Splatterhouse 2 (e)

Cover
                  SPLATTERHOUSE 2 HINT FILE -- V1.0
                  ---------------------------------

INTRO
-----
Here's a (pretty comprehensive, I hope) hint file for Splatterhouse 2 on the 
MD + Genesis. It'll probably work on the arcade version as well, but I don't 
know if any Arcade stages were cut for the MD version. The only real 
difference between the difficulty levels is the number of hits you can take 
before Rick bites the dust. On the MD version, there are a number of 
passwords allowing you to start at different levels. Each level is cut up 
into a number of different stages, and losing a life will put you back at 
the beginning of that stage. Splatterhouse 1, I think was only ever converted 
to the PC-Engine.. no MD conversion. There is a Splatterhouse 3, a copy of 
which I'm currently after myself, on MD/Genesis... see the end of this file 
for details... if you're still stuck, you can mail me, Chris McMullen, at 
sccmcmul@ucsalf.ac.uk. Anyone know if there's a number four?

SCENARIO
--------

The scenario is pretty thin on the ground.. although Splatterhouse 3 goes 
into more detail there, the premise for 2 is that Jennifer, Rick's (the hero)
girlfriend has been kidnapped (again.. sexism lives on.. :) )  Rick dons the 
Terror Mask, an ancient kind of voodoo mask, with a thirst for violence 
,which transpires to have a little more to do with Jennifer's predicament
than expected. This is an excuse to start laying into monsters and bad guys
over 8 stages of weapon packed carnage. I can hear Senator Exon foaming 
already. Why not join the Saturday Night Armistice's 'Let's Kick Violence in
the Teeth' campaign?
        It's a lot less predictable than your average beat em up, though...
the graphics are pretty good, and used to maximum effect... things happen
when you least expect. My only gripe is that the weapons can't be taken 
from stage to stage.. I'd understand it if some twisted hand broke through 
the wall and stole them, but Rick just drops them lamely, and ends up bare
fist fighting against a lot of monsters. It's also particularly good to see
that the monsters can fall into the traps laid for Rick as well, rather than
having the ability to emerge unscathed as in many games. Anyway, that's 
enough for now.....


HINTS
-----

BASIC MOVES:

There are just a few basic moves you can use. The low kick, punch, and 
flying kick all do one point of damage, but the sliding kick does double 
damage.. you need to know when and how to use them all..

Movement is horizontal and vertical, but not into or away from the screen.
One of the useful quirks of the game is being able to move in mid air, which
is quite useful to avoid landing badly.. plus, you can vary the height of 
a jump depending how long you hold the jump button down for.

The MD/Genesis joypad setup can be altered but, the default is 

A - JUMP
B - ATTACK
C - JUMP

Basic Punch:

Performed by pressing the attack button once, while stationary or moving
horizontally. Pretty quick. Good to use on most bad guys, but has a short
range. Probably the move you'll need to use the most. It can also be used
to knock projectiles out of the air at shoulder height. Timing is important
with this... just pumping the attack button won't work too well. Does one
point of damage.

Flying Kick: 

Do this move by pressing the jump button, then the attack button while in 
the air. This is useful for taking out enemies in the air, and can be used to
hit them on the ground as well, but shouldn't be used too much against ground
enemies, as you risk jumping in too close, or even on top of them.

Low Kick: 

Do this by ducking, by pulling down on the joypad and hitting the attack 
button. You'll low kick in the direction you're facing. It's essential to
master this move, as you will come up again and again against monsters
who attack low... the leeches on the first stage are an example.. and if
one of those gets hold, you'll need to low kick to get it off.

Slide Kick: 

A good move to use when you're weaponless, and it shouldn't be neglected.
It does double damage, and continues to slide low for multiple hits, or
hit multiple monsters. It has a long range, but it's not a good idea to 
do this near spike or pit traps, as you risk dragging yourself into them.
To do the slide kick, leap diagonally forward into the air, by holding down
jump, as high as you can.. when you start to come down, press diagonally down
and towards as you hit the ground.


