Between Heaven and Hell Walkthrough, Hints and Tips for PC Games.

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 Between Heaven and Hell

Between Heaven and Hell


Scene 1:
So, just what the hell is going on here anyways? The only way to find out is
to progress to the right. Vince can easily pass the chasm, since he can hang
from the right side. After entering the cave, you'll be faced with a number
of pits. A series of walk-jumps is your best option here. Upon entering the
next room, you may kinda wish you hadn't... However, you can get out by jumping
to the center platform, then the left platform, and then pressing the button on
the wall. This will open the grate on the right side of the screen, leading to 
a tunnel. Oh crap, now a demon is chasing you?! Get out of the tunnel, 
immediately stand up and run to the right. Soon there will be a whole bunch of
demons chasing you-- fantastic. Simply climb to the right and after reaching 
the top, run over the button on the floor to activate a bridge. Progressing to
the left... hey, more demons. The next jump is a long one, but it's doable. So
now you're trapped in a room with seemingly no means of escape... wait, did 
that glass just shake? The only way to break it is to gain a whole lot of speed
by traveling through the air. So, climb to the top left of the screen, and walk-
jump onto the glass. Now you're really in deep shit. Luckily, there's an exit 
to the left, where you came in. Given that the demons are chasing you, you'll 
need to get past the pits quickly this time. Try to jump onto the first column
it's a long jump, but if you can make it, you'll avoid having to pull yourself
up, saving you valuable time. Always do running jumps here. Once out of the 
cave, jump over the two demons on the ground, and then jump over the pit as 
you did before. Soon, you'll run into... robed figures?! When they tell you 
to "Get down!", they mean it. Duck under their fire and, hey, you're out of 
the woods... or are you?

Scene 2:
Trapped in a jail cell, what a predicament. Notice that you can actually open 
the grate, but there's a giant fan blocking your way. In the cell, jump up three
times, hitting the ceiling and annoying the guy above you. The guard will then 
come to check on you. Fortunately, he's none too bright. Hide in the air duct 
and he'll think you've escaped. He also conveniently leaves the door open, 
allowing you access to the switch that turns the fan off. To the left, you'll
have to pass a ton of electricity. My best advice for the first couple of 
screens is to not rush. Take your time and think ahead, and you'll do a lot 
better. The screen with the switch looks difficult, but isn't. Remember that
one part of level 7 in Contra? Yeah, same deal here, only way easier. Walk 
one step forward at a time and you'll pass easily, but it's probably not even
necessary to be that careful. Head back to the right after pressing the switch,
and you'll notice that a couple screens back, you'll be able to drop down a 
level. Once again, with some decent timing and a little patience, you can get
through easily. Notice that the switch says "fan speed". Hit it, then go back
up and turn the fan back on. Apparently the Robes are looking for you. Uh oh.
Now that the fan is blowing faster, you can use it to propel yourself upwards
and out of this area.

Scene 3:
A couple of screens to the right, you'll notice a shaky light fixture below you.
If you jump straight up and land on the floor above it, it will fall. Time your
jump so that you begin directly after the Robe changes direction and begins moving.
And be careful, because if you mess up, you're screwed. One screen left, drop down
a floor from the right side of the gap as the Robe moves to the left. A couple of 
screens to the right, you'll get to take part in some serious stealth gameplay on 
the complexity level of Splinter Cell. Hide behind the first wall before the Robes
turn around. Progress to the second wall when neither of the Robes are looking in 
your direction, and progress to the right using the same method. The next screen 
works largely the same way, except you'll have to duck to hide behind some of these
walls. No big deal. You can pass the next screen by jumping over the Robe's head 
as he walks to the left. If other Robes are chasing you, you probably won't have 
the time to do this correctly, so don't get spotted. As you push the button in 
the next area, the door will seem to be broken. It isn't. Keep pushing, even when 
the Robe begins walking your way. As soon as the door opens completely, run to the
right and onto the elevator, which will automatically take you up.

