Kiss: Psycho Circus: The Nightmare Child/Poison Plant

Poison Plant 1


As you make a step or two, some weak enemies will appear. At first you might think that there’s a Spawner ahead you must reach ASAP to stop their production but luckily, you can take your time. Just beware of a Blademaster behind you on top of the wall.

A few more enemies will appear when you come to a turn. They aren’t much of a trouble by themselves but they will distract you from a few Ice Strutters ahead.

A Ballbuster will attack you from a watchtower as soon as you show yourself on an opening ahead. Also a Spawner will be waiting for you far ahead but you can easily get rid of it with a single shot from a Windblade especially with Hawk Eyes. When you go past a bridge on the left, another Ballbuster will be spawned on the watchtower behind. Other than these three, there are no enemies nearby.

When you turn around the corner, you will see a door on the left. There’re a Spawner and two Elemental Cubes behind it as well as the lever you need to pull to lower the bridge you saw earlier. You can also scout a huge area up ahead where you will find a few useful items to pick up and a single enemy – a Spawner.

Once the bridge is lowered, you’re ready to proceed further. When you enter a tunnel ahead, local security system will sic a swarm of Headless on you. Lucky for you, they are weak and they come from only one side, so you can easily deal with them using only your Twister.

You come to a T-junction. The way to the right is blocked, so you need to pull the lever on the left. Once you do it, two Arachniclowns will appear and attack you. Sadly, there is nowhere to hide.

After dealing with a pair of clowns, you need to reach the way previously blocked by a huge crate. Proceed carefully since there is a Spawner right to the left of the entrance. Another one is in the far left corner of the room. Elder Belt is waiting for you up the ladder.

When you got the next armor piece, you will see a long and winding road with some shocking devices. They don’t kill you this instant but they deal a significant amount of damage. The sad thing is that they don’t affect invisible Headless which will be encountered in this corridor-pipe.

You will come to an old rusty grille which is meant to be destroyed. When you come to a ledge, you will be attacked by a Meanie Beanie, so don’t stand still. An Arachniclown is waiting for you ahead.

You can jump to a huge reservoir behind the fence across the EXIT door for additional Health Potions and Elemental Icons before you pick up a Blood Rose on the ledge. When ready, go to the exit and finish the level.

Poison Plant 2


The plant greets you with a bunch of Headless easy to deal with. If you will be constantly maneuvering around the central pillar, pay attention to a Tickler who (which?) will attack you while you’re distracted by Headless.

One way is blocked by electrical rays which are a sure death, so head to the office space. The only thing you need to do here is to press a button in the corridor, but you can also explore three rooms nearby:
 * The nearest door on the right contains a Spawner hidden around the corner and a few useful items. If you decide to go there, don’t forget to smash the vent and get a few Black Diamonds. The radio plays Detroit Rock City but doesn’t provide with any useful items.
 * The farthest door to the right contains another Spawner hidden in the corner and another bunch of useful items.
 * Secret: It's in the room on the left, but the door is jammed. To reach the room you need to use the vent in the farthest room on the left.

Once the coast is clear, three Spawners will awaken. One of them you will see in a cut scene, two more are up the slope. Two Spawners you will encounter a bit later might be situated in the very same spot and are guarded by a Ballbuster.

Pretty soon you will find yourself near another electrical barrier. It can be turned off in a room to the left. A Ballbuster is inside. He won’t cause you much trouble if you use the crouching trick against him but a bunch of tiny enemies will be constantly getting in your way.

Push the button, proceed to a big hall and push another button. It will open a path to the next armor piece and spawn some minor enemies.

After you pick up the next armor piece you will find yourself on the upper floor of the entrance hall. There are two Spawners there, both to the right. Two different paths on the left lead to two different rooms. You need the closest one but you can also visit the farthest one.

When you appear in the next room, a Blademaster will attack you from a balcony on the left. Be careful when hiding behind the wall since his self-guided shurikens can get you there.

When you come closer, a small amount of Headless and Stumps will ambush you. Better go to the corridor on the left since a path ahead is a sure death for now. The first door leads you to a switch which will disable the electrical wall you saw earlier and allow you to backtrack easier if you need to.

You will follow a long corridor and surprisingly no one will ambush you there. But an Arachniclown is waiting for you around the corner. You need to use both switches in the control room behind him but don’t be too hasty.

Switch 1 empties a big basin and awakens a Spawner which will start making Gasbags. Switch 2 empties another basin, with another Spawner. This one is much more dangerous since it produces Meanie Beanies. Both Spawners are hard to kill from where you are, so it’s up to you to decide if you want to fight Spawners from the control room one by one or you want to empty both basins and fight Spawners when you have more space to maneuver.

When you come back to the basin, a Ballbuster will attack you from afar. If you haven’t got rid of the Spawners, flying foes might be an additional problem for you.

A big round hall contains an Arachniclown on top of the central pillar and several Gasbags. There’s also a Spawner ahead which constantly produces Headless. It’s not much of a trouble but if you don’t get rid of bigger enemies quickly enough, there will be too many Headless.

But the real trouble is around the corner. There you will see two Ticklers, a Blademaster and two Spawners with a bunch of Stumps inside. The sooner you get rid of both Ticklers or Spawners, the better.

This is the end of the level. If you have killed two Ballbusters before, you just need to use the mirror.