WEAPONS:

There are a number of weapons you can pick up.. as I've mentioned, each are
limited to a stage.. here I'll mention where they are found, and what use 
they are. Strangely, the damage they do seems to be the same.. double damage
in all cases. The chainsaw does as much damage as an oar. With most of these
weapons, flying kicks are replaced by a jumping swing with the weapon,
but you can still low kick as normal.

Lead Pipe:
Found on stage 1.1, about 1/3 of the way through the stage. Pretty good 
weapon, a bit slow.. just make sure you get your hits in first. Slams the
monsters against the back wall, but puts your flying kicks out of action..
don't jump too much with this one in your hands.

Bone: 

Found on stage 2.2, and smacks the monsters into the ground, but has a 
much shorter range than the pipe.. you need to get closer with this one.. 
but not too close.

Chainsaw:

Found on stage 3.2. This a pretty good weapon for the monsters you're up 
against. It has a short range, and is a little unwieldy, and hits high,
but makes quick work of bad guys. Pretty useless in the air, though.

Clippers: 

Found on stage 3.2 as well. But they're useless. They can only be thrown,
and once you've thrown them, you can't get them back. Go for the chainsaw 
instead. These are utterly useless.


Oar: 

Found on stage 4.1. It knocks monsters into the lake with one stroke, and
would be an excellent weapon on any other stage. However, it is so slow to 
use, and almost useless when monsters are close. And when you've got the Lake
Thing chasing you, you need all the speed you can get. Leave it.


Shotgun:

Found on the back of the wall on stage 5.1.. take it by pressing up near it.
It has limited bullets.. about 9, but can take out the stage monsters with
just one hit, and you don't need to be too accurate about it, either. Try
and get the shots off early, though, or else you could end up with a monster
on your head.

Potassium Bomb:

Found at various places on stage 5.5. They create a burst of flame 
when thrown, and are particularly useful for taking out bad guys.


Ghoul's head:

Found at various places on stage ?.1, the basement. It can be thrown, then
disappears. If it hits a ghoul, it has tendency to break them in half..
sending a legless ghoul scurrying after you.. be careful..

Spines: Lobbed at you by the Lake Thing... these have to be knocked out
of the air, and thrown back... only found on stage 8.2.

MONSTERS:

There are a number of monsters you'll come up against. I've split
these into two categories. Standard Monsters, the kind that fill all the
levels, and Boss Monsters/Guardians, usually only seen once or twice in the
game, but a lot harder to catch or kill. 

Standard Monsters:

These make up the body of the forces that are sent against you.. they're not 
too strong, or bright, but their numbers make them a threat.

Zombies: These are first encountered on stage 1.1, and although they appear
again later in the game, all types need only one hit to kill. They approach
from all sides, and can be disposed of pretty easily.. they don't have
any real defensive attacks.. they just shuffle along. They have a nasty habit
of getting up from the background, or bursting Giant Leeches in stage 1.1.



Giant Leeches: You'll come up against these in stage 1.1 too... they're
found in pits, which you have to avoid, which is pretty easy, but they also 
have a nasty habit of dropping from the ceiling, or bursting from inside
zombies... they can be particularly tricky when they drop from both sides,
and once they're on the ground, you can only get rid of them by low kicking
them. If they get close, they grab hold, and drain energy, and you need
to low kick them off quick. Again, these take one hit to kill.

Razorfish: These behave in much the same way as the Giant Leeches, but are
found on level 3.2, and are just as lethal. They leap at you from the pools.

Screaming Mimis: These first appear on level 2.1, and come in three chewy
flavours... sorry, colours... each have different characteristics... these 
are: 

Grey Mimis: These are the first you'll encounter. They only take one point 
of damage before dying, but hop around like crazy, and have a nasty habit 
of landing on top of you...

