|�����|�|�|���| |���������| �| |�| | �| | | ___ _ _ ___ ___ ___ _|_|_|_|_| �| | | | _| | | _| _| _| \ | \ |���| | | |_ | | | _| _| _| � / | | |�| ) ) |___|___|_| |_| |___|_\_)_|_\_|___| ) ) _________ | | Spoiler-free FAQ/Walkthrough by Shotgunnova //�������\\ | | Email: shotgunnova(a+)gmail(.)c0m // /\ \\ | | // } ) \\_| | For hosting permissions, see the legality //____/ /_____/ | section at the bottom [quicklink: LGLT] _/ ___________ ) ______________________________/ |_______)_ _| / ) |_______)_ _| / |_____ |_______)___| \ \ _____________________________ \_ |__/ \__________ ___/\__/ \_/ I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR II. TIPS N' TRICKS . . . . . . . . . . . . . . . . . . . . . . . . . THBS III. WALKTHROUGH (CHAPTERS) . . . . . . . . . . . . . . . . . . . . . WLKT 01) The Worst Place on Earth ................................... WK01 02) Descending ................................................. WK02 03) Slumber of the Dead ........................................ WK03 04) Abbott Prison Blues ........................................ WK04 05) No More Prisons ............................................ WK05 06) I Can Sleep When I'm Dead .................................. WK06 07) Everything Beautiful is Gone ............................... WK07 08) Darknest Night, Eternal Blight ............................. WK08 09) Oblivion Regained .......................................... WK09 10) You've Mistaken Me for Someone Else ........................ WK10 11) Hate the Sin Not the Sinner ................................ WK11 12) A Lonely Place to Die ...................................... WK12 13) Dancing at the Dawn of the Apocalypse ...................... WK13 14) Surfacing .................................................. WK14 15) An Eye for an Eye Leaves the Whole World Blind ............. WK15 16) Who Wants to Deny Forever? ................................. WK16 17) Death Be Not Proud ......................................... WK17 18) Single Bullet Theory ....................................... WK18 19) And a Small Child Shall Lead Them .......................... WK19 20) Last Breath Before Dying ................................... WK20 IV. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN Enemies ........................................................ NMYS Weapons ........................................................ WPNS Clem's Notebook ................................................ CLMS Consuela's Journal ............................................. CNSL Push-Button Cheats ............................................. PSHB V. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . FAQZ VI. UPDATES & CONTRIBUTORS . . . . . . . . . . . . . . . . . . . . . UPDT VII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT _______________________________________________________________________________ ������������������������������������������������������������������������������� I. CONTROLS [CNTR] _______________________________________________________________________________ �����������������������������������|��|���������������������������������������� ____ | | ____ L2 BUTTON --> /____/\ | | /\____\ <-- R2 BUTTON L1 BUTTON --> /____/\ \_______| |_______/ /\____\ <-- R1 BUTTON / _ \________|__|________/ _ \ / _| |_ _ /_\ _ \ <-- TRIANGLE BUTTON DIRECTIONAL --> ( |_ _| [SELECT] [START] |_| (_) ) <-- CIRCLE BUTTON PAD | |_| [ANALOG] (X) | <-- X BUTTON ) ____ ____ ( / / \ __ / \ \ \ /\ \____/ / \ \____/ /\ / \ / \______/ \______/ \ / \_____/ LEFT ANALOG RIGHT ANALOG\_____/ (L3) (R3) The Suffering requires analog control from a DualShock controller. Buttons that have no function aren't listed below. ___________ _________________________________________ | BUTTON | FUNCTION | |�����������|�����������������������������������������| | D-Pad | Select items and weapons | | Start | Un/pause game | | Select | Toggle current map | | Circle | Use xombium bottle (health refill) | | Square | Toggle first-person point of view | | Triangle | Toggle transformation (when applicable) | | X-Button | 'Action' button, for inspecting, etc. | | L1 Button | Throw current grenade-type weapon | | L2 Button | Reload current weapon | | R1 Button | Attack/Fire button | | R2 Button | Jump button | | L. Analog | Movement control | | R. Analog | Camera control | |___________|_________________________________________| _______________________________________________________________________________ ������������������������������������������������������������������������������� II. TIPS N' TRICKS [TPST] _______________________________________________________________________________ ������������������������������������������������������������������������������� Surviving in a demon-infested prison ain't easy but there are some ways to make it easier. Like usual, if any reader has some good tricks, send 'em my way and I'll put 'em up here: � RELOADING/SAVING: know when to do it. Sometimes it's in one's best interest to retry from the last checkpoint to conserve health/ammo, especially if one's on the higher-tier difficulties. Note that saves don't mark the exact spot one uses them on, instead defaulting to the last checkpoint. � KNOW WHEN TO RUN. Sometimes it's a hassle to fight foes, particularly those who are just stall fights and meant to waste ammo. Many enemies can't go through doors (if inside) and some can't climb higher (if outside), so there are ways to escape their wrath without lifting a finger. � SOME ENEMIES REVIVE. This doesn't come into play early in the game, but it does later...and is a huge annoyance. Dismembering (exploding, cutting off arms, etc.) works but removing the head is the same. Festers, mainliners, burrowers, and marskmen don't revive; slayers can, though. When you have a slayer down, such as with a shotgun blast, pop it in the head to make sure it stays down. For infernas, destroy their ash pile before they regrow. � MISSABLES! The Gonzo Gun and Flamethrower weapon are missables (although the latter gets a 2nd chance at construction), while some journal entries are as well. Replaying the game is necessary to unlock all pages in Clem's Notebook, but Consuela's Journal can be finished in one playthrough...if you've got a keen eye. _________________________ ___________________________________________________/ III. WALKTHROUGH [WLKT] |_ ������������������������������������������������������������������������������� 01) The Worst Place on Earth [WK01] _______________________________________________________________________________ ������������������������������������������������������������������������������� This walkthrough is written on 'Medium' difficulty, the default. |���|������������������������������| |���|�����������������������������| | A | D-Block Cells (Start) | | 1 | Shiv | | B | Control Station | | 2 | Xombium Bottle | | C | Showers | | 3 | Revolver Ammo (often x2) | | D | Administration | | 4 | Flashlight Battery | | E | W.C. (Restroom) | | 5 | Urgent Note | | F | Locker Room | | 6 | Revolver | | G | Control Station | | 7 | Flashlight | | H | Control Station | |___|_____________________________| | I | Infirmary | | J | Control Station | | K | Witness Processing Foyer | |�|__________|�����| | L | Control Station | | _____ 22O | | | M | Control Station | | | | 33 | | | N | Gas Chamber | | | ���� ���| | | O | Control Station | | �������������� | | P | Lethal Injection Room | | |��������| |���| | |___|______________________________| | |______|� �| |_| _____ | _ 33M | N | |4 2| | |_|____| | To Basement (Exit) |4 C 2| | |L33| |� �| / _ |_ _|______|�| _| |_27| |_ _| (__| |-223377 Shiv |_____ | |2 |_ __| |____|__ | | ____ | |��� | |44 K _|______ _____| _____ |�|�|�| B | | | D | |__ _ | _| |_ | 744 | |1|A| |_ |_| | 2344 | | 2 | | ____|_____| | F | |START |______| |____| |_|23J | | |___ | | | |2|������| | | ______| | | | |_|_|_| | | | | ____| 6 | | | ____|�|__| |_ | |_| 2 |� �| | | |E23 | __ _| |________ | _____ | |____|6|__| |45| | | G |H2| |_|3 7| | ___________|4 |_ _| |2 _ I | | | ��|___| | ���� | |22222| ���|� �|������������ ����� | To Death House A | '-->--->--->--->--->--->--->--->--' After the messed-up opening scenes, head for the exit to see a warden killed. Enter Ghost's cell and pick up the [Shiv] from his corpse. The other cells can't be opened until Torque visits the hallway booth and presses the red button. Watching the security monitors gives a faint idea of the mysterious killing orce inside the prison. The Death House map is also inside this li'l office, although you'll find that what's shown isn't what's necessarily going to be accessible. With the cells open, snoop around to see the inmates' fates and also a [Xombium Bottle] in an empty one. Now, if you're wondering, no spooks are going to appear right away, at least until nearing point "E" on the map (restroom). Take this time to explore the showers and administration areas, which have a total of three [Xombium Bottles], four [Flashlight Batteries], and some [Revolver Ammo]. Down the hall there will be another inmate looking for the way out, but that exit caves in on him. Enter the small office alongside there to find the door unlock button, the [Urgent Note], and two [Flashlight Batteries]. Through the locked door is a checkpoint, and toward the restroom, the first monster -- a Slayer -- appears. Make sure the shiv is out and stab it to (un?)death, which isn't hard: avoid its spinning attack, get in some hits, and back away when its arms swing around. From the bathroom emerges a guard and he can be a temporary ally. When Torque's wife speaks to him (as she does now) this often means there is a choice to be made: he can kill the guard or help him out. Killing him gets the [Revolver] immediately but that same outcome occurs no matter what Torque does. Remember that helping others out puts Torque on the road to the "good" ending, while killing them puts him on the road to the others. Either way, get a [Flashlight] in the locker room, plus two more battiers in the open locker. Head downstairs when finished. --- If the guard was left alive, he'll unlock a control station containing some [Revolver Ammo] that would otherwise be unobtained. Help him kill the next two slayers, then take the [Revolver] after he's dead. Check out the nearby infirmary for up to five [Xombium Bottles], a [Flashlight], and [Revolver Ammo]. Torque should have a nice supply of bullets for now, up to seventy if he's been paying attention. Outside, the control station has two more [Xombium Bottles] if they're needed...doubtful, though. A makeshift barricade fills one doorway near here, and the ammo-less shiv is what Torque should be using always for these types of things. Push the cigarette machine outta the way to access the adjacent corridor. The control station adjacent to the electric chamber has more [Revolver Ammo] and a [Xombium Bottle], although only the former may be useful. This hallway leads into the witness processing foyer, where Torque can shoot it out with a few wall-crawling slayers -- to start the battle, inspect the locked single door to the control station. Search the bathroom and small office for two more [Flashlight Batteries] and two [Xombium Bottles] -- they really are pretty generous on medium difficulty! Now, to exit this place, push the statue in the doorway nearby so that it blocks the open door. When Torque presses the button in the control station, that door automatically swings shut...but if the statue's there, it will just bounce back! Get a [Flashlight] and [Revolver Ammo] from the locker and desk before leaving. The Carnate Isle map is now accessible, too. Down the hall is the control station for the gas chamber, which has even more [Revolver Ammo] to take. Torque can choose to gas the guard inside that chamber and -- like before -- killing an innocent affects the ending the player receives. The outcome is the same no matter what, though. Skipping the next hallway door, Torque can find the control room for the lethal injection chamber. There's more [Revolver Ammo] and [Xombium Bottles] here, although they're not as useful until one leaves -- two slayers try a pincer attack! The door skipped leads to a hallway with two more slayers, then the gas chamber itself. There'll be a scene here where Torque is locked in and the poison seeps in -- hide in a corner until a slayer breaks through the glass panel. Kill the other that appears, plus the one in the hallway, then go downstairs. There's a shelf with a bunch of [Revolver Ammo], [Flashlights], and [Xombium Bottles] before entering the door down there. That ends this first