Scene 4:
Great, as if you didn't have enough problems already, an insane flying woman has 
dropped bouncing bombs all over the next area. The first couple are easily passed.
Go through the lower route first. As you walk over the room with the button, notice
how cracked and shaky the ceiling is. The next screen is a little tricky. Stand on 
the first column, and wait for the bombs to bounce in such a way that the rightmost
bomb drops slightly before the leftmost bomb. Jump over the pit and then immediately
jump over the second pit to reach the switch. This will open a door above you. 
Progress back to the right using the same technique as before. At the fork in the 
path, go to the top-left this time. In the first screen of this section, wait until
the right moment and jump completely over the first column on which the bomb is 
bouncing without even landing on it. In dealing with the second bomb, wait until 
it is high in the air, run under it and jump at the edge of the pit. Passing the 
next three bombs may require a bit of patience. Wait until they land at approximately
the same time, and then run to the left without stopping. What's this in the next 
room, a blue flame that "destabilizes electronics"? Wonderful, now you can get rid
of those bombs! In fact, shooting the bomb that rolls in from the right is the only
way to get out of this room. Notice how it blows up when you knock it off the ledge.
Shoot the bombs on the next screen and roll them into the pits so that they'll blow
up the ceiling of that button room below. Do the same with the bomb above the grate
if you knock this one down, it will blow up the grate and reveal an air duct. Push 
the button in the small room whose ceiling you blew up, then progress through the 
air duct to the right to reach a tram.

Scene 5:
This scene may seem tough (perhaps not to BattleToads fans), but it's not so bad 
once you figure out the mechanics behind the tram. If you press up or down, all 
the lights on the tram will light up in sequence before any movement occurs. The 
trick here is to realize that you can press up or down as the tram is still moving
so that the light sequence will begin early, thus moving the tram earlier and 
allowing you to avoid the electricity more easily.

Scene 6:
Kathryn continues to make your life difficult by attempting to drop tons of bouncing
bombs on your oddly dry head (weren't you in the water just a second ago?). When she
moves to the left or right sides of the screen, she can only drop one bomb per trip.
Just run under and past her to easily avoid the initial throw. Shoot the bombs quickly
when they drop so you won't accidentally run into them. However, you can use these 
bombs for your own means as well. Roll them into the water, and a fish will bounce 
them up into the air. If you time this right, they will hit Kathryn! Three hits 
and she'll leave you alone... for now.

Scene 7:
Any time you see wacky green screens in this scene, you should shoot them. It's the 
only way to open the first door here. In the next screen, shoot the screen to the 
right to make the left bridge appear. Walk to the end of this bridge, shoot the green
screen again, step on to the conveyor and begin walking. Coincidentally, Vince walks 
at the same speed as the conveyor moves, so he'll essentially be locked in place while
waiting for the right bridge to appear. On the next screen, you don't want to be on 
those floors when they flash. The best strategy here is to begin running across them,
then time a running jump for slightly before they flash. The next screen features a 
crusher. Obviously, this is hazardous to your health. Run under it and it will begin
coming down slowly. Get out of the way before it starts traveling faster, and it will
cause some damage to the floor. If it causes enough damage, the floor will break, 
allowing you passage through. Head over to the left past the dangerous floor and shoot
the green screen to open the door to the right of the crusher. On your trip back, the
jump across the pit is quite difficult-- try to wait until the last possible moment 
to jump while running, or walk up directly to the edge and press right and up in very
quick succession. Traveling to the right, you'll find some large scanner things that 
will whack you on the head if you step under them even a little bit. Shoot the green 
screen to drop down a metal walker. Notice how the light on the scanners will turn 
red when they come down. As long as it remains red, the scanner will not come down 
again. This is your chance to get through! The next screen is a "boss fight" of sorts.
It's you versus the machine, specifically the glowing part of the machine. There is 
no major trick to getting through this easily, you'll just have to have some good 
dodging skills. Take advantage of the fact that you can often easily duck-walk past
the glowing pink electricity balls to get out of a sticky situation. 25 hits and 
you'll get to see some nice explosions, woop woop.