Purple Mimis: These are slightly stronger than grey mimis. They can take
two points of damage. Some of them bounce around, like the grey mimis, 
but some others shuffle closer, and reach out with their long arms... 
with these types, you have to move closer, ducking their arms, then low kick
them.. but as soon as they take one point of damage, they start leaping...
you'll encounter these first on stage 2.2.

Yellow Mimis: These are held in the glass tubes in stage 5.3, and can
take 3 hits of damage before dying, but they jump constantly, and attack
without warning..

Ghouls: These are first really encountered in stage ?.1.. the basement..
they take two hits to kill. They sometimes drop their heads when killed...
which can be then picked up and thrown at the other ghouls.. but watch out..
doing this cuts them in two, and sends the upper half scurrying at you..
They also appear on stage 8.1, but can't be killed then, just knocked back...

Mimics: These appear on stage 8.3, and float round the screen, and on hitting
the ground, take on the shape of ghouls.. however, they only take one hit 
to disperse.. but they'll be back..

Wisps: These creatures are also found on 8.3, and don't directly do any 
damage, but reverse the horizontal controls, so left is right, and right is 
left... they take about 5 hits to kill by hand.. but if they get close,
they get hold and change your controls.. then eventually disperse... usually
at a critical moment...

Severed Arms: These appear first on stage 5.1, and crawl along the ground.
They can be knocked out with 1 hit, but sometimes have a tendency to leap
into the air, making them harder to hit.

Sludge Monsters: These first appear on Stage 1.2, and take one hit to flatten
them, but if you don't jump past them quickly after this, they reform.
They also spit on later levels.. avoid... it's often a good idea to stand
back till they spit, then move in and take them out, or jump over them.

Screaming Skulls: These first appear as projectiles from the stage 2.3 boss,
but later appear as normal enemies.. usually in waves.. punch or low kick
then as soon as you can... try to learn their attack patterns..

Moose Heads: These appear on stage 5.1, understandably not happy at being
'bagged' by some psychotic hunter, some of them have a life of their own,
and, eyes glowing, they spew acid at any passing masked wierdo.

Boss Monsters: 

These appear only on certain stages, and cause real problems by being either
elusive, or hard to kill. Each of them has a brief mention here, but to find
out how to defeat them, take a look at the level guide to the stage they 
appear in.

Bellyache: This guy(or gal!) is the stage 1.2 boss, and comes straight at you
, spewing green stuff.. which is lethal.. don't touch it, even after he's 
dead... it takes 6 hits to K.O. Go for its belly...

BigHead: This is the stage 2.3 boss. He doesn't move at all, but sends out
screaming skulls, and then spits out a blue soul at ground level... he takes
6 hits to get rid of him... go for his eyes..

Bloodpuppets: These guard the end of stage 3.2, and drop through the ceiling
on ropes.. the spit green acid, then rise back up.. they take 4 points of
damage to dispose of, but there are reinforcements..

Balloonhead: This friendly bloke shows his face after the Bloodpuppets are
taken out.. he damages on touch, but doesn't move too much.. he takes 4 
hit before he explodes..

BugBrain: This insect like mess awaits Rick at the end of stage 4.3. He hops
around a bit, getting closer, and when he's fairly close, he slide kicks
along the floor.. he's hard to kill, but try kicking him from behind..
when he's gone, and only a bloodied mess remains, it's not over.. because
this mess re-emerges as..

HellCrawler: Not a happy monster, it scuttles along the floor, jumping 
around until hit, then waits at the edge of the screen, to start another run..
not easy to kill.. just make sure you jump in time... flying kicks and slide
kicks work well here..

Lake Thing: Makes an appearance on stage 4.1, where he chases after Rick..
don't get too close... he can't be killed then, but re-appears on stage 8.2,
throwing spines at you.. grab the spines and chuck them back into his eyes...
6 hits should do it..

