WELCOME TO RANDY MURTHA'S ULTIMATE
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WALKTHROUGH FOR THE PS2 OR XBOX
Walkthrough Version 2.0
February 6, 2006
Author: Randy Murtha
E-mail: [email protected]
===================================================================
This document is Copyrighted by Randy Murtha, March 2005 and may not be
reproduced in part or in full without the written consent of the
author. Nor shall this be posted on a website or printed in a magazine
without my consent. All Rights Reserved.
===================================================================
*******************
TABLE OF CONTENTS
*******************
1) Introduction to Walkthrough
2) More Walkthroughs by me, Version History
3) The Suffering's Story and Background
4) Weapons and Items
5) Using the Insanity Meter, Moral Meter, and Earning Alternate Endings
6) Assembling the Flamethrower
7) Enemies
8) Game Walkthrough
9) Unlockable Secret
10) Cheat Codes
11) A Really Funny E-Mail
12) Credits, E-mail Rules, and Legal Issues
**THIS WALKTHROUGH IS BEST VIEWED AT 800x600 PIXELS
-------------------------------------------------------------------
**********
* NOTICE *
**********
The only websites this walkthrough is legally posted on are:
Game FAQ's - www.gamefaqs.com
Neoseeker - www.neoseeker.com
Game Spot - www.gamespot.com
ONLY THESE THREE SITES MAY POST MY GUIDE! If you have viewed this
on any other site than the ones listed, or have seen this plagerised,
please e-mail me and let me know which site you viewed this on, I will
highly appreciate it. If you've seen this plagerised or on a website
this isn't supposed to be on, there is a reward for informing me of who
the violator is.
===================================================================
*********************************
1) INTRODUCTION TO WALKTHROUGH
*********************************
Welcome to my very in-depth and extensive walkthrough for The
Suffering for the PS2 or Xbox. I've played damn near every horror game
on the market and this is without a doubt the most twisted, creepiest,
weirdest, sickest, disturbing, bloodiest, bugged out, demented, foul
mouthed, best damn horror game ever made and Midway has a lot of balls
for publishing it, I applaud them. I'm surprised this game made it
past the censor boards who are so adament about deciding what we can
and cannot play, can and cannot see, can and cannot listen to, etc.,
etc., bunch of putrid idiots they are. Gotta love the first amendment!
I can't imagine the hundreds of thousands, maybe even millions of
complaints Midway and Surreal received for this game. The person(s)
who thought up this game better take their ass to a shrink, medication
is definitely in order for their dilapidating mental condition. But
all said and done, thanks for making this shockingly brutal and
apalling game, hopefully the sequel will be even more whacked out than
this one.
And one more thing, this is an M rated game so if you have
children or younger siblings, be responsible and don't play this game
in front of them, or any other M rated game around them. Kids have
enough crap to try and digest these days and seeing horrific bloody
images, hearing loads of swear words (this game has so much foul
language in it that it makes the movie "Goodfellas" seem rated G),
and watching monsters running around won't help much, unless your
parental goal is to raise a serial killer. And let me tell you, if a
young child sees this game not only will they never sleep again, they
most certainly will be emotionally scarred. Seriously people, that's
how disturbing this game is. I know some evil brothers out there
would find it funny to play this game in front of their six year old
sibling, but it won't be so funny when that sibling sticks a Shiv in
your ear while you're sleeping, now will it?
===================================================================
*********************************************
2) MORE WALKTHROUGHS BY ME, VERSION HISTORY
*********************************************
-- Other Walkthroughs I have written:
1) Armorines Project S.W.A.R.M. for the PS1 or N64
2) Shadow Man for the PS1, N64, Dream Cast, or PC
3) Shadow Man 2econd Coming for the PS2
4) Turok 2: Seeds of Evil for the N64 or PC
You can ALWAYS find all my guides and latest versions at:
www.gamefaqs.com
-- VERSION HISTORY:
Version 1.0
March 12, 2005
This is the first, complete version of my guide.
Version 1.5
March 15, 2005
I added a cheat code section.
Version 2.0
February 6, 2006
Sorry if I haven't been answering the numerous e-mail's promptly,
I've been without the internet for a little while because of a dispute
with the cable company, but I'm up and running again, and DSL isn't
available in my area, can you believe that crap? I added an Assembling
The Flamethrower section because I'm sick and tired of all the e-mails
people keep sending me asking how to make the damn thing. I also added
a really funny e-mail I got from this religous freak I thought you all
would get a kick out of.
===================================================================
*************************
3) BACKGROUND AND STORY
*************************
*** Word for word from the instruction manual, I did this for all the
people who bought this game used that didn't come with the instruction
manual and wanted to know a little bit more about the history of the
locales they'll be playing the game in. I know some people will
appreciate this and for those of you who do you're welcome, I'm glad I
can help you understand this demented game a little better.
- CARNATE ISLAND -
STATE OF MARYLAND DEPARTMENT OF CORRECTIONS
CONFIDENTIAL INTERNAL MEMO: NOT FOR PUBLIC RELEASE
FACILITY LOCATION STATUS REPORT: CARNATE ISLAND
Carnate Island is certainly among the most bizarre and unique of
the properties owned and maintained by the Department of Corrections
(D.O.C.) and the decision to locate Abbott State Penitentaiary there
was dubious at best.
The D.O.C. has received innumerable complaints from facility
staff, who resent living in such a remote location with such a storied
history, not to mention unseasonably poor weather. Penetentiaries are
not meant to be pleasent, of course, but Carnate takes this principle
to a new level.
The island is located ten miles off the coast of Maryland. A
Puritan village was the first recorded group of Caucasian settlers in
the late 17th century. After only a few decades a horrifying event
transpired that involved the tragic deaths of a number of townspeople.
This resulted in the disbanding of the community.
A lighthouse was built on the island in 1834, and is still in
operation to this day. It is now automated, though it is plagued by
frequent breakdowns.
In the late 19th century, a wealthy family purchased the entire
island and built a sizeable estate on its west side. The family's stay
was short lived. Apparently they were deeply traumatized by an
undisclosed incident and immediately moved away.
The mansion was subsequently converted into a mental institution,
though whether it was offically accredited remains uncertain. The
Carnate Institution for the Alienated, as it was called, was run by one
Dr. Killjoy until some time in the 1920's.
Files indicate that Killjoy's methods were unscientific at best,
barbaric and depraved at worst. The asylum still stands today, and
anyone who has paid it a visit will have a ghost story to tell you.
The federal government acquired this island in the 1940's for use
by the US Army during World War II. Following the war, ownership was
transfered to the state of Maryland, and the facilities were converted
into Abbott State Penitentiary. Operation of the facility continues to
this day.
The D.O.C. also provides barracks for corrections officers and
their families, necessary since their is no regular ferry service to
the mainland. Employee retention rate at Abbott is low; unsurprising,
given the bizarre living arrangements that are required of employees,
not to mention the generally unsettling and unpleasent nature of the
island
itself.
-------------------------------------------------------------------
- ABBOTT STATE PENITENTIARY -
FACILITY STATUS REPORT: ABBOTT STATE PENITENTIARY
STATE OF MARYLAND DEPARTMENT OF CORRECTIONS
CONFIDENTIAL INTERNAL MEMO: NOT FOR PUBLIC RELEASE
Unfortunately for the Maryland Department of Corrections, Abbott
State Penitentiary is a facility whose reputation is hopelessly
tarnished. The facility has been represented consistently and
negatively in the media, but the facts do not paint a pretty picture.
Among Abbott's failings: one of the highest homicide rates of any
penitentiary in the country; an extremely volatile population, with six
full-scale riots in the last twenty years; an extremely low retention
rate among wardens (there have been eight in the last fifteen years),
not to mention the continually disgruntled corrections officers
(officers have been known to quit rather than accept transfer to
Abbott); an aging facility that has not been properly maintained, with
the sea air having corroded and worn the facility; and finally the
ominous history of Carnate Island itself.
As difficult as it may be for us within the D.O.C. to admit, few
who have visited it would deny that Abbott's reputation is deserved.
Origionally, Abbott's central structures were used by the United
States Army as a prisoner of war camp during World War II. Maryland
acquired the property shortly after the war, and the D.O.C. established
Abbott there in 1948.
A rock quarry was used to provide the raw materials for
construction, while the inmates provided the labor. Maryland transfers
only its highest risk and most violent inmates here, and the
corrections officers struggle just to keep themselves safe.
It is this writer's opinion that the officers have given up on
trying to maintain a facility that is safe for inmates. One can hardly
blame them.