section. _______________________________________________________________________________ ������������������������������������������������������������������������������� 02) Descending [WK02] _______________________________________________________________________________ ������������������������������������������������������������������������������� From now on, I'll just mark the place of items. So, if you see a '4', it'll mean that's where flashlight batteries are. The map gets too cluttered if I try to point out exact amounts -- that's what the walkthrough's for! EXIT |���|������������������| Tommy | _____ _____ | A | Boiler Room | Gun _|�|_| ___|8 3 _|-2 | B | Water Room | __\_| | | _| E _| | C | Climb-up Point | | 234 | | | 74 10 |-3 ___ | D | Workshop | | |��|_ _| | | |����� #######|C84| | E | S. Confinement | _| | |_|_| |_| �����| ___ # �| |_ | F | S. Confinement | |_ | _| |�| D | |3 |##### |3 | |___|__________________| | |__|_ F ___|_| | | |� �| __ ___ |4 _| |����|�����������������| |79 2 _ 48 | | | | | |10| |____| | | 2 | Xombium Bottle | |__|�|_ 7 ���������| |_| 3| |11 B _ | | 3 | Revolver Ammo | / |____ 234 | ___ | |36| _| |____| | 4 | Flashlight Btty | Official __| 10 | |___|_| |24| | | 6 | Revolver | Document |422�������� � | ��| | ######### | 7 | Flashlight | |3|���������������|_| | | # # | 8 | Flares | | | # | |_|������| # | 9 | Tommy Gun Ammo | |_| # |82 234 | # | 10 | Flash/Bang Grnd | START # ���| A | # |____|_________________| # ������ # #################### Alright, so we're in the basement now -- check the new maps (select button) if you need a general overview. The corner with the old-timey light switch has a locker filled with ammo and such, so partake if y'need to. Follow the monster down the hall into the boiler room to see the island's three main ghosts (won't spoil it here). Slayers will come in one-by-one here, so just keep killing them until the "doctor ghost" wants to see Torque transform. First, defeat slayers until the insanity meter is full, then press triangle to transform and kill the rest. This is mandatory, so waiting too long just wastes ammo. [NOTE: Transforming often negatively affects which ending is obtained, so if you want the good ending, try not to do it that often...or at all.] There's some ammo, batteries, and xombium bottles down underneath the walkway, in a dark corner. The adjacent hall has four [Flares], a new thing to have. Further on, past the watery room, a slayer will open a pipe -- Torque can close it by twisting the crankvalve attached. Kill the three slayers that appear, then turn on the old-timey light switch to hear an explosion. The water room's hole has blown up now to reveal a secret passage with [Tommy Gun Ammo], [Revolver Ammo], a second [Revolver], and some [Flash/Bang Grenades]. Torque can now dual-wield revolvers for faster killing! Return to the far room and locate a climb-up point, which leads upstairs into the workshop. A new enemy appears here: the Marksman. It's a large enemy with a bunch of rifles attached to its back. When it gets on all fours, it's going to shoot some of 'em; if it's upright, fire away. Using cover is a good idea for this sucker since it has 360-degree firing radius! There's [Revolver Ammo] by the doorway and the freshest corpse, too. Enter the workshop proper from here (past two more slayers), following a marskman into the solitary confinement area. Use the pillar here for cover before filling its rotting hide full of lead. Check the lockers for a host of more goodies, including some flares and grenades. Stock up, because entering the other solitary confinement block will unleash a crapload of enemies on Torque. Try to use the doorway as a bottleneck to slay 'em, not to mention dual-wielding for quicker disposal. Remember to 'tactical reload' when enemies aren't around so you're not caught off-guard by one showing up! When they're all dead, loot the place for ammo and such. The middle confinement cell is the way out, so either turn the crank in the small office portion or push the large crate into one of the cells and jump up through the ceiling. Either way, proceed through the WWII-era office and up the stairs to where the [Tommy Gun] is found! The small stairway here has a shelf underneath, and it contains a host of refills. Climb the ladder atop the stairs to end this stage. _______________________________________________________________________________ ������������������������������������������������������������������������������� 03) Slumber of the Dead [WK03] _______________________________________________________________________________ ������������������������������������������������������������������������������� _______ | | ____ |���|��������������������������| ____|_ _ |_____| _| | A | Lethal Injection Chamber | |START |_| | 366 26| | B | Scaffolding | ���|� A | |2 873|-B |___|__________________________| |�����| | __ 10| |����|�������������������������| | 2 | |_ __|_ | 2 | Xombium Bottle | �����| | | |36 |_ | 3 | Revolver Ammo | | __| _|-Exit | 6 | Revolver | |__| |_______| | 7 | Flashlight | | 8 | Flares | | 10 | Flash/Bang Grenades | |____|_________________________| If you check the map, you'll notice you're back on Death House's 1F, at the very top hallway connected to the lethal injection chamber. Speaking of which, that's the very first stop to visit. Once locked inside, view the security monitor for a scene. Exit back outside and try the previously shut door to meet up with...another inmate, Dallas! This is another one of those choices Torque can make, where killing his ally is a bad decision and helping him goes towards the good ending. Either way, visit the lethal injection room from the outdoors and pick up some [Xombium Bottles] if y'need 'em. Afterwards, slayers and a marskman will appear, so be prudent in taking 'em out. Dallas has a gun of his own, luckily, but won't do the main share of the killing. Through the opened fence, two more marksman will be down in the hills' valley, only to be followed by some more slayers. There's some [Revolver Ammo] and two more [Revolvers] here, in case you missed dual-wielding earlier. When all's said and done, locate the wall with scaffolding on it. There's some ammo and such around the ground and a few more on the planks, including yet another [Revolver]! Use the scaffolding to jump over the fence, which leads to the entrance to the prison's east wing. Go inside to end the chapter. _______________________________________________________________________________ ������������������������������������������������������������������������������� 04) Abbott Prison Blues [WK04] _______________________________________________________________________________ ������������������������������������������������������������������������������� |���|�����������������| |���|����������������������| | A | Restroom | | 1 | Revolver | | B | Lounge | | 2 | Revolver Ammo | | C | Control Station | | 3 | Tommy Gun Ammo | | D | Control Station | | 4 | Flares | | E | Shower Room | | 5 | Flash/Bang Grenades | | F | Library | | 6 | Xombium Bottles | | G | Infirmary | | 7 | Flashlight | | H | Cell Block V | | 8 | Flashlight Batteries | | I | Loading Dock | | 9 | Tommy Gun | |___|_________________| |___|______________________| __________ ################### Map _|_ ___ |_ _ # ______#_____/_|�����|��|������| |11287| | | | # ___ Map-|245678| D | 2 | E | |1 B | | C | | ##|_ | |������� � |____| _ |__| | |_ _|_ |_ _| |______| | |� �|________ __|_|___ |_ | |_ _ | | | | | | | | | | �| |____ |6 A | | | |_| |� |� |� | |_ _|�| | | |__|_______|________ 1|-8 |_____| | |17 | | | | |_| _|_|____| 72 | 9 | 16 |1| |_______| ����� �� �� �� | | �����| 613 | | / ,- |_ _| __ 56_| 125 | |� �|�� Start Yard -{ |_ | __ _ ___ __| | 1 7 | '- |27 | 1 1 | 2 8 | |________|_____|________|_ _| Chico _| |_ ################## _______ _| | _______ # # ____|4 ___ | | | | |_______| |���������|�����| # | ____| ___|__| |_____| | |���| | 1 | �| G | # | |826_ __ | \ |�235�|_|_ 11111 |___|2 6 _|_____| # _| |__|_ | | F | Flamethrower | I |56 H |_ 46|� 6 | # | |_ |__| | Instructions | |124|__________|17|_______| # ����#�|______________| ��|�� ��� �� ######### EXIT Follow the corridor and shiv the barricade to break it up. Down the hall is a shut restroom with a [Xombium Bottle] on a sink; opposite there is a small lounge. Inside are some [Revolvers] and ammo for 'em, as well as another [Xombium Bottle] refill. Check the lockers for more revolver ammo and flashlight batteries, too. If you don't need 'em now, remember the spots in case you do later! Down the hall is a control station where the two can get a safe exhibit to where all those ghoulish syringes are coming from... Around the corner and down the cell-block stairs, we'll get our first encounters with those mainliners, the syringe monsters. They appear from blood puddles on the floor and are rather weak, but often come in packs. When one dies, it emits toxic fumes so stay away until they disappear. Check the nearby control station for the ECB North Map. Now, there are two ways to exit the prison here, both leading into the "east yard": (1) through the shower room (2) over the electrified puddle. For the former, the shower room is so full of mainliners that one's liable to run out of ammo! It's not worth it to fight them, so exiting toward the control station and shooting the fire extinguisher to put out the flames is the best idea. The exit's right there. For the latter method, shoot the fusebox across the puddle to de-electrify it, and just exit outside. That method's easiest. --- Once out in the cellblock yard, preferably from the electrified pool area, kill some slayers/mainliners and head around the fences until meeting up with some other inmates walking around in a corner. Dallas and Chico have some bad blood and end up fighting, so kill the would-be allies and take their two [Revolvers]. One poor guy just had a shiv...haha. Enter the agricultural garden nearby -- there's corn stalks here -- and kill some more slayers and mainliners. On the other end of the yard, where Torque and Dallas would have started if they went through the shower room, is some more mainliners guarding a cache of ammo upgrades. So, how to exit the yard? Find the shack in the agricultural area (which has some goodies inside itself) and push the crate alongside it, then climb up to the guard tower catwalk. There's some [Tommy Gun Ammo] up here, but the main reason is to lower the ladder to Dallas via the crankwheel. The tower itself has a [Tommy Gun] and ammo for it, 'case you were runnin' low, and the East Cellblock South map. Enter the far upper door when finished looting. This southern cellblock route leads first to the [Flamethrower Instructions], which require a Flare, Gas Can, and Bike Pump. Although we can't have one for quite awhile, having those three items in the inventory will automatically make the item, and it gives those crappy flares a use! Anyway, enter the library and do away with the mainliners shootin' up inside. Afterwards, the far adjacent office can replenish some ammo and xombium bottles. Take the stairs afterwards -- which has a slayer infestation -- and pick up [Flares] at the bottom if y'need. This path leads to the block infirmary. Some mainliners appear near the gurneys, and two are in the bathroom (including one on the john -- c'mon, we expected a scare tactic like this the entire game!). The operating room has some more plus a meager [Xombium Bottle] for the trouble. Out the door near the desk, this leads into the next cellblock. The prison warden will be here in loco mode, firing a machine gun emplacement at Torque and Dallas, plus four guards who join in. Get out of the warden's line of fire and take out the cohorts, then fire a bit at the 'boss' to make him come out swinging. He'll be just like a normal guy at that point and doesn't take much to kill. The reward: six [Revolvers], plus the stuff inside the warden's station. Jump on the emplacement at this point and mow down the slayers that infiltrate. This is particularly easy if you point the gun through the doorway, which'll get about 90% without any aiming. When the killing's done, fill up on revolver ammo in the station and follow Dallas through the cellblock exit to the loading dock. Climb up a dumpster and onto a catwalk to reach the 2F, while Dallas is downstairs. At the fork, go "right" to the control station and flip the switch for Dallas, then loot the place for ammo. One of the lockers has the [Recreation Yards] map, which helps for the upcoming level. Since Torque can't follow Dallas, it's time to leave. The bathroom has some [Xombium Bottles] and [Revolver Ammo], although