientists are here, as is the key to the second lift. Pick up any items you left behind, then step onto the second lift, which is actually the level exit.

14
Hacksley's arena:


Moving away from the start position, you will meet a few guards. Ahead is a lift, but it's blocked by a forcefield so you can't enter it. Head through the only door and battle more guards in a meeting area with benches. Both doorways on the opposite side lead to the same hallway. There isn't anything you can do to the left yet, so head through the door to the right. There are three doors in this room, but only one of them opens. Go through and defeat more enemies, then take notice of another blocked lift with a keypad next to it.

The room beyond the lift is full of chambers holding bodies, along with a few mad scientists. There is locked glass case with something interesting inside, but you don't have the keypad code to open it yet. Proceed into the next room with just a single floating body in it. When finished with the enemies, go to the computer terminal in the far left hand corner and press use on it. A cutscene will play and you will learn about Henry Alfred Cole. After talking with him, he will give you the code for the lift, "789".

Head back to the lift you passed on the way, enter the code and ride up to the next floor. When you get to the room with a huge fan that blows you backwards, just keep pressing jump and forwards and eventually you can get past it. Going through the next door will put you face to face with Alex Hacksley who you will have to fight, along with some of his guards. Once he is dead, go up the stairs and activate the computer terminal there. You will see a cut scene in which a big stone "O" begins glowing.

Before you go looking to find the stone portal, go back and talk with the computer that gave you the passcode again. He will tell you more things he knows about, and also give you the passcode for the glass locker, "666". Inside is the Master Of Souls weapon and some souls to feed it.

Now go back to the hall behind the meeting area and through the door at the end. This room is like the one on the other side, that is, only one other door actually opens. Head through the hall of computer machinery, then the next room, and you will be standing in front of the stone portal. Step through it to end the level.

15
Path to the temple:


Now you are somewhere in eastern Peru, and it's a jungle. Unlike previous levels, the enemies here will start shooting at you almost as soon as you arrive. The vegetation also provides great cover - for them, but not for you. They seem to be everywhere, above and below. Most often you won't even see them unless they are shooting. The best weapon seems to be the rocket gun, or grenades if you are adept at using them.

Pick off all the enemies you can, then head down the only staircase to the left. Go straight, then make a right down another stairway, then up the curved stairs to the left. Here you will find the Laser gun I-Stell 3K. The secondary fire of this weapon will allow you to zoom in and snipe more effectively.

Continue down another stairway and along the path through the rocks. The rope bridge looks like you could fall through, but I just kept walking and was fine. The main passage is blocked here, so head to the right, across the narrow plank, then up a rope ladder. Around the corner you will be able to pick up the Heavy machinegun M249 mod 7.62, once you take out the guy trying to use it on you.

Ahead is another stairway down, but it won't let you get very far. The way to go is a narrow broken walkway to the right side. You should be able to make the jump from the top of the stairs, but you can push a barrel from the previous room down the stairs to help out if you are having trouble. From the balcony at the end you will be able to see the temple.

Get out the laser rifle or rocket gun and waste as many snipers from here as you can. Once it quiets down a bit, drop down to the nearest platform below. (be careful not to fall through the hole in the middle!) Turn around and grab "Beethoven's collar" from the left, then go to the right and drop down onto the narrow ledge on the wall before landing on the ground. You will take some damage if you fall too far. Through the passageway, under the way you came in, you can find a round tunnel leading to a medical processor if you need it. Don't go any further that way though, or you will find yourself back at the end of the rope bridge again.

From this point on, the task is to get to ground level and make your way to the right side of the temple where the stairs are. You can get to some nice scenic areas (and find a few basic items) if you want to spend a lot of time trying to make high jumps up the rock wall. Once up the stairs at the far right, go back across to the far left and find another rope ladder to climb up. At the top, you can see a hole in the wall of some light colored stones to the left. Step in to try and pick up the items there and the level ends.

