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Clive Barker's Jericho - Walkthrough
System: Xbox 360
Rated: M
Also On: PC · PlayStation 3
Shop: Rent This Game · Trade For It · Buy It Cheap · Get The Guide

Index · Codes · Achievements · Guides · Your Reviews · Your Rating · Screenshots · Videos

=========================================================
4. Characters
=========================================================
4.1 - The Cast
---------------
********************
Captain Devin Ross
********************
Jericho Squad leader. Dies early on but he gains the ability to possess the
rest of Jericho squad. By doing so he can control them and use his healing
abilities through them.

----------
Weapon: Patrioteer
----------
Primary Fire: Automatic Assault Rifle
Secondary Fire: Underslung Automatic Shotgun

----------
Powers
----------
Resurrection: Can bring downed squadmates back to the fight.


********************
Captain Xavier Jones
********************
Something of a bookworm, Xavier is the squads information resource. With his
skills in empathy and astral projection he has the ability to go places and to
learn things that the others couldn't.

----------
Weapon: Patrioteer
----------
Primary Fire: Automatic Assault Rifle
Secondary Fire: Underslung Automatic Shotgun

----------
Powers
----------
First Power: Astral Projection
Second Power: Possession


********************
Liuetenant Abigail Black
********************
Abigail is the group marksman, using her psychoinetic powers to guide her
bullets from one enemy to the other. Due to her being a lesbian she is usually
the butt of the squads jokes.

----------
Weapon: Flash Thought
----------
Primary Fire: Sniper Round
Secondary Fire: Grenade Launcher

----------
Powers
----------
First Power: Ghost Bullet (Guide bullet from one enemy to the other)
Second Power: Telekinesis (Can deflect certain attacks)


********************
Sergeant Frank Delgado
********************
Delgado is a rough, and mouthy, shaman of Native American descent. His rough
demeanor and willingness to turn on his comrades makes him something of a loose
cannon but his ability to summon the fire spirit encased in his right arm, the
spirit Ababinili, makes him an invaluable asset.

----------
Weapon: Hells Keeper / Pain
----------
Primary Fire: Continuous fire Mini-Gun
Secondary Fire: Semi-Automatic Pistol

----------
Powers
----------
First Power: Ababinili Attack (Spirit homes in on enemies)
Second Power: Ababinili Flame Barrier (Protective)


********************
Sergeant Billie Church
********************
Serving as the squad bloog mage Billie has fairly extensive knowledge of the
occult and can use her abilities as a blood mage to counter hostile magics. She
fights better in melee with her Katana and serves as a scout for Jericho.


----------
Weapon: Nodachi / Kenjuu
----------
Primary Fire: Nodachi (Sword strikes/combo)
Secondary Fire: Kenjuu (Sub-machine gun pistol)

----------
Powers
----------
First Power: Blood Ward (Paralyzes enemies)
Second Power: Fire Ward (Damages enemies)


********************
Corporal Simone Cole
********************
Known as a reality hacker, Simone can use her incredibly vast intelligence to
manipulate space and time via advanced mathematics. She can use this to scan
for temporal distortions and keep the team aware of their surroundings. Using
her wrist mounted supercomputer she can set rewind checkpoints, refill the ammo
belts of the team and is well known for her technobabble.

----------
Weapon: Assault Rifle
----------
Primary Fire: Automatic Fire
Secondary Fire: Grenades

----------
Powers
----------
First Power: Infinite Loop (Slows down time for all but Simone)
Second Power: Firestorm (Increases damage dealt by squads gunfire)


********************
Father Paul Rawlings
********************
A preacher of sometimes dubious morals he is a rather strong willed man who
seems to clash often with his squadmates. He is a veteran of several wars and
is the longest serving member of Jericho, knowing many secrets.

----------
Weapon: Faith & Destiny, Twin Desert Eagles
----------
Primary Fire: Fire Left Gun
Secondary Fire: Fire Right Gun
*Can change ammo between piercing, concussive and explosive rounds for each gun
independant of the other.

----------
Powers
----------
First Power: Ghost Heal (Acts like Devin's Resurrection)
Second Power: Vlad's Curse (Drains enemy health and heals your squad)


---------------
4.2 - Enemies
---------------
Cultists - The cannon fodder of this game. These guys are incredibly easy since
they just charge at whomever they see. They can gang up on you and cause some
difficulty for you but overall they won't pose much of a problem. Cultsists
only have two special abilities of note. The first is to fire a spike at you,
most will not bother with this and just charge you in melee but it doesn't do
all too much damage anyways. The second is that they take a bucketload of ammo
to kill off. This can be mitigated by shooting them in the head, this takes a
fair sight less ammo to do but it can be difficult to aim with how frantic they
move at times.

Threat: 1/5

----------

Suicide Bombers - Ugh... UGH!! I hate these guys. Not because they are hard but
because they are the single most profilic reasons for your squadmates demise.
The only way they attack you is by rushing you and blowing up in your face. If
you take them down they will blow up as well so try not to be too close. The
real problem here is that your party stays so close together in the narrow as
hell corridors in this game that you can nearly guarantee that at least two of
your party members will be taken out each time one blows up near you. There are
two ways to take them out. The first is to shoot out all of the pustules on
their body. This is somewhat hard to do, especially from a distance. You must
do this quickly and accurately. Or you could just open fire on them and keep on
hitting them in the face, knocking them down and filling them with lead. They
will blow up eventually. Depending on who you have access to your options will
obivously vary.

