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Retro Game Walkthroughs For
"Painkiller"
(PC Games)

Retro Game Walkthroughs for Painkiller (PC Games)
Submitted By: Possum_Number2
ahh yes the swamp monster, this one had me going for a bit. I'm sure you've figured it out by now but if you haven't here's what you do.

First of all, never touh the water, it is very deadly .You cannot hurt him with any weapons at all until later. Basically, you might notice that he throws explosive gas bubbles at you that blow up when you shoot them. This gave me the idea of shooting the bubbles that appear randomly around the pond and surely enough, they exploded. So what you do is shoot them when he walks near them. Preferably do it with the shotgun.

When his health is about 1/4 down, the bubbles disappear and only about 6 remain around the edge of the pond. Destroy all of these bubbles whih cause fire to spray out and for some reason when they're all blown up, you can hurt him with your weapons. Personally I suggest shooting the swamp monster with your steak gun or the electric pin machine gun weapon . . I'm not sure exactly what it is.

When the fire is spraying out, you can hurt him and he will not attempt to hurt you as he will be putting out the fires. He is very slow so just keep pounding him. Once he has managed to put the 6 fires out, he will begin attacking you again and you just have to repeat the process of destroying those bubbles again then shooting him. To get the gold card on this mission is very easy, just kill the swamp monster in under 4 minutes. SIMPLE.

His attacks: Exploive bubble: Just keep an eye on him and shoot the buble as soon as he throws it, try to keep your distance to avoid getting hit by the blast.

Water claw: He will stand still then thrust his arm into the ater which will make a big clawn come out of the water at a random point around the pond. This is slow bu gets faster when he is more hurt. Just run in the opposite direction when you see it.

Double water Claw: He does this when he is severely hurt. 2 water claws will appear at 2 random points in the swamp. again, juat run away from them.

Fireball: Very painful but easily avoided. Just keep your distance and strafe left or right when he throws it at you. It will just fly past.

Swamp monster defeated. Next time, the guardian with the hammer.
Submitted By: spoonbeast
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Painkiller weapons, enemy and card walkthrough
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This Guide provides help as to how to use your weapons properly, how to best kill the numerous hordes and helping players make the right decisions when choosing cards.



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[WEAPONS]
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Daniel Garner’s task is a tall order for the price into heaven, before he can even carry out his job, he’ll have to wade through all of Lucifer’s armies of low ranking minions. Thankfully, purgatory being a twisted and sinister place has forged strange and deadly weapons in an unholy union between ancient and modern technology. With the new weapons available, there’s now a slim chance that Daniel might succeed and join Catherine in Heaven. In this section we will investigate each weapon and provide recommendations for maximum effect.

TIP: Make sure to get the patch for the game as its been retweaked to improve weapons, such as increasing the speed of the Electrodriver and additional pellets in each shotgun shell.


[Painkiller]
A crude weapon that’s capable of long and short distance attacks. Players will have this weapon throughout the game. Primary function (pain) spins the blades of the “warhead” cutting and dicing any close foes. Secondary mode (killer) launches the warhead at enemies killing weaker ones with a direct hit. Every 4th consecutive hit on the same enemy (without gibing them) are rewarded with valuable gems. A good method of harvesting these gems is to stand in tight corridors; constantly spamming enemies/corpses as they slowly build up and retrieve the goods after the bodies disappear.

Should the warhead miss however, a damaging energy beam will materialise when players are aligned and close enough to the warhead. Perfect for creating traps to pick off the odd enemy, but generally ineffective. Recommended that the warhead should be retrieved after missing.

Overall, for a basic weapon, the painkiller is a surprisingly effective weapon and should be used whenever possible. Granted, the pain setting is relatively useless and better used to break open boxes, Players should opt for the killer setting when fighting enemies.


[Shotgun freezer]
The shotgun freezer weapon is a weapon players will (and should) frequently use throughout the entire game. Shells are frequently plentiful and the weapon is effective against weak and strong enemies alike. Defensive tactics suit this weapon well and whilst capable of dealing enemies with medium range, it’s more used for close quarter fighting such as against melee fighters.