The state carries out its death sentences at Abbott. Fortunately,
due to geographical reality, death penalty protesters have a difficult
time making it to the penitentiary, which the D.O.C. views as a plus. A
few protesters have tried, with some unfortunate results.
Over the years, Abbott has employed a number of execution methods:
the electric chair, the gas chamber, and lethal injection, which is the
only one still in use today. Further contributing to Abbott's dark
reputation is the story of Captain Hermes Haight, a Corrections Officer
who served as executioner for some 27 years.
In a truly surreal incident, Haight ended up taking his own life
in the gas chamber. Unfortunately, this is the type of behavior that
Carnate Island seems to bring out in people.
-------------------------------------------------------------------
- MAIN CHARACTER (TORQUE'S) INMATE REPORT -
ABBOTT STATE PENITENTIARY INMATE REPORT
STATE OF MARYLAND DEPARTMENT OF CORRECTIONS
CONFIDENTIAL DOCUMENT: NOT FOR PUBLIC RELEASE
COMPLETED BY: Supervising Corrections Officer Ethan Edwards
INMATE IDENTIFICATION NUMBER: 16229A
HEIGHT: 5'10" WEIGHT: 180 lbs
HAIR: Dark brown/black EYES: Brown
MARKS/SCARS/TATTOOS: Large tattoo across his back.
NEXT OF KIN: None.
OFFENSE: 3 counts of first degree murder. Convicted, 8/2
SENTENCE: Death by lethal injection.
RELEASE DATE: Scheduled date of execution is Dec. 15
CURRENT LEGAL STATUS: No appeals pending.
ASSIGNED HOUSING UNIT: D-Block, unit #DX-02.
MEDICAL STATUS: Inmate claims to be prone to black outs, during which
time he has no memory of his actions. No medical data has ever been
presented to back up his claims. Inmate has anger management issues.
NOTES: Corrections officers will need to be mindful of inmate's
safety due to the nature of his crime. D.O.C. regulations prohibit
discussion of the specifics of an inmate's crime between officers, but
do to the high level of publicity surrounding this inmate's offense I
will make an exception: inmate was convicted of killing his ex-wife
and two young children. Penitentiary population does not look well on
child killers. That said, inmate has a record of violent (and
sometimes lethal) altercations during previous sentence carried out at
Eastern Correctional Institution. In short: it seems he is able to
take care of himself. Despite periodic outbursts of violence
(primarily against other inmates), inmate has been very cooperative
with corrections personnel. This inmate will need to be watched
closely, though the ammount of trouble he could cause on death row is
certainly minimal.
==================================================================
**********************
4) WEAPONS AND ITEMS
**********************
- WEAPONS -
SHIV: Commonly referred to as the Shank by many inmates, this homemade
blade serves its purpose of bleeding the freaks.
MOLOTOV COCKTAIL: Feel like watching some freaks burn? Then toss one
of these homemade gasoline bombs their way.
AXE: Hack, slash, and chop your way through the never ending hordes!
TNT: Toss a stick of this at an enemies head and watch what happens.
GRENADES: Need I say more?
REVOLVER: A .357 Magnum that packs quite a punch. This is the weapon
most frequently used throughout the game and around the third level
you can carry two of them to really do some damage.
TOMMY GUN: Run around and pretend to be Al Capone with this machine
gun that packs a good wallop.
PUMP ACTION SHOTGUN: Works great at close range but don't use it if
an enemy is more than ten yards away. It also has a slow reload time
so make sure you load it after you wipe a room of freaks out, not
while in a room full of freaks attacking you.
BROWNING M2: These stationary heavy machine guns are set up in
strategic positions throughout the game and you can't pick them up to
carry around.
FLAMETHROWER: You won't find this until very late in the game and
ammo for it is extremely scarce. To assemble this weapon you'll need
to find a bicycle pump, flare, and a can of gasoline.
GONZO GUN: The only way to get this weapon is by putting in the cheat
code while playing the game, look up the cheat in my cheat codes
section. This weapon just adds to the weirdness of this game. This
is a chicken gun. Yes, a chicken gun...that shoots eggs...quite lame
if you ask me.
- ITEMS -
FLASHLIGHT: To help you see and make your way through the dark
prison.
BATTERIES: For your flashlight.
MAPS: To navigate your way around this hellacious place.
XOMBIUM: Pain killers that also heal any damage you have taken, you
can only carry a maximum of nine bottles.
FLARES: To see in really dark places.
FLASH BANG GRENADES: Temporarily blinds the enemy.
CLEM'S NOTEBOOK: This little book contains detailed information about
all of the creatures you encounter throughout the game. When you
first fight an enemy never seen before, its description will go into
this book. You don't even have to read the descriptions, they're
narrated.
CONSUELA'S JOURNAL: This narrated journal contains photos and
detailed information about Carnate Island and its corrupted history.
You have to find all the entries for this book by entering certain
areas.
==================================================================
***************************************************************
5) INSANITY METER, MORAL METER, AND EARNING ALTERNATE ENDINGS
***************************************************************
- INSANITY METER -
Next to your health meter is the insanity meter. You fill it up
by killing enemies and when it starts flashing you can change into a
horrific beast and literally tear the enemies apart with your insanely
sharp claws. The more you use this the bigger your meter becomes.
When you fill the meter up to the max, you get a new devistating
attack to wreak havoc on all the monsters running around.
- MORAL METER -
In the bottom right hand corner of the gameplay screen there is a
little blue bar that pops up every so often. This is your moral
meter. If you play the game as a good boy and don't go haywire using
insanity mode, then the meter should remain full. If you use insanity
mode a lot and kill people you can help then the meter will drop, thus
determining which ending of the game you'll receive.
- ALTERNATE ENDINGS -
There are three different endings you can expierience for this
game: a good ending, a bad ending, and an insane ending. The ending
depends on your actions while you play the game. If you help people
that need your help throughout the game and don't use the insanity
meter too much, you'll get the good ending. If you decide to kill the
people that need help instead of helping them and don't use the
insanity meter that much, you'll get the bad ending. And if you kill
everybody and use the insanity meter a lot, you'll get the insane
ending. And what is each ending like you ask? Find out for yourself,
I'm not spoiling them.
==================================================================
********************************
6) ASSEMBLING THE FLAMETHROWER
********************************
Am I ever sick of all the e-mails I get asking how to make the
Flamethrower so here's what you need to do: you must have a bicycle
pump, a flare, and a can of gasoline. After you've collected all
three pieces the Flamethrower will automatically be added to your
weapons. You won't be able to assemble this weapon until late in the
game. Very late, like in second last level of the game late.
==================================================================
************
7) ENEMIES
************
*** During this game you will encounter the freakiest enemies you've
ever had to face in a video game. Some of these creepy things
literally sent chills down my spine. What kind of whacked out deviant
thought up these enemies? Whoever did I think it's time for some
Thorazine and a straight-jacket, along with several years of elctro-
shock therapy. Because of the many brutal executions and torture that
went on at Carnate Island, most of the enemies represent one form of
torture or another. While fighting any enemy in this game, move,
move, move! DO NOT stand in one spot or you'll just be a sitting
duck. For more detailed information on enemies, read Clem's Notebook
during the game because my descriptions are short and to the point.
SLAYER: These are the freakiest freaks of all the freaks you will
encounter, and also the most abundant. Instead of limbs these creeps
have wickedly sharp blades. These things are really fast, climb on
walls and ceilings, crawl very low to the ground, and are extremely
deadly at close range. Some of these things are larger than others
and thus deadlier.
MARKSMAN: These big monstrosities are a bunch of guys melted into
one. These things are quite big and have numerous rifles fused into
its back. These weirdos are pretty fast considering their size and
will do some heavy damage if you let them.
MAINLINER: These cretants have syringes sticking out all over the
place, their eyes are even syringes, very creepy. They shoot
flourescent green fluid at you and if they get too close they'll stick
you and pump some lethal injection fluid in you. These are one of the
deadliest enemies in the game so be careful while you fight them.
When you kill them they'll bleed this green fluid and it will be
smoldering on the ground, don't walk through it or you'll lose health.
BURROWER: A very disturbing enemy to say the least. These things are
wrapped in a canvas tarp and whip chains at you. They move around
underground, you'll see the soil moving and when you do be careful.
Although these are very weak creatures (one shotgun blast should kill
one) they are extremely deadly and if two or more are around you,
you're in a heap of trouble.
NOOSEMAN: These bloody decaying torsos with a head and arms drop down
from the ceiling and choke the crap out of you. They will surprise
you 'cause you never see them coming. You can usually tell when one
will drop down by the big blood stain on the ceiling but who in the
hell plays a game looking at the ceiling all the time? I know I
don't.
