WELCOME TO RANDY MURTHA'S ULTIMATE
   
   
  
   
   
         
           
           
           
         
_____________________________TIES THAT BIND___________________________
WALKTHROUGH FOR THE PS2, XBOX, OR PC
PC Walkthrough Version 1.5
This document is Copyrighted by Randy Murtha June 2007 and may not be
reproduced in part or in full without the written consent of the
author. Nor shall this be posted on a website or printed in a magazine
without my consent. All Rights Reserved.
TABLE OF CONTENTS
1) Introduction to Walkthrough
2) More Walkthroughs by me, Version History
3) Moral Meter and Alternate Game Endings
4) Using the Insanity Meter and Upgrades
5) Weapons and Items
7) Game Walkthrough
8) Credits, E-mail Rules, and Legal Issues
THIS WALKTHROUGH IS BEST VIEWED AT 960x600 SCREEN RESOLUTION AND USING
A FIXED WIDTH FONT SUCH AS COURIER NEW. IF USING HIGHER SCREEN
RESOLUTIONS FOR BEST VIEWING RESULTS CHANGE TO A HIGHER DPI SETTING SO
YOU WON'T HAVE TO USE A MAGNIFYING GLASS WHILE READING THIS.
* NOTICE *
The only websites this walkthrough is legally posted on are:
Game FAQ's - www.gamefaqs.com
Neoseeker - www.neoseeker.com
Game Spot - www.gamespot.com
Super Cheats - www.supercheats.com
Honest Gamers - www.honestgamers.com
Cheat Codes Central - www.cheatcodescentral.com
Game Radar - www.gamesradar.com
Cheat Planet - www.cheatplanet.com
ONLY THESE EIGHT SITES MAY POST MY GUIDE! If you have viewed this
on any other site than the ones listed, or have seen this plagerised,
please e-mail me and let me know which site you viewed this on, I will
highly appreciate it. If you've seen this plagerised or on a website
this isn't supposed to be on, there is a $CASH$ reward for informing me
of who the violator is.
Welcome to my very in-depth and extensive walkthrough for The
Suffering: Ties That Bind for the PS2, Xbox, or your PC. First and
foremost this game, in my opinion, is not nearly as good as the first
Suffering. Doesn't even come close. This game is creepy, twisted,
sickening at times, very bloody, extremely violent, and full of foul
language like the first Suffering but it just doesn't add up to the
expectations I placed on this game. Don't get me wrong, this is a good
game and is loaded with storyline that fills in all the missing pieces
about Torque and what happened to his family on that fateful day. It just
seems that Surreal mellowed out a bit on the shock factor while making
this and gone kind of soft, either that or the first Suffering totally
desensitized me to the horrors this game was supposed to bring. It is
also way too short a game and you can beat it in two or three hours, not a
plus in any gamers eye. If you've never played the first Suffering a lot
of the story will not make any sense to you and you'll probably feel lost
for the whole game and I wouldn't recommend playing this. But if you're a
die hard fan of the first Suffering then you definitely want to add this
game to your collection to fill in all the missing pieces and to answer
all the questions the first Suffering left your mind boggling with.
And one more thing, this is an M rated game so if you have
children or younger siblings be responsible and don't play this game
in front of them, or any other M rated game around them. Kids have
enough crap to try and digest these days and seeing horrific bloody
images, watching junkies shoot up, hearing loads of swear words, and
watching monsters running around slaughtering people won't help much,
unless your parental goal is to raise a serial killer. I know some
evil brothers out there would find it funny to play this game in
front of their five year old sibling, but it won't be so funny when
that sibling sticks a knife in your ear while you're sleeping, now
2) MORE WALKTHROUGHS BY ME, VERSION HISTORY
-- Other Walkthroughs I have written:
1) Armorines Project S.W.A.R.M.
2) Fable: The Lost Chapters
3) Neverwinter Nights
4) Neverwinter Nights: Shadows of Undrentide
5) Neverwinter Nights: Hordes of the Underdark
6) Neverwinter Nights Gold Edition
7) Neverwinter Nights Platinum Edition
8) Quake II
9) Shadow Man
10) Shadow Man 2econd Coming
11) The Suffering
12) Turok 2: Seeds of Evil
You can ALWAYS find all my guides and latest versions at:
-- VERSION HISTORY:
June 30, 2007
This is the first complete version of my guide so I won't be
revising it because there's nothing else to add, only to fix typos and
stuff like that.
Added a couple of more websites this is legally posted on and
added Fable: The Lost Chapters and Quake II to other walkthroughs I've
wrote, along with the Neverwinter Nights guides.
3) MORAL METER AND ALTERNATE GAME ENDINGS
- MORAL METER -
In the sub-menu where you look at maps and notes is a moral meter
with a blue and red bar. This bar will go up, down, or stay in the
middle depending on the actions you do while playing the game. There
are three different sets of moralities you can have: good, neutral, or
evil. If you help people that need your help and don't kill innocent
bystanders then your moral will be good. If you decide not to help
people that need it but let them live and don't kill too many
innocents, then your moral will remain neutral. If you decide to kill
everyone and be a total psychotic then your moral will be evil.
- ALTERNATE GAME ENDINGS -
As in the first Suffering there are three different endings you
can view, a good ending, a neutral ending, and an evil ending. The
ending of the game depends on your actions during gameplay so wherever
your moral meter is at when you get to the end of the game, you'll get
to view that ending for your moral. And what is each ending like you
ask? Find out for yourself, I'm not spoiling them.
4) USING THE INSANITY METER AND UPGRADES
As in the first Suffering, you have insanity mode which will
transform you into a horrific beast so you can literally hack the
enemies up into bite size pieces. The insanity meter is located
directly beneath the health bar and you fill it up by killing enemies,
when it starts flashing you can unleash the beast. You can only remain
the beast until the meter runs out and if you remain the beast and let
the insanity meter run out before you willfully change back into
Torque, you will take a large chunk of health away so keep an eye on
the insanity meter when you are the beast. This game offers several
upgrades for insanity mode to wreak even more havoc than ever before.
The upgrades you receive during gameplay depend on your actions while
you play the game. Meaning that if your morality is good you'll
receive upgrades that differ from the upgrades available if your
morality was evil. Neutral characters will not receive any upgrades
for insanity mode, doesn't that suck? Here's the upgrades available:
First upgrade: Chain Attack. This upgrade lets you whip chains at the
enemy like a Burrower whips them at you.
Second Upgrade: Gun Attack. This upgrade makes spider arms come out of
your back like a Triggerman and you are armed with .50
calibur machine guns.
Third Upgrade: Cataclysm Attack. The most powerful attack you can do
and will even kill bosses in one shot.
Ground Slam Attack. This is the only special insanity mode attack
neutral caracters will have. This attack makes you jump up and slam
your fist on the ground and is quite effective, except on bosses.
First Upgrade: Spike Attack. This attack allows you to make spikes jab
out of the ground to impale all of the freaks within a ten foot radius.
Second Upgrade: Wretch Attack. This attack makes giant exploding
cockroaches come out of your back.
Third Upgrade: Cataclysm Attack. Same as the one for good guys.
5) WEAPONS AND ITEMS
- ITEMS -
1) XOMBIUM: These are pain killers that heal any damage you have
taken. You can't pick any of them up to carry around like you could in
the first Suffering. If your health is low just simply walk up to a
bottle to refill some of your health, the amount of health regained
depends on what difficulty setting you have the game on.
2) FLASHLIGHT: I hope you don't need an explanation.
3) BATTERIES: For your flashlight.
4) MAPS: To help you navigate your way around Baltimore.
5) NOTES: You'll find notes and letters all over the place to read.
6) JORDAN'S NOTEBOOK: This narrated notebook is a reference for all of
the enemies you encounter in the game. When you first encounter an
enemy never seen before and kill it, its description will go into this
notebook for you to check out at your leisure.
7) CONSUELA'S JOURNAL: This narrated journal contains detailed
information about places around Baltimore. You must find the entries
for this journal by entering certain areas.
8) CARMEN'S DIARY: This is your deceased wife's diary and you have to
find all the entries for it. A lot of questions from the first
Suffering get answered in this diary.
- WEAPONS -
The crappiest thing about this game is that you can only carry two
weapons at a time besides your thrown weapons (flashbangs, molatav
cocktails, and grenades). What kind of cheesy shit is this?
1) RUSTY PIPE: Just a simple pipe to break some heads wide open.
2) KNIFE: To poke some holes and watch 'em bleed out.
3) FIRE AXE: Not a good choice.
4) BASEBALL BAT: Against these enemies? Get serious already and put
down the bong! On second thought, keep on puffin', it's Friday and
you ain't got shit to do!
5) FLASHBANG GRENADE: Toss one of these at an enemy to temporarily
blind them but not you. They only work for a few seconds so kill
quickly after you throw one.
6) MOLATAV COCKTAIL: A home made gasoline bomb that will set the
7) GRENADE: Toss one of these shrapnel spraying beauties into a room
full of freaks and kablooie, problem solved, just don't be too close
when they detonate or you'll die along with the freaks.
8) COLT 1911 PISTOL: Just a standard .9mm handgun, you can carry two
of them. This weapon isn't that great but it will do you justice when
nothing else is available.
9) .356 REVOLVER: A .356 Magnum that packs quite the wallop. One well
placed shot will kill most enemies. You can also carry two of these at
a time so you get all Clint Eastwood and lay down the law.
10) SHOTGUN: A very good weapon to tote around and I recommend always
having one at the ready. It's very effective against most foe but
don't use it if an enemy is more than fifteen yards away from you.