opening the door cues an otherwise avoidable monster fight. The heavy-looking door exits the level. _______________________________________________________________________________ ������������������������������������������������������������������������������� 05) No More Prisons [WK05] _______________________________________________________________________________ ������������������������������������������������������������������������������� |���|����������������������| Shotgun ___ Start | A | Recreation Yard A | / Exit |4 |____/ | B | Recreation Yard B | |���������|-' ___ ____ _ _|7| 34 | | C | Recreation Yard C | | C |_____| _| | |1 1|������| | 1 | Revolver | |___________ _ 7|27 A | 2 5 | | 2 | Revolver Ammo | | 26 |_|_ __| |_ |______| | 3 | Tommy Gun | |______ 95| |2579 | | 4 | Tommy Gun Ammo | |27 B |������������ | 5 | Flares | |__|________| | 6 | Flash/Bang Grenades | | 7 | Xombium Bottles | | 8 | Flashlight | NOTE: Rest of recreation yards not | 9 | Flashlight Batteries | accessible in this chapter! |___|______________________| Torque starts on a 2F catwalk near a guard tower, which has a [Tommy Gun] & ammo for it inside. Follow the stairs down to where some inmates stand, then take their two [Revolvers] after the gassing. If more [Revolver Ammo] or Flares are needed, get the ones through the gate at the guardtower's base. Near the burning car are some more health and ammo refills. Head on into 'Recreation Yard A' when ready. Kill the guard on top of the tower (hey, he fired first!) and back out of the fence opening to lure the slayers into the bottleneck for easier removal. The marksman will remain in the fence area, though the upper guards may take him out for Torque. You'll notice that any other slayers/marskmen who run in from the basketball courts will pass through the searing light beam, which makes them catch on fire. This'll be important later. When all marksmen are defeated, hop on the machinegun turret immediately and start mowing down the slayers who come in. If you choose manual fighting, it'll just waste most ammo. Those green crates around the area are filled with grenades, and if they explode, they're likely to OHKO Torque, so be careful with your aiming! Eventually the b-ball courts should be cleared of opposition. When you near Recreation Yard C, there'll be a scene where some shotgunner guards are killed. Pick up the [Shotgun] near the burning picnic benches, which should dispose of slayers pretty easily. These ones will get back up if the shotty doesn't blow 'em apart, though, so when they fall down, give 'em another shot in the face to kill 'em "for sure". You'll notice Torque's cut out from the rest of the map (baseball field, comm building, etc.) so it's time to head inside the west cellblock to end the section. _______________________________________________________________________________ ������������������������������������������������������������������������������� 06) I Can Sleep When I'm Dead [WK06] _______________________________________________________________________________ ������������������������������������������������������������������������������� |���|�����������������| Shortcut Tunnel (Bypass Laundry Room) | A | Control Station | \ | B | Control Station | ___ _______ |�|�|�|�������| | C | Control Station | | 6@| | ___ | | | J | | D | S-Block Cells | |� ��� | 61| |__| 56I!1 ���|� | E | Restroom | | G 7 | 4H |____ |�|5| From Laundry | F | Visiting Room | |_ ___| |___| |_|_|_|_| |!| Room ("L") | G | Cafeteria | | _____|_| ____ ___________|@| ___/ | H | Control Station | | | | | 127 |7| | _| | I | R-Block Cells | ���| | | 17 4 7 |_ L |9| | | ___ | J | Control Station | ___|F| |____|_____| |_____| _| |__| | | K | Laundry Rooms | |_ _|__________ _ _ _ _ |______ 72 | |___|_________________| |_ __ _____ 1|___| | | | | |_ _| |���|�����������������| | E 49| B1| | C | | _| |_ | 1 | Revolver | |______| | !9| |679| D |-Exit |___ | |�|## | 2 | Revolver Ammo | _ ____| |��� ���| 7 9 | | |_| | # | 3 | Tommy Gun | | |1 A | ���������| |#### |_____| # | 4 | Tommy Gun Ammo | _| |_ | |��������� ��������� # # | 5 | Flares | START | ################## | 6 | Flash/Bang Grnd | ���������� | 7 | Xombium Bottles | You'll see why the amazing suicide rate is spoken of | 8 | Flashlight | right inside...kinda macabre, huh? Check out the | 9 | Flashlight Btry | control station nearby for a [West Cellblock Map]. | @ | Shotgun | The quick route to the S-Block is shut right now, so | ! | Shotgun Shells | use the control station at point "B" to open up the |___|_________________| gate -- [Shotgun Shells] and a [Revolver] are inside as well. From the bifurcation there, slay some slayers and head for the control station overlooking S-Block at point "C". Open the door here will let Torque get some goodies at the end of the level, but aren't necessary for anything. Note the gaping hole in the ground...hmm... Head down the hall toward the restroom, which is full of mainliners, and also [Tommy Gun Ammo] and a [Xombium Bottle]. In the visiting room across the hall, a new enemy will appear and kill a guard. The blood pool on the ceiling will drop a hangman down -- these are weak creatures but they can get the drop on Torque (no pun intended) since they appear in annoying spots. Kill any slayers that appear after the visitation scene and head for the cafeteria. Once inside, Torque's locked in and some of the room catches fire. First, shiv your way into the sprinkler access room and take the [Shotgun]. Twist the sprinkler handle on to flood some of the cafeteria, then pull a machine onto the drainage cover to put out the rest of the flames. Kill mainliners who appear, then in the newly-opened hallway, destroy the projector to unlock the way back (in case you need to for whatever reasons). Use the control room there to unlock the door, and fill up on [Shotgun Shells] or [Xombium Bottles] if you need 'em. Down the hall, after you shiv a barricade, is the R-Block cells. Kill the hangman inside and take the officer's [Revolver], then stick it to a few slayers who show up. After opening the door via the control station, there's a few more of those types in the hallway to the laundry rooms. Naturally, mainliners have made this place their base of operations...those slippery goofballs! Use the lockers and storage here to reload ammo and enter the 2nd laundry room, which has a few more slayers and hangmen. That dripping blood belies their presence, remember. There's not much to scrounge up here, so find the 3rd room and kill the mainliners there. If Torque jumps over the gaping hole, he can find a small stash of weaponry and ammo. Take the plunge when ready. This underfloor basement isn't that fun to go through. Continue along to a small room with a stair, killing the slayers and mainliners there. That's basically what the rest of the small tunnel is, too, with a [Revolver] here or there. Eventually, climb up and out into...S-Block?! Yes, apparently that was an escape tunnel of sorts. Searcing the cells -- if Torque opened them back at the "C" control station -- can give [Xombium Bottles] and [Flashlight Batteries] as a reward. To exit the level, go up to 2F and climb onto the bunk beds, then onto the roof via the fresh hole. Find a [Scrawled Note] up there, too. _______________________________________________________________________________ ������������������������������������������������������������������������������� 07) Everything Beautiful Is Gone [WK07] _______________________________________________________________________________ ������������������������������������������������������������������������������� |���|������������������������| | A | Roof Stairway Access | | B | Baseball Diamond | |���|������������������������| | C | Communication Building | | 1 | Revolver | |___|________________________| | 2 | Revolver Ammo | _ | 3 | Tommy Gun | _______|7|_____________ | 4 | Tommy Gun Ammo | |_ 6 ___________ 2 ___4A| ___ | 5 | Flares | | | |7| @ |7| | _| | 6 | Flash/Bang Grenades | | 7 B | �|___ |__ ____| |_ | 7 | Xombium Bottles | |____________|____| 47 |@7 START| | 8 | Flashlight | |!@ | | 4 |��|26|��|�| |���� | 9 | Flashlight Batteries | |���� |7| _ _ 7|__|9 |__|� _ �| | @ | Shotgun | | EXIT |4| |9C@!| |________ 26|1| | ! | Shotgun Shells | ������ �| 7���� | | � | |___|________________________| �������� ����� From this rooftop perspective, Torque can survey the recreation yards he passed through two chapters ago. Get the [Shotgun] and [Xombium Bottles] by the dead guard, then jump down to the guard tower for a [Revolver]. The inner tower will have noxious fumes, so get the [Revolver Ammo] quickly if y'need it. The ladder here will provide better rooftop access. Jump across to see a scene where a scared guard hides in a building. Follow him into the roof-access stairway and duck into the first room there for a [Shotgun]. At the bottom, talk with the guard underneath the stairs. This is another one of those "kill him for bad karma, save him for good karma" deals as we've had so far. Torque will have to protect this one though, as he has no means to fight back! Exit onto the CO walkway when ready. Outside, immediately man a fluorescent light and shine it at the nearest tree to stop infinite slayers from pouring out. For the 2nd light, aim it betwixt the two trees so that slayers jumping out will have to go there. For the 3rd and final light, point it at the hellish hole in the baseball field below. Note that if you're slow in doing any of this or can't figure out the trick, the guard can die and that counts against Torque! When the creepy crawlies are smoldering, push the large crate down the ladder hatch to blow the wall open. To go down the ladder, face the extending part and press X-button; Torque dies if he falls through, hilariously. Out on the baseball field, it's only expected that a bunch of muscle-bound, steroid-enhanced meatheads -- marksmen, that is -- appear to play, although that's after a slayer appetizer course. Explode the grenade boxes to kill 'em en masse. There's plenty of [Xombium Bottles] around here for the marskmen part. If the guard is still alive, escort him to the communications building, which is an enemy-less stroll. There's more health refills around this little shack, plus a [Shotgun] and shells for it inside. Find a [Quarry Map] and an [Urgent Note] after learning something is running radio interference... The guard won't leave the building so we can finally leave the chatterbox behind! Climb into the roof and jump the fence, onto the flaming awning of the workshop next door. [Xombium Bottles] and [Tommy Gun Ammo] can be found under the eaves, plus a [Shotgun] and shells in the alley. Entering the workshop ends the level. _______________________________________________________________________________ ������������������������������������������������������������������������������� 08) Darknest Night, Eternal Blight [WK08] _______________________________________________________________________________ ������������������������������������������������������������������������������� Workshop START |���|����������������| \____| | | 1 | Revolver | EXIT _____| @A76 | | 2 | Revolver Ammo | |�| _| | 92!3 |___ | 3 | Tommy Gun | |�%95�| Pit _______ Guards _/ | | |���� 6 | | 4 | Tommy Gun Ammo | | 287 | #1 / \459| \_/ | 1 2 ____| | 5 | Flares | |_ _| \__(_ _ __| _/ |����� ��| | | 6 | Flash/Bangs | | |_ _| )%) | 7 | Cemetary _|____| | 7 | Xombium Bottle | |_ |_| @6! _/ / _| 11182 |_____ _| __ | 8 | Flashlight | |2%59 | 1 _/ _/ / _____ |_____| |_____/%5| | 9 | Flashlight Btr | �����|__/ __\ ( / \__________________| | @ | Shotgun | /4_ (__\\____ / / | ! | Shotgun Shells | /2/ \ 2568 \/ / | % | TNT Sticks | �� \_____ _/ |___|________________| \__/ Inside, scramble to the 2F ladder and kill the balcony slayers, then a few mainliners below. There's a [Shotgun] inside the small control center plus a [Tommy Gun] on the roof above it. Other useful things are around as well. The exit outside is on the catwalk here, which has yet another [Shotgun] in a locker. Visiting the small cemetery portion on one side unlocks a historical page in Consuela's Journal (if you're interested in that type of stuff). When getting to the road, take the "left" path to find some [TNT Sticks] by a flare deposit. These work like flashbangs, except they explode stuff. I hope their use is self-evident! Up the road is a gathering of surviving guards -- their convo is interesting if you let it play long enough. Eventually, kill 'em before they kill Torque; their deaths herald a flock of slayers. Each carries a [Revolver] and there is a crapload of ammo and health cached near 'em too. Keep truckin' down the road to see a weird thing burying underneath...hmm... Eventually, in the area with a bunch of lamplights and a tree corpse, some marksmen appear to wreak havoc...typical. Down the road is a shack overlooking Pit #1, which you'll notice is now visible on the Quarry Map. As the player can see, Pit #1 has enemies already moving around inside, so the best course of action is to just bolt for the ladder and put these goofs behind. The quarry page should be unlocked in Consuela's Journel here. Kill some slayers further in, then find a hapless guard who, like usual, is used to introduce a new monster: Burrower. When it emerges from the ground, its spike chains spin around it, cutting up anything in its radius. It's very easy to avoid though. Climb onto the red stairway to exit the pit area, then turn around and look for a cache by a roadside/fence corpse. Go through the fence hole to exit the level. _______________________________________________________________________________ ������������������������������������������������������������������������������� 09) Oblivion Regained [WK09] _______________________________________________________________________________ ������������������������������������������������������������������������������� EXIT _|�| Pit #5 Lynching Hill _| _| ___/_ \__ ____ | | |_| 4 ! |_ ___| |%279|-Ammo Shack Pit #6 -| 79| _ 7%5 | _ �� 4| | � | | |___| |_____| | ����� �| |�\ / / _ _ _ _____| |\ \________/ / |7|%| |___| 961 _| \__________/- Pit #5 Upper Route | 9 267 !