Primary function fires shotgun shells that’s able to kill the weaker foes with a single shot and most other enemies in 2/3 shots. With dexterity, rage cards the primary function can be extremely devastating even to the bosses. The secondary function freezes enemies turning them fragile and shattering when any projectile hits them. Although it doesn’t work against bosses, it’s a brilliant weapon for dealing with annoying, hardy or defensive enemies with the minimum of fuss.


[Electrodriver]
Essentially the games assault rifle, the electrodriver is ideal for light offensive or defensive fighting. Primary function fires a steady stream of shurikens over medium ranges and is ideal for picking off small groups of enemies. The longer the projectiles remain in the air the more damage it delivers, but will disappear over a certain distance. When enemies get too close, players can use the electrodriver’s excellent secondary function that electrocutes enemies. Players can target multiple enemies at once by throwing a single shuriken during electrocution as the electrical charge fries other nearby enemies. Perfect for clearing small rooms, killing groups of pursuers or conserving precious resources. Both settings can eat through ammunition quickly, so players are advised to take the replenish card or not to depend too heavily on the electrodriver during serious firefights unless well stocked with ammo.


[Stake gun/ grenade launcher]
Primary function fires a fast single stake at enemies, the projectile getting stronger the further it flies. Whilst effective from all distances and powerful (about x2 damage of shotgun shells), it has a major disadvantage of being agonisingly slow to reload. Making players highly vulnerable to counterattacks, it’s therefore not a weapon Players should use in massed close quarter fighting. Rather, the weapon suits better against projectile-based units such as zombies, or whittling down small streams of enemy forces. Even then, Players must still be constantly on the move. Arcing shots will increase the range to snipe enemies.

Secondary function launches short-range grenades at enemies. The projectile bounces around until it detonates or makes contact with an enemy. Potentially Suitable for indirect assault tactics, but due to low splash damage and short range, use them only in tight corridors or on the top of stairs for best results. It’s probably best to save them for the Rocket launcher/chain gun.


[Rocket launcher/ Chain gun]
Whereas the electrodriver was (generally) a more defensive rapid firing weapon, the rocket launcher/chain gun combination is completely geared to offence. It’s the perfect weapon to use when up against bosses or the odds are stacked against players. Primary mode shoots rockets dealing serious damage whether it’s against mass numbers or tougher enemies. Secondary function fires large numbers of bullets in quick succession with little or no loss of accuracy over long distances. It’s ideal for killing mass numbers of the opposition or for a quick spot of sniping. Without the replenish card, players will discover that just like the electrodriver, ammunition consumption is fast and should be used in small bursts.


[Demon mode]
When players collect 66 souls (50 with the dark soul card), players will temporarily morph into a demon. The screen with be washed in white and enemies with appear in red. In the duration, players will be immune to damage from enemies and each attack from the player will kill any foe instantly. When in demon mode, players should use the opportunity to target the more dangerous or difficult to kill enemies first before quickly locking onto the weaker foes.




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[ENEMIES]
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Purgatory is a twisted limbo version of the real world in the past, present and future. It gives Lucifer a wide diversification of areas for him to recruit his unholy minions into his army. In this section we will go through each enemy and how to best deal with them.



[Amputee]
Victims of botched surgery, Amputees have no arms or legs and attack by lunging at players. They have the ability to crawl on ceilings and drop down to attack. Generally not aggressive unless players get too close, Amputees are a minimal threat and can easily be dealt with using the painkiller.


[Banshees]
These old hags appear in C1L1 and C5L3. Banshees attack by getting close enough to take a swipe at players, blinding them in the process. Banshees are slow, weak and easily killed with the cheapest weapons.


[Beast]
These vicious Dogs of War appear on C4L1 and L3. These Large doglike creatures attack players by biting them. Frequently, beasts will attempt a homing roll attack into players causing immense damage and frequently followed up with a pounce should the spin miss players. Both attacks almost guarantee in players taking damage. Players are advised to use fast projectile based weapons or even crack out the heavy weaponry like the rocket launcher/ chain gun. Firing constantly whilst moving backwards.