11) SAWED OFF SHOTGUN: An excellent choice for dealing out pure
carnage, you can also carry two of them to really wreak some havoc.
This weapon is more effective than the shotgun but the range is only
about seven yards.
12) M3A1 GREASE GUN: These things look just like an old school grease
gun, hence the name. A fully automatic weapon that doesn't pack a good
punch. For a machine gun this weapon downright sucks, maybe that's why
they haven't been used since the beginning of the Vietnam War and have
no business in this game.
13) SKORPION UZI: This is a great little toy but you go through a clip
quicker than you can fart so it's only good for a few kills, you can
also carry two of these. The range is extremely short on this weapon
so don't waste rounds on distant enemies.
14) TOMMY GUN: A really good choice if you want raw power and bloody
mayhem so go ahead and run around pretending to be Al Capone spraying
lead everywhere and watch the blood squirt, body parts fly, and brain
matter stick to the wall. Let the good times roll.
15) M-60 MACHINE GUN: The most powerful gun in the game and I advise
you to pick one up and put it to good use as soon as you find one.
Shoot this weapon in short bursts to conserve ammo, it's easy to shoot
off a few extra rounds after an enemy drops and these rounds are
precious so try not to waste them.
16) RPG-7: Shoots a rocket propelled grenade to blow some holes in
everything. I found this weapon next to useless and only used it once.
17) GRENADE LAUNCHER: Lets you fire grenades great distaces.
18) STATIONARY MACHINE GUN: Big .50 calibur machine guns that can't be
picked up to carry around. Quite powerful so use up its unlimited ammo
when you see one. Don't shoot it off for a long time or the barrel
will overheat and you'll be s.o.l. for five seconds or so while the
barrel cools down.
During this game you will encounter many new uniquely freaky
enemies that will send shivers down your spine and a few favorites
make a return from the first Suffering. While fighting any enemy in
this game, move, move, move! DO NOT stand in one spot trying to get
all Rambo or you'll die in a few short seconds because these creeps
are way too fast and powerful. For more detailed information on
enemies read Jordan's Notebook during the game because my descriptions
are short and to the point.
1) SLAYER: Yes, these freaks make a triumphant return with a few
slight alterations. These creeps have wickedly sharp blades instead
of limbs and they are very fast and agile and quite deadly at close
range. When you shoot ones head off it will still come chasing after
you so be prepared. I think they're faster and more lethal than the
Slayers in the origional Suffering and a Shotgun blast to the chest is
your best defense here.
2) SLAYER CAPTAIN: These things are quite larger than a normal Slayer
with heat radiating off its body and are made of thick gray steel.
You can only kill these things if you're the beast during insanity
mode. You can't damage it at all with any weapons in your whopping
two gun arsenal so don't waste rounds on them. Take these freaks out
immediately when seen because they can summon normal Slayers at will
that chase you around and make life unmanageable.
3) GORGER: When I was little and imagined the boogieman hiding in my
closet it looked exactly like this thing. Big, ugly, demonic,
freakish creatures that try to bite off your head. You'll see these
things feeding on dead bodies and sometimes even themselves throughout
the game. These cretants aren't all that powerful but they are quick
and use the top of their heads as shields. Just shoot it in the face
as one leans toward you with a sawed off shotgun to make it drop like
a ten ton brick. If there is a different species of monster around
while you fight these they will start attacking them so use this to
your advantage and let them kill the freaks.
4) ARSONIST: Little freaks with two heads that are on fire and also
set you ablaze. Watch out for the fireballs they launch your way. If
they do set your ass on fire, and they will, run around and jump up
and down to extinguish the fire quickly or you'll burn up and die
really fast. These are some of the most deadly enemies in the game
and will prove to be quite the menace. A good sawed off shotgun blast
to the belly will blow these thing right in half.
5) ARSONIST CAPTAIN: Quite larger than a normal Arsonist with blue
flames all around it. As like a Slayer Captain you can only kill
these pyros while you're the beast during insanity mode. They are
about twice as powerful as a regular Arsonist so take these out
immediately when seen or it will summon their little brothers to piss
all over your parade and ruin your already bad skin complexion.
6) TRIGGERMAN: These giant spider like monsters look like big globs
formed of blocky, blotchy textures pasted together, not a graphically
impressive enemy to say the least. They are armed with fully
automatic rifles, uzis, and shotguns and stand up on their hind legs
to tower over you. Just blow a few holes in their stomaches with any
weapon to kill them with ease. A Molatav Cocktail is a good choice if
you're in the mood for some freshly roasted spider legs. Yum.
Doesn't taste as good as a Turantuela leg, but hey, what the hell.
7) TRIGGERMAN CAPTAIN: As like all captain's, the only way to destroy
these are with the beast unleashed during insanity mode. You'll know
the difference between these and normal Triggermen just by their
drastically improved appearence alone. Like all captain's, this thing
summons regular Triggermen to make your eyes sorer than they already
8) MAINLINER: This breed of Mainliner is not quite different in
appearence than the ones you saw on Carnate Island and are still very
deadly. They are quite small and shoot a heroin derived cocktail at
you that will disorientate, they also jump on you and try to stick you
in the neck with this stuff. If you're the beast and this thing pokes
you with a needle you'll instanly transform back into Torque for their
is some quite potent dope in those syringes. When you kill one it
will be bleeding yellow fluid and it will be smoldering on the floor
for a few seconds, don't walk through it or you'll lose health.
9) MARKSMAN: These things are nearly identical to the ones lurking
around on the island of carnage. These monstrosities are a bunch of
guys melted into one and are quite big and have numerous rifles fused
into its back. These weirdos are pretty fast considering their size
and will do some heavy damage if you let them.
10) SOLDIER: Normal human weekend warriors trying to kill you. Any
round to ones head and it will pop right off, problem solved.
11) BURROWER: You'll definitely notice a huge difference in
appearance from the origional Burrower. They move around underground,
you'll see the ground moving and when you do be careful because they
pop up out of the soil and whip you with chains and then disappear
really fast. Although these are very weak creatures (one shotgun
blast will kill one) they are extremely deadly and if two or more are
around you, you're in a heap of trouble, especially when they do their
twirl attack. The best way to kill these are to stand still and face
the direction the ground is moving and almost every time they'll pop
up right in front of you for an easy kill.
12) MAULER: These vicious little demon mutts have human skulls for
heads and an insatiable appetite for flesh. These things only hang
around Copperfield and whenever you see him get ready to kill these
mutts. They are extremely fast and very lethal, if they surround you
then you're in a world of shit. The shotgun works well on these
things and it will take some practice to master these mutts.
12) SUPPRESSOR: The ugliest bastards in the game and also the most
deadly. These are fat humans with no legs, have flashlights for eyes
and four machine guns impaled through its torso to send a rain of lead
your way. They have a significant weakness: they can't see you unless
you're in its light and if you do walk into its light then kiss your
ass goodbye 'cause all four machine guns will mow you down faster than
Star Jones can suck down a pack of twinkies. If you shoot ones head
off its machine guns will go ballistic so try not to get killed by all
the stray bullets zinging around.
13) ISOLATIONIST: These are the toughest enemies in the game and the
M-60 and distance are your best defenses here. They kind of look like
giant I don't knows with steel ribs getting around on a pair of
crutches so it makes them rather slow but don't let their speed
deceive you for these are very deadly creatures. They are surrounded
by electricity so don't get too close to them and they have little
cockroach (Wretches) sidekicks that will run up to you and explode
into clouds of toxic gas to choke you out.
7) GAME WALKTHROUGH
* WARNING *
This game is intended for adults and it will disturb you, if not
scare the living daylights out of you. Throughout your quest you will
see and hear some very sick shit that is not for the faint or easily
offended. If you get offended by the F word and every other swearword
known to man (even the dreaded C word you better not dare call a
woman), don't play this game. If you get offended by extreme violence
and grossed out by lots of blood, don't play this game. If you get
offended by seeing dead children, don't play this game. If you get
offended by watching junkies shoot up, don't play this game. And the
list goes on and on, I think you get my point. Parents once again I
strongly advise that no one under the age of 17 should play or view
* NOTICE *
A good thing about this game is that you can play it in first or
third person. I highly recommend first person view, especially while
fighting enemies and the graphics are slightly better in first person.
I fail to mention A LOT of enemies throughout the game, this was to
heighten the scare factor and I didn't want to spoil all of your fun,
and some things you see I won't even mention because they're too good
to spoil. I tried to make this guide as spoiler free as possible,
meaning I'll tell you to open a door to see a ghost, or see some weird
stuff going on to your left and so on; I won't describe the details
because I don't believe in spoiling the strange things going on in
this game, that would be cruel. I don't want to be responsible for
robbing you of a good video game expierience. The visions you see and
the background voices you hear while playing the game will vary
depending on your actions, and the moral decisions you make will
slightly alter the story, which to me is a plus because it adds
significantly to the replay value. This walkthrough is really
versatile for I address each set of morals and the upgrades available
for them based on your moral decisions during gameplay so no matter
what type of character you become you'll never feel lost or left out
if you follow this guide. I will also fail to mention tons of health,
weapons, and ammo along the way since these items are pretty much
everywhere so keep your eyeballs peeled.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ REMEMBERANCE OF THINGS PAST ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
"When they transfered me to Eastern Baltimore
Correctional, I thought I had escaped the
encroaching darkness. But in my new cell the
abyss was right there, waiting for me"
You'll start the game off five years ago in Eastern Baltimore
Correctional Facility playing chess with a fellow inmate and good
friend Miles. This game is *NOT* a prequel, only this first level is.