%7 | | | |_|�|_|_____| | �| | ____) )� Pit #4 |���|����������������������| /2% / | 1 | Revolver | /37/ (_ | 2 | Revolver Ammo | __(__(___ ) | 3 | Tommy Gun | |8 279\_/ / | 4 | Tommy Gun Ammo | ___| |���\ / | 5 | Flares | |65% |___ ��� | 6 | Flash/Bang Grenades | Pit #3 -| 29 65%2|-Cave-In | 7 | Xombium Bottles | |_ _|��� Journal | 8 | Flashlight | |7|_ Page | 9 | Flashlight Batteries | |_ |_/���\ | @ | Shotgun | |75% /�) ) | ! | Shotgun Shells | ������ / / | % | TNT Stick | START |___|______________________| Up the road, see two little girl ghosts -- a harbinger for the burrowers & slayers that appear. Burrowers normally suck but are utter nuisances in the company of other monsters...hope yer evasion skills are above par. This scenario repeats down the trail, too. The cave at the end leads to Pit #3, and its first cavern has some mainliners here. There's an easily missable journal page here called "Cave-In" -- to open it, shiv the barricade near the pond to see a scene; it also cues some burrowers. To get out of this pit, shoot the TNT barrel near the upper spotlight, creating a climb-up point from the rubble. Use the upper walkway to get outta here, or climb down the ladder for more ammo n' such. The next tunnel is lined with TNT boxes, which is useful in taking out the slayers and marskmen who show up for no apparent reason. Just remember to shoot ones farthest away to set off a chain reaction, not nearby -- that'll just make a pictograph with Torque's blood! Head outside for more burrowers and cohorts, then look for a hill corpse that died despite having a crapload of good stuff, like a [Tommy Gun] and [Revolver Ammo]. Similar stockpiles're up the road, too. Eventually Torque comes to Pit #4, which has some cussing guards at the bottom, trying to fend off some enemies. They'll all eventually die but one can try to be helpful by jumping on the crane controls and swinging the boulder into the cliff, knocking another boulder into the slayers' emergence hole. That stops the infinite number of 'em from coming out. Collect the loot -- [Revolvers], [Shotgun Shells], and the like -- and jump over the closed pit, toward a cliff exit. Torque can jump up there but it can be a little difficult; try moving around if he can't vault out. At Pit #5 is pretty unspectacular but marks the first time Torque should use the TNT plunger, by a crate pile. This blows up the detritus blocking the mine entrance. Also look for [Shotgun Shells] and [Tommy Gun Ammo], neither of which we've had in awhile! The excavated cavern leads to the hill where a bunch of COs were lynched -- naturally this precedes burrowers and marksmen. The shack near the fenced-off pickup has a bunch of ammo upgrades as well. The rest of Pit #5's up the road. There'll be an inmate here wanting help, so use the crane to lower the boulder and make a stepping stone for the guy. This is a "good action" where endings are concerned. Use that same method to get to the rest of the red catwalk. Pit #6 is directly adjacent, and after a scene, use the crane to displace the water tower, dousing the cave's flames. The exit's over yonder. _______________________________________________________________________________ ������������������������������������������������������������������������������� 10) You've Mistaken Me for Someone Else [WK10] _______________________________________________________________________________ ������������������������������������������������������������������������������� (��\ (��| |���|����������������������| )9 \__ ) |_________ | 1 | Revolver | / \ | | @29| | 2 | Revolver Ammo | _| /�\ |_| | |�����| | 3 | Tommy Gun | /9 )267 _ |2| | | | 4 | Tommy Gun Ammo | \_ (___) | | 9| |_ _| | 5 | Flares | | 9 | | |5|2! |_|7| | 6 | Flash/Bang Grenades | ����) )� | |_|_ _____| | 7 | Xombium Bottles | ___( ( | %6) \ | 8 | Flashlight | |3756\ \__ �\____/ Exit | 9 | Flashlight Batteries | |_____ _| | @ | Shotgun | |@27%59 | | ! | Shotgun Shells | �| |����� | % | TNT Sticks | |� _| |___|______________________| | | START NOTE: Once you jump over the wall, you can't go back! Emerging from the cave, Torque can find a pickup's workbench filled with all the essential tools: [Flares], a [Shotgun], a [Tire Iron]...okay, not a tire iron. Loot it all and look for a break in the fence, partially disguised by the beautiful autumn foliage. A corpse there repeats some of the goodies just obtained, although this is probably different on harder difficulties. The cliff footpath leads to a high stone wall, which Torque can jump over. It's a one-way trip, though, remember... After the drop, Torque will be by a pond, actually quite near the condemned Carnate Institution. The [Asylum Map] is by a corpse near that wall, too, and it's very easy to miss it. There's a crapton of [Flashlight Batteries] around here for some reason, perhaps since they'll be useful coming up. If enemies attack, remember that our protagonist can't bust heads if he's in really deep water. The pond's gazebo has some ammo and whatnot inside. Up the road is Carnate Institution proper, and if you've been playing and haven't been unsettled yet, this might do the trick based on imagery alone. Approaching the building's front cues some burrowers and slayers, although it's not too tough if you're shotgun-powered! The main entrance is locked but one door has some debris and a pushable crate near it -- that's the real way in. Level over! _______________________________________________________________________________ ������������������������������������������������������������������������������� 11) Hate the Sin Not the Sinner [WK11] _______________________________________________________________________________ ������������������������������������������������������������������������������� |���|�����������������| NOTE: Rooms not accessible are removed from the map | 1 | Revolver | | 2 | Revolver Ammo | |���|��������������������| | 3 | Tommy Gun | NOTE: Projectors can be | A | Kitchen | | 4 | Tommy Gun Ammo | destroyed only if Torque | B | Dining Room | | 5 | Flares | can see them. Those that | C | Study | | 6 | Flash/Bangs | are peering through holes | D | Foyer | | 7 | Xombium Bottles | and wall/floor cracks're | E | Operations Theater | | 8 | Flashlight | either never destroyed or | F | Theater | | 9 | Flashlight Btry | destroyed only when found | G | Library | | @ | Shotgun | elsewhere. | H | Cells/Hallway | | ! | Shotgun Shells | |___|____________________| | % | TNT Stick | |___|_________________| ############<-- ONE WAY <---############# # # # ################################### # [2F] ______ ___#_#___ _______ # # _____ / | | _|_ | # # | 2 |_____ ( E | | | D | | C | | | ###| 7G9 | 1 7 | \ | _|_ _|___|_ _|___ | | _|_ _|_ _| )_ | | |4| | 7 | | ___| | | | )_____|___|!| |���| B7 | |_ _| | |�����|����� | | | 7 |_ _| _____|_ | | |_____| |��� ������� | | | | | | | | |���������| |��� |_ |__ |���� | 6 9 | [1F] | | | | | A | | | | [2F] | |_____| | | |___|___|_| |__ | |_____| | | F |_____| | |! |H| # _____|_| | # Start |__ | # | |_ _| # |8 | | # | 5 7 | # |__ | # |_______|_________| # |_| # # | # # To Attic # # # ################################### This place is an annoyance, but there aren't too many monsters, surprisingly. I'll do this place in a step-by-step basis since it's got a lot of nagging puzzle-solving elements to it. Torque starts on the first floor, inside the kitchen. #01 - Destroy the projector on top of the stove, which removes the lock on a door. Go through there to find the stairway to 2F. #02 - Enter the library and find the crack-smoking Russian guard. You can kill him if y'want, but this would be a "bad action". Also, he's more interested in chilling than killing. Loot the room for goodies and open the adjacent door, which leads down into the institute's foyer. At this point, there'll be a scene where Dr. Killjoy invites Torque to come to the final room, the Operations Theater. But not yet, he says before just vanishing. A bunch of projectors are casting a "lock" symbol on the door, so before we can get in, all of them will have to be destroyed. #03 - On 1F, go down the hallway to the bifurcation and go "left". One should be hearing grunting noises and such from a monster somewhere. Enter the door right around the corner to see the monster in a cage. Pick up the [Patent Application] and press the yellow button to see some stuff. #04 - The room in #03 has a big hole in the bottom. Jump through to reach the basement. Kill the mainliners that appear, then pick up the [Fire Axe] laying against some debris near the movable crate. Pulling the movable crate out will unlock the door here, going back up to 1F. Before going however, destroy PROJECTOR #1 shooting up through the ceiling (the foyer floor). The door leads back up to the basement, although Torque will have to axe the boards before this. #05 - Okay, we're back on 1F. Enter room "C", the Study. After the scene, destroy PROJECTOR #2. #06 - Visit the 1F Theater and go on stage with the Fire Axe equipped. There will now be a scene where monsters kinda pour in. Look for a wall fixture with a suspended painting hung around it -- break that, and the picture will obscure the projection, letting Torque escape into a corner room. #07 - Okay, with all the projections destroyed in the basement and on 1F, it is time to tackle the final one upstairs. One of the cells up there'll have a movable crate inside, plus [Shotgun Shells]. Push this into the hall and to the far door, which should give Torque enough ups to get into the attic. One of the cells has a detorsofied (yes, I made that up) body, and killing it will be a good choice, impacting which ending is obtained. Killing the thing because of the annoying sounds it makes is also an A-OK suggestion. #08 - In the attic, find the corner where a wierd machine can be lowered with a crank; this puts it in the 1F Operations Theater. Kill all mainliners that appear thence, and remove the attic hatch lock by pulling the encaged projector out until it stops working. The Operations Theater on 1F opens after destroying PROJECTOR #3 in one of the corners. There is a bunch of [Xombium Bottles] in the attic so stock up before going. Okay, so the Operations Theater is unlocked, huh? Save before going in, although there's a checkpoint anyway. The way to finish the level is to just destroy all the projectors in the room. Some are in plain sight and can be shot, one is suspended in a cage and must be dropped, and one is on a balcony and is broken when its fusebox is smashed. Killjoy will resurrect any slayer who is defeated, so make sure to do the projectorcide fast. Destroying all the pages unlocks Dr. Killjoy's journal page and kills all slayers. At this point, press the yellow button to lower the machine, then once again to get 'rebirth power' temporarily. Use it on the chained monster and it'll jump out the window; follow it to end the level. _______________________________________________________________________________ ������������������������������������������������������������������������������� 12) A Lonely Place to Die [WK11] _______________________________________________________________________________ ������������������������������������������������������������������������������� _ _ Start | |2|_|�|___ _|_ |���|����������������������| | |117 ___| | Hedge | 1 | Revolver | | ���| | ___| | Maze | 2 | Revolver Ammo | |�\ _ ____|__/__ | 3 | Tommy Gun | | \ (_) | ____ | | 4 | Tommy Gun Ammo | | | |_ | | | 5 | Flares | | | | |27| | | | 6 | Flash/Bang Grenades | | 7 | | �� | | 7 | Xombium Bottles | �����| |������������� | 8 | Flashlight | | �\ | 9 | Flashlight Batteries | _( _/ | @ | Shotgun | |___ \_____ | ! | Shotgun Shells | ____\ _|_ | % | TNT Sticks | | 7@9 ) ) \ | & | Molotov Cocktails | |_ | | / |___|______________________| \ __| |___/ Burned -|��\___ _/ Sketchbook Page After jumping out the window, Torque Down | \__| | / ends up on the other side of the old House ��\___ \___/�\/ institution. Near the busted front __|___ & ) entrance is a corpse with a pair of / _ \ ( [Revolvers] and [Xombium Bottles] to Bike Pump _/ /_\____/\_\ \ boot. The hedge maze nearby also has \/ 27 ) ___\ ) some [Revolver Ammo] and [Xombium (_____/ ( !7 ) / Bottles] for the road ahead. As an _____\ /__ aside, look for the corpse who died | 7 __ __ \ with an axe in his hands -- obvious |____/ |7| \ \__ Beach throwback to "The Shining" (1981), |&| \&! \___/ huh? EXIT ��\ 7 | )�|!