MediEvil II
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MediEvil II | |
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Game cover art for the European release |
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Developer(s) | SCE Studios Cambridge |
Publisher(s) | SCE |
Release date(s) | May 9, 2000 (North America, Europe) |
Genre(s) | Platform game |
Mode(s) | Single player |
Rating(s) | ESRB: Teen (T), ELSPA: 11+, OFLC: G8+ |
Platform(s) | PlayStation |
MediEvil II is the sequel to MediEvil. It was released in 2000 by Sony Entertainment for the popular PlayStation console. It originally based upon a Gothic horror platform game that allows the user to explore several themed levels, collect items and activate sequences in order to complete tasks. This sequel also contains several new characters, and an entire new range of levels set in 19th Century London. However, it still follows similar beasts, demons, traps and encounters with bosses. It is unknown as to what exact date the game takes place, but the year is defined as 1886 AD, 500 years after Sir Daniel Fortesque laid to rest, only to be awoken again by the spell book.
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[edit] Plot
After Sir Daniel Fortesque slew the evil sorcerer Zarok, he went to the Hall of Heroes and his body went to rest for all eternity in peace as a true hero. Now, 500 years later, Dan has been awakened in a Victorian museum in 1886 and found by a ghost named Winston. He learns that Zarok's spell book has unfortunately been found by another sorcerer named Lord Palethorn. Now Palethorn has released zombies across London and it's up to Sir Dan and his new allies to stop Palethorn from collecting all the lost pages of the spell book to take over all of London.
[edit] Game design
MediEvil II contains several of the original forms of gameplay, weaponry and graphics that were present in the first title of the series. Some of the levels and rooms designed for MediEvil have been recycled into this sequel to create new levels:
- The Hall of Heroes main room has been used to make the first zombie room in The Museum.
- The Entrance Hall has been used to make the imp's staircase for the loading screen/title sequence.
- The flying shadow demons in The Enchanted Earth and The Haunted Ruins look very similar to those in Cathedral Spires and Cathedral Spires, The Descent.
- Zarok's personal train reappears as the container for the chalice in Kensington.
- Several of the statues from the Hall of Heroes in the original game can be found in the loading screen/title sequence.
[edit] Weaponry
MediEvil II reprises most of the weaponry from MediEvil, but some have been removed. Some of the weapons that have been retained have been slightly modified and changed in terms of appearance and functionality (such as firing more arrows per second). The main group of new weapons that MediEvil II has introduced are gunpowder-based (such as bombs and guns).
The weapons are listed below and are listed cumulatively according to the number of Chalices collected. It is assumed that no cheats are applied for level skipping or instant weapon increase.
Number of Chalices | Level | Weapon | Value (initial) | Spiv Cost |
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The Museum | Small Sword | |||
The Museum | Pistol | |||
The Museum | Torch | |||
1 | The Museum | Cane Stick | ||
2 | Kensington, The Tomb | Hammer of Thor | ||
3 | The Freakshow | Crossbow | 150/200 | 50 @ 50G |
4 | Greenwich Naval Academy | Axe | ||
5 | Kew Gardens | Bombs | 20/30 | 10 @ 100G |
6 | Iron Slugger | Broad Sword | 0% | 100% @ 100G |
7 | The Count | Lightning | 100% | |
Whitechapel | Flaming Crossbow | |||
8 | The Sewers | Blunderbuss | 75/200 | 30 @ 50G |
9 | The Time Machine | Magic Sword | ||
Time Machine, Sewers | Good Lightning | |||
10 | Time Machine, The Ripper | Gatling Gun | 300/999 | 50 @ 40G |
It is wisely noted that there are also several other weapons such as the Flaming Crossbow and the Super Armour, which are claimed within the levels themselves without the need to dispatch enemies. A new feature in the sequel also allows Dan to switch between two pre-selected weapons without pausing the game. Some weapons are also automatically preselected as to correctly synchronise with the FMV sequences, such as the torch in Kensington, The Tomb.
[edit] Characters
- Sir Daniel Fortesque- A soldier who fought against Zarok but was killed by an arrow. He was later resurrected and took revenge on Zarok. He is a skeleton with no lower jaw, therefore he humorously mumbles in speech. He is the hero of the game.
- Professor Hamilton Kift- A nervous, fast-talking professor in the laboratory near an unused underground rail station.
- Kiya- Soft spoken mummy who has been dead inside The Tomb for thousands of years. Enunciates every word she says carefully. She is actually blue in skin colour and wears bandages. She knows embalming techniques.
- Winston- A cheery ghost with large eyes. His history creates a spectral shadow, upon which he can be called to provide help to Dan. He teaches Dan how to find and use ancient magic.
- Lord Palethorn- The villain of the game. He is very deep and has high authority above others. He has a Cockney Accent. He travels in a futuristic jet engine ship. His motive is to find all the lost pages of Zarok's spellbook so he can gain control of all of London.