The story can be considered a prequel but not the actual game. After
you meet a shady fellow named Blackmore and company and the cut scene
ends, take cover from the guards shooting at you. Wait for an inmate
to open up the gates and then follow Miles. Enter the prison and
watch a nice little scene through the gate in front of you, Eastern
Baltimore Correctional Facility will get added to Consuela's Journal.
Go down the corridor and go into the door on the right of where Miles
is standing by the gate, he'll then run through a gate that opens,
ignore it for now. Grab the Shotgun off the floor, search the room
for an Eastern Building Facility Map and search the locker if you are
in need of some Xombium. Leave this room and walk up to the gate you
saw Miles run through, it will close and Miles will talk to you for a
minute. Another gate will open up next to you so head through it and
follow the corridor to see some strange type of meat grinder, head
through the door on the left when you get to it. You'll hear a dog
barking in the room on the left, go in there and walk up to the mutt
to see some weird visuals on your computer screen. There is some
Xombium in here if you need it, a phone is now ringing in the room you
were just in, go answer it if you want. Head through the door next to
the vending machine and you'll reach a checkpoint.
The lights will come on and you'll run into the inmates that
punked you and Miles off in the opening cut scene, they have a guard
tied to a chair and want you to whack him to show your loyalty to
Blackmore. It's your choice whether you want to kill the guard or
not. Remember that doing bad deeds will result in a worse ending for
the game and shift your moral towards evil. After you make your
choice a Slayer Captain will appear and it'll smash out the lights.
You can only kill these kinds of Slayers during insanity mode and
since you don't have insanity mode yet, go through the door that opens
and follow the corridor to a woman crying behind a gate, go through it
and approach the woman to watch a rather disturbing scene. If you're
offended by this little scene then stop playing the game now because
it gets a whole lot worse, some people get offended easily and this
scene is very mild as to what lies ahead. Continue along to some
stairs and descend them to reach a checkpoint.
There are three security monitors in front of you and a locked
gate on the right, you may turn on every monitor like this throughout
the game if you'd like. Take a look at the monitors and then you'll
see some inmates getting shot at behind the locked gate. When the
gate opens for you, charge into the room and kill the guards on the
left. A couple of Arsonist Captain's will appear, you can only kill
these kinds of pyros during insanity mode. Search the room for some
Molatav's and Miles will be up above you on a catwalk. When Blackmore
appears he'll talk some smack and his thugs will start attacking you.
Kill a few of them and then you'll turn into a horrific beast, this is
insanity mode. Waste the Slayers that pop up and head towards the
door behind Blackmore to end this level.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ HOPELESS BLEAK DESPAIR ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
"Those trapped in misery dream of
escape. But just when you think
you've made it out, it turns out
you've never really left."
After the official opening cut scene you'll be in present day on
the boat you left Carnate Island on. Some kind of government agency
wants to debrief you on all the carnage that went down the previous
day. After you meet Jordan all hell breaks loose and you'll be free
of your restraints. Baltimore Harbor is now in Consuela's Journal, in
the back right corner of the room is a Waterfront Map. Head through
the open door and you'll pick up a shoulder holster and a radio which
you'll equip. Head down the corridor to the right, pick up a rusty
pipe and in the doorway on the right are a couple of scientists, to
your left are some locked gates that you can't open with a bunch of
weapons behind them so quit drooling. Head into the warehouse on the
right and in the back left corner are some metal crates, climb them
and go through the window and drop into an alleyway. Break through
the debris on the left and crawl through the hole in the fence.
Continue along the alley and pick up a Colt 1911 Pistol and continue
along to a gate. Behind it is someone who will fall through a
manhole. Break through the 2x4's blocking the gate and head through
it to the manhole, climb down the ladder. Take the City of Baltimore
Map and crouch through the tunnel then drop down into a hole. You'll
hear some creepy freak in the background, head left to end this level
after a beastly figure attacks you.
~ ~ ~ ~ ~ ~ ~ ~ ~ THE WEAK SHALL INHERIT NOTHING ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
"Once is never enough. That's the lesson
learned from the tale of the Creeper, the
pimp who took misogyny to the next level.
He knew something of insatiable appetites."
Turn around and watch a little scene through a locked gate and
meet Copperfield, you'll be seeing more of this jack ass, it might
take him a minute to show up. To your right are some stairs going
down, head down them and break the pallet, then turn the crank on the
wall to open a gate next to you. Go through it and on the right is
some guy talking crazy and a lock box on the wall. Break the lock off
and open the box up if you need Xombium, if not then head through the
door on the left to see some weird stuff. Continue along to another
locked gate and the Creeper will make an appearence, you'll be seeing
plenty of this whacked out deviant vagrant freak. Head left and pick
up a flashlight, you'll see a large steel crate along the right wall,
go pull it back to reveal a tunnel, crouch into it and drop into a
hole. Crouch into the room ahead with bodies hanging all over the
place, follow the blood trail to some flashlight batteries, that guy
should be following you if you didn't waste him a minute ago. Climb
up the ladder you see and head through the open door to the left of
you to enter an area with a bunch of ratty apartment buildings. Look
for a dumpster on the left and climb over it. Continue straight and
answer the ringing phone if you want. You'll see a ghostly visage on
a fire escape, climb the ladder up to her and enter your old apartment
where the horrible shit went down that flipped Torque's world upside
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ THE HARDEST HOMECOMING ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
"The places we live define us as much
as we define them. They are filled with
our rememberances. When we return to them,
we give the dead life once more."
You hear a voice telling you to go into your bedroom. Go left
and through the first door on the left to be in your bedroom.
Open the closet and you'll get a letter from Miles and a letter from
Carmen, a page about your two sons also gets unlocked in Carmen's
Diary. You must read these letters, not the diary entry, if you want
the game to advance. After you read the letters a ghost will chew you
a new bunghole and make you feel like crap as only a wife can do.
Take Torque's Apartment Map by the phone and go back into the hallway
collecting a letter from Blackmore, read it, that son of a bitch! Go
into the bathroom on the left for a not so pleasent flashback, enter
the bedroom to the left of the bathroom for another disturbing
flashback. Leave the bedroom and go into the living room on the right
to see my favorite character on the television, HE'S BAAAACK! What a
nice surprise. After the scene and you find out a lot more about this
prick Blackmore and his evil ways, go through the open door and enter
another hallway. Hang a left and go down the stairs to see a bloody
crackhead sitting on the floor doing the fiend rock. There are going
to be a lot of people like this you'll see throughout the game and you
should always stop and listen to them, some of them have pretty funny
stuff to say. Next to the staircase are some mailboxes, go open them
to find a Theater Playbill and take a look at it, seems like an
interesting show so let's go to the theater to check it out. Exit the
building ahead of you for the next level. A lot of these levels are
pretty short and I know it sucks but it's better than no game at all.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ THE UNHOLY BURDEN ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
"When the food ran out, the reverend
would not watch his people die. He
fed them with the only meat available.
He knew he could live with the decision
You'll start off on the street and another innocent is cowering
beside a dumpster in front of you, go right and you'll see an Arsonist
pop up and then disappear. Continue down the street and you'll see
some thugs trying to rob an old man. I'll only do this once to get it
out of the way and to explain how helping people or not can effect
your moral meter and thus determining the outcome of the game for you.
There are numerous moral decisions you'll come across while playing
the game like this one. Killing crackheads and stuff doesn't effect
your moral meter as much as killing one of these moral effecting
characters. If you want to have good morals then kill the thugs and
rescue the old man. If you would rather be more of a neutral
character then do nothing and let the thugs waste the old man, and if
you want to be an evil character then kill the old man and the thugs.
If you want to remain a good, neutral, or evil character, then do the
above process for all the moral making decisions I lead you to, some
characters are going to require more help than by simply killing a
couple of thugs. If you want to remain a good or neutral character
throughout the game then don't kill all the crackheads and innocent
bystanders you'll see like the guy by the dumpster. If you do happen
to kill a few innocents here and there it won't effect your moral
meter too much, shit happens and stray bullets can kill. If you want
to remain evil then you would want to kill everybody you see
throughout the game. I hope I explained the moral process well
enough, this is as laymen as one can get.
Approach the scene of the crime and a Slayer will make an
appearence and get added to Jordan's Notebook. Kill a few Slayers and
you'll probably notice the slight variations from the origional
Slayer. If you made a good moral decision and saved the old man his
friend will run out of a pawn shop and thank you, he'll let you know
he opened some lockers for you in his shop. If you've made the neutral
or evil moral decision then the old guys friend will just stand there
and he doesn't talk or open up any lockers for you. To the left of
the old men is an alley with Xombium and Colt ammo so go grab it if
need be. Head into the pawn shop and my favorite character will
appear on numerous television screens. There are a couple of display
cases to smash with Colt ammo, batteries, and a Sawed off Shotgun I
advise you to pick up. Walk around the counter and pick up Torques
Neighborhood West Map. When Killjoy is done chatting go through the
door by the cash register to reach a checkpoint.
Search the lockers the owner unlocked for you (that cheap
bastard, Xombium and Colt ammo, these are rarities to come across) and
head into the bathroom by the garbage can. Go and try to open the
door across from the bathroom, after a few seconds it will open and
you'll meet some five percenter named Hejira who seems to know you.