FESTER: These things are definitely the ugliest bastards you've ever
seen. They are huge and carry around morning stars to seriously mess
you up. They also release exploding rats to chase you down. The only
way to kill these cretants are with fire or explosive weapons. If you
got a pair of brass balls you can hack these things up with an axe,
but you're risking your life if you try this because it'll take a
minute. Also note that if you don't kill these freaks with fire then
their stomachs will burst open releasing a bunch of exploding rats to
piss on your parade, which are damn near impossible to kill them all
before they reach you to inflict massive damage.
INFERNA: Evil little girls that are on fire. These pyro's are the
deadliest enemies in the game and will prove to be quite the menace in
the later levels. The only way to kill them is to destroy their ashes
when they fall. If you don't destroy their ashes they'll just keep
respawning and set you on fire some more.
BOSSES: I won't spoil them for you up here, look in the walkthrough
section below to find out who, or what, they are.
==================================================================
*********************
8) GAME WALKTHROUGH
*********************
**********
* NOTICE *
**********
This game is great and it will disturb you, if not scare the
living daylights out of you. Throughout your quest you will see and
hear some very sick shit that is not for the faint or easily offended.
If you get offended by the F word and every other swearword known to
man, don't play this game. If you get offended by extreme violence
and grossed out by lots of blood, don't play this game. If you get
offended by seeing dead children, don't play this game. If you get
offended by references to necrophilia (having sex with dead people),
don't play this game. And the list goes on and on, I think you get my
point. Parents, once again I strongly advise that no one under the
age of 18 should play or view this game.
What makes this game even better is that you can play it in first
or third person. I highly recommend first person view, especially
while facing enemies and the graphics are slightly better in first
person. I fail to mention A LOT of enemies throughout the game, this
was to heighten the scare factor and I didn't want to spoil all of
your fun, and some things you see I won't even mention because they're
too good to spoil. I tried to make this guide as spoiler free as
possible, meaning I'll tell you to open a door to see a ghost, or see
some weird stuff going on to your left and so on; I won't describe the
details because I don't believe in spoiling the strange things going
on in this game, that would be cruel. The visions you see and the
background voices you hear while playing the game will vary depending
on your actions, which to me is good because it adds significantly to
the replay value. I will also fail to mention tons of ammo and health
since these items are in pretty much every room and area you will be
exploring so keep your eyeballs peeled. This game is in no way cheap
on the ammo and health and you'll almost always have a maxed out
inventory...unless you really suck and if that's the case then go back
to playing spank the Monkey Balls and Ratchet and Wank, I mean Clank.
------------------------------------------------------------------
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ THE WORST PLACE ON EARTH ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
------------------------------------------------------------------
"My first day on the island I knew my life was over.
I had reached the heart of darkness, a stygian abyss,
the supreme nexus of despair. I knew."
Ramse Truman
After the smile inducing opening cut scene and the chaos
commences, put a pair of your grandmothers depends on in case you shit
yourself!
If you're a total yuppie ass bastard who doesn't like hearing bad
words, stop playing now because it gets a WHOLE lot worse. Leave your
cell and go to the locked gate, a guard will run up to you and freak
out..for good reason. A cell door will fall behind you so go in there
and pull the Shiv out of that poor souls back. Check out the naked
babe pics on the wall and leave the cell, the cell door where that
guard was just at will fly off, nearly decapitating you in the process.
Go through it and a control room will be on the left, go in there and
open the locker for some flashlight batteries, press the red button on
the wall to open the cells where you just came from, and take a look on
the TV monitors. You can look at every monitor you see throughout the
game, just letting you know. Go back into the cell area and search two
cells for an Xombium bottle in each.
Run past the control room to a door, kick it in to be in another
hallway and hang an immediate left. On the wall ahead you will see
signs, showers pointing to the left and right to administration. Go
into the showers and open the lockers on the right for a nice surprise,
next to the lockers are two Xombium bottles, the lockers across these
ones have batteries in it, and don't forget to check out the bloody bar
of soap in the middle of the shower by the floor drain. Am I the only
one who finds this hilarious? A dropped bloody bar of soap in the
middle of the shower, in a prison. Gives a whole new meaning to that
old saying "don't drop the soap..." unless you want to be bleeding from
the ass that is. Leave the showers, answer the phone on the little
desk if you want, and go into the administration office and search this
slaughter fest for items. Some serious shit went down in this room,
damn. In most dark rooms you can flick the light switch to brighten
the place up. Run back past the hallway that leads to your old cell
and you'll see some dude saying to follow him. Do so and laugh, then
turn around to see a locked cell door, walk up to it and a guard will
appear. After the little scene, the door to the control room on the
left will fall off. Go in there to find the Death House Map, an Urgent
Note, and some batteries, push the red button on the wall to make the
gate open where the guard just was, and take a look at the monitors if
you want. Head through the gate to reach a checkpoint.
Head forwards and go through the door on the left, the one to your
right is locked. Hang a right and you'll have your first encounter
with a Slayer, a message should've appeared in the upper left corner
saying the Slayer was added to Clem's Notebook. Waste the freak with
your Shiv and take a look at this things description in the notebook.
You'll see some stairs going down on the left and a mens room on the
right. Go try to open the mens room door and hear someone shooting
monsters behind it, then a guard will open the door and tell you to
"freeze or he'll blow your fucking off." Go into the bathroom and look
in the locked stall for some really weird imagery to pop up on the
screen. You'll hear conflicting voices in your head, one urging you to
kill the guard and one urging you to help him. You have a choice here,
you can kill him to be covered from head to toe in blood and take his
.357, or you can help him out and get the gun in two minutes, the
choice is yours. Remember that killing people you can help results in
a worse ending for the game. Go down the hallway to the right of the
stairs and go through the door to find a flashlight. Leave this room
and go down the stairs and a locked cell gate will be ahead of you and
a control room to the left of it. If you're helping the guard, he'll
go into the control room and open the gate for you. If you whacked the
guard then it will fall down.
Either way the locked cell door gets opened so head through it,
then another one to be in a large room. Go into the door across from
you to be in the prison morgue, in here is some revolver ammo and four
bottles of Xombium. Leave the morgue and the guard will get fried just
to the right in the entrance to the electric chair room, if you killed
him then this door will be closed and locked. It still counts that you
helped him 'cause he died on his own, you had nothing to do with it.
Go pick up his .357 and check out the chair. Leave the room and on
your right will be some debris blocking the doorway, break through it
with the Shiv and answer the phone if you want. Grab the bottle of
dope next to the headless guards body and you'll see a vending machine
blocking a door behind it. Pull it back, go through the door and head
down the hall on the right to reach another checkpoint.
Go through the first door on the right to be in the chairs control
room, search for ammo and stuff, take a look at the TV monitors if you
wish, and pull the switch to juice up the chair for a good laugh. If
you haven't noticed yet, when you look at the monitors for a few
minutes you'll often see some weird shit. Leave this room and go right
into a room with a checkered floor. To your left are the main prison
doors and a metal detector with some ammo next to it, there's also a
little room with more ammo in it. Across from where you entered this
room is a door, to the left of it is an open cell gate with a statue
blocking the way. Go and pull the statue 7 steps back, then go into
the door to the right of you for a Carnate Island Map. Push the red
button in here and you'll see a cell gate open in front of you, the one
that was behind the statue, the statue should be blocking another gate
from closing. If the statue's not preventing the gate from closing,
you didn't pull it back far enough so press the red button to open the
gate back up to try again.
Go through the gate behind the statue and you'll see a beast run
down a corridor to the right, follow it to be in the gas chambers
control room. The Death House archive page should now be added to the
journal. You'll see a guard trapped in the chamber, you can gas the
bastard if you please via the yellow button. Leave the room and hang a
right, then go through the second door on the right to wind up in the
lethal injection control room, search for ammo and such. Leave the
room and go left, then through the first door on the left. You'll see
that beast thing again, follow the corridor to the open door on the
right and it will slam shut. You are now in the room with the gas
chamber and a spirit will pop up and talk some weird smack to you, then
he'll turn on the gas. If you gassed the guard, then the door to the
chamber will fall open and lethal gas starts pouring into the room. If
you didn't gas the guard before then you get to watch him die right
now, when he does he'll fall into the door to open up the chamber. Go
stand near the viewing glass to see a Slayer. Get its attention and
it'll jump into the glass eventually busting through it. Go through
the broken window and go down the corridor to the left, then run down
the stairs. Behind the stairs there's health and ammo along with the
Death House Basement Map. Go through the cell gate at the bottom of
the stairs and through the door to the next level.