- Mander- A green, lizard-like man. He wears a top hat and speaks with a hiss. He travels very fast in battle and can generate large, glowing spheres as a form of attack.
- Dogman- A human/dog hybrid. Has a deep voice and the face of a bulldog. He can stun Dan by punching him, and can force a shock wave that causes Dan to jump off the ground when Dogman hits it.
- The Count- An immortal resembling Dracula. Has a European accent. He rests within the deepest rooms of Wulfrum Hall. He can move very fast, produce land surface bombs, glowing spheres and bats all as forms of attack. He is vulnerable to sunlight and his own attacks. If he is destroyed, he catches fire and explodes into several bats.
- Jack The Ripper- a tall, green hissing creature with long and sharp fingers. He kidnaps women and kills them for energy in the form of souls. This is based of the real-life murderer Jack the Ripper.
- Madam Jo-Jo- A 45-year-old woman with a London accent. Found in the nightclub in Whitechapel.
- Mullock King- A king who looks similar to Sir Dan. Has feathers coming out of his head and guards the Time Stone.
- The Spiv- This greedy merchant replaces the gargoyles from the 14th Century Gallowmere (see MediEvil). He sells supplies such as ammunition and weapons, and services such as shield repair and upgrade. He appears in almost every level and charges a relatively heavy price for items.
[edit] Levels
There are several new levels as partially seen in the advertisement poster found in original MediEvil boxes. There are only 10 chalices to collect this time, due to the amount of fewer but more elaborate levels in the game. The chalices can be converted into weapons by the Professor, if successfully collected at the end of each level.
The levels also contain several supplementary items including an energy vial, life bottle, money bag, money chest, copper shield and silver shield.
- The Museum - This is where Sir Dan wakes up due to the spell cast by Lord Palethorn. Sir Dan is still upon the open bed as designed in the first MediEvil. Dan finds his first weapon, the Small Sword, and his guide, Winston at the beginning of the game. Almost immediately, Dan notices small hands running around which can be used later to access secret areas. Dan passes through many historical rooms and at one point, sees a cast statue of his old enemy Zarok, in beast form. He also notices the common zombies (red shirts and blue trousers) and green-suited soldiers (also appearing later). Dan also encounters the Tyrannosaurus Rex for the first time. Dan must find a cannon ball to access the end of the level.
- Tyrannosaurus Wrecks – Dan must fight his first boss, who is a large and powerful dinosaur beast constructed only of bones and a weak and vulnerable brain. Once this is destroyed, it then breaks down and reforms into a Pterodactyl. Dan is sealed in until he has survived and defeated each one.
- Kensington – Dan is finally outside in London, where he meets rechargeable zombies and some ancient Egyptian dogs that look like the god Anubis. Dan must collect a key to enter The Depot, and also must find another key to the Town House where he finds the home of Lord Palethorn, and a pocket watch to identify him. Dan also must call the train to collect his chalice inside the train similar to Zarok’s personal train in MediEvil. Dan then must go up to the top of the museum to encounter Mander and Dogman flying away from the entrance to The Tomb.
- Kensington, The Tomb – Dan must find several ancient Egyptian symbols such as the Scroll of Sckhmet, the Tablet of Horus, and the Staff of Anubis, which are placed upon their statues to reveal the tomb of Princess Kiya, whom Dan takes back to the lab. Dan must also somehow kill the weapon-immortal Egyptian dogs trapped in certain places within the tomb.
- The Freakshow – Dan must find a back way into the circus in order to take control, as several imps have taken over the machines within. Dan must collect the two Elephant keys to finally destroy the Elephant boss. It is well noted that within this level are hidden rooms and areas, for example, the Imp Whack room and the separate 'hand' rooms. Items can be found within these rooms, for example, Chicken Drumsticks and money chests. There are also some new enemies in this level, including the Oriental dragon and wizard, the pink heavy dancers and the elephant machines controlled by imps.
- Greenwich – Dan gets his head stolen by seagulls, and must recover it to use it later in the level. He encounters the zombies of sailors who can be possessed by hopping green brains, and must kill them before they are taken over. Dan must also solve a puzzle to activate access to the boats in the dry docks by ‘using his head’.
- Greenwich Naval Academy – Dan must reach the top of the building in order to fly away on the airship. To do this he must fight his way past more sailors and possessed brains to find the bellows and torch. At the end of the level, the airship impacts with The Great Scope, a device Palethorn is hoping to ‘find all the pages of the spell book’. Palethorn becomes enraged by Sir Dan and leaves his two henchmen to destroy him.
- Kew Gardens – Palethorn, now he has found another page of the book, is able to use a spell to convert humans into walking pumpkin plant mutants, which have been trapped all over the gardens. Dan must collect the antidote from destroyed pumpkins and apply it to the humans to stop the mutation. Dan must also find his way around several rooms using several keys and valves: Potting Shed Key, Water Tank Valve, Pond Room Valve, and the Hothouse Valve.