This is another moral effecting character so make your decision wisely
as to what kind of character you would like to become. If you pal up
with this guy he'll lead you to a courtyard you must get into. Kill
some Slayers that pop up and to the right of the fence is a dumpster,
climb onto it and then pull yourself onto a roof. Follow the roof
around and drop into the courtyard and open up the door on the fence
to let Hejira in, he may have followed you onto the roof, sometimes he
does, sometimes he doesn't. If you're trying to be neutral then don't
open the door for Hejira, save the game before you climb onto the roof
if you're trying to be neutral and if Hejira follows you load the game
and keep trying until he doesn't follow you, if you leave a few
Slayers for him to kill then he probably won't follow you. Go into
the building and down the stairs to a locked door and a large sewer
grate will be on the right. Head towards the dead body and go through
the hole in the wall next to it, answer the phone in the room you
enter and then go through the door just past it to reach another
Follow the sewers, Hejira will lead you if you're helping him,
then exit the sewers and you'll see an ammuntion box with a couple of
Colt 1911's in it. Continue along and some imagery will pop up on the
screen and the Canal st. Mission will get added to Consuela's Journal.
You'll have your first run in with some Gorgers which will get added
to Jordan's Notebook. After you kill them all (the sawed off really
does a number on these cretants if you shoot their faces as they lean
towards you), you and Hejira will part ways and you will be credited a
good deed. Shoot the lock off the fire escape ladder above you and
climb onto it, head down the stairs and through the door, then head
left for a checkpoint.
Head forwards and a fire will start and you'll run into the fiery
foe who started it, an Arsonist, kill it and it will get added to
Jordan's Notebook. These things are extremely deadly and love to set
your ass on fire so don't let them get close to you and dodge the
fireballs they launch at you. If they do set you on fire then just
run around and jump up and down to put the fire out quickly, your
health will deplete extremely fast if you don't. Look for a gate on
the right and head through it after you kill the freak that breaks
through it, follow the alley and you'll see Jordan talking to her
soldiers through a fence, they don't see you. Climb the dumpster and
pull yourself up onto a roof. On the left is a little room with
health and some Flash Bang Grenades. You'll hear a phone ringing,
drop into the alley below, not the courtyard you were just in with the
Arsonists, and answer the phone. At the other end of the alley is a
steel crate, pull it back so you can use it to climb up through a vent
above you. Drop into the room below to reach a checkpoint.
Go through the door and you'll be in a little corner store, the
clerks are cowering behind the bullet proof counter and want you to
kill some monsters for them and they'll let you behind the counter so
you can be safe, pussies. Kill some creeps and then the clerks will
renag their word and won't let you behind the counter but they do give
you some bottles of dope and a sawed off. After the little scene,
quickly go behind the counter and stop Copperfield from killing one of
the clerks to be credited another good deed, kill the clerk before
Copperfield does to be credited an evil deed. Press the yellow button
on the counter by the cash register to open up the front door leading
out to the street. Go onto the street to reach another checkpoint.
There is an ammunition box across the street on the right with
some Molatav Cocktail's by it so go grab 'em. Continue down the
street and you'll see the Grand Theater, to the left of it is a .356
Magnum, go pick it up and test this bad boy out on some Slayers that
will charge you. Damn powerful weapon my friend, one shot will kill
most enemies (except on hard or impossible difficulty) but ammo for it
is scarce so use these rounds wisely. After you kill all the Slayers
some more baddies pop up, kill them all and after you defeat the
Arsonists the theater doors will open, approach them for a little
scene and then go through the theater doors to end this level.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ DENIAL OF THE FITTEST ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
"The demand is too persistent. People
want something to make them forget. To
let them escape. To believe in. As long
as there is a need, the war will never
There are two sets of staris on the right, go up them for health
and ammo and you'll hear Dr. Killjoy talking to you in the background.
Climb over the counter to the right of where crates are blocking a
door for Torque's Neighborhood East Map. Break through the crates
blocking the door, go through it and you'll see a junkie who obviously
lost his marbles and is in dire need of a labotomy, poor bastard. Go
through either door by him to be in the main theater room and approach
the movie screen (to the right of it is a Shotgun I advise you pick
up) to trigger a cut scene you'll enjoy I'm sure and find out more of
the twisted game plot. After the cut scene some cretants will appear
and you'll now have the insanity meter. Kill some enemies to start
filling up the meter and when it's full it will begin to flash, this
means you can now change into the beast, do so and let the slice-n-
dice extravaganza begin. You can also perform a special attack while
you're the beast, this special attack has a couple of upgrades
throughout the game and the upgrades differ for good and evil
characters. You can only remain the beast until the insanity meter
runs out and if you remain the beast and let the meter run out before
you willfully change back into Torque, you will take a large chunk of
health away so keep an eye on the insanity meter when you are the
beast. If you're going for an evil character and killed everbody thus
far you'll already have an upgraded special attack, this attack will
make spikes jab out of the floor to impale all the freaks within a ten
foot radius. If you're going for a good character and did all good
deeds thus far you already have a special insanity mode attack, this
attack lets you whip chains at the enemy like a Burrower whips them at
you. If you're going for a neutral character then you won't receive
any upgrades for your special insanity mode attack FOR THE WHOLE GAME,
you only have one which makes you jump up and slam your fist down and
is quite effective. After you kill all the enemies and watch another
scene you'll be at a checkpoint.
Approach the movie screen and then go through the hole that
appears in it, to the left and right are some weapons, continue around
the corner and you'll see some shelves with Xombium and batteries on
it. Dr. Killjoy will appear on the wall across from the shelves and
next to him is a cracked wall. Kill some enemies and turn into the
beast so you can smash through the wall. Exit the theater through the
wall to be outside and you'll reach a checkpoint.
Continue along to the right and go through the door to meet
another moral effecting character, some useless junkie who wants you
to take him to his stash. Again you can make the moral choice of your
choosing. Leave through the door on the left and there will be some
bricks blocking your progress on the right, so climb up the ladder on
the left. Follow the rooftop and walk across the plank on the right,
then climb down a ladder on the left only if you are helping the
junkie. Down here is a crank you must turn to raise the bricks, the
junkie will then climb up the ladder you just climbed down and head
through an open window. A lot of people get confused as to how to
remain a neutral character so if you're trying to be neutral let the
junkie live but don't raise the bricks for him, leave him where he is.
Either way you need to go through the open window on the rooftop so do
so and drop into a room. Break through the debris on the left and
head through the door behind it to reach another checkpoint.
Exit the building directly ahead to see some cops shooting at
things, watch the scene and get ready to kill a Triggerman which will
get added to Jordan's Notebook, head towards the two trucks blocking
the road and kill another one. If you are trying to be evil then kill
the cops, if you are trying to be neutral then let the Triggerman kill
the cops, if you want to be good then save the cops. Continue along
past the two trucks that were previously blocking the road to reach a
To the left is a gazeebo, go into it and watch the scene. When
it's over and your heart rate returns to normal, climb the stairs by
the gazeebo (the junkie is still with you if you're helping him) and
head through the hole in the fence on the right. Drop down to see
Jordan through a fence straight ahead and that scumbag the Creeper
will appear and say some more vile stuff to you. I told you this game
is twisted and if you're offended I warned your yuppie ass not to play
it. Go left and down the tunnel to a door on the left blocked by
2x4's, break them off and go through the door to reach yet another
In the room are numerous televisions and your old twisted mental
torturer the good Dr. appears on them, watch this delightful little
scene. He'll release some enemies for you to hack up, including a
couple of Slayer Captain's that you can only kill by unleashing the
beast. After you kill the captain's, watch the rest of the scene and
a door will open up. Head through it to pick up Miles' Bar
Neighborhood Map, go up the stairs for a checkpoint.
The junkie seems to be perking up if you're helping him 'cause
he's almost at his stash. There is a woman and her baby is locked
behind a gate and she wants you to help her get to it, kill her to be
evil or let her be to be neutral. You'll see a fire axe case on the
wall, you can take the axe out of it if you want but I advise you
don't for it it useless against these mutant Malefactor freaks. To
the left of the axe is a door you must break through, do so and go up
the stairs and the junkie will finally be at his shoebox stash, how
cliche, and another good deed will be credited to your moral account.
A phone will begin ringing in a room on the right, go answer it and
then go into the room the junkie ran into and watch the cut scene.
When it's over kill the Mainliners that appear, they will get added to
Jordan's Notebook. These little freaks aren't really that different
from the ones in the first Suffering and they're still very deadly.
When they die they'll bleed this yellow fluid that is smoldering on
the floor, don't step in it or you'll lose some health. If you fight
these creeps during insanity mode and they happen to poke you with a
needle, you'll instantly transform back into Torque for there is some
quite potent dope in them syringes. If you are going for an evil
character and killed everyone thus far then kill the junkie on the
floor and your special attack will be upgraded for insanity mode, this
attack makes giant exploding cockroaches (Wretches) shoot out of your
back like the ones that hang around those ugly Isolationists. If you
didn't get this upgrade then you must have passed a few innocents you
didn't kill, kill a couple more innocents and you'll get this upgrade.
Go through the door that's closed and follow the hallway to a couple
of more addicts and go into the door next to them to reach a
Break through the ceiling and drop into the room below with the
womans baby. A lot of Mainliners will pop up so be careful not to
kill the baby in the middle of the floor while trying to kill them or
let them kill it. If you're going for an evil character and killed
the babies mother then it will not be here. After you kill all the
creeps, press the yellow button by the gate so that mother can go get
her baby, if you're trying to be neutral then don't open the gate for
the mother. If you're a good character and did all good deeds thus
far then your special attack for insanity mode will get upgraded, this
attack makes automatic rifles come out of your back on spider arms
like a Triggerman. Head through the closed door past the babies crib
and break the crates on the left, now head through the door they were
blocking. In the fridge is some Xombium if you need it, if not then
go through the hole in the wall here, head through the door on the
left to end this level.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ THE WILL OF THE PEOPLE ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
"For each person who fights an injustice,
there are ten who build their careers on
it. The slave hunter Copperfield knew his
quarry well, and turned them into a handsome
Climb down the ladder and head left, man the .50 calibur
machinegun and a bunch of Marksmen will pop up, splatter them all and
they'll get added to Jordan's Notebook, try to blow the hump off of
their backs as they lean over to shoot at you. To the right you'll
see your buddies Miles' bar The Underground, go down the steps and
enter the bar for another encounter with a ghostly visage. You'll
unlock a page for Miles in Carmen's Diary. After the very interesting
cut scene ends, go through the door that opens up for a checkpoint.