[Bones]
Encountered on C4L2 and L4, Bones are reanimated skeletal remains of animals. Fast and silent creatures, they attack by biting players and having a horrible tendency to ambush players by hiding around corners or creeping up on players. Bones near death explode shooting sharp bones everywhere the larger, faster bones are more prone to this. Players should remain cautious and constantly on the move to prevent unexpected attacks. Fast, rapid firing weapons like the electrodriver or the machine gun work well against bones decimating packs quickly. Due to size and speed, the stake gun is not recommended as missing will prove fatal. Whilst the shotgun is acceptable against small groups of bones, players will have trouble dealing with larger groups, as numbers will eventually overwhelm players. Some Bones will require time to reanimate; players can take advantage of this by attacking them early.


[Dark ninja]
There are 2 types:

Blow dart armed ninjas are located only in the opera house (chapter 2 level 2). They’re Frequently annoying thanks to their large numbers, fast dart projectiles and height advantage in the level. Ninjas occasionally will teleport behind players for a cheap close quarter hit. Due to the large open areas and long corridors of the level, plus the nature of these ninja’s fighting methods, painkillers and the stake gun are good weapons to use. Using these weapons allow Players to exploit Ninjas unobservant behaviour by picking them off from long distances. Another effective tactic is luring them towards good ambush point such as corners or entrances

The second Dark ninja (found in chapter 2 level 4 the bridge) is an advancement of the first type of ninja. Whilst able to fight from a distance by throwing shurikens, preferred method of fighting is close quarter using large swords. Found in large groups, they frequently attempt to close the distance between players by jumping towards them. Provided players keep on the move they won’t get hurt. Try to Use the stake gun to pick off inaccessible ninjas or to whittle numbers down before switching to shotguns and the electrodriver for the main attack.


[Devil monk]
There are several variations of evil monks. The first is armed with large spears with burning lanterns attached at the end that affect players if they get too close. Blue lanterns will restrict player’s movement; red variants poison players. Close quarter is its preferred method of attack.

The final variant prefer distance attacks by casting lightning spells and using a sickle should players get too close. If left unobserved, they potentially dangerous and annoying as their attacks are frequently guaranteed to hit players. All variants are Usually accompanied by dark monks or psycho nuns.

Whilst the basic variants intended to prevent close quarter retaliation, Players can still kill them using the shotgun at medium or short distances away. The last variants should be killed as quickly as possible using rapid firing weapons or behind suitable cover. When players see them raise their hands, they’re about to strike players.


[Evil monk]
Dark monks form the majority of forces in Chapters 1 level 2,4 and Chapter 5 level 3 basic dark monks are slow and armed with an axe that they either cut or throw at players. Generally stupid, they have a tendency to throw them if too far away to attack and dying soon afterwards. The later versions weld 2 axes and are considerably faster. Both are a minimal threat, requiring nothing more then the Painkiller or shotgun to effectively eliminate them.

Last variants weld torches and throw explosive Lit spike balls and bombard players. Best to keep moving and blitzing them with rapid firing weapons.


[Evil samurai]
There are 2 kinds of samurai:

Appearing in C2L2 the opera house, the first type of dark samurai Wields 2 flaming swords. Attack patterns include attacking players from a distance by casting fireballs and using lunge attacks to hurt players close up. To the uninitiated, their attacks can catch players off guard as they can close the distance between players very quickly with the attack. A well-placed stake from a distance or a quick barrage of shotgun shells should be enough to defeat these samurai. For larger groups, try using grenades on them.

The second kind of dark samurai specialises in ice attacks. Appearing in C2L4, they’re armed with double bladed Naginatas, charging at players to slice them. Those located in high inaccessible areas will fire ice projectiles at players. A barrage of shurikens or shotgun shells will deal with most encounters and the stake gun for those on high ground. Players are warned: these samurai are most dangerous near death as they commit suicide and self-destruct, causing immense damage to players in a large explosion of ice. Make sure to kill them outright or be a considerable distance away upon suicide.


[Executioner]
These large hooded hulks with 2 large axes for arms and first appear on C4L1, L2 andL3. Executioners are usually escorted by hordes of lesser minions like zombies or knights. They follow the basic tactic of closing in and hacking players apart, but are easily side tracked by any nearby corpses that executioners dice up to spawn critters to attack players. Later in the game, Executioners will launch hooks that pull players towards the executioner and in range for any surrounding enemies for a follow up attack. This can be exceptionally annoying as the hooks are difficult to dodge, frequently dragging players towards more trouble and taking additional beatings from other foes.