-------------------------------------------------------------------
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ DESCENDING ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
-------------------------------------------------------------------
"Take away a mans light, his clothes, his food,
his friends, his air, and you leave him with
nothing but himself. And for most that is not
pleasent company."
RT
So what do you think of this game so far? Pretty sick, twisted,
and morbid isn't it? Never before has a gaming company had the balls
or the audacity to release something like this. This game puts all
others in the horror genre to shame! Thank you Midway and Surreal,
even though you're probably helping a few serial killers realize their
potential.
Go straight for some items and Tommy Gun ammo, you'll be finding
the gun for it in a little bit. Go through the narrow corridor on the
right to watch yet another disturbing cut scene and meet Dr. Killjoy.
Pretty dreary shit in this game. Head down the stairs and kill all the
Slayers (be careful of the oxygen tanks in here, if you shoot them or
use your claws on them, kablooie), after you kill five or six you'll
have an insanity meter. After you kill a few more freaks the meter
will start flashing, this means you can turn into a horrific beast, do
so if you please. After you obliterated all the creeps go through the
door down here and take the flares off the floor, follow the corridor
through some water and enter a room with a generator. Pull the lever
to the left of the doorway to make a wall blow out behind you. Go to
the back of the generator room and climb onto the locker, then to the
ledge above you and go through the door to reach a checkpoint.
You'll see some weird monstrosity, follow it to watch it waste a
guard, then kill it. This monster, Marksman, should now be added to
Clem's Notebook. Go through the door to the right of where the guard
was just executed, pull the lever and go into the room on the right
with a bunch of coffins leaning upright against the wall. Exit this
room to the left to be in a hallway that goes left or right, left are
some red lights but hang a right. Enter another room with three
alcoves blocked by 2x4's, bust them down if you're in need of health
and ammo and to hear some freak talking vile stuff to you. Across from
the alcoves are some oxygen tanks next to a door, stand back and shoot
the tanks to blow the door off its hinges. Go through the blown out
door for some Flash Bangs and head through the next door for lots of
other goodies. Continue down the corridor to a steel crate blocking a
door, pull it back and go through the door. Waste all the cretants in
this room and look for a hole in the wall. Go through it and you'll
see a little crank on the wall, turn it to see a door open directly in
front of you, go through it to a cracked wall and see some more weird
visuals pop up on the screen. Go down the corridor on the right to
some stairs, some weird guy will be talking to you through a locked
gate to the left, that's Horace, you'll be seeing plenty of him. Go up
the stairs and take the Tommy Gun and continue along to a ladder, climb
it and go through the door to the next level.
-------------------------------------------------------------------
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ SLUMBER OF THE DEAD ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
-------------------------------------------------------------------
"When you compare killing a person to putting
down a dog, you cheapen all human life. And
life in Abbott is the cheapest you'll find
anywhere."
RT
This will be a short level, sorry to say. Follow the corridor to
doors that will be on your left and right. Go into the one on the left
and turn on the monitor to see more of the infallible Dr. Killjoy, you
must turn on the monitor to trigger the cut scene. It's a funny cut
scene but very twisted, it's okay to laugh, you're not demented if you
do. When the lesson is over, leave the room and go through the door
ahead of you, well you have to wait for an inmate to come through. You
can either kill him or help him, your choice. Go through the door to
be outside, follow the path to a dead guard and grab the tommy ammo
next to him. You'll see a hole in the wall leading to the room you
just saw Killjoy in, there's a bunch of health in there so stock up if
you're running low. Go through the hole in the fence by the bloodied
and very dead guard to reach a checkpoint.
Follow the descending path and you'll see a dead guard with
flourescent needles sticking out of him and pick up the revoler next to
him, you can now carry two at the same time to really wreak some havoc.
Go to the right of the dead junkie to see some scaffolding lit up by
some flood lights. Waste all the Slayers you see climbing down the
wall, then climb up the ladder furthest right to be on the scaffolding.
Jump over the fence on the right and follow the path to a door, go
through it to be back in the prison and put this short played level to
an end.
-------------------------------------------------------------------
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ABBOTT PRISON BLUES ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
-------------------------------------------------------------------
"They prime us to kill eachother and then
smile when we do. But I don't blame the
psychos, or the gangs, or even the hacks.
Abbott sucks us all down."
RT
If you're helping that dude out, he's still with you and will be
to the end of this level so get used to his jib-jab. Follow the
corridor to some debris blocking your progress, bust through it and
then push or pull the crate so you can advance further into this
hellacious place. Follow the corridor to a closed door on the left
(health is in there) and an open one on the right. Go through the open
one to a door, open it and continue along to be in a control station.
Push the red button to open some cells and you'll see this freak with
flourescent needles sticking out of it all over the place! Go through
the door in here and follow the hallway to T-Block and you'll also
reach a checkpoint.
You'll see the cells you just opened up to your right and some
stairs going down. Search the cells if you want and listen to your new
buddies story about his junky friend, pretty funny. Can you believe
all the foul language in this game? You gotta love it. One of these
days I'm going to count how many times the fuck word was used in this
game and I bet the count will be far greater than in that movie
"Goodfellas." Head down the stairs and get ready to kill some of those
things with green needles sticking out of them you saw through the
window, Mainliners, they are now added to Clem's Notebook. These
things are pretty tough and very lethal, inside those needles are the
chemicals used for executing scumbags so don't let one of these little
bastards get close enough to stick one in you. When they die, a puddle
of chemicals will be smoldering around them, don't step in it or you'll
lose health. When you've wasted them all, look for a door just past
the bottom of the stairs on the right, a locked gate will be to the
left. Go through the door and down the steps, open the door down here
to see a ghost and don't forget the East Cellblock Yard Map.
Go back to where you just wasted all the Mainliners, in a cell on
the right is an inmate begging you to lock him in, kill him or do him
that simple favor. Across from his cell is a control station, go in
there and pull the lever on the wall to lock the cells and that guy
will be grateful for your assistance. Push the red button in here to
see two cell gates open up through the window in front of you, there's
also an East Cellblock Map in here. Leave the control room and go left
to the two cell gates you just opened. Go through the one on the right
for a little scene you'll enjoy I'm sure. Sometimes there's no scene
to see here, don't ask me why 'cause I don't know. Leave this area and
go back through the gate, to your right are the showers. You now have
two choices to exit the prison to be back outside. You can either go
into the showers (which has A LOT of Mainliners waiting to piss on your
parade) and look in the back far right corner for a corridor blocked by
flames, just shoot the fire extinguisher on the wall to the right to
put out the fire, then go through the door on the right. OR, you can
go through the now open gate (with a lot less enemies) just past the
bottom of the stairs on the left. In this corridor there will be
electric currents blocking a hallway on the left, just shoot the fuse
box to stop the flow of electricity and follow the corridor to a door
leading outside. Now choose a way to leave, either way you go you'll
wind up in the same place to reach a checkpoint.
Follow the prison wall to the right, hang a left at the fence and
then go through another one to see corn stalks growing (of all things)
and a small shack. You can enter the courtyard just ahead for a nice
little shootout with some latino gang members, if you're still helping
that inmate out the words exchanged are much better than they would be
if you're by yourself. If you are still helping that guy out, be
careful not to shoot him by accident more than three times or he'll
turn on you and start capping rounds in your ass. Go back to the shack
and you'll see a large metal crate next to it. Check the shack for
items and then go to the metal crate. In front of the crate is a small
wooden one, move the metal crate so that it is behind the wooden one,
against the shack. Jump onto the wooden crate, then the steel one and
pull yourself up onto the shack to be on a catwalk, Horace appears on
the left. To your right is a crank, turn it to lower a ladder for that
annoying inmate if you're still helping him. Follow the catwalk to a
guard house, go in it for an East Cellblock South Map and some ammo.
Leave the guard house and continue along the catwalk to a door, head on
through to reach another checkpoint.
There's a locked cell gate ahead of you, go through the open one
on the right, grab the Flamethrower Instructions off the dead guard and
the go into the Library on the left. To your right are two doors,
behind one of them is a room with a heap of items, and behind the other
one are some stairs. Waste all the little freaks crawling around and
go down the stairs and follow the corridor to a split, the door on the
right is locked so go into the one on the left. Turn on the light in
this darkened room, to your right is the door you must go through to
advance, but check out what's behind all the other doors in here if you
want, and answer the phone if you please. Go through the door you need
to and you'll see two inmates hanging upside down freaking out. Go
through the door on the left to reach a checkpoint.