As soon as you go through the door, turn to your left and break
up all the debris to reveal a locker, smash the lock off and open the
locker to find the Garvey Home Report. Exit the bar through the door
behind you and bust through the crates on the right and follow the
alley out into the street and you'll see Miles on a fire escape above
you. To the right is an RPG-7 in a trailer and and ammunition box,
head left and kill the soldiers shooting at you. Killing soldiers
that are trying to kill you won't effect your moral meter at all so
blast away. On the right is a ladder, shoot the lock beside it and
climb the ladder, jump along the fire escapes and you'll reach a
Drop off the fire escape to the left and you'll see Copperfield's
demon mutts prancing around. Approach them and watch a little scene
and An Old Station archive page will be added to Consuela's Journal,
the Mauler will also get added to Jordan's Notebook. Kill all the
demon dogs and look for some barrels to blow up to make a way to get
up to the balcony Copperfield is standing on. Climb up there to reach
Head forwards and then jump to a couple of fire escapes to the
left, then drop off into the street on the right. If you didn't blow
the military vehicle up with the .50 cal on it with the RPG before,
then hop into the back of the vehicle and man the .50, a bunch of
enemies will appear for your shooting pleasure so kill 'em all.
Follow the street wasting soldiers everywhere and you'll see a vision
and Site of a Lynching will get added to Consuela's Journal and then a
huge worm like monstrosity will come crashing up through the street.
It disappears quickly so jump into the sewers below through the hole
it made to end yet another extremely short level.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ HITTING BOTTOM ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
"The city architects are duly remembered
by history, while the true laborers are
immortalized a different way. Many lay
trapped beneath its streets for all time."
Climb up through the hole on the right and crouch through the
tunnel, drop out of it and you'll be on some stairs with a locked gate
to your left and a gate at the top of the stairs. Approach the gate
at the top of the stairs and you'll see Miles, he can't open this gate
and he's going to try to open the other one for you. After he opens
it for you go through it for a checkpoint.
You'll see the earth moving below and around you and to your left
is where you turned a crank to open a gate about five levels ago.
Head forwards and you'll see another scene and The Tunnels will be
added to Consuela's Journal. The earth starts moving again so stand
still and wait for a Burrower to pop up, they'll get added to Jordan's
Notebook, they look way different than the origional ones and are
about twice as large. The best way to kill these are to stand still
with shotgun in hand and face the direction the ground is moving and
almost every time they'll pop up right in front of you for an easy
kill. Watch out for the extremely deadly twirl attack they like to do
if they get behind you. To your left and right are two doors, go
through the door on the right and break all the crates and shoot a
barrel, look behind the barrel for a Water and Sewer Map. Go through
the other door and you'll see a generator to your left, go climb onto
it and then climb up to a catwalk, crouch along and follow the tunnel
to drop back down into the sewers to reach a checkpoint.
Go straight and you'll see a switch on the right wall at the
other end of the tunnel, pull it to turn on some lights and you'll see
Miles above you through the grates. A gate will open up near the
switch so go through it and head straight to reach another checkpoint.
It seems that every twenty steps is a checkpoint.
Straight ahead of you is a room with an oxygen tank in it, ignore
it and go left to see a soldier, splatter his brains and you'll see a
door which is locked so go left and waste some more weekend warriors.
Shoot the glass out above you and toss some Molatav's up there to burn
some more soldiers alive. Continue to a dead end and shoot the
soldiers through the grate ahead of you, you'll also hear a timer
beeping and when it stops, go through the door you just passed that
was previously locked. This can be a little confusing so listen up.
When you go through the door, on the right will be a large manhole
cover with a crank on it, to the left is a locked door and a corridor
you must go down. Do so and at the end in the room on the left is a
locked steel door to the right and a locked gate on the left with some
fuse boxes behind it, remember this gate. Go through the door and
follow the corridor to a .50 calibur machinegun, man it and kill a
whole bunch of soldiers. When they're all good and dead, you'll see a
locked gate with an open manhole behind it, pull the lever on the fuse
box next to the .50 to open up the gate I told you to remember. Go
through it and pull the levers on the two fuse boxes you see to open
up a manhole in front of you and another to drain the water out of it.
Head through the closed door next to you and head staright into the
manhole you just opened, follow the sewer to reach a checkpoint.
Proceed forwards and watch another freaky scene and keep
following the sewer to a ladder. Climb it and you'll be at a locked
gate next to an ammunition box and Xombium, take Miles' Bar
Neighborhood South Map off the ground. Climb into a ventilation shaft
above you on the wall and follow it, drop into a room and crawl
through the hole to be back outside and reach a checkpoint.
Straight ahead is a locked gate and a locked door, climb over the
wall on the left and drop into the street below. Proceed forwards and
you'll see Copperfield again. A bunch of his mutts will appear,
slaughter them and look for a cracked wall you must smash through with
the beast. Go through the hole in the wall and follow the alley to a
dead end, climb up through the hole on the right and listen to the
Creeper. This guy gets worse and worse everytime you hear or see him,
the twisted freak. Drop down into a tunnel and you'll see a vision of
the weirdo and the Legend of the Creeper will get added to Consuela's
Journal. Climb through another hole on the right and head towards the
ladder in front of you to end this level.
~ ~ ~ ~ ~ ~ ~ ~ RELENTLESS PERSISTANT DETERMINATION ~ ~ ~ ~ ~ ~ ~ ~ ~
"Wherever there is power, there are
people who will do anything to aquire
it. All consuming determination can
be good, or very, very bad."
Climb the ladder and run through the knocked down gate, follow
the alley to an open window, climb through it to drop into a
warehouse. You'll see large steel cages and you can hear Consuela
inside one of them above you and she wants you to free her. If you
want to be good and free her then shoot the lock off of the cage. If
you want to be neutral then leave Consuela in the cage. Want to be a
totally evil sick twisted bastard? Then let Consuela out and then
kill her. Behind Consuela is a door with an M-60 behind it and I
advise you to pick it up. Go through the door on the other side of
the room to reach a checkpoint.
This place should look familiar since this is where the present
day game began. To your right are the locked gates with all the
weapons you were drooling over at the beginning of the game, they are
now unlocked. You'll have access to Tommy Guns, Shotguns, Grenades,
Flashbangs, Molatavs, RPG-7's, and Grenade Launchers. Too bad we can
only carry two weapons at a time. Go through the door across from the
Grenade Launcher and Consuela's still with if you're helping her. In
the back right corner of the room you'll find Cory's Drawing in a
puddle of blood, you'll also notice large steel containers above you
radiating heat with Slayer Captain's inside of them. Blackmore will
appear in a control room above you and if you're helping Consuela the
scene is better than it would be if she isn't with you. After the
captain's get released, kill them and then the soldiers that appear on
the catwalk above you. After you kill a shitload of soldiers, bust
through the cracked wall with the beast, grab the Xombium and go
through the door at the top of the stairs to reach a checkpoint.
If you managed to keep Consuela alive she'll follow you. In case
you haven't figured this out yet if you're an evil character, you can
always help characters for purely selfish reasons and they'll often
help you kill all the foe like Consuela does, but make sure you kill
them before they reach their objective or you'll be credited with a
good deed. You'll see a control panel on the left, go and press the
button to make a Mainliner appear in the room below you, wait for it
to open the door at the bottom of the stairs to be back at the gates
with all the weapons. Reload, stock up and head back up the stairs
and go past where you pressed the button and look for a file cabinet,
open the drawer to find the Foundation Document. Consuela will go
into a room, follow her in there to watch a scene. You must shoot at
the Creeper to fend him off of Consuela or he will kill her. If
you're an evil character and killed Consuela or a neutral kind of guy,
then there will be no scene to see. When the scene is over you will
credited another good deed and Consuela still needs help. Go through
the door across from you and head down some stairs to reach a
Go through the door and a bunch of soldiers will begin spraying
down some heavy led upon you. They're all over the place. During the
intense firefight a gate will open, don't walk through it yet. Go to
the right of the gate that slid open and follow the dock to see a boat
ahead of you, go to the right and up the incline to find a locked box,
break the lock off for some probably well needed and earned Xombium.
Turn around and go onto the boat that you just passed for more dope if
you need it. If not then go back through the gate that slid open.
Run straight ahead into a little crane and use the controls to knock
some crates into the water, leave the platform so it is flush with the
crates underneath the ones you knock over. Exit the crane, listen to
Consuela who wants you to lower her a boat so she can go back to
Carnate Island. She wants you to stand on the platform you knocked
the crates into the water with, to do so go climb the crate in front
of the crane and jump to the platform across from you and stand on it.