| The real way to exit is right down |___| the paved road. The [Urgent Note] found is from Killjoy...hmm... Further down the road, there'll be a Southern good old boy talking, although when Torque arrives, it's just flaming carcasses of monsters. Interesting! Continue toward the bridge for some [Revolver Ammo] and such, and there's a [Shotgun] by a riverside corpse, if y'need it. Across the bridge, enemies will be imbued with that same power Killjoy had, where they keep getting up no matter how many times they die. It's best to just run past them instead of wasting ammo. A little ways down by the stream, look for a semi-hidden cave that leads to some dead convicts' corpses. There's tons of ammo here and the [Bike Pump] needed for the homemade Flamethrower, although poison gas rises in quickly so get the pump and split ASAP. This area also has a burned-down house, which will be entered into the journal if found. Down the road, look for a hill with a small bonfire on top -- climb up here to find some [Molotov Cocktails] and a [Sketchbook Page], the latter of which says the way to defeat the slayers who keep resurrecting is to take off their heads. Further down the road is a bridgeless river. One path leads to the ocean and has some [Shotgun Shells], very useful if you're running low. The other just leads to some [Xombium Bottles]. Both ways have monsters although the former has the most. Either way, when you're done exploring, return to the broken bridge and climb back up onto the road, looking for a pickup in a small area. Crank the jack sitting under it, sending it tumbling into the river. Voila! Instant bridge. Climb up, get the health refills and molotovs, then exit the stage. _______________________________________________________________________________ ������������������������������������������������������������������������������� 13) Dancing at the Dawn of the Apocalypse [WK12] _______________________________________________________________________________ �������������������������������������������������������| 1 | Revolver |� START | 2 | Revolver Ammo | Exit | | | 3 | Tommy Gun | | Clem )%) | 4 | Tommy Gun Ammo | _ _|�|_____ \____/ / | 5 | Flares | /7| & | |%75& ( | 6 | Flash/Bangs | (34|�����|� �|_______ ���| | | 7 | Xombium Bottles | \_ 7 \______| |__ | 8 | Flashlight | \_____|_ _| /�\_____5%792& /-Beach | 9 | Flashlight Btry | | |__/� \__|_|� | @ | Shotgun | | % | | ! | Shotgun Shells | ( 4 )-Slave | % | TNT Stick | \ / Ship | & | Molotovs | \_/ |___|_________________| Down the road, Torque will meet up with that Southern inmate Clem, who's fighting off monsters with molotov cocktails. Like all things of this nature, killing Clem or letting him die counts against Torque ending-wise, whereas helping him is a good action for these purposes. However, he can certainly die easily (he has no gun) so save every so often when the coast's clear, eh? [NOTE: Remember that Clem takes damage in small amounts but this does add up! Try to kill them from far away if possible, since the explosive rats are timed.] At the North Beach, we're introduced to Festers, those gigantic monsters that emerge from the sea. Killing them with molotovs will cook the rats inside; using guns to dispose of them sends the explosive rats towards Torque/Clem! Aim well 'cause there ain't that many molotovs along this beach. Killing all of 'em unlocks the Fester page in Clem's Monster book. Get ammo and such under the dock before heading onward. Our inmate has an escape boat down the beach but we'll have to work for it... More Festers and burrowers appear near the slave ship, and Clem's legs ain't what they used to be evasion-wise -- take out the burrowers ASAP before they cut him into little chunklets. The boat is on the other side of the ship, and can only hold one lightweight passenger...Clem. The game won't end here for Torque, no. If y'need ammo, at the end of the beach, in a crag, is some tommy gun ammo and such. When Clem starts talking about Festers coming from inside the ship, that's the cue for Torque to go inside. The Slave Shipwreck page is opened here. In the middle portion, our protagonist can look to the inaccessible bow. See the barrels suspended above the water? Shoot that shelf to drop 'em, then blow 'em up to set the ship on fire. Use the other tiers to get onto the topdeck. If Clem's fighting festers, help him out some; if he's on his raft, he has survived. Move toward the sewer high on the beach wall and Clem sets sail, saying he left some valuables up by the entrance. They're [Molotov Cocktails], the inimitable [Clem's Map], and the level exit. _______________________________________________________________________________ ������������������������������������������������������������������������������� 14) Surfacing [WK13] _______________________________________________________________________________ ������������������������������������������������������������������������������� START | | |���|����������������������| | | _ | 1 | Revolver | _| |_| | | 2 | Revolver Ammo | |_____ | | 3 | Tommy Gun | ___| | | 4 | Tommy Gun Ammo | _| ___| | 5 | Flares | | | | 6 | Flash/Bang Grenades | | |-Pumping Station | 7 | Xombium Bottles | |_ _|_____ | 8 | Flashlight | | 95&* 8 % |___,-Munitions | 9 | Flashlight Batteries | �����| 694 | & | ___ | @ | Shotgun | |_ 5 _| | | | | ! | Shotgun Shells | | | 7 | _____| |� | % | TNT Stick | | 7 _|__| | | | & | Molotov Cocktails | ���|287&@9 7 | | * | Shrapnel Grenades | ���|__|_____| |_ |___|______________________| |___-> To Basement After the opening scene, there will be a hatch open in the drainage tunnels, but it's all the way down near the pumping station. Explosive rats will pour in so hotfoot it to said station and climb up. If you looked at Clem's map, you'll see that near the first fester, there's a "stash" marking. Use the axe to chop up the boarded up wall portion to get some goodies, including the [Shrapnel Grenades]! Save before going ahead. Past two festers, the next room has mainliners in it. Watch your fire 'cause there's a TNT crate here and it can end Torque's escape easily. There's not much of use here besides [Tommy Gun Ammo] so continue toward the munitions storage. Save again before approaching, 'cause it's plum full of TNT stuff and the mainliners are annoying in close-quarters combat. Clem's marked a 2nd stash on his map here, which is behind some pushable boxes. Axe the stash open to find a [Gas Can], which should automatically make a [Flamethrower] unless you have no flares or managed to miss the Bike Pump a few chapters back. Oops! To exit the munitions area, use the three handcranks to align the movable doors. The nearby stairway has another hidden cache underneath. Continuing to the medical lab, some lockers have [Revolver Ammo] and [Shotgun Shells] nearby. Some slayers are encaged here, and the exit's locked -- use the flipswitch to open the way out (only, surprisingly). If you look at Clem's map you'll see there's another circle near here but there's nothing marked about it. DON'T OPEN THIS! It just explodes the room and Torque dies. The exit actually leads back to the basement Torque was in during the second chapter. The objective is to get back to 'Death House', the area in the 1st chapter. |��������������������������������������������������������������������������| | SECRET: Gonzo Gun | | | | Remember how when we first were in this area during Chapter 2, the way | | to get through solitary confinement was either turning the crank or by | | using the pushable crate to get through the cell's ceiling? By doing the | | latter method this time, one can find the Gonzo Gun! It shoots eggs and | | kills anything normal enemy in one hit, although it has no ammo pickups | | anywhere in the game so conserve it for later! | |__________________________________________________________________________| Continue through the workshop to where the marskman enemy made its debut, and Horace will open a cell door for Torque. There's ammo and stuff around here if it wasn't obtained previously. Follow the path and exit back out of the basement. _______________________________________________________________________________ ������������������������������������������������������������������������������� 15) An Eye for an Eye Makes the Whole World Blind [WK15] _______________________________________________________________________________ ������������������������������������������������������������������������������� |���|����������������������| | 1 | Revolver | NOTE: Some rooms that appear on the map but | 2 | Revolver Ammo | aren't accessible have been removed. | 3 | Tommy Gun | Any item pickups have gotten the same | 4 | Tommy Gun Ammo | treatment. | 5 | Flares | | 6 | Flash/Bang Grenades | ############################# | 7 | Xombium Bottles | # # | 8 | Flashlight | # |�|__________ # | 9 | Flashlight Batteries | # | _____ O | # | @ | Shotgun | # | | | | # | ! | Shotgun Shells | # | | ���� |�| # | % | TNT Stick | # | ��������|����� | # | & | Molotov Cocktails | # | |��������| |���| | #-[7] |___|______________________| # | |______|� �| |_|## _____ # | _ M | N | | | # | |_|____| | Start | C | # | |L | |� �| / _ |_ _|______|�| _| |_ | |_ _| (__| | Shiv |_____ | | |_ __| |____|__ | | ____ | |��� | | K _|______ _____| _____ |�|�|�| B | | | D | |__ _ | _|7|_ | |_| |A| |____|_| | | | | | ____|_ _| | F _ |______| |____| |_| J | | |___ | | | | |������|_| | ______| |-Electric | | |_|_|_| | | ____| | Chamber | | ____ | |_| |�����| | | |E | |________ | _____ | |____| |__| | G |H | |_| | | _________| _| | _ I | | | | ����| | | | ���#� �#��|_|� ����� ����� ################################### EXIT So, we're back here again. Most of this place has been cut off, so now the only option is to enter the electric chamber. Pick up the [Xombium Bottles] on the way in, and it'll be time to "fight" Horace. His mercy seat is the epicenter for some electric waves, which Torque should jump over. Ever three or so times, the switches on the wall will lose their charge and Torque can shoot 'em. If you're having trouble jumping over the shockwaves, jump toward Horace and use momentum. Destroy all five fuseboxes and turn of the chair to win the "boss battle". Horace's page is unlocked in the journal now. The way back downstairs is blocked for good, so it's time to backtrack thru the gas chamber (N) to the stairway previously blocked. This leads back up to 2F, near the administration office (D). Return back to the D-Block cells and listen for the sounds of Torque's slain family. When they're all done talking [Killjoy's Diagnosis] appears on our protagonist's old bed. Kill the fester and slayer that enter through the wall here, which now leads to the break room where we first picked up a flashlight. Take the stairs back down to 1F and near the fire blocking way to the infirmary. It's easy to miss, but there's a hole in the wall right near there and that's the level exit. _______________________________________________________________________________ ������������������������������������������������������������������������������� 16) Who Wants to Deny Forever? [WK16] _______________________________________________________________________________ ������������������������������������������������������������������������������� START |���|����������������������| | | 1 | Revolver | ______|�|__ | 2 | Revolver Ammo | |7 START | | 3 | Tommy Gun | |� �������| | 4 | Tommy Gun Ammo | | 7 % 234 | | 5 | Flares | |_______ _| | 6 | Flash/Bang Grenades | _____ _| |_ ____ B-Ball | 7 | Xombium Bottles | | | 167 | |___ Courts | 8 | Flashlight | |_____|__ |____ __|_/__ | 9 | Flashlight Batteries | |_ _ __ _ 726 27| | @ | Shotgun | | | 97 &|7|___| 5246 |__| | ! | Shotgun Shells | | 7����� | |__ _| | % | TNT Stick | ��������� |_| | & | Molotov Cocktails | EXIT |___|______________________| Upon exiting into the NW corner of the recreation yards, there'll be two guards fighting festers by a bonfire. Help 'em out and they'll run to the guardtower nearby which is full of ammo. Helping this duo counts as a "good action," so make sure to do it! Through the gate, Torque ends up in the weight yard near the baseball field and a few burrowers are the welcome wagon. Smoke the marskman near the comm building and see if our radio guard from before made it. Someone received the distress signal but the lighthouse is out, so they can't get here. Outside, a Fester breaks through the locked door near the pickup. Make it to the b-ball courts and kill the festers, THEN man the machine gun to mow down the waves of slayers. They've made a hole in the outer wall so that's the next destination. _______________________________________________________________________________ ������������������������������������������������������������������������������� 17) Death Be Not Proud [WK17] _______________________________________________________________________________ ��������������������������������������������������|���|����������������������|� __|�|______ | 1 | Revolver | | START | | 2 | Revolver Ammo | |������� �| | 3 | Tommy Gun | _|_|��� �|_| | 4 | Tommy Gun Ammo | |! | ROOF 8| Stream | 5 | Flares | |6 | 4 6 |2|_ Xing | 6 | Flash/Bang Grenades | |__ ������� |8|__|__ | 7 | Xombium Bottles | | 75 |��| | __ )_ __ _ Downed | 8 | Flashlight | Bus-| | ( ' ) | |2|!7| | Plane | 9 | Flashlight Batteries | |__ __|__| / / / 549| | \ | @ | Shotgun | | _92 _ / / / ��� | /���\ | ! | Shotgun Shells | \ \_|&|_/ / /_ /___ | ( 5 \ | % | TNT Sticks | \ / | _/ / \ \__/ EXIT | & | Molotov Cocktails | ��������� ) % | \___ (�(_|647| _| | | * | Shrapnel Grenades | \ 9%&\____ \_\ *2 |_/ | |___|______________________| �\____________ ���� __/��\ | 7 | Cavern The Bluff -\___/ Torque is now nearing the southern rim of the prison. Locate the pushable crate and move it against the lower building, then jump onto the roof. There is a machine-gun emplacement here and that's for taking out the 5 spawning marskmen below. Jump down afterwards and take out any stragglers. Near the buses is a full [Shotgun Shell] supply but there's a bunch of regenerating slayers coming from the hole there. Shooting the wedge from underneath the bus' tires will careen it into the front gate, providing a way out. Outside, the road slopes in a semi-circle, and there's some ammo and such in-between the trees. Continue roadside for a scene with some escapees and then dispose of marskmen appearing for no reason. The road's far gate is burning and defunct, but there's a small path along the water descending across the creek. Remember that falling in the water in any way kills our hero...can't swim, I guess. Across the river, climb up to the roadside shack and take out the slayers and marskmen. They'll resurrect if given the chance so blowing 'em apart is the best course of action. The shack will refill a bunch of ammo where this is concerned. The path through the forest here is the correct way, as the road to the lighthouse is busted up. Continue along the coastal cliff until the machine-gun emplacement comes into view at 'The Bluff' for executions. The journal page opens up here. Man the gun to defeat all the marskmen...it's pretty remarkable how many show up...there must be about thirty overall. By the bluff, look for a small shack with a locked door -- the axe can break through no problem, though. The shack's roof can let Torque get onto a cliff behind it, which leads to the Crashed Plane (journal entry also) that has [Flares] and a [Gas Can], in case you missed out on that flamethrower piece. A crapload of marskman is the penance for going up here, though. Down the coast, there'll be an inmate escaping and he's throwing dynamite like it's confetti. The exit's in that cavern. _______________________________________________________________________________ ������������������������������������������������������������������������������� 18) Single Bullet Theory [WK18] _______________________________________________________________________________ ������������������������������������������������������������������������������� |�������| |���|����������������������| | 7 | | | 1 | Revolver | | ___| |_ | 2 | Revolver Ammo | EXIT-|_| | 97 |___ _____ ____ | 3 | Tommy Gun | (To Lighthouse) | BOSS _ | _ | | | 4 | Tommy Gun Ammo | |_____| |___|216 | | 5 | Flares | ___|___ | | 6 | Flash/Bang Grenades | ____| POND | | | 7 | Xombium Bottles | | 36 | |__ | | 8 | Flashlight | |9|�/������ | 72 | | 9 | Flashlight Batteries | _ |6|/ /���| � | | @ | Shotgun | / /���� | ( �������� | ! | Shotgun Shells | ( ( ( ��� ) | % | TNT Stick | \*5| |������ | & | Molotov Cocktails | ��| ��\ | * | Shrapnel Grenades | /�\_____ ���\ \ |___|______________________| \_ %75 |____ ) ) |INMATE _ \/ / The escaping inmate is still in here -- don't _____|_____| | \__/ be caught in his dynamite blasts! The darkest | | | | opening in the first cavern leads to the base | 49 | _| of the radio tower, where [Shotgun Shells] & ___|�|_|___ |_ _| and such are scatered 'round the base. Past the | _ ___________| first tunnel with a flare in it, some festers are | | | scattered in a pond; past the 2nd flare, the inmate | |51%9*| throws another TNT stick. He'll be from an elevated | |_____| position, which means that Torque can climb up also. |_ | Jump the gap and continue on. | 124 |- Fort |_ _| Maleson The next lit-up cave has a few slayers plus a _| | [Shotgun] and shells for it. Through the knee-deep | | tunnel, the inmate tosses another stick from the |�|_ ���|_ ceiling, hinting that Torque can go that way also. _| _ @79! _| Climb up through the hatch and into Fort Maleson, | _|_|_____| which unlocks the WWII Fort page in the journal. | |* _| A [Diary Entry] is here, plus a [Revolver] -- and, | | | down the hall, there's the commander's quarters |_ | blocked by a TNT crate that houses a few more | |_|_____ goodies. | | | | | | | Further on is a bunker with a machine-gun stand. |___|___ |___ Blow up the TNT crates underneath the stair, then |___ | make a mad dash to man the gun for many mainliners __| ___| and marskmen appear. The hole they came from leads / *2| around the locked door, back into the caves. Around / /���| |� the bend is a chance to help the inmate who's been START _) ) tossing dynamite like an idiot. This can be done by /9 / pushing a TNT crate against the feeble-looking (!7/-Radio Tower stalagmite/stalactite mesh and blowing it up when �� that joker's not nearby. This is a "good action." Either way, the side tunnel leads outside. The mouthy inmate takes the hidden shortcut through the underbrush, although there's a more obvious path that goes near a pond. There's a crapload of enemies on the way and little reason to go there, though besides extra ammo; the way the escapee goes is much quicker and has no foes. Besides, he can help so maybe have him stick close anyway, yeah? Past the pond cliffs, there's a cavern with burrowers and a marksman or two. Our "friend" can take a hit or two and has dynamite, so he's no slouch...when he fights. The rest of the place is rather straightforward, leading to the bunker basement of the lighthouse. There's a boss battle here, though... Save before entering! BOSS: Hermes ������������ Lots of people have trouble with this boss, who, if you haven't noticed, is entirely gaseous and immune to bullets. First things first, Torque needs to stop Hermes' hiding spots. Shut off the poison gas in the four corners of the place (tiny red handles on pipes), and either shoot/chop the moorings to make the trapdoors close. This should leave one vent near the entrance and one near the boiler open. The way to defeat Hermes is to wait for him to appear in the vent near the boiler, then twist the handle of the steam pipe to blow him into the furnace. Shut the door once he's in and that defeats him...but it's easier than it is in practice! Sometimes he doesn't appear there for awhile and sometimes he leaves before the door can be shut...kinda annoyin'. At least his projectiles are easily avoided -- just hide behind something. If he's slowly wearing T. down, there's [Xombium Bottles] in the room. [You may consider putting the pushable box on the grate nearest the entrance instead of in the middle of the room. That's how I've got most of my kills here.] Defeating him unlocks the Hermes page in the journal. The way back is closed here, but a new dusty one opens up. A ladder beyond ends the level. _______________________________________________________________________________ ������������������������������������������������������������������������������� 19) And a Child Shall Lead Them [WK19] _______________________________________________________________________________ ������������������������������������������������������������������������������� Barracks |�����| |���|����������������������| Shack |927& | | 1 | Revolver | _|_ |� �| Old | 2 | Revolver Ammo | | 2 |�| |START| Cemetary | 3 | Tommy Gun | |574 |______|_ _|____ _\__ | 4 | Tommy Gun Ammo | |___|___ \ | | 5 | Flares | _____/ /�����) ) | | 6 | Flash/Bang Grenades | ,- _| ____/��\__ ( ( / ___| | 7 | Xombium Bottles | | | | | | | | | / | 8 | Flashlight | | | | | |______| | | | | 9 | Flashlight Batteries | Inmate -| _|___ | Witch| | | | | @ | Shotgun | Cave | | _______|Burnng| | | | | ! | Shotgun Shells | | | | | |Site _| | ( (____ | % | TNT Sticks | | | _ |_ (/ | \ | | & | Molotov Cocktails | | |_|_ _|_ *2|____| | ) | | * | Shrapnel Grenades | '- |Bike Pump) ) ) / | |___|______________________| ��������� / /______/ /���� ( _______/ _____( / | ( |� �|7 |-Generator |%7!|9| | Location ������� Torque starts inside the lighthouse, and its page is opened in the journal. The living quarters has a bunch of refills here, and access into the body of the lighthouse where the generator is kept. It can't be turned on at the moment, though, so ignore it. Go outside where the little Puritan girls are jabbering. Stand on the bus and shoot at one to make them reveal their true form: infernas. As they move, the ground catches fire and they use this to encircle their pray and attack...very annoying. However, standing on the bus prevents this nuisance and gives a better shot, although they're faster than any other monster so far. Luckily a guard (Ernesto) shows up and pumps 'em full of lead. DO NOT KILL HIM as he will be an ally for awhile, and more useful than the previous CO. [Helping him out is a "good action." If you need extra munitions and such, go down the road opposite the 'house and find the shack with goodies inside. They'll help for the road ahead, and y'might as well go here since Ernesto runs over here after meeting Torque. Ernesto teams up with Torque begrudgingly, and moves toward a side road where he wants to go. The first stop is the Old Cemetary (journal page unlocked), pretty well-hidden through the underbrush and bare-bone shrubbery. There'll be some more infernas here but these ones will revive unless their ashes're dispersed with a gunshot. [Ernesto says this if he's with, actually.] The 2nd battlefield near the pickup has burrowers and infernas. Our helper can deal with infernas easier than burrowers apparently, so have his back! Later, this leads down to the generator room alongside the road. Ernesto will deal with the slayers who appear while Torque enters the building, climbs its peak, and points the searing-hot light into the hellish pit. As we've seen, this is the only way to stop some monsters from spawning. Help Ernesto out from above or whatnot (dismembering or beheading the monsters prevents the respawns) Inside the fence, the pickup bed has some [Xombium Bottles] and [Shotgun Shells]; ever-useful huh? Turn on the flip switch to make the lighthouse generator functional. On the way back, our CO leads the way down the middle road, then tries to use a shortcut behind the fence, which leads to the Witch Burning Site (journal entry unlocked) with a bunch of inferna there. This can be annoying beyond words, so try to stay