Skilled players could shoot a single stake through the monster’s stomach, but its safer for most people just to blitz the Executioner’s weak spot using shurikens or bullets. The best solution however would be freezing them and shooting them instead.


[Freak].
Players will only encounter freaks in C2L4 the asylum. Dressed in stray jackets of mental patients, freaks are slow shambling creatures that attack by getting close enough to either take a swipe at players or exploding. Freaks can catch players out by appearing around corners, but provided players took time exploring, freaks are easily detectable by the frequent muffled screams of pain. They’re easily eliminated requiring only the painkiller from a distance. Players can prematurely detonate Freaks by getting close and running away quickly. Despite what the manual says, Freaks do not leave a special soul that would decrease the health of players.


[Ghost]
The ghost is nothing more then a spectre of a lost soul in the realms of purgatory. Just like any other ghost, they can travel through walls and suck the life essence out of players. Although they cannot be killed, they can easily be avoided by avoiding predetermined paths or just keep moving, keeping clear of the creature. Ghosts only appear on C2L3- the asylum.


[Hell angels]
There are several variations to the melee-based foe. The basic variant (located on C2L2) is dressed in biker leathers and armed with a riot prod. They follow the basic routine of homing onto players and bashing them senseless. Later versions can throw Molotov cocktails, which are easy to avoid. Both are easily stopped with shotgun shells, stakes and the painkiller.

The final type of Hells angel is considerably more dangerous and is armed with a rocket launcher. Whilst just as durable they’re extremely dangerous and should be dealt with quickly using the rocket launcher/chain gun


[Hell bikers]
One of the most diverse enemies in the game, basic hell bikers are armed with Tommy guns and whilst inaccurate when they begin firing or over long ranges, they’re not to be underestimated. Give hell bikers the chance; players can lose a lot of health fighting them. Occasionally hell bikers will charge at players when near death. Some Stationary hell bikers perched on high ground are armed with Chain guns that have twice the rate of fire and thus damage of Tommy gun welding variants.

The last variants are some of the most dangerous enemies, armed with nail guns that fire speedy, highly accurate and difficult to dodge projectiles that kill most players in a matter of seconds. Cover is almost paramount when dealing with these enemies. Those armed with bottles with attempt to shoot fire at players or attack with acidic belches.

Recommendation: in earlier stages, players will only require the shotgun or the stake gun to finish off the hell bikers, but later on when their numbers become more numerous and dangerous, its ideal that more heavier, rapid firing weapons are required. The best tactic is to keep moving and hit them hard from long ranges. Alternatively ambushing them around corners using the rocket machine/ chain gun or shotgun works wonders.


[Knights]
Although not classified in manual, knights can be found on C4L2, L3.acting more or less like the zombie warriors. Except they wear full armour and weld scimitars instead. They can be dispatched in the same way as zombie warriors.


[Lepper monk]
These monks appear in the last 2 sections of C2L5 (town) and are easily identified by the robes, spear and wearing a goat skull. Leper monks tend to hang back behind other enemies and attack by levitating nearby fallen corpses and hurling them at players or pushing them back if players get too close. Upon the verge of death, leper monks throw their staffs as a final act of retaliation. Players can best tackle leper monks using the stake gun by either killing them first and/or keeping out of range of their attacks when dealing with them. Players are advised: leper monks are hardy enemies and will take multiple stakes to kill.


[Lokhi]
Best described as a mummified insect, the Lokhi attack in groups through a flurry of quick stabs and cuts from the creature’s sharp limbs. Lokhi can close gaps quickly through lunge attacks and can spawn critters to make life harder. Players can identify when either event is about to occur, as they’ll curl up before the attack. But because it takes a considerable time for them to do, players can quickly attack them to disrupt/kill them with the shotgun or electrodriver. Failing that, players should not stand in front of them and keep their distance.


[Maso commandos]
Appearing all throughout Chapter 3 Maso commandos are fearsome foes, packing deadly weapons. Primarily method is using its grenade launcher and switching to its flamethrower when players get too close or lighting skeleton soldiers. Masos are extremely dangerous and should be killed as soon as possible, but this can be problematic as they’re either capable of absorbing unbelievable amounts of firepower or been completely immune to weapons (even rockets!). The only guaranteed effective method is to freezing and shoot them; otherwise it becomes a war of attrition using any weapon (except painkiller) to kill them. To make matters worse, Masos explode upon death, so players shouldn’t get too close.