Now you get to meet the warden of this fine establishment. He's
in a little room manning a heavy machine gun trying to whack you so run
up to the window and toss a flash bang greande in there to blind him,
then waste him. Waste all the guards running around, if you're helping
that inmate out he'll shoot 'em too. When all the guards are wasted,
go man the machine gun and waste a ton of Slayers that drop into the
room, be careful not to kill your fellow inmate or let the Slayers
slice him up. DO NOT let the Slayers get into the room you're in,
there are so many of them that they will overwhelm and kill you in a
heart beat. When they're all good and dead, press the red button by
the machine gun and see a cell gate open through the window, so head
through it for another checkpoint.
It's time to free this asshole if you're still helping him. As
soon as you enter the room there is a dumpster to your right. Climb on
top of it and pull yourself up onto a ledge above you. Head through
the door up here and follow that ghost into the bathroom and watch some
whacky scene. Go into the control room just before the bathroom and
push the red button on the wall to free that idiot and hear some
encouraging words. Finally, you won't have to put up with this
dickheads jib-jab any more. Search the room for items and then leave,
go into the door directly across from you for the next level.
-------------------------------------------------------------------
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ NO MORE PRISONS ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
-------------------------------------------------------------------
"How many have come to Abbott without
guilt? Too many. But I don't worry
about the innocent, because on Carnate
none of us is without sin for long."
RT
This level is extremely short and I don't know why it's considered
a level all by itself. Don't let the name of this level fool you
either, you'll still be in the prison for a while yet. You'll start
off on a catwalk, enter the guard house in front of you if you need
tommy ammo, if not then go down the stairs on the right, then down some
more to wind up in the courtyard to see that weird ghost thing again,
that's Hermes by the way you'll be seeing more of him. Go past the
burning car on the right for a checkpoint. Run along the path to a
machine gun and man it, 'cause you're about to face a ton of foe. Cut
them all down with continous machine gun fire and then continue along
to a fence. Go through the gate, not the hole, and go back into the
prison on the right for the next level. If you're lucky maybe you'll
be toting a Shotgun now. If not don't worry, you'll have it soon.
-------------------------------------------------------------------
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ I CAN SLEEP WHEN I'M DEAD ~ ~ ~ ~~ ~ ~ ~ ~
-------------------------------------------------------------------
"Abbott's high homicide rate is well known.
But only whispered is its staggering suicide
rate, which is highest of any prison in America."
RT
So am I doing a good job of walking you through this game and not
spoiling it? I'm always open to feedback so feel free to e-mail me and
let me know what you think. Go down the corridor to a door, open it
and look for a West Cellblock Map and listen to the guy on the radio,
interesting stuff. Leave this room and and hang a left, ignore the
corridor on the right leading to S-Block, go straight to a locked gate,
guards will be shooting like crazy on the other side, go into the
Officer's Station on the right and push the red button to open the gate
you were just at, go through it for a checkpoint.
Hang a right and go into another Officer Station, push the red
button on the wall to release some prisoners from their cells, they'll
thank you and haul ass out of this place. Leave the station and go
left, past the hallway you just came up, and go through the door the
Mainliner busts through. Continue along and a bathroom will be on the
left with items, if you don't need any go through the door on the right
to enter the visitation area. Go to the right and you'll see a
Nooseman for the first time through the glass. You'll hear someone
calling you through the visitor glass so go over there and pick up the
phone. After you hang up the phone, waste all the Slayers and go
through the cell gate one of them knocked down, follow the corridor to
the break room and reach another checkpoint.
Enter the room on the left to have another enlightening encounter
with Dr. Killjoy. When the projector shuts off the good Dr. appeared
from the room will be ablaze. Go into the sprinkler access door, break
through the debris and turn the crank on the wall to turn the spriklers
on. Go back into the room that's burning and pull one of the vending
machines over the drain in the middle of the floor to extinguish the
fire. Go through the gate the fire was blocking, there's a locked gate
in front of you so go into the room on the right to open it via the red
button, search the room for items. Go through the now opened gate to
R-Block and reach a checkpoint.
Follow the corridor to a cell area with some stairs leading up.
Head into the Officers Station and press another red butoon to open a
cell gate, head up the stairs to get choked by a Nooseman, it was just
added to Clem's Notebook. Go back down the stairs and head through the
gate you just opened to enter a room with a whole bunch of shelves on
the left. The shelves are LOADED with items so go stock up. Head into
the laundry room and pull the lever on the wall to open a door next to
you, go into the room with big washing machines, you can go up the
stairs in here if you need health and want to listen to a phone call.
Go through the gate by the machines to enter another room full of
washing machines. Drop down through the hole in the floor and head
down the stairs to a lever, pull it to open a gate behind it and head
on through, walk down a couple flights of stairs, waste all the freaks
and go through the hole in the wall for a checkpoint.
Follow the tunnel you're now in to a ledge, climb it and then
climb another one to see some more weird imagery on your television
screen. Now go and climb up through the hole in the ceiling to be back
in the prison. Go up the stairs you see and search the cells if you
wish and then climb onto the bunkbed that's not in a cell, climb up
another ledge and this level will be over.
-------------------------------------------------------------------
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ EVERYTHING BEAUTIFUL IS GONE ~ ~ ~ ~ ~ ~ ~ ~
-------------------------------------------------------------------
"No matter how tough you are, a measure of
fear can help keep you alive. In Abbott a
man who isn't afraid is too stuid to live."
RT
You'll start off on the prisons roof, head towards the dead guard
on the right and drop onto the catwalk left of him. Go to the guard
house in front of you and climb up the ladder on the side of it. Jump
to the roof across from you and a guard will open up a door and freak
out when he sees you and slams the door shut. Go through the door and
down the stairs to find the guard cowering under them. Help him or
splatter his brains for some nice wall decoration. Man this guy is
really wigging out, too bad you can't share your bottles of dope to
calm his ass down. Go through the door at the end of the corridor to
reach a checkpoint.
Go up the stairs to be on a catwalk and you'll see a spotlight.
Go turn it on and shine it down the catwalk, you'll see a couple of
Slayers burn up from the light. If you don't shine the light down the
catwalk, endless Slayers will drop down onto it and piss all over your
parade. Follow the catwalk to two more spotlights. Shine the one on
the right down the catwalk towards the fire. Continue along to yet
another spotlight, shine it down into the yard below so the light is
going into the fiery pit you see. Behind you is a ladder, walk up to
the hole it's going down and you'll see oxygen tanks down there, shoot
them to blow the door off. Go down the ladder and enter a baseball
diamond, get ready to waste a whole bunch of Marksmen. After you lay
down the law, run to the fence on the other side of the baseball
diamond to the Radio Station. If you're helping the guard, this is
where you'll part ways so you don't have to listen to his pussy ass
whining anymore. Search the station for items and an Urgent Note.
Climb up the ladder and jump to the fiery roof across from you, drop
down and head through the door for the next level.
-------------------------------------------------------------------
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ DARKEST NIGHT, ETERNAL BLIGHT ~ ~ ~ ~ ~ ~ ~ ~
-------------------------------------------------------------------
"I worked the cemetary for one week. I had
to quit, couldn't face it anymore. I knew
some day I would end up here, buried forever
on Carnate. I couldn't handle that reality."
RT
You'll start off in a room that's on fire, a fence is ahead of you
and a little room to your right with a Shotgun in it. Climb ontop of
the little room if you need more items. Climb up the ladder in front
of the fence and break through the cardboard boxes on the left and head
through the door they were blocking. Jump through the hole in the wall
to be outside. Run through the cemetary ahead of you, it's now logged
into Consuela's Journal, and you'll see some people standing over a
grave. Follow the path to the left for some sticks of TNT. Turn
around and follow the path to three guards who will start shooting at
you, waste them. Keep following the path (the wires overhead will
guide you) and you'll see something moving just beneath the soil.
Stand still and wait for the Burrower to reveal its freaky self and
blast it with the shotgun, Burrower should now be added to Clem's
Notebook. The best way to deal with a Burrower is to face the
direction the soil is moving and stand still until it pops up in front
of you for an easy kill. Keep going and you'll reach a checkpoint.
Keep following the path and you'll see little girls running away
and laughing, you'll find out about these evil little wenches later on
in the game. Eventually you'll come to a fence with a crane behind it,
go to the right to spot a dilapidating shack and some rusty stairs
going down to the left of it. Search the shack for items and then go
down the stairs and drop into the quarry. Kill all the creeps and then
climb up the ladder, run through the cave (the quarry should be in the
journal now) to a guard and watch what happens. Past the guard are
some rusty steps, go up them and head through the hole in the fence.