Threat: 5/5

---------

Winged Cultists - These guys are like the regular cultists except that they now
have wings and pretty much always have shields. They can use that shield to
block your attacks so don't just fire at them willy nilly. If you can, try to
get behind them or on their sides and open fire on them from a distance. If not
then try to use either a sniper bullet or shotgun slug to take them out when
they get closer to you. They have two attacks, a ranged attack where they fling
some... stuff at you and a dive bomb attack that really, really hurts. If they
come in groups try to let your squad take the heat while you try to get them
from behind. So long as you don't let more than one focus on you, you shouldn't
have too much of a problem.

Threat: 2/5

----------

Machinegunner - To anyone who has played the Suffering, these guys are kind of
like the machinegunner bad guys there. They are huge, slow and can do some
serious damage if you get in their sights. Hitting them in the face does a lot
of damage but take note that their face is actually located somewhere in the
middle of the mass of flesh that is their bodies. As you might have guessed
they use machine guns to fairly good effect... when they hit you. Don't get too
close or you will be killed quickly.

Threat: 2/5

----------

Flamethrower - These are probably some of the hardest enemies in the early part
of the game. Much like the Suicide Bombers they will quickly, and efficiently,
roast your squad alive in record numbers due to how dumb your allies are. They
fire a stream of flames at you from their weapon that does an incredible amount
of damage in a short time. Keep your distance and shoot at them to take them
out with ease, taking good advantage of their slow speed. So long as you can do
that you should be able to defeat them and heal your allies.

Threat: 4/5

----------

Grenadier - Kind of like long range Suicide Bombers these guys grenades will
turn your squad into swiss cheese. They are slow though so try to avoid their
grenades and return fire. That's really all their is to them. Their major
purpose seems to be to take out your squad mates and just be frustrating. If
you are feeling daring you can use Church's telekinesis attack to knock the
grenade back at them and blow them up.

Threat: 1/5 (To you), 5/5 (To your Squad)

----------

Monstrosity - These guys are no big deal. Keep your distance to avoid the red
cloud that they spew and snipe ornage runes on their face masks. That's about
all their is to say about these things. You may need to use Church to chop off
the final piece of the mask but this should pose little difficulty.

Threat: 1/5

----------

Crusader - These guys are essentially cultists except they are a fair bit
stronger. In addition, they carry battle axes and shields. The axe they will
use to mangle your pretty little face with fairly strong attacks and they can
block most gunfire with the shield, even Delgado's powerful rounds. They can
even block melee and sword attacks. Wait for them to close in and shoot them.
If you are being swarmed aim for their knees and try to knock them down or at
least slow them down. They don't pose too much of a threat but they can more or
less come out of nowhere and beat the crap out of you.

Threat: 3/5

----------

Sniper - Even the bad guys need a sniper or two to pluck at you from a distance
and weaken you.  They can be a serious pain in the butt since they tend to be
hiding in places that only really Abby can reach with her rifle. If you can't,
or won't, use her then simply move as quickly as you can and find them, even if
there are Crusaders around, and take them out. Otherwise they will be a major
distraction.

Threat: 2/5

----------

Crusader Children - When you first see these kids they will appear as floating
green spirits. When they near you they will take on their flesh forms and try
to hit you. Their range isn't that great but they do a fair bit of damage and
usually come in groups. Simply start shooting at them the moment they appear
and try for headshots to get rid of these little pains.

Threat: 1/5

----------

Legionnaire - I hate these guys so much. They can be really tough if you don't
know how to handle them easily or the corridor is too small. They will use
their shields to block your shots pretty flawlessly. You can shoot them in the
head when they look over their shields to see where you are but overall they
stay pretty well hidden (sniping them while they do this works well). Those
javelins of theirs are pretty dangerous as well, they are strong, accurate and
can hit you from a pretty wicked distance. Generally using grenades or Ghost
bullets works to get rid of them quickly.

Threat: 4/5

----------

Gladiator - These guys are pretty wicked. Once they get their sights on you
they will relentlessly pursue you and attempt to bash your face in. They do a
lot of damage too so it isn't that hard for them to wipe out your whole squad
in a matter of moments. To defeat him you will have to let him target one of
your squad mates and then switch to a different squad member. Immediately start
to shoot it in the wound that it has on its back with your strongest attacks at
your disposal. It helps to have your weakest squad member play distraction.

Threat: 3/5

----------

Blind Giant - Uhm... is it just me or are the bigger enemies really easy in
comparison to the smaller foes? These guys kind of just charge at one member of
your squad and just mindlessly rush him at a slow gallop. So long as you keep
moving away from him and opening fire on his chest he will go down. If he gets
close he can pack a whallop but it shouldn't be that big of a deal.

Threat: 2/5
 
 




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