[Psycho nun]
First encountered on C1L2, Psycho nuns are bloated hovering creatures armed with scythes, which they use to attack players. A single stake is enough to kill psycho nuns, but usually accompanied by large numbers of lesser enemies, shotguns are more adequate. Later versions (IN C1L4) are faster and able to cast spells that temporarily disable players abilities to attack. Should players find that they have been disabled, they should keep their distance and avoiding contact until the effects wear off.


[Sado Commandos]
Primary method of attack is to fire bullets from submachine guns and is quite deadly if players don’t keep moving. Whilst Sados numbers are small to begin with, they’ll become more numerous later on and attack in waves. Sados are also armed with proximity detonators: small explosives that detonate when people get too close; devices remain throughout the level until destroyed. Whilst Sados are capable of acrobatics, it makes them easy pickings. Advanced Golden armoured variants are exactly identical to the blue models except they’re twice as strong and deal twice as much firepower, whilst being able to move and shoot at the same time.

Recommendation: provided players sought shelter or constantly kept on the move, players should find no trouble reducing damage. Whilst the stake gun is useful against small numbers of Sados or those perched on high areas, players are better off using the shotgun, electrodriver or rocket/chain gun later on.


[Skeleton soldier]
The 20th century has given us some of the bloodiest wars to date and sent millions of these rag tag skeletal soldiers that once served their country to now serve Lucifer in the after life. Skeleton soldiers Form the backbone of forces throughout chapter 3. Individually weak, they compensate by charging at players in massive hordes very quickly. Under sheer weight of numbers, players are easily ambushed and collectively, can take massive chunks of health off under the numerous barrages of bayonets. In addition, skeleton soldiers can provide the odd pot shot from their crude rifles and are able to throw gas canisters that both blind and damage players. Skeleton soldiers are best dealt with using rapid firing weapons such as the electrodriver or rocket launcher/chain gun. It’s vitally important that players constantly move, as sheer numbers can easily corner or surround players. Try luring the huge crowds down narrow pathways to wipe out large numbers using rockets.

NOTE: Maso Commandos can set Skeleton soldiers alight making them to move faster.


[Skull]
Skulls are the higher-ranking members in hell bikers and angel gangs. These strong, biker leather wearing foes are armed with double-barrelled sawn-off shotguns. Whilst able to deal serious damage, it has a slow rate of fire. Occasionally, Skulls will pick up the large hell bikers as flesh shields whilst taking pot shots and reloading behind it. In later levels skulls can become invulnerable for short periods of time when they set fire to their heads. Players should ignore attacking them during this time.
Skulls are hardy enemies and will require a lot of punishment to slay them. Resort to hard-hitting weapons such as the rocket launcher/chain gun to slay them or freezing and shooting them. Skulls with shields should be best dealt with using splash damage of rockets behind them. Another good tactic against Skulls is to take pot shots at them before retreating behind some cover as to take advantage of their slow rate of fire.


[Tank]
Whilst most of Lucifer ‘s forces comprise of fallen warriors, demons and the mixture of the two, the fallen angel has included much heavier equipment in the form of US Abraham tanks. Located only on C3L3 the military base, tanks drive out of garages or smash through walls to attack players. Tanks fire frighteningly accurate rockets that easily kill players with a single shot. Advised that tanks are eliminated ASAP by spamming tanks with rockets whilst moving in an arc or strafing to prevent it locking onto players. If too many enemies come between players and the tanks, try increasing the distance between the tank and players. This allows the elimination of easier forces first without the tank providing support. When facing multiple tanks at once, players should be prepared to use tarot cards or save up souls to morph into a demon.