-------------------------------------------------------------------
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ OBLIVION REGAINED ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
-------------------------------------------------------------------
"The quarry legend goes: prisoners were
trapped by a cave in, the guards wouldn't
lift a finger to save them. Personally,
I think the hacks were doing them a favor."
RT
Follow the path to a tunnel on the right, go through it to a
walkie-talkie lying on the ground. Enter the water area just past it
and break all the wooden crates on the right to reveal a plunger. Just
past the plunger are 2x4's blocking a cave, break them down for some
items and to see some imagery on the screen. Go push the plunger to
blow up some rocks, then climb up a couple ledges the explosion made.
Follow the path to a catwalk, the ladder across the gap takes you to
some items if you need any - just jump to it, cross the catwalk and
enter the tunnel to reach a checkpoint.
Follow the tunnel and a bunch of Marksmen will appear. Beware of
all the boxes of TNT lying around, don't get close to them or a
Marksmen will shoot it to blow you up, so use the explosive boxes to
your advantage to blow them up. Waste all the freakity freaks and
follow the tunnel to emerge outside. Follow the path to a fence, go
through the gate and go up the stairs, through another fence and walk
towards yet another fence in front of you for another checkpoint.
Drop down to the left and some guards will be below you wasting a
crapload of Slayers. Use the crane control to maneauver the large
stone it's supporting into a large boulder, it will fall and crush all
the Slayers. Behind the crane controls is a ledge you can climb to
reach a generator, turn it on to flood the quarry below with light.
Drop into the quarry and go past where the boulder just fell, climb up
a ledge on the left and follow the path to another hole. Drop into it
and push the plunger down under the leantoo to blow the rocks blockig
the tunnel. Go through the tunnel and go up the hill to a shack that
will be on the left. Search it for items and go right to a fence, go
through it to some more crane controls. Some dude is shouting to you
on the right for help, use the crane controls to maneaver the rock it's
holding to free the guy or just say screw 'em. Place the rock in-
between the two rusty catwalks, jump across and go staright to some
more crane controls. You'll see them evil girls again, use the crane
to knock over the water tower to extinguish the fire leading into a
tunnel. Enter the tunnel for the next level.
-------------------------------------------------------------------
~ ~ ~ ~ ~ ~ ~ ~ ~ YOU'VE MISTAKEN ME FOR SOMEONE ELSE ~ ~ ~ ~ ~ ~ ~
-------------------------------------------------------------------
"The worst crimes aren't commited by
the body, they're invented in the mind.
The urge to kill is the purest evil and
supressing it only lasts so long. Dr.
Killjoy realized this."
RT
This will be another extremely short level. Exit the cavern and
to the left is a beat up truck with some items by it. Follow the
fenceline to a hole, go through it and follow the path to some rocks.
Climb them and jump over the wall and you'll be by a lake. Go to the
gazeebo on the right for an encounter with someone, then go to the
right of the gazeebo to see some hedges with steps behind them. Walk
past the steps and look for a dead, decaying body and take the Asylum
Map. Go up the stairs and hang a left, then go up some more stairs and
go right. Follow the path to a cage blocking a door, pull it out of
the way and enter the Asylum.
-------------------------------------------------------------------
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ HATE THE SIN NOT THE SINNER ~ ~ ~ ~ ~ ~ ~ ~ ~
-------------------------------------------------------------------
"From what I know, Dr. Killjoy's motives
were pure. That he commited crimes against
humanity shouldn't surprise, given where he
did his work."
RT
This place can be confusing so pay attetion to detail and follow
my directions to a tee. Enter the door ahead of you for another lovely
chat with the ever so freaky Dr. Killjoy. When the fun is over, a door
will be blocked by a projected gate, the Asylum also gets added to the
journal. Shoot the projector that's on a shelf to destroy it and the
gate will disappear, go through the door it was blocking. Go up the
stairs and into the first door you see for some visuals, then shock the
guy lying on the bed if you want. Leave this room and follow the
corridor all the way to the end and then hang a right, then go through
the double doors on the left to meet a guard that's stoned off his ass.
Check out the size of that bowl he's tokin' from, holy shit! You could
probably stuff a quarter ounce in that thing, check out the hukah
(bong)on the floor. This dude's in the midst of absolute chaos and
don't give a flying fuck, just sitting there non-chalant smoking weed,
typical stoner. After you listen to his stoner ranting, go through the
door next to him and drop into the room below to see more of this joker
Killjoy. When the scene is over another projected gate will be on a
door. You'll see stairs leading up to the second floor, ignore them
for now. Head through the open door and follow the corridor to a
split, hang a left and go into the last door at the end of the hallway.
Destroy the projector in this room and the phone will ring, answer it
if you please and leave this room and enter the first door on the left.
You'll see 2x4's blocking a door, shoot them off and then leave this
room the way you came in and go into the next door on the right. There
is a hole in the floor and a beast locked behind a fence, push the
yellow button to shock the beast and witness something very
interesting. Leave this room and follow the corridor to a set of
double doors, go through them to reach a checkpoint.
The projector rolls once again and Dr. Killjoy makes another
appearence. Waste all the Slayers and go onto the stage, next to the
projected gate blocking a door is an axe inside a case. Take the axe
and use it on the rope directly across from you, this will make an
object fall onto the projector opening the door where you found the
axe. Go through it to be in the Slayer dressing room. Walk around the
shelves and shoot the 2x4's off the door and go through it and follow
the corridor to take the first left. Go straight into a room with a
projectoed gate and go up the stairs. Follow the corridor to four
doors on the right. Search these padded looney cells and behind one of
the doors is a guard cut in half with no arms, put him out of his
misery and search another room for a cage. Pull it out into the
hallway and push it to the end, then use it to climb through the hole
in the ceiling to be in the attic. You'll see a fence, and to the left
of it is this weird contraption suspended in mid-air, go to the other
side of it and turn the crank to lower the object, you'll also reach a
checkpoint.
Waste all the freaks and a projected gate will block the hole you
climbed through to get up here. Go behind the fence and look in the
left corner for a projector to destroy. Do so and go pull the cage
back housing another projector until the gate disappears over the hole.
Drop down through the hole and follw the corridor, down the steps, that
one door is still gated, go down the corridor and take the first left,
enter the room with the hole in the floor and drop into the basement.
Walk alongside the wine racks and Killjoy will make ANOTHER appearence
and a door will will be locked via a projected gate. Look for a cage
in-between two wine racks, break the boards blocking it and pull it out
to tumble the racks down so the door will be degated. Turn around and
go behind the corner to destroy another projector. Go through the door
down here and follow the basement to a door blocked by 2x4's, knock
them down and go through the door. Follow the corridor and take two
rights to be at the door that's been locked by a projected gate this
entire level. Go through the door to reach a checkpoint.
The curtains will open and you get to see the final cut scene
involving Dr. Killjoy 'cause you're about to destroy him. Go through
the door to be in the room he's in. You'll see three projectors, a
beast that's strapped to the window, and a table with that weird
contraption above it you lowered from the attic. Slayers will be
popping up all over the place so watch your ass. Destroy the three
projectors, then look for a rope anchored to the wall, shoot it to
lower a cage, then look for a fuse box to shoot. Killjoy is now dead,
well gone anyways, how in the hell can you kill a projected image?
Walk up to the table with the weird contraption above it, push the
yellow button and the contraption will charge up and fill you with
psychosomatic energy. Shoot some of the energy at the beast strapped
to the window to free it, it will then jump through the window and so
should you to end this level.
-------------------------------------------------------------------
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A LONELY PLACE TO DIE ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
-------------------------------------------------------------------
"In the end none of it matters: the
size of our family, how much stuff
we have, or who we count as friends.
In the end we all die alone. It's
not death I fear, it's dying here."
RT
Walk towards the headless guard and grab the two bottles of dope,
then head up the stairs on the right. If you want to experience more
weird shit, then go into the hedge maze on the left, if not then head
through the Asylum's main gates ahead of you. Search around this area
for a path leading to an old burned up house, it will get added to
Consuela's Journal. Go back through the main gate and follow the brick
road and you'll hear someone killing monsters. Go past the burning
corpses and cross the bridge to reach a checkpoint. Continue down the
brick road and kill all the Slayers and Marksmen. For the rest of the
game all Slayers will respawn if you don't blow them to pieces or shoot
their heads off, just letting you know. Continue along and that guy
you keep hearing will set a fire, blocking the road. To your left are
ledges, to your right is a cavern you can enter for items. Climb the
ledges and grab the items on the wood crate, then continue along to a
broken bridge. To the right of the bridge is a pickup truck. Go to it
and use the jack to lift it up, it will then roll down the hill and
crash into the crick. Go to the broken bridge and drop down, if you
want to see more strange things then go through the cave on the left,
if not then climb onto the pickup and and follow the road to the next
level.