on the perimeter and tommy-gun 'em to death. It'll go easier if you fire at whichever one Ernesto's got his sights on. When they are all dead, follow him back up the road and protect him from the burrower that's trying to kill him. |��������������������������������������������������������������������������| | OPTIONAL: Inmates' Cave | | | | At the crossing near the lighthouse, there are three hard-road paths -- | | and one that goes into the hills. This leads to a cave where a trio of | | inmates released earlier have gathered. Infernas will eventually come in | | here in pairs and be huge annoyances, and protecting the guys is nearly | | impossible. BUT, the reason to come here is the extra Bike Pump hidden | | at the end of the cave, which is used to make the flamethrower. If you | | already have that weapon, there's not much reason to come here, although | | helping them is considered a "good action" where endings are concerned. | |__________________________________________________________________________| When ready, Ernesto goes to the lighthouse -- he'll stay outside while Torque fixes the light. To do this, enter the living quarters and ascend the ladder, finding the generator at the top. The crankwheel won't turn, though, and if you have the flashlight on you'll see why: shrapnel stuck in the device! Hit or shoot the pieces out (three of 'em) and spin the crank until it moves on its own. Return outside and head to the CO shack nearby, taking an [Urgent Tickertape] automatically on the way down. The Coast Guard's ship Prometheus wants to meet at the eastern docks, and that's the next destination. Ernesto, if he's alive, will open the gate near the shack for Torque to leave. Go through with our buddy to exit the level. _______________________________________________________________________________ ������������������������������������������������������������������������������� 20) Last Breath Before Dying [WK20] _______________________________________________________________________________ ������������������������������������������������������������������������������� Final Bosses Goodsmouth \___ ___|__ _____| | | | | ___ | |���|����������������������| | | _| |_ | _| | 1 | Revolver | |____ | |&| |@|_| |_ | 2 | Revolver Ammo | _ |_| _____ | |7| | | 3 | Tommy Gun | |3| _| |_/ & \_|_ _|_____| | 4 | Tommy Gun Ammo | (4(/ _____/���\______________| | 5 | Flares | \ ( | 6 | Flash/Bang Grenades | ) | | 7 | Xombium Bottles | | |___ | 8 | Flashlight | | 3!9| | 9 | Flashlight Batteries | ���|%| | @ | Shotgun | | | _ | ! | Shotgun Shells | _| | __________|7\ | % | TNT Stick | |&2@|_____/ ___ 4 __ _29\ | & | Molotov Cocktails | |________2 / | 75%| )_&) __ | * | Shrapnel Grenades | |%92 / ���� / / /4 \ |___|______________________| |47 / ( (_/9/\ \ ��� \ %2) ) ) ���� _| |_ |START| ����� Down the road, kill some infernas and find a corpse nearby with ammo and such. Protect Ernesto from the burrowers/marskmen/slayers here. There's a similar battle down the road as well, so make sure to knock those slayers' heads off (or use explosives) to ensure that Torque's partner in crime isn't getting eviscerated. Past the bridge, some inferna trap the two underneath the bridge. Dispose of 'em and use some scaffolding to jump the razorwire fence. There's a water pipe here and shooting it will make it flood the place, dousing the flames. Just make sure to stop up the drain using the movable box first, just like we did in a previous cafeteria. Further down the road, the bridge is out and there's seemingly nothing that can be done. Stand on the pickup to make some inferna appear, then an old friend will help make a bridge. Just make sure, after the scene, to get out of the way of the oncoming bus. The bluff near here has a bunch of goodies for the road ahead so don't pass 'em by. Some marksmen will join in on the good times as soon as the duo makes it 'cross. Get the [Shotgun Shells] and [Revolver Ammo] here also. Burrowers appear upstreet, too. Make sure you're sticking with Ernesto or he may end up all bloody-like. At the next bend, festers make their entrance on stage -- molotov or shrapnel frag the suckers before they cause any trouble. Fight up the road, dealing with festers and slayers, until Ernesto runs up a hill and The Town is found (journal page unlocked). Before actually entering town at the next road fork, though, there's some inferna to rebury. Note that Ernesto DIES if Torque makes the inferna appear before he (Ernesto) is behind the flames, so let him take the lead going into the fork. Anyway, after it's time to visit the DOC docks down the road. [If you had to leave some ammo back before, now's a good time to go get it!] At the DOC facility, Dr. Killjoy appears and says that his machine can cure Torque but only if sufficiently powered. Enter the shack for a [Shotgun] and some [Xombium Bottles], very useful coming up. Follow the child's specter down to the crane area after you've looted everywhere for its ammo. If you're worried about a boss exploding the blue crates, snipe 'em from afar before starting the series of bosses. BOSS: Creature �������������� Torque fights this one mano e mano, and it's the thing he's been turning into for the entire game (well, hopefully not). Transforming will rip this joker to pieces although if you want to keep yourself on the road to the good ending, use the shotgun -- it stuns its advances. Mainliners enter in through this place too, annoyingly. Using explosives or shooting the TNT crates around help inflict mass damage. BOSS: Torque ������������ This time, the visage is Torque himself, armed with a tommy gun. Slayers'll enter in at this time, and if Torque shoots the visage, he incurs damage to himself! Transforming into the "creature" and defeating him is the only way to go. A [Tommy Gun] is received from the body, too. Open the turret door and exit to start the next fight. BOSS: Huge Creature ������������������� This behemoth can either (4) sides of the small dock, and he wrecks the fenced-off portion across from the turret. Lure it away from its starting point, work the crane controls to lower Killjoy's machine, and stand under it to get the "rebirth power". In this mode, pressing R1 fires fluorescent orbs with a same trajectory as grenades, etc. Evading the creature's very easy -- just be on the side of the crates opposite where he is. When aiming, try to hit the miniature Torque attached at the midriff. You'll know you're doing damage because parts of its segments glow white and there's a weird blue aura starting to accumulate around it. _________ _______ _______ _ ______ _ \__ __/|\ /|( ____ \ ( ____ \( ( /|( __ \ ( ) ) ( | ) ( || ( \/ | ( \/| \ ( || ( \ )| | | | | (___) || (__ | (__ | \ | || | ) || | | | | ___ || __) | __) | (\ \) || | | || | | | | ( ) || ( | ( | | \ || | ) |(_) | | | ) ( || (____/\ | (____/\| ) \ || (__/ ) _ )_( |/ \|(_______/ (_______/|/ )_)(______/ (_) Getting the good ending unlocks the archive page about Torque's family; the middle ending unlocks Torque's archive; getting the bad ending unlocks the Monster archive page. The 'final boss' page is unlocked no matter what, and the player can play the prelude level if s/he saves. [It's really short and shouldn't require an overview -- just remember to step on the crow at the start to hear the director's take.] _______________________ _____________________________________________________/ IV. APPENDICES [APND] |_ ������������������������������������������������������������������������������� ENEMIES [ENMY] _______________________________________________________________________________ ������������������������������������������������������������������������������� The game is host to many a foul demon...or ghost...or whatever they are! Here is a general overview of the suckers. Note that often killing one or a few of these things opens up the notebook overview of them in-game -- just check the Archives option on the main menu. SLAYER ������ First appears: Chapter 1 (The Worst Place on Earth) These beings have blades for their appendiges and have decapitated heads held in place, often wearing a helmet/mask that makes them stand out. Naturally, their attacks involve cutting foes: (1) backflipping in place (2) a quick slashing attack in place (3) a lateral corkscrew attack to hit enemies far away and bring self closer. These are the most frequent enemies in the game, and later, they can resurrect themselves if left in one piece (decapitate or dismember to prevent this) MARKSMAN �������� First appears: Chapter 2 (Descending) This ugly creature often appears from the ground. It has a battery of rifles attached to its back and when it goes on all fours, it points the gun(s) at the target and fires. If it's standing upright, it has no attack, though. These appear a lot (in huge numbers during machine-gun emplacement parts), perhaps the third-most frequent. They take more damage to kill than slayers and cannot resurrect themselves later. MAINLINER ��������� First appears: Chapter 4 (Abbott Prison Blues) These fluorescent deformed creatures appear from blood puddles on the floor, heralded by a watery popping sound. Their attacks are few: (1) throwing a syringe from afar (2) jumping on a target and attempting to stab him. Press R1 repeatedly when one's on Torque to knock it off. These often appear en masse and are rather annoying, although generally weak. When killed, they'll emit a poison fumes that damage whoever is nearby -- wait for the gas to dissipate! These can't self-resurrect later in the game. BURROWER �������� First appears: Chapter 8 (Darkest Night, Eternal Blight) This creatures resembles a corpse prepared to be buried at sea, and travels underground, emerging when a target's nearby and descending again. It has a few attacks: (1) popping up and spinning its hook chains around its radius (2) throwing its hook chains in one direction. This target's attacks are very easy to avoid when they're not paired with other monsters, but later they'll become a nuisance. They're actually rather weak, and cannot revive later in the game. FESTER ������ First appears: Chapter 13 (Dancing at the Dawn of the Apocalypse) These disgusting monsters emerge from the sea, and later, through walls and such. They're extremely fat and carry a ball mace, and have a few attacks: (1) swing mace at close-range (2) let out explosive homing rats at target. When they die, the rats held within their chests often burst out and seek the nearest target in a kamikaze attack. Shooting the rats or seeking high ground avoids any mishaps, but it's still annoying. Molotov cocktails and other grenades (not flash/bangs) will kill these guys instantly, and they cannot revive like some later types do. INFERNA ������� First appears: Chapter 19 (And a Child Shall Lead Them) Probably the most annoying enemy in the game, it's quite lucky they're saved for last. These have two forms: a little girl who's impervious to damage, and a flame-ridden banshee. The banshee form is where the nuisances begin, as it moves quickly and leaves a flaming trail behind it. This tactic is often used to encircle its targets, setting it up for its attacks: (1) the fire it creates can harm whoever touches it naturally (2) it rises in the air and has an area-of-effect attack around it (3) it throws a fireball in a grenade-like arc. These types WILL resurrect if left alone long enough, so destroy the ash pile they create upon death to prevent reoccurances. _______________________________________________________________________________ ������������������������������������������������������������������������������� WEAPONS [WPNS] _______________________________________________________________________________ ������������������������������������������������������������������������������� Weapons are used to kill stuff. No further introductions are necessary. SHIV ���� First appears: Chapter 1 (The Worst Place on Earth) The first weapon obtained by Torque is a shiv, probably made from a splinter of a bed frame. It's a stabbing weapon and thus has little range, but at least it uses no ammo! It quickly falls by the wayside but retains use as a good barricade-clearer. REVOLVER �������� First appears: Chapter 1 (The Worst Place on Earth) This old-timey six-shooter is used by most COs in Abbott Prison, so expect to see a lot of ammo for it laying around. In the early stages it's quite a good weapon and is the only weapon that can be dual-wielded; however, it's firepower leaves something to be desired and its fire rate is poor. Oh well. FLASH/BANG GRENADE ������������������ First appears: Chapter 2 (Descending) These non-lethal