[Templer]
Templers are some of the most annoying (not to mention dangerous) enemies in the entire game. Armed with cross bows, Templars will fire at players behind the cover of large shields that can even withstand rockets. Templars are frequently perched on high ground making them very difficult and annoying to kill. At first, Templars fire a single bolt, but later on the game they can fire multiple projectiles and in large numbers, can be very difficult to dodge. Recommendation: the electrodriver is highly effective against templers. As it allows players the accurately required and Templars are defenceless against its Alternate attack. Freezing and shooting also works, provided players are in effective range. In large numbers try randomly spamming them with rockets in the hope of breaking Templar shields walls that are frequently formed in large numbers. Players should try to ignore those on high ground as long as possible and be dealt last or be picked off quickly when in demon mode.


[Turret]
There are large and small turrets. Small turrets are weak and easily shot down, they’re encountered on C2L1 (prison) and attack players by firing mass amounts of bullets. Turrets are found attached on walls, ceilings and ambush points, concealed in mostly dark areas making them difficult to spot. If players find that they’re taking damage yet no monsters are about odds are a turret is hitting players. Players should be extremely cautious through the level and keep out of turret’s line of sight until close enough to destroy.

Larger turrets on the Military base (C3L4) are manned by skeleton soldiers and fire projectiles similar to those of tanks. Players will need to constantly move (ideally sidestepping constantly) to avoid turrets locking on to players. Best method of destroying these turrets is to get close enough to fire 5 rockets.


[Vamps]
First appearing on C1 L3, Lesser vamps throw daggers, where upon on the verge of death they morph into stronger larger, considerably stronger “Max vampires” that throw innerds at players (similar to that of the zombie). Later on, Players will combat Vamps already in their transformed state. Vamps are best dealt with quickly before they transform using by freezing and shooting them. The only way to kill max vampires is through plenty of firepower or freezing and shooting them.

NOTE: The last vampire in the catacombs is immune to any weapon. To destroy it, look to the ceiling and shoot out the wooden planks and lure it towards the sunlight to kill it.


[Witch]
Witches are aerial units that fly around in predetermined path and attacks players by throwing fireballs upon them. Usually witches provide support for a group of enemies, as players are busy fighting ground forces, the player are vulnerable to attack from above. First encountered on C2 L5, the basic witch is slow and easily killed with stakes or any rapid firing weapon. The better witches Located in C4L4 the forest stage (unlocked in trauma difficulty) are far more dangerous. Flying considerably faster making them very difficult to hit as they bombard players. Tactics with dealing with witches include waiting at entry points of flying (or good vantage points) and shooting them with a well-aimed stake or massive bullet/shell barrages. Deal with any annoying ground forces first before taking on the witches, whilst constantly moving to avoid taking hits from them. Players are not advised to stand in the path of witches as it makes them an easy target.


[Zombie]
These shambling corpses first appear on C2L5 and C4L1, attacking players by bombarding them with its innards at a distance. Zombies are frequently found on high inaccessible areas of the level and will need to be shot down using the stake gun.

Contrary to what the manual says, zombies can be killed using any weapon aimed anywhere on the zombie and not restricted to dying from only headshots. Zombies are best dealt from long distances, so it’s a rare occasion that the stake gun should be used extensively or alternatively the painkiller to suit the needs of most zombie encounters. Recommended that any supporting units be dealt with first as to reduce the threat of zombies. Players are to avoid using shotguns on most occasions, as zombies tend to fight long range in large numbers and getting to effective firing range is risky.


[Zombie warrior]
Zombie warriors are reanimated remains of fallen warriors of ancient wars now serving the armies of hell. Appearing on chapter 1 Levels 1 and 4, these warriors form the backbone of most forces in the first chapter. Tactics consist of simply homing in on players and bashing them senseless. There are 2 variations of the zombie warriors, either dressed in silver armour welding swords or the faster bronze armoured, morning star welding models. Occasionally supported by zombie lords that can make them do frenzied attacks like spinning their swords wildly or hacking the air, hurting any one indiscriminately. Fearsome this may sound; players will rarely (if ever) get hurt from these attacks if players kept their distance. Slow, weak and easily dispatched, players will find little problem culling their numbers using nothing more then the painkiller or the shotgun, provided players are not ambushed or cornered.


[Zombie lords]
Zombie lords are in league with zombie warriors as their superiors, being considerably faster and hit harder then ordinary zombie warriors. Whilst following the basic tactics of homing onto players and killing them under a barrage of sword blades and shield smacks, zombie warriors have several special abilities such as berserking zombie warriors and resurrecting fallen comrades. Whilst posing a considerable threat to players, they’re still easily dispatched using the same tactics against zombie warriors. Players are recommended to resort to weapons such as the shotgun/freezer or a well-placed stake. Zombie lords appear on C1L1 and L4.