-------------------------------------------------------------------
~ ~ ~ ~ ~ ~ ~ ~ ~ DANCING AT THE DAWN OF THE APOCOLYPSE ~ ~ ~ ~ ~ ~
-------------------------------------------------------------------
"Inmates all know the story of the
slaves locked below deck and devoured
by rats. But they also know the true
horror lasted 250 years. It continues
today, everywhere."
RT
Follow the road and you'll meet Clem. Yes, the Clem who wrote the
notebook you're carrying around. You can either kill him or help him.
I'd recruit his help if I were you, he helps out a lot in the killing
of freaks department. Kill all the Slayers and then head on down the
road to a dock, there's a bunch of items at the end of it. Waste all
the freaks and have your first encounter with a Fester, it will be
added to the notebook. The best way to kill these things are with a
Jack Daniel's bomb. If you just throw a grenade or TNT at them, then
their stomachs will burst open and you'll be attacked by the pack of
rats that were in it. If you burn them, then all the rats will fry in
Festers tummy. Run along the beach a little ways and you'll reach a
checkpoint under an old slave ship. Clem will take you to his raft and
ask you to kill the Fester's inside the ship. Enter the ship and go
right, a Fester will break down the gate so set his ass on fire. Run
up the plank and you'll see an opening to your right and a ledge to
your left. Go into the opening and you'll see two barrels across from
you. Burn or blow up the barrels to knock them down and set the area
below on fire. Climb up the ledge to be on the ships deck. Run to the
left side and look down at Clem, help him kill the last couple of
Fester's and he'll sail away on his raft thanking you. Jump to the
ledge the sewer drain is on and go in there, you'll get a map to end
this level.
-------------------------------------------------------------------
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ SURFACING ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
-------------------------------------------------------------------
"Many try to bury the sins of the past.
But if you deny them, pretend they never
happened, wish them all away, they will
come back to the surface a million times
stronger."
RT
When the scene is over, wade through the shit water and you'll get
attacked by a bunch of rats. Go left, right, right, and then left to a
ladder, climb it. Walk to the left of the generators and run down the
corridor and up some stairs. Kill some Fester's and go through the
door they came out of, a Burrower will bust through some 2x4's. Kill
it and head through the corridor and go through a few rooms collecting
lots of items. You'll come to a room with three cranks on the wall, go
turn them to slide a gate open ahead of you. Behind the cranks are two
steel crates, pull them out and break through the wall behind them for
a gas can, Flamethrower piece number two. Run up the stairs past the
gate you just opened and go into the room directly ahead of you for a
checkpoint.
To your right are Slayers locked in a cage, pull the lever on the
wall in here to open the gate next to it, go through it. Follow the
narrow corridor to watch some visuals pop up on the screen, go down the
hallway the Fester is in to be in a large room. This place should look
familiar to you because you were in here during the second level of the
game. Go left of the hole in the wall, then through the door on the
right with the red lights behind them, make a right at the coffin, hang
another right to see a lever, run past it and go left to be in the room
where the guard was executed by a Marksman. Horace will appear through
a locked gate on the right and opens it for you. Go through the gate
and down the corridor to the right and follow it to a door, go through
it to end this level.
-------------------------------------------------------------------
~ ~ ~ ~ ~ ~ ~ AN EYE FOR AN EYE MAKES THE WHOLE WORLD BLIND ~ ~ ~ ~
-------------------------------------------------------------------
"They say Horace doesn't rest. His
crime was horrible, but his execution
was worse. Every now and again I catch
a scent of him, and I want to die myself."
RT
Follow the corridor and go up the stairs, head through the door on
the left to be in the viewing room for the electric chair, step to the
window and get ready to destroy Horace. While you're fighting him,
listen to his sick ass rantings about killing his girl, and then how he
screwed her when she was dead. Pretty vile shit. To get rid of
Horace, shoot the five fuse boxes around the chair on the wall. Wait
until the electricity ball around them dissapear and shoot them at
point blank range with the shotgun to destroy them in one shot. Beware
of the rings of electricity shooting out from the chair, just jump over
them to avoid getting shocked, and watch out for the bolts Horace
tosses at you. When you've destroyed all the fuse boxes, pull the
lever on the generator to put Horace out of his misery and finally end
his suffering. Go back through the viewing glass and go left in the
corridor to reach a checkpoint.
Go through the door and make your way through the gas chamber and
enter the corridor, there's a fire blocking the left hallway so go
right and up the stairs. Go through the door and hang a right, then
the next left to be at your old cell. Listen to the three people
talking to you and then a projector will turn on, follow the light to
Dr. Killjoy's Diagnosis of you lying on the bed, read it if you want.
A wall will break open and a Fester will appear, burn the bastard alive
and go through the hole he made, then go through the door on the left.
Follow the corridor to some stairs, go down them to see a fire ahead of
you, go up to it and through the hole on the right to end this level.
-------------------------------------------------------------------
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ WHO WANTS TO DENY FOREVER? ~ ~ ~ ~ ~ ~ ~ ~ ~
-------------------------------------------------------------------
"When we gaze into the blackest oblivion,
all we see is ourselves. People on Carnate
are fixated on that void, but I try my best
to look away."
RT
Walk along the fence to the right and go through the hole and down
the incline. Help the guards kill some freaks and then they'll lead
you to a door with a bunch of items behind it. Kill the Fester's on
the right and then go through the hole in the wall to be in a
courtyard. Head through the gate on the other side of the yard to be
back at the radio station, go in there to find an Urgent Ticker Tape.
You'll hear the Coast Guard over the radio saying the lighthouse beacon
needs to be lit in order for them to rescue any survivors. Leave the
station and go to the right of the truck, go through the hole on the
right for some grenades and test them out on the Fester's. When you've
killed them, man the machine gun and mow down a bunch of Slayer's.
When they're all good and dead, go through the door behind where they
all came from for the next level.
-------------------------------------------------------------------
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ DEATH BE NOT PROUD ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
-------------------------------------------------------------------
"When no evidence exsists, the cunning
will find some. Guilt by association
can be sufficient. Still, I think the
colonel honestly believed in the evil
he did."
RT
Go through the fence on the left and you'll see a large metal
crate. Push/pull the crate so it is against the building on the right.
Climb onto the roof and man the machine ahead of you, mow down all the
freaks below and then shoot the chocks out from under the school buses
back wheels, this will send the bus crashing through a gate. Drop down
and climb over the bus to reach a checkpoint.
Follow the road to see Hermes perform more evil deeds. When the
scene is over, walk up to the tree in front of you and drop down to the
tunnel below you. Follow it, jump over the river and follow another
tunnel to a ledge. Climb it and go into the little guard shack on the
left for some goodies. Leave the shack and follow the road to a caved
in tunnel, go right and up the incline for some weird imagery and The
Bluff gets added to the journal. Man the machine gun and waste all the
Marksmen that surface. When they're all dead, turn around and follow
the path to a little shack, you can't go in it but you can hug the wall
around it for lots of items. Climb onto the shack, then to a ledge
above you and follow the path to a crashed Nazi spy plane, Crashed
Plane just got added to the journal. Go back to the machine gun and
hang a left, walk towards the cave and some asshole will toss some
dynamite at you, enter the cave for the next level.
-------------------------------------------------------------------
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ SINGLE BULLET THEORY ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
-------------------------------------------------------------------
"In the end, the island took the soul
of the colonel. It left him with no
alternative but the bullet. It was the
same gun he used at the executions."
RT
Follow the cavern to a Y split, go right if you want lots of ammo
and health, go to the left of the Y and continue through the cave,
you'll hear that dude and he's still tossing TNT at you. When you hear
him say "step to yo grave mutha fucka" and a stick of dynamite nearly
blows your head off, climb up the ledge on the right. Jump to the
tunnel across from you and follow it to reach a checkpoint.