16
Maya temple:


The third room of this level is an instant death trap. Watch for circular discs on the ceiling that will come smashing down once you move under them! I was only able to get through by jumping up on the narrow ledge and walking around the torches. Make your way through the enemies until you reach a doorway blocked by metal boxes. A short scene will play, showing the moving pendulums in the next room. If you shot the enemies through the window from the water room, then it is not too difficult. Jump up to one side or the other and wait for them to move away before passing them. Sometimes after the cutscene, the pendulums will just freeze in place and you can walk right through. This must be a game bug however.

In the dark room beyond the pendulums is a ladder to climb down to a lower floor. Another scene will play here, and one of the Peruvian gunmen will tell you some information before he dies. The enemies seem to be everywhere down here, so you will ducking grendades and being shot at constantly. Fortunately, medical processors and heavy blasting armor are also plentiful, so it shouldn't be too hard to stay alive if you move carefully.

In the long room with wooden planks across it, drop off to the dark area below to find a hidden room full of items if you want. Past the wooden planks, there will be several flights of stairs leading down further until you reach a room that appears to be a dead end. There are 4 small alcoves here with stairs leading to them. The one you want to explore is the one that is blocked by two stone blocks. Crouch under the block and enter the tiny passage there.

There are torches, but it's still very difficult to explore. A flashlight would be very useful here, if we had one. Take the first turn to the left, then follow it around and down. At the end is a rectangular hole that you can drop down through. This will put you on top of a structure in another room. Fight off the enemies and make your way through a maze of small rooms to a large room at the end. There will be a big battle going on here between some of Baphomet's followers and Peruvians. You can charge into the battle if you like, or just wait until it quiets down and move in to finish off any survivors. The stairs opposite of where you came is the level exit.

17
Ghost city:


Outside again, and this area is even worse than the Path to the temple. Cactus, corn, and crumbling ruins everywhere. Fight your way around to the left, then forward to a stairway in the far left corner. Go up the wooden ramp and straight across to a doorway and another cave passage.

Just great, more confusing ruins. Again, the place you need to get to is a building in the far left corner. Once you get there, head up the stairway, then across the wooden planks until you are in front of some trapezoidal windows. Do some high jumping and crouch to enter the second one, then carefully drop out the other side to a block sticking out of the wall. Make a couple more careful jumps to the right until you reach the high wall in front of you. Go left along the ledge until you see a doorway. Enter the passage and proceed to the end - a big hole.

Make a leap of faith and jump, then swim up and look around for a way to get out. Yep, more of that good old Super Mario Brothers BS. Hop, hop, hop your way around and round all the way back up to the top. An hour later, it seems another dead end. Look for a small hole in the middle of the area which is the exit.

18
The way to the mine:


Follow the path through the caves until you get to a hallway. First go right and clear out the enemies. Notice a corridor to the left with an upper floor and a blocked passage. You will be coming back here eventually. Continue to the crypt room at the end if you want. Using a barrel next to the rock, you can jump up to a hidden area above that contains some items.

Now head back to where you entered from the cave tunnels and continue along the hallway until you reach a large open area with a deep chasm in the middle. There is no way across, but at the end you will find some blocks that you can jump down to, then a wooden plank that will take you to a lower floor.

At the dead end, use the small square block on the wall to activate a lift. Work your way through until you find yourself on the upper level of that room with the blocked passage you passed earlier. Use the small block to open that passage. You can head across the plank to explore an optional area, or just turn left to get down to the opened passage and proceed through the rest of the level.

Through the passage, you will be on the upper floor of a large room. About halfway around the top floor is a very dark room full of rubble. Crouch through a hole and jump up the stones to find the "Inca idol". Look for wooden planks that cross from the outer corridor of the main room to the central structure, then finally hop down to get to the bottom.

Wander around to the blocked passages here, and at one of them, our player will say something about a "Bloody sacrifice". One of those big melee enemies will then appear for you to fight, once he falls, one of the blocked passage will also open. Go through and jump into the large hole in the floor to exit the level.