When you're on the other side of the harbor drop down to where the
forklift is and kill all the soldiers. A helicopter will appear in
the sky above and you'll see a .50 cal to your left, go man it and
waste all the wanna be Rambo's. When the slaughterfest is over run
through the gate to the right of the .50 and you'll see a military
vehicle, climb into the back of it for a Grenade Launcher. Go back
towards the gate you just went through and to the left are stairs
going into a control booth, go in there and use the controls to lower
the boat you started the game off in. Consuela will then jump into
the boat and head to Carnate and you will be credited another good
deed, Carnate Island will also get added to Consuela's Journal. Poor
Consuela, I didn't have the heart to tell her that I blew Ernesto's
face off back on Carnate Island and left him to the Infernas who
proceeded to set his dead ass on fire. Leave this booth and head
towards another gate to the right and go into the little guard shack
to the right of it to find another M-60. Grab the East Baltimore
Streets Map and press the red button. After you kill some more
soldiers Jordan will crash through the gate in a military vehicle,
climb into the back of it, man the .50 and watch the cut scene to end
~ ~ ~ ~ ~ ~ ~ ~ ~ HAVEN'T WE MET SOMEWHERE BEFORE? ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
"None of us can control our lives,
we are all victims of circumstances.
Self-determination can only get us
so far. We must choose from the paths
fate lays before us."
Take a ride and blast away at everything. You'll come to a dead
end and turn around, listen to the interesting things Jordan is
telling you. Ride along some more and a helicopter will appear and
then you'll be boxed in by buildings and enemies. Shoot everything
and then you'll start moving along once again. When the ride is over
you'll be at a checkpoint.
Behind you are some Molatav's, Xombium, and another East
Baltimore Streets Map. Go past the burning car and follow the tunnel
to a gate that soon opens up, go through it and a chic will be
shooting monsters in a corridor on the left. Go in there and approach
the gate to witness the horror to be good or neutral, kill her to be
evil. Head through the now open gate and continue along to emerge
outside. Kill some more stuff and approach the sheet metal fence and
Jordan will crash through it with the truck, hop on and take a short
ride, watch the next cut scene to end this level.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ REPEAT OFFENDER ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
"All across America prisons dot the
landscape. A growth industry. Job
security for the jailers. And has it
helped? Doubtful. But could we live
Follow the tunnel to watch a guard get wasted. Continue around
the corner and climb through the vent, grab the Eastern Administration
map to your left and then drop into the room below to meet the most
freakish, hideous monster in the game, the Suppressor. These things
are the most powerful enemy in the game but they can only see you if
you are in its light. When you shoot their heads off the machineguns
in their torsos will go ballistic so try not to get killed by the
stray bullets. This freakshow is now in Jordan's Notebook. Continue
straight and go into the B.C.C. Records room on the left to see a
litle show. Leave this room and go directly to the file cabinet
across from you and search them for some Xombium and Elroy Sr.'s
Annual Review. Go through the door with the first floor maintenace
sign above it and climb up the ladder to reach a checkpoint.
Search the lockers and go through the door, then another one on
the left. Continue along to a locked gate and the inmate visitation
room to the left of it. Watch the little scene through the window and
then the inmate visitation door will open and the Eastern Visitation
archive page will be added to Carmen's Diary, enter the visitation
room and you'll be at a checkpoint.
If you're an evil sort of guy then Jordan will appear in a little
room and speak to you, if you're good or neutral then she won't
appear. Kill all the Slayers that fill the room and you'll see a
little room that is on fire where Jordan was, shoot the fire
extinguisher through the broken window to extinguish most of the fire
and you'll see a Slayer Captain in there, get its attention and it'll
come into the visitation room for you to chop up. After you do, go
grab a vending machine and pull it underneath the broken ceiling tile
that's closest to the ammunition box, use it to climb into the ceiling
and you'll see a smashed vent up here, shoot it out and drop down into
the room you just put the fire out in. Exit this little room to be in
a corridor with a door across from you, a door to your left, and a
locked gate to the right. Go through the door across form you to
reach a checkpoint.
Grab the items out of the cabinets on the wall and go through the
door on the right. Enter a room with some stairs and there's also a
metal detector with some Xombium and Skorpions near it. You must wait
for the B.C.C. Inmate Processing door to open up to the left of the
stairs. To do so, kill a bunch of enemies and after you kill the set
of Arsonists the door will open up so head on through to reach yet
Head to the left and you'll run into a locked gate and a control
station will be on the right. A phone will start ringing, turn around
and go through the door on the far left and then another one on the
left to be in the control room. Answer the phone if you want and
press the button on the desk to open up the locked gate you were just
at. Go through the now open gate and enter the showers, enter the
next room and you'll see three steam pipes on the wall with valves on
them. You'll see a guard trapped in a little room, next to the button
you just pressed on the right is a cracked wall you must go smash
through with the beast to free him, free him to be good, let him out
and kill him to be evil. Go back into the room with steam pipes and
walk up to them, mess around with the valves by turning them until the
middle valve regulator goes all the way red, stand back and the middle
steam pipe will blow up and it will blow a hole in the wall across
from it. I'm not sure if there's a neutral moral decision for this
guard, if you leave him in the room then he'll die in the explosion
and it counts as an evil choice, if you let him out it counts as a
good choice so I don't know. If you find out the neutral decision for
this guard please e-mail me and let me know so I can add it here.
What you can do is let the guard out and get credited the good deed,
then kill the guard to be credited an evil deed thus balancing the
moral scale back to neutral. It worked for me when I played the game
as a neutral character.
Go through the door in front of you and then another one directly
ahead of you, go up the stairs to be near the wardens office, go down
the hallway and you'll see two doors on the right which are locked.
Enter a room to be on a balcony, go up the stairs and through a door
on the right to be in the wardens reception office. Enter the wardens
office just beyond the secrataries desk and you'll meet some dorky
moral effecting guard whom you can help or kill. Just past the
wardens desk is a bathroom, go in there and then through a vault
looking door, climb the ladder you see to end this level.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ TIPPING POINT ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
"The inmates still speak of the riot
in the lunch room and the warden who
died there. Even with the inmates who
died as a result, they say Elroy's
death was worth it."
There is an ammunition box ahead of you and an Eastern Facility
Building Map, left is an M-60 and frags, if you're helping the guard
he will follow you around for a while, if you want to be credited
another good deed then you have to try and keep this guy alive which
can be difficult considering what you're about to run into. If you
are trying to be neutral then let the guard die, which can take
several minutes, just sit back and let the monsters do their thing to
the poor bastard. Head down the stairs and come to a halt at a fence
with a weight bench behind it. A bunch of monsters will pop so kill
them all and then go back to the fence to reach a checkpoint.
You'll see more freaks appear on the other side of the fence,
you'll meet a Triggerman Captain which will come crashing through the
fence, kill it with the beast. Go through the fence and enter the
weight yard to kill a whole bunch of enemies that appear. After you
kill a couple of Suppressors, a door will open in the yard so go
through it to reach a checkpoint.
A locked gate is in front of you so go down the corridor to the
right, go through the door you see on the right for some well needed
Xombium inside of a locker. Continue down the corridor and go through
an open gate and down some stairs, continue along to a window and head
through the door on the left. To your left will be a room with a
locked locker, go through the door on the right and search the lockers
ahead of you and then go through the door to left of them. Go left
and through a gate, head down the stairs and enter a room with folded
up tables to reach a checkpoint.
Go past the folded up tables and waste a ton of foe that will
appear. When the Arsonists appear and finally die, go through the
gate one of them burned through, go left and then down some stairs for
a nice little vision. If you're helping the guard he should still be
with you if all the Triggermen didn't waste him. Head to the left and
climb up the ladder, head up the stairs and through the door you see
and grab the probably well needed Xombium out of the file cabinet. Go
through the door on the right to reach another checkpoint.
You'll see a door to the left, a ladder and a door in front of
you, and a console to your right, press the button on it to make a
shutter open in the room below. Go up the ladder for some more
Xombium and you can go through a door up here for flashbang and
shrapenel grenades. Go back down the ladder and through the door to
the left of it and go down the stairs. Search the lockers by the dead
guards and press another button on the console you see. Go through
the door next to the console to be in another room with folded up
tables, head forwards to see a vision and Eastern Correctional
Lunchroom will get added to Consuela's Journal. Kill the Suppressors
and then climb up through the shutter you opened up a minute ago. Go
left and through the door, press the button on the console to the left
to open up another set of shutters and a hole will be blown through
the wall. Go through the hole and head straight to reach a
Head left and go through the closed door, kill the enemies by the
locked gate and it'll then open up. Head through it go into the
freezer to expierience some more weird things. Exit the freezer and
hang a right and go through the door you see, in this little room
there is a valve on a pipe, turn the valve and then shut the door to
this room. Flick the light switch next to the door to cause an
explosion in the small room blowing a door off of its hinges, go back
in there and head through the doorway and press the button on the
console, then go through the door to the right of it. Go through the
open gate on the left and then through a door on the right to end this
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ DISCIPLINE AND PUNISH ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
"Elroy senior was hated with good reason.
The hideous fire beneath the machine shop
took place on his watch. And his idea of
inmate isolation was akin to live burial."
You'll see electrical currents in front of you that you can't go
through so go and crouch through the holes in the wall on the right.
Whack some guards if you'd like (if you're still helping that guard
he'll stop and chat with these guys) and then go up the stairs behind
them, then go through a door on the left to be on a catwalk and reach
Cells are to your left, head down to the last one on the left to
see an inmate still trapped inside his cell. If you want to bee good
then go back to where you entered the cell catwalk and enter the door
next to it, press the button on the console to free him and take the
East Cellblock Basement Map. If you want to be evil then free the
inmate and kill him, for neutral just leave him be and watch what
happens to him. Go head through the cell gate the inmate was in and
go through the hole in the wall to reach a checkpoint.
The Creeper is creeping you out again, follow the tunnel to the
left and drop into the sewer, follow it to a ladder and climb it.