- Dankenstien – Dan has 7 minutes to find enough limbs in order to battle Palethorn’s unbeaten monster in the next level. The limbs are Right Leg, Left Leg, Right Arm, Left Arm, Bum, and Torso. But as a twist, the limbs have partially grown bodies and are wondering around all over the underground station, so it is up to Dan to attack them and bring them to Kiya who is using her embalming technique to build their own monster.
- Iron Slugger – Dan must learn a whole new set of controls as he is to fight the Iron Slugger in a wrestling match. He must also kill imps between each round to recollect any lost limbs.
- Wulfrum Hall – Dan learns how to use the hands in order to enter the hall, claim the key and open the main door to the mansion. Dan must then go through several rooms killing soldiers, decaying mutated waiters and vampires, avoiding the indestructible young girls running around to bite Dan in the head (like the hopping brains from earlier). He must solve several platform problems to trap the vampires into the sunlight in order to kill them and then proceed to the top of the hall.
- The Count – Dan must battle another indestructible boss, but must use the secret of the mirrors to generate light in the room as a fatal form of attack against the powerful and hellish Count.
- Whitechapel – Kiya has gone wondering off in London to resolve the increase in demonic possession as by Palethorn, so it is up to Dan to find her before it is too late. Dan must tread carefully as the curfew is in place, so the police officers are not too happy with him. He must find the Griffin Shield and the Unicorn shield in order to find the Beard from the old and buried Library owner. He must correct the light process at the statue in the garden, and also find the Tailors to change clothes. He must also enter the Library to find the Club Membership Card to enter the nightclub and find Madame Jo-Jo. Dan also finds the Flaming Crossbow completely free.
- The Sewers – Dan finds out that Jack the Ripper has just killed Kiya, and when he returns to the lab, he ventures down to the sewers to mourn his love. However, he finds a small race of people known as the Mullocks, upon which he is requested by the Mullock King to save all the women from the beasts and hopping brains. Dan must solve several leverage systems in order to access the later parts of the level and return to the surface. Dan also finds a poster which he presents to the Professor at the end of the level which depicts the Professor’s Time Machine – so Dan goes in search of his past. This is the first time that the Gold Shield appears.
- The Time Machine – Dan returns to the Museum to repair the broken Time Machine. He needs to find each piece as such: one is stored within the earth room, where he must use his hand and levitating satellites around a model of the earth to get Piece 1; He must use his hand in a small model of the moon, in which he must force model aliens to shoot the model rocket to bring down Piece 2; Dan must use the Celestial Grammar Horn to call into space and let a UFO ship beam down Piece 3.
- Time Machine, Sewers – Dan has returned to the sewers in the past, where must gain control of the Time Stone as guarded by the Mullocks so he can return to the stolen Time Machine. He must find a way to change his suit to force the boat rider to get him across the river. Dan also finds the Good Lightning used in the next level.
- Time Machine, The Ripper – Dan finally has a chance to kill Jack the Ripper (who appears as a tall green skinned monster with long blood-soaked claws and wearing an overcoat, trousers and a top hat - very similar to "Mander") before he kills Kiya, so he uses the Good Lightning to rejuvenate her health. After killing The Ripper with his pistol, Dan meets up with the initial Dan who was meant to see Kiya’s death, and when they shake hands, they become one Dan (see paradoxes), with a new Super Armour of 500.
- Cathedral Spires – Dan must reach the top of the Cathedral in order to get to the final page of the spell book, but first, he must get past spilling cauldrons, flying shadow demons and dark dogs, to collect 5 lost souls (in the form of angels) to exit the level.
- Cathedral Spires, The Descent – Dan must finally retrieve the final missing page of the spell book, as it is being kept by a devilish demon deep within the Cathedral. Dan must use the chandelier to access the lower levels, kill several large grey soldiers, hop over swing panels and solve a Golden Cog contraption (in steampunk style) in order to reach the guardian demon and use the 7 more lost souls against it. Dan must then escape the entire building before it collapses upon him and the entire city.
- The Demon – Lost in the rubble, Dan now needs to beat Palethorn’s henchmen once and for all. Before he sends his ‘beloved servants’ on Dan, Palethorn reveals, he would like Dan to join him and offers Dan all his flesh back, if he accepts to join his evil shoulders, but Dan refuses, and Palethorn then gives his henchmen order to destroy Dan. After they are killed, Palethorn then conjures The Demon, a giant blue horned beast, to slowly stun and kill Sir Dan. However, Dan is able to use Palethorn’s ship to get him to attack his own creation. As Palethorn’s flying ship is destroyed, the Demon returns to hell, and Palethorn reveals his final words before attempting to kill Dan, but of course, he manages to escape back to Kiya and the Professor.
[edit] External links
MediEvil |
MediEvil • MediEvil II • MediEvil Resurrection |