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[PLAY YOUR CARDS RIGHT]
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Besides from the weapons and souls, Daniel has the help of the tarot cards. These cards need to be unlocked first and provide Daniel special abilities when required to gain the upper edge in seemingly formidable foes or tough times ahead. Naturally, the number of slots for these cards is highly limited and there’s risk that some cards will hinder players. To help, here’s the list of all the cards and recommendations whether to take or not. In addition to telling you what cards are useful, I’ll also tell you the card combinations that can keep you alive.


But first a few things players should bear in mind when it comes to the black tarot board:

1.Players should try and play the game on nightmare difficulty as this allows access to all levels (except one on trauma) to unlock cards. Easier settings restrict levels and some of the better cards needed to make life easier.

2.Make sure to unlock all available cards on Nightmare difficulty to unlock trauma difficulty. Some challenges cannot be beaten on trauma difficulty, so don’t bother trying to start a new game without any unlocked tarot cards. Examples include morphing into demon mode several times and collecting a certain number of souls.

3.Typically, most games ask if you would like to KEEP your items when starting a new game. In painkiller, it asks whether you want to DELETE all your tarot cards when you start a new game. Don’t be fooled and make sure to take your time to read carefully each question and say no where required!

4. Players should NEVER take any cards that involve demon mode or soul affecting cards (indicated with *) on Trauma difficulty, as there are NO ENEMY SOULS to collect in trauma mode.

5.Always take the highest affecting ability cards. The game does not accumulate the effects of cards in the same abilities. Such as mercy and forgiveness cards does not allow you to use the gold cards 5 times or rage and fury cards does not up your damage to x6.

6. For all-purpose situations take the Replenish and either mercy/forgiveness silver cards. This provides the plentiful ammunition for serious firepower and gives players additional uses of cards should things get tough more then one occasion on a level. For gold cards, take Iron will, dexterity and increase time cards.

7. When it comes to boss slaying, players can keep the same silver cards, as the other cards won’t help the situation. Concerning gold cards, replace dexterity or time bonus cards for damage amplifying cards, as this will benefit players greatly when getting the times for unlocking additional cards.


[SILVER CARDS]
Players can place 2 Silver cards on the Tarot board. These cards will take effect throughout the entire level.


[Soul keeper *]
Enemy souls stay for longer. Players can apply this card in the earlier stages when few cards are available, but when better ones arrive this one should be ditched. Unlocked during C1L3 the catacombs.

[Blessing]
Found on C1L5 card allows Initial health begins at 150%. Unless players are playing on trauma mode or struggle to finish the level with much health, this card can provide some breathing space. But generally it can be ignored on easier settings thanks to the quick save function, the numerous souls dropped and the restoration during checkpoints.

[Replenish]
Located on C2L1 the prison, this card doubles the amount ammo collected in ammo boxes. Incredibly useful especially in the later levels where using the rocket launcher/chain gun and electrodriver become staple weapons. Consider this one of the permanent cards in the level.

[Dark soul]*:
Acquired on C2L4 the bridge, this card lowers the number of souls to morph into demon mode from 66 to 50. Take this card only when a level requires you to morph into a demon several times or to kill a set number of foes in demon mode to unlock a card. Otherwise, leave this card and choose other cards.

[Soul catcher]*
Acquired on C3L1 the train station, when players get close to a soul it will float towards them. Ideal for missions where collecting as many souls count or as an alternative to using the dark soul card. But otherwise unneeded.

[Forgiveness]
Acquired on C3L2 Allow players to use their gold tarot cards twice. A potentially useful card as players will last considerably longer throughout the level, whereas health increasing cards usually only help during the start of a level. Replace this card when the Mercy card by killing Lucifer in L5C4.

[Greed]
Acquired on C3L3 military base. Card allows all gold to be worth more. Players can always go back to previous easily chapters to rack up cash so this card can be ignored.

[Divine intervention]
Cards can be selected and placed on the board for free. A Great card, but its uses are quite limited. Players can easily go back to previous levels and get more money and being unlocked on the penultimate level on trauma difficulty limits its use even further.