Follow the catwalk and climb into a vent shaft you'll see, crawl
through the shaft and break through the vent at the end to wind up
ontop of a fence. A couple of inmates are below you and if you are
evil and killed everyone thus far, then kill these two guys to
activate the Cataclysm Attack, the final upgrade for the beast if
you're an evil character, this attack will turn you red hot so you can
shoot lightning bolts all over the place for utter devestation.
Continue along the top of the fence and drop down through it on the
right, walk past the cells and go through the door on the right. If
you're helping the guard still you'll stop and talk with the inmates.
Stairs are going down ahead of you and up to the left of you, go up
the stairs if you need health and shotgun ammo, don't press the button
on the console you'll see, now head down the stairs and through the
door to reach a checkpoint.
A shitload of enemies will commence chaos so turn the tables and
commence chaos upon them, when they're all dead go through the gate a
Marksman knocked down and if you kept the three inmates and guard
alive then you will be credited a good deed and you final super attack
for insanity mode will be upgraded to Cataclysm, this upgrade turns
you blue hot and you'll shoot lightning bolts all over the place. The
guard and you will now part ways. Go down the corridor and through a
door on the left, continue along and when you get to the bottom of the
stairs you'll see Miles through a window. Listen to what he has to
say and he'll open up a gate next to you, go through it to see an old
friend and you'll be in a prison pod surrounded by cells. Go up the
stairs in here to be on the pods second level and go into the control
room Miles is in, kill him if you're evil, do nothing to be good or
neutral. After the scene go back down the stairs and head towards the
gate Miles opened for you and you'll fall through the floor, head
through the door after it opens to reach another checkpoint.
You're in the solitary confinement part of the prison (Eastern
Baltimore Solitary Confinement Unit will get added to Consuela's
Journal) surrounded by cells and there is little room in the middle,
go in there and grab the items in the little cabinets. Leave this
room and meet two very deadly creatures, Isolationists, kill them and
they will be in Jordan's Notebook. Approach the gate you can see
through and go through it when it opens up and head left for a
Go through the door and hang a left, waste some more freaks and
then go down the stairs in this room with electrical currents, at the
bottom of the stairs shoot the fuse box to the left of the door to
stop the flow of electricity. Go back up the stairs and pull yourself
up through the SECOND hole you see, crawl through a tunnel and drop
out of it, go right and a friendly soldier will appear who wants to
help. Make your moral decision and go down the stairs next to him and
through the door, clear the room of monsters and then go through the
tunnel a Triggerman came out of. You'll see an Arsonist Captain walk
by a doorway. Follow it and continue along to some stairs, go through
the door at the bottom of them. Head left to see a vision and Eastern
Correctional Machine Shop will get added to Consuela's Journal. Some
Arsonist Captain's will appear and if you're helping that friendly
soldier out he will get trapped behind a wall of fire, quickly shoot
the fire extinguisher next to him to put out the fire or he will burn
alive, if you're a neutral character then let this guy cook. There's
also another guy trapped behind a wall of flames, shoot the fire
extinguisher near him to be credited yet another good deed. Unleash
the beast and kill the captain's, when they're dead go and step into
the elevator that opens up to end this level. If you kept the guard
alive then you'll part ways and have another good deed credited to
your moral account.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ SOFT SWEAT AND HARD LABOR ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
"People want more than just protection,
they want revenge. They want the guilty
to suffer in kind. But laying the dead
to rest isn't that easy."
Climb out of the elevator and there's a locked gate ahead of you,
go left for some Xombium and an Eastern Industrial Map. I don't know
why in hell Surreal bothered to put maps in the game, have you even
looked at one yet? It's not like you can get lost in this game and if
you do, then I feel sorry for you. Go through the door across from
the map and pick up the ringing phone and listen to the horrors, head
up the stairs next to the phone and go through the door to see a
vision. There is a door across from you and a door to your right,
press the button on the control panel to open a gate below and head
through the door to the left of the control panel. Kill everything
and go back down the stairs and then go through the gate you just
opened up on the right, then crawl through the hole on the left and
pull yourself up into a room. Head straight and then to the right,
kill capatain inferno and head through the burning gate to reach a
Head down the stairs on the right and then climb up the ladder on
the left. Run along to the left and a helicopter will begin shooting
at you through the windows, keep running until you get to a door and
go through it to meet up with Jordan only if you're an evil character,
waste her to be even more evil and go through the door the soldiers
come through and then open the door on the right to end another two
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ LIFETIME COMPANION ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
"The power of the human heart astonishes.
The worst of the worst still manage to
procreate. Even the deeply disturbed can
find someone to love them."
You'll see some shit going down through the window in front of
you, go left and then through the door on the right. A locked door is
in front of you so head down the stairs on the left, search the
lockers for items and another Eastern Industrial Map. Break through
the debris on the left and follow the tunnel to be outside to reach a
checkpoint, just before the checkpoint climb up a ledge on the right
where that ghostly visage is and pick up the RPG-7.
Watch the scene, you have to destroy the helicopter that is now
shooting at you and this is the only thing the RPG is good for. To
your right is an ammunition crate with some Greaseguns, head forwards
and you'll see another ammunition box with Shotguns in it. Go to the
left to see a forklift with an M-60 leaning on the wall, pick it up
and climb the ladder. Kill some soldiers and fire away at the
helicopter until it starts on fire and then it will go away and
explode. To get rid of the helicopter without taking too much damage
go stand in the little alcove at the top of the ladder and shoot it
through the small thin windows. After the helicopter explodes and
you're a good or neutral character, the pilot will appear and man a
.50 cal machinegun, kill the pilot. If you're an evil character then
the pilot will not appear. A gate opens at the top of the ladder you
climbed, kill the Slayer Captain and its followers and then go through
the gate that opened. Climb down the ladder just past the .50,
proceed straight and go into a doorway on the left. Go up the stairs
on the left and you'll see a large fiery pit, crates are all around
the room and you'll spot a little control panel. Press the button and
ride the elevator up to reach a checkpoint.
There is a door in front of you and a stationary grenade
launcher, ammunition box with a constantly regenerating Xombium bottle
in it and another door on the right. Kill the capatain that appears
and head through the security door it came through, press the button
on the console to open up the bay doors below you and you'll hear a
helicopter. Exit the room and that huge monstosity you saw about ten
levels will rise out of the fiery pit below and it will eat the
helicopter. Run up to the grenade launcher and keep shooting them
into the creatures mouth, it will frequently lunge at you at and knock
you off of the gun but keep launching grenades into its mouth until it
dies and you'll reach a checkpoint. After you've successfully damaged
the worm bottles of Xombium will appear in the ammuntion box so keep
that in mind if you're near death. This creature, The Horde, is now
in Jordan's Notebook. Drop down to where the Triggermen are and kill
some of their captain's, then drop into the hole The Horde came out of
to end this level.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ THE GREATEST STORY NEVER TOLD ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
"After enough time and sufficent bloodshed,
certain locations gain a power all their
own. In time, there will not be any truly
peaceful places left."
Blackmore's Drowning Pool will get added to Consuela's Journal.
Get out of the pool 'cause it's sucking your health away and try not
to step back into it during the upcoming battle. Listen to and watch
all the scenes and get ready to finally fight a boss. This part is
really challenging if you're playing the game on hard or impossible
and if you are then I wish you good luck, quick save is a wonderful
thing in this upcoming hairy situation. Take notice of all the
Xombium and weapons lying around the room, don't let all these items
deceive you into thinking this is going to be a walk in the park. You
have to fight four or five sets of almost every enemy in Jordan's
Notebook and will be quite a challenge on the harder difficulties.
After you kill all of them a boss will come out of the little tower
for the fun he's missing out on. If you're a good or neutral
character then you will fight Copperfield and his hounds, just run up
and shoot him, he'll then transport to the other side of the room so
run up to him and shoot him again, repeat this process until he dies.
If you're an evil character then you get to kill the Creeper and a
bunch of Slayers. If you thought Horace was ranting some sick shit to
you in the first Suffering about banging his dead girlfriend, this
freak has him beat ten fold. Kill the Creeper the same way you would
Copperfield. Your special attack during insanity mode is a fast and
effective way to dispose of the bosses but I suggest that you take
your time while killing them so you can listen to all of the foul
things they say, especially the Creeper. Why we can't fight these
bosses seperately at different points in the game we'll never know.
What a jip. After the boss dies and you watch another revealing cut
scene you'll have a moral decision to make. For evil characters go
and walk up to Blackmore and make sure you touch him, for neutral
characters just stand there and don't do anything, and for good
characters go step into the pool to end this level.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ HOME OF THE MISDEMEANOR HOMICIDE ~ ~ ~ ~ ~ ~ ~ ~ ~
"There's a force at work here, something
stronger than we can imagine. It lays
dormant, waiting for the catalyst. All
should fear the day he returns to town."
You see some guy sitting on the floor, this is Ranse Truman, the
guy who writes these little sayings for each level, listen to the guy
and kill him to be evil or leave him be to be good or neutral, grab
the Xombium and ammo all around the room and take the East Greenmount
Neighborhood Map. Go through the doorway by the fire axe and head up
the stairs, head down the corridor on the left and then break through
a cracked door on the left. Go around the room to the right for a
vision and crouch through the hole in the wall on the right, grab
another East Greenmount Neighborhood Map and head through the doorway
on the left to be outside and reach a checkpoint.
Look behind the car next to you for a letter, Ramblings on
Prisons, then run straight down the alley and take out the Arsonist
Captain, break through the crates on the left of the pyro and look for
another letter on the left, Ramblings on Devils. Head through the gate
just past the letter and on the left is a burning bus, approach it to
find another document, Ramblings on Baltimore. Go right, man the .50
cal and take out all the creeps that surface, continue along the
street to the right and after you kill another inferno captain head
through the gate on the right of it. Continue down the alley you're
in to reach a checkpoint.