19
Desolate mine:


As the movie shows, you are now taken prisoner and stripped of all your weapons, but not your artifacts. Wonderful. They really didn't take any other precautions against escape though. No guards, and a broken wall that acts like a set of stairs to get out. You can climb the broken column to a higher area, but there isn't anything up there. Find the only passage that is open and take it. There is a knife and a pistol in the area around the start.

Head through the only passage out and down the stairs. Where the passage splits into two directions, you should pick up a Machete. This might have been useful against zombies, but it certainly won't do you much good here unless you run out of ammo.

To the right is a big hole with some wood pieces you can jump across if you like. There is a medical processor at the dead end of the tunnel. Back to the left of the split, continue along and take the first right you see. This leads to another chasm with broken planks to jump across, and another split. Head right to find the "Old red baseball cap". Jump to the other area to collect the shotgun from the dead guard.

It is very dark in the huge room you will eventually come to. Some guards will be fighting a couple of those big melee monsters, but will happily shoot at you instead. Pick up what you can from this area. You can find some Colt pistols and an assault rifle in here, along with a little ammo.

From where you entered the large room, go to the left past 2 dead end tunnels to find another chasm with broken boards to jump across. Kill all the enemies in the area with rails on the ground for mining cars, then head for the wooden gate at the far right end. Move towards the gate to end the level.

20
The way to the lab:


Kill the guards right away, then jump across the broken rail bridge to collect the armor on the other side. Be careful entering the next area up to the left of the entrance. There are quite a few guards around, but most dangerous are the laser-aimed turrets mounted on the buildings. Head immediately right and down to the red brick structure to find a Rocket gun and ammo. Now you can take out those turrets.

Near the far end of the first big building with turrets on it, look to the left to find a locked doorway down a short ramp. It doesn't say any keycard is required. The only way to open it is to take out all the guards and destroy all the turrets. When that task is accomplished, your crosshair will turn green and the door will unlock. Climb the ladder down the hole in the corner of the room, then crouch under and jump over the pipes to get to another ladder at the end of a long corridor. Climb this ladder up to exit the level.

21
Guarded territory:


From the start position, head to the left around the building until you find a door. Go inside and surprise the guards there. In the far room you will find the keycard for the weapon room. Find another hallway with a ladder at the end and climb up to the next floor. Up here you will find a room with a computer terminal in it. The monitor base is glowing green to indicate you can use it. Do this and you have several options to choose from. Select option 4 to disable all security, then head back to ground level.

At the far end, on the left hand side of this complex, is another building you can enter. Take the first left and make your way through the jail-like barracks to the end. The locked door is the weapons room. Pick up the Heavy machinegun, the "Full Metal Jacket T-Shirt", and whatever ammo you can carry. (and try not to be too upset that none of the other weapons you had are here.)

On the way out you will see another locked door requiring a keycard. Go out of the barracks and to the room at the far end of the hallway to find the card. Now you can enter the basement and climb down the ladder to leave.

22
Patio:


You are still underground when this level starts. Climb up to a small room and jump/crouch through an open window to get outside. Take down the guards in the immediate vicinity and more will appear. The place you want to go next is the half-round building directly across from where you entered. Inside this building you will find the "Radioactive case" and the basement keycard, among other things.

As you continue down the roadway, make note of a door on the other side of the razor wire, where the rails are. This is the way to the exit lift, so you will eventually be returning here. Turning right at the end, there will be New Dawn members and soldiers fighting. Get past them and to the building at the end to find a laser rifle.

The building next door is where you will find the access card for the lift. The basement that you have the access key for is here also, but no real reason to go down there unless you want to see a few caged zombies.

On your way back to the exit, enemies will appear in full force to stop you. A garage door will blow open as you near it, with some guards and soldiers fighting inside. One of them has a rocket gun, so watch out for him. Enter the last building and make your way through the hallway and rooms to the red and black exit lift. Using the keycard ends the level.

23
Cole's lab:


At the first intersection, in front of the big office with Hacksley's picture, take a right down the corridor. Near the end, on the left, is a smaller control room and another through a doorway. In the room at the end there is a computer on a desk. Use the terminal to activate a tram.