[Vitality]
Acquired on C3L2 the palace, Card allows the base health to reach up to 150%. Generally useless, there’s very little chance that in trauma difficulty players will reach that number and most souls can be collected and exceed that number on easier settings.

[Last breath]
Acquired on C5L1city on water, health rengerates when it drops too low. Although it sounds useful, if players lose too much health it’ll be a struggle later on. Anyway, they might as well redo an area and with hindsight will probably come back with more health.

[Soul redeemer]*
Acquired on C5L3 Souls give more health back. Whilst it sounds good, the card is useless or limited in uses. Thanks to the fact that it’s unlocked on the second to last level on nightmare. The last level and on trauma difficulty has no enemy souls to collect and most skilful players won’t need it to unlock all the other cards. The only real benefits occur when collecting special white or green and red souls and those are few and far between.

[Mercy]
Allow players to use the gold card tarots 3 times. A highly useful card if players are intending to play the game on trauma mode. Players choosing this card are not recommended to take the mercy card, as the effects will not be accumulative. Acquired after defeating Lucifer.



[GOLD CARDS]
Gold cards provide short-term effects and can only be used once per level (unless the mercy or forgiveness cards are taken).

[Endurance]
Unlocked on the first level. This card allows players to reduce damage taken by half. It’s an Ideal card for players to stay alive in the early stages of the game. But Replace it when the Iron will card becomes unlocked.

[Haste]
Acquired on C1L2 at the atrium, the Card slows all actions in the world x2. A generally useless card as it also slows the player as well thus reducing the number of shots players can make and reduces the usefulness of other ability cards in the process.

[Double haste]
Acquired C2L5 town, the world is slowed down by x4. An even more useless card then haste and has exactly the same problem as haste except amplified. Ignore at all costs. Unlocked in the Town stage.

[Tripe haste]
Acquired on C4L4 the tower, the world is slowed down by x8. A useless card to have equipped as players will be too slow for attacking purposes. Unless players wish to stare at the brilliant detail on enemies, don’t take this card at all.

[Time bonus]
Gold card abilities last 10 seconds longer. Useful in the early stages when few decent cards are available and compensating this by having them lasting longer. Acquired on C1L4.

[Double time]
Acquired in C4L3 Babel, this Card allows the effects of gold tarot cards to last 20 secs longer. If Players have the right cards equipped that would quickly resolve a situation or have mercy and forgiveness cards, this won’t be required. But on the other hand, if players are tackling bosses or are finding difficulty choosing another card, this one is all right.

[Speed]
Acquired in C2L2 the opera house, it allows Players to move faster. Not a necessary card to have equipped constantly, but it helps when making jumps during the annoying jumping sections or finding secret areas.

[Fury]
Acquired on C2L3 the asylum and provides Double damage delivered from all weapons. Until the rage card is unlocked, use this card when dealing with the earlier bosses to unlock other cards.

[Rage]
Unlocked on C4L1the castle and provides x4 damage to all weapons when activated. It therefore should replace the fury card when tackling bosses.

[Dexterity]
Acquired on C2L6 the swamp, card doubles the rate of fire. Great when there are a lot of enemies around and combined with damage amplifying cards, it can kill bosses in a matter of seconds.

[Iron will]
Acquired on C3L4, Monsters can’t hurt you. This will be the closest players will get to Invulnerability in the game without cheating and is therefore a top card to equip at all times.

[Confusion: docks]
Acquired on C5L2 the docks, enemies will ignore players and attack each other for the duration. This card can be a real lifesaver in trauma mode and provides breathing space for players. This card is ideal during massive scraps. A possible card players should take, how frequently is based on players previous knowledge of the levels and each of its challenges.



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[THE END??]
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With your new found knowledge of your enemy and your tools, saving heaven and earning your eternal prize of being reunited with your wife should be no problem. If you need help dealing with the bosses, consult other walkthroughs on this website. When you’ve earned your wings, try more painkiller action from the expansion pack or the xbox edition. For similar games like this, try the Serious Sam series, a more lighthearted affair, but every bit as intense when it comes to culling the forces of evil.

This walkthrough was made by Spoonbeast.

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