Zombie Scientist: Perhaps the one-time owner of the house, Dr Mueller, but
in this creature's current state of decay, it's difficult to tell.
He has an arsenal of chemical weapons at his disposal, and some of his 
experiments have taken on a life of their own. Once you corner him, though,
he's a pushover.. 1 hit to flatten him... watch out for those flasks, though.

HeadSnake: The guardian of the portal to the evil dimension where Jennifer
is held, this only takes one hit to kill, but stands back, and launches a
barrage of hands and heads at you... keep these at bay and you may get a
chance to take him out.. appears on level 6.1

Black Crystal: Jennifer's prison, and a pretty hostile one at that, this
appears on stage 7.2. It guards itself with orbiting orbs, and when hit,
disappears to release vertical lightning bolts from the floor.. it takes
6 hits before releasing her..

Walking Horror: This isn't a thing you want to meet up with, and it's doing its
best to make sure Rick and Jennifer don't escape from the void on stage 7.3..
just run, and watch out for the orbs it hurls..

Ultimate Evil: This thing escaped into the world when the portal was opened,
and isn't going to Jennifer and Rick get in it's way.. it hovers at either
end of the screen, releasing heads and skulls, before making its way up,
and around the screen, releasing projectiles all the way... 

Stages:

There are 8 levels in all, some longer than others, generally getting longer
as the game progresses.. there's usually one or two bosses on each level, and
in this guide, I also include the ways to defeat them. Not nessecarily
the best ways, but the ones that seem to work for me...

1.1 The Ruins: This is a pretty easy level, to start you off in the game.
You'll come up against zombies which are pretty easy to dispose of, and
they move slowly, so just kick or punch them. There are a few pits to jump
over, as well. The only real obstacles are the giant leeches, which either
drop from the ceiling or burst from zombies. They need to be low kicked
or jumped over before they grab hold, and watch for leeches and zombies
coming from the background. The lead pipe is about half way through this
stage, and grab it to make light work of the meanies.

1.2 The Lair: This is where you'll meet BellyAche, the first boss of the 
game. He's not too hard to defeat, if you get in quickly, but his acid spit
has a pretty good range. To take him out, get close, just as he emergest 
from the dark, staying beneath the arc of his acid, then punch him 6 times
in the belly till he pops his slimy clogs. Watch out, though, as he leaves
a big pool of green gunk when he dies... avoid this, or lose energy...

2.1 The Elevator... going down: You'll have to be quick here. Grey Mimi's
jump down from either side here, and can cause havoc, bouncing around out 
of range, unless you get them quickly. They only need 1 hit, but they 
keep on coming.

2.2 The Basement: Here you'll meet the Purple Mimi's, a little stronger
than their Grey cousins, and some have a tendency to stay still, and reach
out with their long arms. Jumping in will do you no good there... approach
slowly, and low kick them, then hit them again while they bounce.. 2 hits
will do it. You'll also come across two types of spike traps here. The 
first type are stationary, sticking up from the ground, but need a good
leap to get over. A way to get the jump right is to wait till Rick's foot
is just touching the spikes, then leap. The second type are more lethal,
and rise from the ground, in groups of two or more. They only do damage 
when they're fully extended, so the way to get past them is to step forward
as soon as the farthest floor spikes are extended. You'll find the bone
near the end of the stage, which does double damage, and makes it easier
to take out the meanies. You'll also come across two sludge monsters,
in a slightly less lethal form.. punch them to liquidize them, but move
on quickly.

2.3 The Dark: BigHead lurks here, the boss for this level. He doesn't move,
but releases a set of blue skulls across the screen, then spits out a blue
spirit through his mouth. Dispose of the skulls, then kick him in the eyes.
The skulls follow 3 patterns, different each time... first they head down
from the top of the screen, and go right. Then Bighead spits. The skulls
come down from the top again, then go left. Bighead spits again, then the
skulls come down from the top and go to both sides. Remember this and you'll
manage OK. 6 Hits, and he's out..