Back in the main hallway, go down the stairway at the end to the tram platform. Ride the tram around to another platform with another stairway up. A couple of guards on a side platform will shoot at you as you move past them. Try to take them out before they can toss any grenades into the tram car.

At the top of the stairs there is another office and a room with bunks in it. In the far corner of the bunk room you can find "Sherlock Holmes' pipe". Activating the lift access panel ends the level.

24
Soulstealer:


Take out all the enemies around the large central structure, along with any that you can on the higher walkways. The door to the right of the entrance is locked, and will tell you that it is opened from the coordination center. Ride the first lift to the first walkway, then the second lift to the top. Watch out for a New Dawn man waiting for you with a rocket gun.

Through the doorway between the green windows is the shaft of a broken lift. There's water way down below, so the only choice is to jump. Of course, once you jump the lift starts working again, but it doesn't go down all the way. The way out is a nearby ladder that is very hard to spot in the dark. If you jumped in while facing the back of the lift, this ladder will be behind you to the left.

Climb up and fight your way into the next area, which is mostly occupied by scientists. Check all the side rooms until you find the coordination center. It is a round room with maps on the wall and a console you can use. A short scene will play that shows the door opening.

In another of the side rooms you can find Nemesis, which is the last weapon of the game. More guards will appear out of nowhere as you make your way back to the start area. Approach the lift through the door that is now open to exit the level.

25
Module under construction:


The hallway leads to a large open area with a pit in the middle. Don't bother trying to snipe at the guards patrolling around it as your shots will not go through the fence. If you head to the right, you'll see a doorway with a medical processor inside, but it is blocked by a grate. About half of the way around on the other side is an opening in the fence and a generator. Using the generator turns it on, which opens the grate you saw before.

Through the doorway where the grate was are stairs down to the lower level of the central pit. There is nothing to do down there until you shut off the generator that powers the green domed forcefields over the platforms. To accomplish this task, go around the upper area until you find another doorway. Use the scaffolding, ladders, and steel beams to find your around and down to the generator. A scene will then play showing the forcefields shutting off.

The water in the central pit is still electrified, so you will need to stay on top of the scattered rubble to avoid being damaged by it. The forcefields you turned off now allow enemies to materialise on the circular platforms. These will be the floating electric monsters first encountered in Purgatory catacombs, some New Dawn trenchcoat guys with rocket guns, and some other winged demons that also fire rockets. You will need to kill several of each before they stop arriving. Don't forget there are two platforms for them to appear from! You can go back up to the top once they begin coming, but it really isn't any easier to fight them from the beams so high above.

Once it seems fairly safe, get to the two generators down here and use both of them. This will activate the third circular platform, and big melee demons will arrive. These black ones are quite a bit tougher than the silver ones you have had to deal with before. When they are all gone, green circles will appear on the same platform. Jump onto the platform to get out of this place.

26
In between worlds:


This tiny level tries to compensate for size with difficulty. All the enemies here shoot rockets or those electric zaps, and they are usually right in your face when you meet them. The map itself does help by providing lots of places to take cover if you move fast enough.

Make your way through the enemies to the right. At the left side of the ramp there is a door that will tell you it needs a spellbook to open. Up the ramp is the empty spellbook pedastle and the doorway to the second half of the main room. At the far end are red and green teleport pads. Green will take you to the room where the spellbook is. Red will bring you back once you fight the enemies and retrieve the spellbook from the pedastle there. Use the first pedastle to place the the spellbook and the door opens to a yellow circle which is the level exit.

Other than the magenta colored one that you arrived on, there are 3 other teleport pads connected to the first part of the main room. Across from the start are the yellow and blue ones. Yellow takes you to a room with more enemies and some items. Blue brings you back again. The third, greenish teleport pad doesn't seem to have any use at all.

27
Hell:


From the start position, take out any enemies you can with the laser rifle or rockets, then explore around by jumping across the gaps in the wooden walkway. Follow along to the right, and then right again and jump into the boat at the end. If you haven't discovered already, this is the only way off the bridge. Falling through a hole or jumping off the sides will only take you back to the start again.