Scene 8:
After running inside the machine you just destroyed and climbing up a bit, you'll
be faced with an odd little screen. There are three "nodes" in the air, a red ball
of energy moving randomly through them, a door with a purple light under it, and a
red flashing button with some sort of gun-like thing on the end of it. Pressing the
button will shoot out a beam of purple energy, which, upon hitting a node, will 
travel in the direction that the node is pointing. You can change the direction 
of the nodes by shooting them with that weird blue energy in your hand. Do this so
that the energy ball from the gun will follow a path to the purple light under the
door, causing it to open. Watch out for that red energy though, it'll vaporize you 
with an effect comparable to the ones in War of the Worlds. Only better. Jump up to
the top right of the screen to reach the next screen. This screen will likely 
initially evoke a very angry response from most players. The good news is, it's not
as complicated as it looks. Like many parts of this game, it just requires a bit of
patience. Only move through the middle portion of the screen when things seem 
absolutely safe, because a screwup will send you back a screen and cause you to hate
me. The next screen features another one of those dangerous floors. You've already 
dealt with two of these, so it shouldn't be any problem for you. Progress to the 
left and you'll be blown upward to the next screen. Hmm, two buttons. The left one 
will begin lighting a sequence of red lights very slowly. In the meantime, you've 
got robots to deal with! Press the right button to send a crusher down, causing 
them to blow up. When the lights turn green, that means it's safe to walk to the 
left, where you'll be blown upward to the next screen. More nodes? Don't worry, 
these are the last. Notice that the "gun" is in a completely different place from 
the red button this time around. Once you point the bottom node upwards and jump 
onto the ledge, a robot will begin coming upwards, electrocuting all in its path,
so you'll have to be quick here. The red energy ball here is more predictable than
the others because it doesn't move randomly. Once the elevator has been activated 
via the purple light below it, you can make your escape.

Scene 9:
This scene seems pretty peaceful, but that will soon change! Run over to the left 
and hit the switch to activate a red light and a big beam of electricity that shoots
at consistent intervals. You can easily duck under this as you make your way two 
screens to the right. Pressing the button on the right side will cause the light 
to also turn green randomly in addition to red. When this happens, the floor will
soon become electrified. Pay close attention to the sound so that you can time 
your running jumps correctly as you progress back to the left. Pressing the left
button will add yet another danger: blue lights and electricity coming down from
the ceiling. These are not difficult to avoid. When you see the blue light, 
immediately head for a safe spot. Hit the switch at the right and you're done.
Grab the Infernosphere and get the hell out!

Scene 10:
Now you’ve done it, you’ve gone and angered the demons! Walk most of the way across
the first screen, and when you hear a growl, run back a bit. From here, shoot the 
demons by shooting from standing and crouching positions. On the next screen, stay
directly at the middle of the screen as you pick off more demons. Good reflexes 
are all you need to get through here. Climb up to the top right of the next screen
and continue, and you will find yourself trapped with demons coming down to rain 
death from above! These demons will always appear directly over your head, so all
you have to do for each demon is run a few steps to the left or right, turn around,
and shoot them when they reach your level. After about 15 more demon deaths, the 
gates will once again open. The next screen features a pulley system that controls
the gate below. Jump onto the ledge at the right, then jump left to grab the rope 
and open the gate. Go left, head back down to the stump, and now head to the bottom
right of the screen. Notice how Vince becomes transparent when he moves behind the
tree? If you move right one screen from here, the demons will see you and immediately
run after you. Very quickly head back and hide behind the tree while they pass. 
When they’re gone, run to the right, and don’t worry about the new demons who start
chasing you. Jump into the train’s caboose and your problems will be over. Or not.