3.1 Dark River: This stage is a little more hazardous. The level is dotted
with pools, which are lethal. The good news is, though that the purple mimi's
that appear on this level can also be punched into these pools. The single
pools aren't much trouble, but you will frequently come across two pools
adjoined. These usually hold Razorfish, ready to leap out and grab you.
You can outsmart these, though, by stepping close to the edge of the pools,
then leaping back.. the fish will hurl themselves out, and you can pass 
in safety. The only problems you might have is towards the end of the stage,
where you'll find 3 pools, with a Mimi in the middle.. you'll need to take
the Mimi out, without jumping to close, or too short, then duck to avoid a 
fish.. or kick it if it gets too close.

3.2 The Abbatoir: You have a choice of two weapons here. But before you can 
pick one up, a Bloodpuppet drops from the ceiling, and brings them to life.
This is tricky. The chainsaw takes 3 hits to knock out, and the shears take
two. The shears are your main priority to hit, as they fly across the screen
diagonally. However, they're not the weapon you want to be left with, and 
only one weapon can remain on the screen once knocked out.. for example,
if you knock out the shears, and then knock out the Chainsaw, the chainsaw
will disappear. The secret is to knock out the shears, then throw them away.
Then duck, and when the chainsaw drops through a hole, punch it till it falls
. Pick it up, and you're ready to fight the real badguys. Two puppets will
drop from the holes on the left and right, then start to spit acid at the 
floor. Get in close, and lay into one of them. Don't worry about the other's
spit, as it won't reach you. The puppets will go back into the ceiling, and
then re-appear. Repeat till both the puppets are gone, then duck. Quickly.
Another four puppets will drop through the ceiling a few times. You can hit
these if you're positioned correctly, but it won't do you any good. Two 
more puppets will eventually appear from the far left and right holes again,
so hit them. They'll both go back into the ceiling, but this time appear 
from the middle holes. This is now a bit trickier. You'll have to get them
both, while stepping back to avoid the other's acid. Once you've got them all,
Ballonhead will burst through the back wall. He doesn't do much, so take
him out, and you've finished the stage.

4.1 Bridge to the Island: This level is no pushover. There are a bunch 
of zombies to defeat, and easy task normally, but the Lake Beast is 
constantly snapping at your heels. The best tactic I found, was to keep 
jumping forward, and slide kicking to take out the zombies.. keep going,
and you'll make it to the island. There is an oar here, which you can pick
up if you spot it, but I never bother, because it's so slow to use, and
no good in the air.. and speed is something you need on this level.

4.2 Nightmare Woods: This stage is ok, if you don't rush at it. There are a
few Mimics, which float down, and turn into Ghouls, but these only take one 
hit to dispose of. There are a bunch of Wisps, though, which reverse your
controls. You can hit them, and take them out, but their numbers just keep
increasing. If you drop down a hole, you'll end up in the cellars beneath
the house... see stage ?.1. If you can keep out of the holes, though, you'll
be out of the stage in no time. Back to the Wisps, though. The real problem,
is not that they reverse left and right. You can get used to that. The
problem is that they have a nasty habit of returning your controls to normal
when you least expect it, usually when you're right over a hole. The method
I used was not to try and take the Wisps out, but to leap at them, collecting
as many as I could, making sure my controls were going to stay reversed
till the end of the stage.