The boat will teleport you to the top of a rock, further to the right. Use this higher position to advantage and snipe at nearby enemies, then drop down and use it as cover. You can go a little further right to the small ruins and pick up some items, but too far will will teleport you back to the start.

The scaffold platform is the only way out of this area. Climb up the ladder and drop through the hole to be teleported to another rock near the gate ruins. From the top of this rock, looking at the gate ruins, go to the left towards and pick up the "One-legged tin soldier", artifact behind a shorter rock nearby. *** Thanks again go to sundark2099 for finding this.

There are some areas to explore and items to pick up, but there are also invisible teleporters all around that will send you backwards if you cross them. Go around the back of the ruins, up the stairs to the wooden walkway and jump crouch through the open window to exit the level.

28
Hell Office:


This level is full of strange looking demons wearing goofy human clothes. Some wield duel SMGs while the more powerful ones will use some kind of energy blast on you. If you don't see a weapon, then this is the kind of attack to expect from him. These demons also respawn in rooms you have already cleared, so you will never have the map completely safe to explore.

Apart from just staying alive, the first thing to do is head to the opening on the left, then make another left and go through the door. Here you will find the key to the exit door. Now fight your way back around the map until you find the door with a green sign and stairs symbol on in. Use the door to end the level.

29
Baphomet's chambers:


This level is another office with the same types of enemies as before and the same objective - find the key and get to the exit door.

One of the doors in the main starting room is blocked, so head left. Fight your way around in a clockwise direction. You really do not need to enter any of the rooms until you get to the end of the hallway and see the cabinets that were blocking the door at the start. Enter the room at the end and then the room beyond to find the key, then back to the "666" door you passed earlier. This is the exit.

Before leaving, be sure to stop at the next to the last room on the right on the way back to the exit. Inside you will find the "Spurge-flax tincture", which will be handy in the upcoming final battle.

30
Conference hall:


After the scene reading the Book of Fate, head into the next room. Finally, you can pick up all the weapons you lost here. When you open the door beyond, another scene will play, then it will be time to fight. Baphomet fires multiple energy blasts in s burst. Stay behind the columns and watch out for his weaker minions that will appear. When he pauses, step out and blast him with Nemesis or the Master of Souls. He can take a lot of damage, but when he finally falls, that's it. Congratulations, you have beaten Hellforces! (or have you?)


The Artifacts:

Trinity sunglasses
Can be used as night vision equipment and radar
found in level 01

Dracula's teeth
Health regeneration
found in level 02

Barbie voodoo doll
Causes 70 units of injury to all enemies
found in level 03

Ludwig's mask
Redoubles inflicted injuries
found in level 05

Huge silver tape recorder
Just playing rap
found in level 06

Pastry with an inscription "Eat me"
Your height will become three times smaller
found in level 07

Luke Skywalker's inoperative light saber
Absolutely useless object
found in level 08

Harry Potter's broom
Increases moving speed
found in level 10

Alien's dental plate
Increases inflicted injuries four-fold
found in level 11

Used Aladdin's lamp
Temporarily gives unlimited cartridges
found in level 12

Mummy Tutankamen fragment
Completely stops time for 10 seconds
found in level 13

Beethoven's collar
Gradual restoration of armor
found in level 15

Inca idol with an engraving "To dear Cortes from his admirers impressed by his art"
Fully restores stamina and armor
found in level 18

Old red baseball cap
A real cap of darkness
found in level 19

T-shirt with an inscription "Full Metal Jacket"
Adds 400 units of armor
found in level 21

Case with an inscription "Radioactive"
Adds 400 units of health
found in level 22

Sherlock Holmes' pipe
All the world will slow down half the speed
found in level 23

One-legged tin soldier
Gives extra protection
found in level 27

Spurge-flax tincture
Gives temporary invulnerability
found in level 29


Other game pages by psyren:
Doom
Crimsonland
Robotron 2048