grenades just blind the enemy temporarily. As such, they're only useful until TNT Sticks, Molotovs, or Shrapnel grenades become available. FLARES ������ First appears: Chapter 2 (Descending) Even more useless than a flashbang grenade are flares, which simply light up a place. If Torque carries one he can't use a weapon, and if he drops it he can't carry its light with him -- utterly stupid. Use the flashlight for a reason! However, the makeshift flamethrower uses flares as ammo so they do eventually gain a much more devastating impact. TOMMY GUN ��������� First appears: Chapter 2 (Descending) This automatic machine gun doesn't have much power but boasts an incredible firing rate to make up for it. It's ammo payload is pretty good too, well in the 200s range, so it can be pretty useful at close range...but less so at long range. SHOTGUN ������� First appears: Chapter 5 (No More Prisons) Many games portray a shotgun as a killing machine...and they're right! Where revolvers and tommy guns are concerned, the firepower on this baby makes 'em look like peashooters. It only holds about 50 rounds and doesn't have a huge firing rate, but really packs a punch...like, it can blow off torsos and rip off limbs, not to mention killing things in one hit (if shot well). It's a huge help throughout the game so pick it up early! TNT STICK ��������� First appears: Chapter 8 (Darkest Night, Eternal Blight) The first lethal grenade-type weapon, this batch of dynamite is definitely not as comical as cartoons portray it -- this'll rip a hole in ya! Although not as powerful as molotovs or shrapnel grenades, these appear earliest and are the most common, thus making them the go-to explosives. MOLOTOV COCKTAIL ���������������� First appears: Chapter 12 (A Lonely Place to Die) Molotovs are "grenade" type weapons that burst into flame when the bottle's broken. Enemies hit with one often die immediately (like festers) or wander around a bit before succumbing (like slayers). They're quite useful but don't appear early enough to be really awesome, sadly. SHRAPNEL GRENADE ���������������� First appears: Chapter 14 (Surfacing) These pineapple grenades are meant for one thing: blowing up opponents. They have shrapnel inside for more damage, and are more powerful than TNT blasts. For instance, two TNT sticks defeat a fester, while one of these bad boys can do the same thing. They're great for clearing out many enemies but don't appear too commonly. GONZO GUN ��������� Appears: Chapter 14 (Surfacing) There's only one chance to get this chicken gun and it's during Chapter 14 (see walkthrough for exact location). The eggs it fires kill whatever it hits but there's no ammo pickups for it anywhere, making it a dalliance instead of a reliable method of attacking. _______________________________________________________________________________ ������������������������������������������������������������������������������� CLEM'S NOTEBOOK [CLMS] _______________________________________________________________________________ ������������������������������������������������������������������������������� Clem's Notebook is a feature in the 'Archives' option, which tells about any new enemy/person of interest found. Instead of regurgitating the info here, I'll just list the pages in order and how to unlock 'em. ____ _________________ ___________________________________________________ | ## | PAGE | UNLOCK METHOD | |����|�����������������|���������������������������������������������������| | 01 | Introduction | Default | | 02 | Slayer | Defeat a slayer (Chapter 1) | | 03 | Marksman | Defeat a marksman (Chapter 2) | | 04 | Mainliner | Defeat a mainliner (Chapter 4) | | 05 | Nooseman | Defeat a nooseman (Chapter 8) | | 06 | Burrower | Defeat a burrower (Chapter 8) | | 07 | Fester | Defeat some festers (Chapter 13) | | 08 | Inferna | Defeat some infernas (Chapter 19) | | 09 | Dr. Killjoy | Complete the asylum portion (Chapter 11) | | 10 | Horace | Defeat Horace (Chapter 15) | | 11 | Hermes | Defeat Hermes (Chapter 18) | | 12 | [Final Boss] | Defeat final boss (Chapter 20) | | 13 | Torque's Family | Beat the game and obtain the "Good Ending" | | 14 | Torque | Beat the game and obtain the "Neutral Ending" | | 15 | Monster | Beat the game and obtain the "Bad Ending" | |____|_________________|___________________________________________________| To complete the notebook, the player must go through the game three times and obtain each ending (difficulty doesn't matter). _______________________________________________________________________________ ������������������������������������������������������������������������������� CONSUELA'S JOURNAL [CNSL] _______________________________________________________________________________ ������������������������������������������������������������������������������� Like Clem's notebook, Consuela's Journal is a chronicle, just about Carnate Island and its prison instead of monsters. It can be fully completed the first time through but has some missable locations. ____ ___________________________ _________________________________________ | ## | PAGE | UNLOCK METHOD | |����|���������������������������|�����������������������������������������| | 01 | Introduction | Default | | 02 | The Island | Default | | 03 | Abbott State Penitentiary | Default | | 04 | The Death House | Visit the death house (Chapter 1) | | 05 | Prison Cemetary | Visit the prison cemetary (Chapter 8) | | 06 | The Quarry | Visit the quarry (Chapter 8) | | 07 | Quarry Cave-In | Open the quarry cave-in (Chapter 9) | | 08 | The Asylum | Visit the asylum (Chapter 11) | | 09 | Burned House | Visit the burned house (Chapter 12) | | 10 | Slave Shipwreck | Visit the slave shipwreck (Chapter 13) | | 11 | The Bluff | Visit the execution bluff (Chapter 17) | | 12 | Crashed Plane | Visit the Nazi spy plane (Chapter 17) | | 13 | World War II Fort | Visit Fort Maleson (Chapter 18) | | 14 | Old Cemetary | Visit the Puritan cemetary (Chapter 19) | | 15 | Burning Site | Visit the burning site (Chapter 19) | | 16 | The Lighthouse | Visit the lighthouse (Chapter 19) | | 17 | The Town | Visit the town (Chapter 20) | | 18 | The Docks | Visit the docks (Chapter 20) | |____|___________________________|_________________________________________| _______________________________________________________________________________ ������������������������������������������������������������������������������� PUSH-BUTTON CHEATS [PSHB] _______________________________________________________________________________ ������������������������������������������������������������������������������� To input cheats, hold L1 + R1 + X, then enter the following. The notation is pretty easy to follow: "L" stands for left, "R" stands for right, and so on; something like "LLL" means left three times. Other buttons are as listed. |��������������������|������������������������������������������������������| | Acid Mode | LL,R2,RR,R2,UU,R2,DD,R2 | | All Documents | R,L,U,L,R2,R,D,R | | All Guns Acquired | D,U,D,L,R,L,R2,U,L,D,R,U,R,D,L,R2,DDD,R2,R2 | | All Maps Acquired | L,R,D,R,R2,L,U,L | | Black & White Mode | U,R2,L,R2,D,R2,R,R2 | | Bloody Uniform | U,D,L,R | | Clean Uniform | D,U,R,L | | Current Grnd Refll | LL,U,D,R,L,R,R,R2 | | Direction Wizard | L,R,D,R,R2,L,U,L | | Dirty Family Pic | L,D,L,D,L,D,R2 | | Flashlight Refill | U,L,D,R,U,R,D,L,R2 | | Full Health | DDD,R2,UU,D,U,R2 | | Full Insanity | RRR,R2,LLL,R,L,R2 | | Full Xombium | RR,UU,R2,L,R,R2,R,U,R,R2 | | Get Gonzo Gun | L,R2,R2,R2,R,L,R,L,U,R2,R2,R2,D,U,D,U,R2 | | Get Flamethrower | UUU,RRR | | Get Flashlight | U,L,D,R,U,R,D,L,R2 | | Get Molotovs | DDD,UUU | | New Family Picture | U,R,U,R,U,R,R2 | | Raise Evil "Level" | LL,D,U | | Raise Good "Level" | UU,R,U | | Shotgun Mayhem | LLL,DDD | | Shrapnel Grenades | RRR,LLL | | Suicide | DDDD | |____________________|______________________________________________________| To turn acid mode (lights are brighter, weird singing, slower actions) off, input the code again. _______________________________________________________________________________ ������������������������������������������������������������������������������� V. FREQUENTLY ASKED QUESTIONS [FAQZ] _______________________________________________________________________________ ������������������������������������������������������������������������������� [Q] - What's this journal you keep talking about? [A] - Pause the game and go to 'Archives.' There'll be two notebooks here, and new pages open up when Torque locates a new monster or locale. [Q] - How do I beat Dr. Killjoy? [A] - He exists only in projectors, and the asylum's operations theater has five, two of which aren't in plain sight. One is suspended in a cage, and axing the mooring breaks it. The other is behind bulletproof glass on the balcony, and destroying the fusebox down below turns it off. [Q] - How do I save Clem in "Dancing at the Dawn of the Apocalypse"? [A] - Clem is only armed with molotovs so Torque has to do some of the work, particularly where burrowers are concerned. When our escapee talks of the festers' source, go into the slave ship to see a fester rip off the locked door. Kill it and go to the middle section, looking into the bow. See the barrels? Shoot their shelf then them, setting the wreck ablaze. Clem will be fighting festers outside all the while, so the faster this is done, the safer he becomes. He accumulates damage all through the level, though, so Torque had to have helped him through it all for him to survive (usually). [Q] - How do I make the Flamethrower? [A] - Torque needs to have Flares, a Bike Pump, and a Gas Can; the latter two are permanently missable. The pump's in chapter twelve, in a small cave tunnel near a stream. The Gas Can is in chapter fourteen, in a hidden wall cache in the munitions area. Having all three items automatically creates the weapon. There is a second chance to get a can/pump later on as well. [Q] - Why does Ernesto keep disappearing in "A Child Shall Lead Them"? [A] - It may be a glitch, but more than likely, he just ran off to the guard shack nearby when Torque had his back turned. [Q] - How do I unlock "Waiting to Die"? [A] - This is level zero, obtained by beating the game once and saving at the prompt. At this point, selecting "New Game" will put this level first instead of the normal introduction to Abbott. [Q] - Who are Clem & Consuela? [A] - Clem is the Southern inmate in "Dancing at the Dawn of the Apocalypse," while Consuela is never shown but is Ernesto's wife, as a radio message and Ernesto himself say. _______________________________________________________________________________ ������������������������������������������������������������������������������� VI. UPDATES & CONTRIBUTORS [UPDT] _______________________________________________________________________________ ������������������������������������������������������������������������������� 03-10-09 ---------------------------------+ Started walkthrough 03-13-09 ---------------------------------+ Finished walkthrough THANKS TO... ������������ Sailor/Ceej, for puttin' up (with) my crap TS' Messageboard, for bein' cool and chit-chatting with me about the game _______________________________________________________________________________ ������������������������������������������������������������������������������� VII. LEGALITY [LGLT] _______________________________________________________________________________ ������������������������������������������������������������������������������� This document is intended for private home use ONLY, and may not be reproduced through electronic or commercial means without the expressed consent of the author (Patrick Summers). It cannot be hosted, edited, or distributed for profit, and may not be given away as an add-in/gift to bought items. All rights are reserved to respective parties, even those not explicitly stated herein. Those who find thos document on sites not listed below should e-mail the author (Shotgunnova). Thanks for reading, and thanks for respectin' FAQers. ALLOWED SITES DISALLOWED SITES ������������� ���������������� � Gametalk.com � CheatCC.com � GameFAQs.com � MyCheats.com � Neoseeker.com � GamesRadar.com � Supercheats.com � Honestgamers.com � Chaptercheats.com E-mail for permissions at: � Cavesofnarshe.com shotgunnova[@]gmail.c0m _______________________________________________________________________________ I'M TAKING MY TIME, JUST Document � Shotgunnova 1997-2009 (and countin'!) MOVING ON / YOU'LL FORGET The Suffering namesake � respective owners ABOUT ME AFTER I'VE BEEN GONE E N D O F D O C U M E N T