4.3 The Gatehouse: Here you face the end of level guardian, BugBrain. He's
pretty easy to take out at first, if you get into a pattern, but even after
you think you've defeated him, he comes back as a particularly nasty spider
type monster.  Both take about 8 hits to defeat. 
 He only has one attack, which mimics Rick's foot slide..he hops towards you, 
till he gets quite close, then leaps back, and slides along the ground, 
hitting if you're in his way. It is possible to hit him at just the right 
moment as he slides towards you, but he still continues to slide, and unless 
your timing is dead on, you'll be hit. A simpler way of defeating him is to 
let him approach, and as he slides, jump into the air, turn mid air, and 
give him a flying kick in the back of the head as he slides past. Then, as he 
turns to slide back, jump up, and repeat this. Don't jump too far, though, 
or you'll land on him. Once you have ko'ed him, his remains rise up, and
you're faced with the spider-creature. This creature is a little harder to
defeat, and it has a nasty habit of scuttling across the ground, jumping
into the air, then running back. The simplest way I found to defeat this, was
to slide kick it as it was in the corner, usually doing a few points of 
damage, then leaping out of the way, as it ran past. Enough hits, and it's
on to the next level.

5.1 Welcome to the House: This is a pretty standard level, not much to
say. There's purple screaming Mimi's, and hands which crawl along the floor,
much like the leeches in stage 1.1 . Some jump a little, but you should be
able to take them out with a single hit. There are some unwell Moose Heads,
here, which will spit at you as you head under them.. the ones with the
red eyes are the ones to watch out for. You will also find the gun under
one of these.. press up to take.

5.2 The Library: This level is populated only by the hands, behaving as
they did in the previous stage.. watch out for ones coming from both sides.
Wipe these out, and on to the next stage.

5.3 The Containment Tubes: This level is where Dr Mueller's experiments were
stored... evidently, he was trying to study the Mimi's. Most, however,
are now dead. Most.. there are a few still alive, and they're not at all
happy at being cooped up. They have a nasty tendency to leap out at you from
the tubes as you approach, and to top it off, they are a new strain.. pink
Mimi's, and take 3 hits to kill. There are also a number of holes in the 
floor on this stage.. one false step, and you're into the dungeons. Don't
rush this one. And is it just me, or did this stage remind any else of
the bit where the facehuggers were stored in Aliens?

5.4 The Sewers: This level can get tricky. First of all, there are pools
of pink gunk to avoid, although these shouldn't pose too much problem.
On top of that, however, there are the Sludge Monsters, which charge along
beneath your feet, and if you avoid them, they then rise up, to spit gunk
at you. I found the best way to progress was to stand back till they have 
finished spitting, then jump over them. Hitting them with your fists only
gives you a split second to dodge them, so it's often best to wait.

5.5 The Lab: Throughout this level, you face the Zombie Scientist, who
runs on screen to hurl flasks, and then scuttle off. He throws two types of
flasks at you, the first containing a sludge monster, which then attacks
you, or a Potassium bomb, which bursts into flames. The sludge monsters
can be dealt with as they were in the sewers, or if you manage to find an
unbroken Potassium bomb, you can burn them up. To add to the chaos, Potassium
bombs also fall down from above, smashing near your feet, so be on your 
guard. You can't catch the Scientist till you reach the end of the level,
where one hit will dispatch him.

6.1 The Portal: This stage is all that makes up level 6, and is a single
screen level that pits you against the HeadSnake, who guards the portal
to the realm where Jennifer is held. You don't get a chance to fight 
him straight away.. in fact, he only takes one hit to kill. What he does
do, is keep you at bay with a number of projectiles, heads and hands.
The hands are pretty easy to deal with.. you just need to stand at the
far left of the screen, and low kick the low hands, and when a hand
is thrown in a high arc, punch it normally. The heads are a little harder
to dispatch. You need to move around the screen, ducking and low kicking,
as the heads come in from all sides. Once you've cleared enough, the main
boss comes on.. one hit and he's gone. Take a step forward, close those
eyes (not you, player.. doh!), and enter the void.

7.1 The Void: Rick may be falling, but you still have full control of him..
this stage is a little harder, requiring you to be on your guard, to take
out the blue skulls that fly in from the left and right. There's not
much more help I can give you here, except to be on your guard.. soon,
you'll hit the bottom...