Scene 11:
Run to the right a bit, and when you hear a train whistle, that’s your cue to duck!
Gates will pass the train by at regular intervals, and thus you should duck at regular
intervals. This first fire pit is easy to pass, as are the rest. The second screen of
fire pits can be handled easily with a series of walk-jumps. The third screen will 
require a couple of running jumps. When Kathryn starts throwing bombs at you, your 
only choice is to destroy the wall at the right with your hellfire. Kathryn will 
always throw bombs directly at you, and if they explode while Vince is within a 
certain radius, that will be the end of him. The best strategy here is to move a few
big steps right or left whenever Kathryn throws a bomb, and shoot a couple of 
hellfire projectiles to the right. 15 hits and the wall will cease to exist. Upon 
entering the next scene, immediately jump to the center platform, because the bombs
will immediately start flying. These bombs have an even bigger explosion radius. 
Basically, if you’re on a platform where a bomb is thrown, you’re going to get blown
up no matter where on the platform you are. Your best bet is to jump to a new platform
slightly before a bomb is thrown, shoot two or three projectiles to the right, and 
repeat. Once again, 15 hits is all it takes. The two demons at the train controls 
are no match for you at this point, so take care of them as you see fit and run 
to the controls.

Scene 12: 
You are this close to rescuing Anna. But not that close. The first jump is a long one,
but at this point, it should be of little challenge to you. The next screen features 
hellfire pouring down from above and some narrow platforms. Walk-jumps are your safest
option, but you’ll need to time them so that you begin the jumping animation sequence 
before the hellfire finishes its path downwards. Otherwise, you’ll be struck in midair.
Your dexterity will be put to the test on the next screen. Sequences of three 
projectiles are shot from left to right, one low, followed by one high, followed by
another low. Climb up after the third projectile completes its path and run to the 
left. Do a running jump over the first projectile, duck under the next one, then 
immediately stand up and do a running jump over the third. Once you’ve passed the 
third projectile, run nonstop to the left off the platform. Whew, close eh? Climb 
to the top right of the next screen, run one screen to the right, and run nonstop 
to that big pile of fuel, ignoring the Robe. Once you’ve got your hell energy back,
immediately shoot the Robe. Two screens to the left, you’ll find a flying machine 
that will attempt to electrocute you from above. Walk in front of the generator on 
the ground, wait for the flying machine, and when it's close to you, run to the 
right so that it will attempt to hit you, but instead hit the generator. Climb 
back down and head left. The previously unpassable falling hellfire has subsided a 
bit, and it’s now possible to jump over the pit without being struck. Climb up onto
the ledge and head left, and you’ll be faced with another Robe, who is significantly
more dangerous than the last. There are several ways to get by him, some of which 
are very easy, so I’ll leave it up to you to figure this one out. From the screen 
to the left, you can travel downward…

Scene 13: 
Head right and check out the screen on the wall. Vince presses some buttons and hey,
it’s Anna! Too bad she’s in such terrible condition that all she can do is slowly 
walk left and right. Head to the left, and the door before the Robe will open 
automatically. Walk a little ways into the room and the door will close again. Climb
to the top left of the room and wait for Anna to arrive at the door. She can see 
through the door's window into the room, and you can use this to your advantage. 
Stand over the hive-like thing and repeatedly jump into the air. When you land, it
will emit dust, causing the Robe to investigate. At this point, Anna will walk 
through the door and onto the elevator. Walk two screens to the left and wait for 
Anna to come near the elevator before going down the yourself. Upon reaching the 
lower level, the Robe will begin chasing you to the right. Travel up the elevator,
hurry back to the left, and ride the first elevator once again. Run left to find 
another fuel stockpile, which will allow you to shoot the guard when he comes after
you. Since Anna can’t jump, she can’t get past the lava on the next screen. 
Fortunately, you can. Climb onto the platform at the left side of the room, duck, 
and shoot the stalactite, creating a makeshift bridge. Enter the tunnel to make 
your escape.

Scene 14:
Wow, that thing is huge, eh? If you've made it to this point, I don't think you 
need my help. But basically, 3 hits to the eyes when they're flashing is all it 
takes. Enjoy the ending, and congrats.

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