Dr. Killjoy is talking again, after you watch him on the
television proceed down the alley to emerge out onto another street.
You'll see the Garvey Children's Home on the right and someone on its
roof, go and try to open the main doors. This will make some enemies
appear, after you kill a couple of Triggermen, Slayer and Arsonist
Captain's, the main doors to the Garvey Home are now open so go
through them for the final level.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ BORN INTO THIS ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
"How many tragadies start in childhood?
Enviornment is everything, and when
placed in jeopardy, children will imagine
what they need to survive."
Consuela's final journal entry will now be in her book, The
Garvey Children's Home. If you don't have all of Consuela's Journal
entries then I don't know what to tell you, I led you to all of them.
Head straight, then hang a left and break through the 2x4's blocking a
doorway on the right, enter the room for another scene. Leave this
room and go down the hallway just to your left, go into the bathroom
on the right for a Garvey Home Map. Leave the bathroom and go through
the gate on the right after it opens, climb onto the steel crate you
see and pull yourself up through the ceiling. Take notice of all the
news paper clipings and pictures on the walls, pretty interesting.
There's a desk with a few bottles of dope on it, leave them be and try
to save them 'cause you are about to enter the arena for the final
showdown so you can crush 'em! On the desk is also some Random
Papers, the final letter document (which is actually a picture) in the
game. Approach the door to trigger a really good cut scene which
varies depending on your moral, after it ends you will be at a
The battle arena consists of a bunch of rooms forming a big
square and some stairs leading up to RPG-7's in an ammuntion box.
There's another little room with some sawed off's in an ammunition
box, and there's also another ammuntion box with Tommy's in it near
the middle of the arena. There are going to be sets of Slayers,
Triggermen, Arsonists and their captain's chasing you around to piss
all over your parade so watch your ass. You have control as to which
sets of enemies you want chasing you around, to do this try not to
kill their captain's. For example, if you kill the Slayer Captain
then a bunch of Triggermen and their captain will pop up, if you kill
the Triggerman Captain then Arsonists and their captain will pop up,
kill the Arsonist Captain to make the Slayers come back out to play.
Decide which sets of enemy you want chasing you around during this
final battle, I recommend Slayers because they're the weakest of the
three and are quick and easy to deal with. You'll also see The Horde
along one of the outer walls of the arena and I highly suggest you go
nowhere near it.
With that said and done and back to the primary task at hand, the
boss will be transporting all over the arena so try to keep track of
where he goes. When you see the boss around you and he turns purple,
get the hell away from him because he'll shoot this purple magic at
you that will steal some insanity from your meter and tranform him
into a beast, and trust me, you don't want this to happen. Keep
transforming into the beast when your insanity meter gets full and
attack the boss (preferably with your most powerful insanity mode
special attack) and if successful the boss will disappear and
transport elsewhere. YOU CANNOT DAMAGE THE BOSS AT ALL AS TORQUE
HIMSELF so don't bother wasting rounds on him. Keep your eyeballs
peeled for an Xombium bottle that will randomly appear near one of the
three ammunition boxes after you've successfully damaged the boss.
Keep repeating this process (if you're neutral then it'll take a while
since you don't have any upgraded insanity mode attacks) and after the
boss is defeated and The Horde explodes go up the stairs to watch the
game ending, which is different for each set of morals. The boss is
now in Jordan's Notebook, which is now full. You will also unlock the
Garvey's Children Home page in Carmen's Diary. If you defeat the boss
with good morals then his page will also get unlocked in Carmen's
Diary. If you beat the game with a neutral character then you'll
unlock a page The Creature in Carmen's Diary. You'll notice this
diary isn't full yet, beat the game on hard and impossible to unlock
the last two pages with any moral.
Congrats on beating the game! By beating it you now have the
ability to start a new game off with the moral character of your
choice, at least on the PC version, might be a different surprise for
the PS2 and XBox versions. So what did you guys think of this game?
Not nearly as good as the first Suffering in my opinion but still a
decent game. I hope you have enjoyed my guide and I was of some
assistance to you.
So this is probably it for Torque and company, I can't see how
this story can go on any further from here, but one can wish. It was
a good ride while it lasted. Thank you Surreal Software for the
greatest horrorfest gaming experience I ever had or probably ever
8) CREDITS, E-MAIL RULES AND LEGAL THINGS
- Midway for the ballsy move in publishing the Suffering
- Surreal Software for making the best damn horror game
>>> E-MAIL RULES:
- DO NOT SOLICITE! I don't care what your crappy little product is
all about or how cheap you're selling it, I don't want it!
- NO CHAIN LETTERS! I will not send them on and if I go bankrupt,
get a horrible disesase, an anvil drops on my head, I die, blah, blah,
blah, because I don't send the letter on, oh well. I'm not a
- NO FAN CLUB CRAP! I don't care what your geeky little club is
all about, I will not join.
- NO MONEY MAKING SCHEMES! That means you EXCEL (not Microsoft
affiliated for all you who don't know about this scam artist company
Excel) and all of you other bullshit scam artists out there.
- NO JUNK MAIL! If you write a crappy newsletter, send me political
jargon asking for money instead of my vote, ask me to join some
pathetic singles website, news about how Paris maxed out her
dramatically life changing 23 day COUNTY jail sentence (or any other
kind of celebrity bullshit), or just feel like sending out trash to me
DO NOT FEEL FREE TO DO SO! If you do then I'll send you a virus. How
does that appeal to your server?
- If I don't know or trust you I will not open up any attachements
so don't bother to send me any. Even though I state this it's amazing
all the idiots out there that still send me attachements.
- I don't care what kind of language you use just don't swear
directly at me. If you do well then "Fuck you too" in advance because
you won't be hearing from me.
- If the answer is in the walkthrough you will most likely not get
a response from me, maybe a smart ass comment depending on the mood
I'm in at the time. I have better things to do than to answer
questions that have clearly been answered. Go back to the third grade
and take up some Reading Comprehension classes if you feel compelled
to e-mail me questions such as "What are the upgrades for Insanity
Mode?," or "How do I defeat a Slayer Captain?" For those of you who
do feel compelled to e-mail such dumb ass questions I think it's time
you renewed your subscription to Highlights magazine. Hooked on
Phonics worked for me, maybe it'll work for you too.
- And as long as we're talking about e-mail I'll most likely
ignore, please write ledgible e-mail's without all these modern day
acronyms all you tennie boppers, and adults who still you are, IM and
text eachother with. I'm old school and aren't hip to all their
meanings and don't ever plan on being.
- And another thing: I KNOW THERE ARE TYPOS in this guide. I typed
it in word pad and if you knew anything at all then you should know
word pad doesn't have spell check, plus I'm only human and thus not
perfect. When you type in a million plus characters you're bound to
make some typos. It's amazing all these anal retentive asshole
yuppies out there who e-mail me and make a big deal because I didn't
use proper puncuation and grammer or spelled a word wrong. Get a life
you pathetic morons and get back to eating your Tofu! Maybe someday
I'll notice the typos and fix them, then again maybe I won't just to
piss you off!
- NO PORN! Some low life degenerate porn companies must have gotten
my e-mail address from my posted guides because I literally receive
HUNDREDS of porn offers a week that I didn't ask for and don't want.
I'm getting really sick of it. If you mother fuckers keep on sending
me this shit then I will hack into your server and drop the worst
virus known to computers into it so don't fuck with me. Your anti-
virus software doesn't have jack shit on me for this virus will whipe
out your entire operation and I know damn well you deviants don't want
that to happen. If you happen to get up and running after my mega
virus I'll just drop in another modified one. This process will be
repeated until you're reduced to giving five dollar blowjobs in an
alley on the side of a bar just to make ends meet. I'm almost to the
point of filing a lawsuit against you scumbags for harassment so stop
sending me this shit. I don't mean to sound so ignorant here but if
it was happening to you I'm sure you'd be just as aggrevated over this
matter as I am. This is the only language these kind of pukes
understand. And no, I'm not one of those anti-porn yuppies. Everyone
has their breaking point and these assholes lobbed a brick through my
plate glass window.
>>> LEGAL THINGS:
This document is Copyrighted by Randy Murtha, June 2007 and may
not be reproduced in part or in full without the written consent of the
author. Nor shall this be posted on a website or printed in a magazine
without my consent. All Rights Reserved.
WEBMASTERS: If you want to post my guide(s) I'll most likely let
you but you HAVE TO ASK ME AND GET MY PERMISSION FIRST! Don't just
take it upon yourself to post my guide without my consent 'cause I'll
sue you if you do and it will be my name as the webmaster for your
site. I always check out the website you ask to post my guides on and
if it's a crappy amateur site then don't bother asking me to post my
guides on your cheeseball site 'cause you can't. If you send me an e-
mail asking to post my guides and I don't respond, that means no and
you should know that NO MEANS NO!
If you have viewed this walkthrough on any other websites than the
ones listed near the top of this document, or have seen this
plagerised, please e-mail me and let me know which site you viewed this
on, I will highly appreciate it. If you've seen this document
plagerised or on a website this isn't supposed to be on there is a
$CASH$ reward for informing me of who the violator is. It's a lot of
hard work, headaches, time, and sore wrists to write a game guide and
there's nothing worse for us FAQ writers than having some dickless
douchebag claiming credit for our hard work and dedication to all the
frustrated gamers out there who read our guides with great
appreciation. If you plagerise this document or post this without my
permission, or any other guides I wrote, then I will prosecute your
dickless self to the fullest extent of the law.
**** Copyrighted by Randy Murtha, June 2007. All Rights Reserved *****