7.2 Crystal Prison: Jennifer is held here, inside the Black Crystal. The
Crystal guards itself with a number of glowing orbs, one of which it
throws at Rick. Avoid this, and head close, punching the orbs as they go past
, then hit the crystal. It disappears, sending bars of energy up from the
floor, which you should stand between, then re-appears on the opposite side
of the screen. Repeat the pattern till it cracks an releases Jennifer, 6
hits in all. Then run...

7.3 Escape from the Void: There's no time for a long re-union, as a huge
looming figure heads up from behind... just keep running, and don't
get to close... every so often, it will throw a ball of energy at you,
which you need to avoid.. keep out of it's way, and it's back to the house..


8.1 Going Up: Back on the elevator, this time going the other way. There
are two things you need to worry about here.. the ghouls, which approach
from the right and left, which need to be beaten back. Plus, debris is 
constantly falling from the ceiling. It's almost impossible to spot before
it falls, and the best way to go about avoid it, is to wait till a piece
drops, then head directly under where it fell. When another piece falls,
go to where it was, and so on. If you want to be completely safe,
wait till a single piece falls down the middle of the lift, then avoid
the debris till another piece falls down the middle. Go to the middle,
and you'll be safe from debris till the end of the level.

8.2 Retreat Across the Lake: As the house shakes , Rick and Jennifer leap
into a convenient motorboat (funny how there's always one around, eh?), and
head back over the lake. They're not alone, though, and the Lake Thing
is hot on their heels. While Jennifer sits in the boat (notice how none
of the spikes ever hit her?), Rick gets sharp pointy objects hurled at him.
You need to knock the spikes out of the air, pick them up, and jumping a  
little, throw them into the eye of the Lake Thing, 6 times, before it
retreats, and Rick and Jennifer can make it safely to shore.

8.3 The Final Fight: I'm tempted to say nothing about this level, and leave
you on your own, but I might as well give you hints on this. It's not 
so much a stage, as a fight with a boss. It appears in two forms. First,
as a mass of gore, which comes from the left and right, firing heads at you.
Punch it when you get close, and it will retreat to the top of the screen,
firing heads down diagonally, then rushing left and right.. hit it 4 times
as it heads from left to right, and it bursts open, revealing a bathead.
Stand in the middle of the screen, and make sure you get this guy, or he 
comes back as the gore monster.. hit him when he flies in front of you,
and flip round when he heads behind, and hit him. You need to have fast
reactions on this one. When he's done... game over...... for now...
sit back, and watch the end sequence.


Level Codes: If all else fails, you can use these level codes, to skip
to the beginning of each level...

Level 2: EDK NAI ZOL LDL

Level 3: IDO GEM IAL LDL

Level 4: ADE XOE ZOL OME

Level 5: EFH VEI RAG ORD

Level 6: ADE NAI WRA LKA

Level 7: EFG XOE IAL LDL

Level 8: EDK VEI IAL LDL

And here's the codes for Splatterhouse 3... so you can finally finish it
and send me your copy.. :) .. see the end of this file....

Level 1: REISOR

Level 2: ETLBUD

Level 3: TABRAE

Level 5: ELPOED

Level 6: PHENIX

WANTED: SPLATTERHOUSE 3!!!!!!! UK Trade/Sale wanted..

Yep, I'm after a copy of Splatterhouse 3.. I've played it on rental, but I'm
now trying to get hold of my own copy. I know it's out on Japanese MD and 
American Genesis.. I don't know if it ever got a UK release.. I guess not..
I have a preference to the Genesis version.. the Jap version had a few 
wierd text bits, but if pressed, either version will do. Due to overseas 
postage costs, I only want to trade with someone in the UK... that does
include software shops, if you have a copy on your shelves. I'm willing
to trade it for a copy of Streets of Rage 2 ( S.O.R 3 was a bit of a let
down IMO), or pay 10 pounds for it... if you have a copy, and want to trade
or sell, mail me... Chris McMullen, at   sccmcmul@ucsalf.ac.uk