Continue along and you'll see a Fester and two Slayers, let the
Fester smash the Slayers, then kill it. Wade through the water on the
left and you'll see an evil girl, climb up through the hole in the
ceiling to be in an old Army Bunker, it will be added to Consuela's
Journal. Search among the bunks for a diary entry and go through the
door, follow the corridor to some stairs and head on down. Man the
machine gun and shoot the boxes of explosives under the stairs to blow
a hole in the wall and waste all the enemies that surface. When the
slaughter fest is over, go through the hole in the wall to be back in a
cave. That asshole that was tossing TNT at you is trapped behind the
rubble and wants you to free him. Go to the right and you'll see a
bunch of TNT, blow up the wall to the left of the TNT if you want to
free the guy but I say fuck 'em, let him rot. Run through the cave to
the right and emerge outside, straight are some items but lots of foe
so climb up the ladder on the left. Run along the thin ledge and cross
the natural bridge, continue through another cave and then climb up the
ladder you'll run into. Follow the cave to enter a building's basement
and you'll reach a checkpoint, watch the cut scene.
If you were helping that inmate out that was tossing dynamite at
you, you don't have to worry about his dead sorry ass anymore. Okay,
you are about to destroy Hermes and he can be a real pain in the ass to
kill. Poisonous gas is flowing into the basement so act quickly. In
each corner of the basement are pipes with valves on them, go shut them
off. There is an open grate anchored to a rope on the wall, shoot the
rope to slam the door shut. Look for another open grate and shoot the
exploding crates behind it to shut the door. Next to the dead inmate
is a large steel crate, pull it over the vent in the floor opposite
him, now all the gas is off so you don't have to worry about that
anymore. Now look for the furnace, leave the door open. In front of
the furnace is a large pipe with a crank on it. Wait for Hermes to
appear in front of the furnace, then turn the crank TOWARDS HIM to make
steam shoot out of the pipe, blowing him into the furnace. Quickly run
up and slam the furnace door shut to destroy Hermes. It may take him a
couple of minutes to pop up in front of the furnace so have patience.
Don't stand in one spot or Hermes will blow some poison gas your way,
and definitely don't stand in front of the furnace with your hand on
the crank or he won't apeear in front of it to blow him in, he's not
that stupid. When he's dead, go through the gate that falls to the
left of the furnace and follow the corridor to a ladder you must climb.
-------------------------------------------------------------------
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ AND A CHILD SHALL LEAD THEM ~ ~ ~ ~ ~ ~ ~ ~ ~
-------------------------------------------------------------------
"When they burned the accused witches,
they thought they were doing God's will.
But that's the trick about killing someone,
you can't take it back later."
RT
You start off in the Lighthouse and it gets added to the journal.
You can't do anything in here yet so go through the door ahead of you,
kill the three little girls that turn into firey foes and you'll get
some help from a guard, the little wenches are now in the notebook.
The only way to dispose of these little freaks are to shoot their ashes
when they fall or they'll keep on respawning to burn you up some more.
DO NOT KILL THE GUARD! He will be a GREAT help to you on this level.
If you are going for the bad ending and killed everyone you were
supposed to help thus far, you've killed enough people to earn the bad
ending so don't kill Ernesto, unless you're aiming for the insane
ending and if you are then waste Ernie. If you do kill him, then
search around for the areas I mention below, they're not hard to find.
At first he'll just talk smack to you, follow him to a locked gate and
a guard house, then he'll decide two people are better than one. He
likes to talk a lot so get used to it. Follow him and he'll lead you
to a cemetary which gets added to your journal. Kill all the bitches
and then follow Ernie to a building with a fence next to it, go in the
building for items and a phone call. Go through the hole in the fence
and turn on the generator to power up the lighthouse. Follow the guard
and he'll lead you to where the accused witches got burned alive, this
place will get added to the journal. Follow the guard to a cave, he's
too scared to go in. Go in the cave and take the first left to see
three inmates who get pretty pissed off at your presence, and for good
reason.
Wade through the water and follow the cavern to some ledges, climb
them to find a bike pump, the last piece to the Flamethrower which will
automatically be added to your weapons, provided you have a flare and
the can of gas I led you to. Ammo is scarce so use it sparingly, short
bursts will conserve your fuel. And one more thing, I can't believe I'm
saying this but some people are really fucking stupid and have not one
shred of common sense so here it goes: THE FLAMETHROWER WILL NOT DAMAGE
THE LITTLE GIRLS. Now exit this cavern and go back to the guard.
He'll lead you back to the lighthouse so go in. Go through the door
ahead of you, collect the Ticker Tape and climb the ladder, then go up
the winding staircase to a generator. The gears are jammed with debris
so break them off with the axe, then turn the crank to start the
generator. You'll hear the Coast Guard over the radio saying they can
see the light and to meet them at the docks. Go back down to Ernesto
and follow him to the locked gate you were at earlier. An old friend
appears and opens the way, head on through for the last level.
-------------------------------------------------------------------
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ LAST BREATH BEFORE DYING ~ ~ ~ ~ ~ ~ ~ ~ ~
-------------------------------------------------------------------
"It all makes sense now. This place is
magnification, concetration, purification.
Now the world goes black. I see my
reflection in a pool of blood. I kiss it
all goodbye."
Ramse Truman
To your immediate left is some health and ammo, conserve your
health, fair warning. Follow the road, wasting cretants everywhere,
and you'll enter a tunnel. A little wench starts a fire to trap you
and Ernie inside. Climb the scaffold over the fence and blast away at
the pipe to make some water flow to put out the fire. Exit the tunnel
and continue along to a broken bridge, watch the cut scene. When it's
over, quickly jump out of the way and then climb over the bus to be on
the other side of the bridge. I keep getting e-mails about this part
of the game. For some reason, some people can't trigger this scene for
the bus. I got the scene with and without Ernesto so it doesn't matter
whether he's with you or not. If this happens to you, I have no idea
what to tell you except it sucks to be you right about now. Use your
brains, look for another way across, there has to be. If anyone did
get across without the bus, e-mail me and let me know so I can put it
in here please. Continue along to a town which gets added to your
journal and you and the guard will part ways, if you managed to keep
him alive, if not, oh well, the town still gets added even if Ernie
dies. Continue up the road to a house, go in for some health. Exit
stage right to be on the docks, they get added to the journal.
Okay, it's boss time, three of them! You are on a dock with a big
crane supporting that contraption you saw in the Asylum, and there are
four fences. Behind one of them is the crane, behind another is a
machine gun, behind another are the crane controls, and behind another
are grenades. Talk to somebody to make the first boss appear, just
turn insane and hack 'em up to bloddy little pieces, way too easy to
kill. Talk to someone else and the second boss will appear, go insane
or shoot 'em, he's as easy to kill as the last one. Talk to someone
else and then a HUGE monstrosity will bust through the dock. Shoot at
it to make it go away and then go into the fence to the right of it.
Lower the contraption on the crane via the controls. Walk under the
contraption to get charged up with psychosomatic energy. To kill the
boss, you must shoot the energy at that red circle on its chest. You
can tell you're hitting it when electrical shocks cover the monsters
body. Keep charging up the psycho energy and blast away at the freak
till he dies, then it'll get added to Clem's Notebook, so will the
three people you talked to. Watch the ending and then save when
prompted to. If you don't save the game, then you don't get to see the
secret level. Well, this game is over, finished, gone, done, out! Now
try to beat the game on all difficulties and try to see each of the
three endings. Hopefully "The Suffering 2: Ties That Bind" will be as
twisted and freaky as this game. I hope it doesn't get ruined, Surreal
and Midway have a good thing going here.
===================================================================
***********************
9) UNLOCKABLE SECRET
***********************
To get this you must beat the game on any difficulty and it
doesn't matter which ending you get. This was supposed to be the first
level of the game and the director decided to take it out and add it as
a bonus for beating the game. I think he made the right decision. To
access this level, just start a new game and you'll start off here. If
you didn't save while prompted to after beating the final boss, you're
pretty much fucked 'cause you won't be able to see this level. You'll
be in a pen with other inmates, when a crow lands go step on it to hear
the director tell you why this level wasn't the first one in the game.
===================================================================
****************
10) CHEAT CODES
****************
**** From www.gamespot.com
The only one I tried was the stupid cockgun code, and it worked so
the rest of the codes probably work as well.
-- PLAY STATION 2 CHEATS --
WHILE PUTTING IN THESE CODES DURING GAMEPLAY YOU MUST HOLD R1, L1, AND
X
AND ANOTHER THING FOR ALL YOU NOOBS OUT THERE, UP, DOWN, LEFT, AND
RIGHT ARE PERFORMED ON THE DIRECTIONAL PAD, NOT THE JOYSTICK:
XOMBIUM BOTTLE FULL: Right, Right, Up, Up, R2, Left, Right, R2, Right,
Up, Right, R2
FULL HEALTH METER: Down, Down, Down, R2, Up, Up, Down, Up, R2
GET GONZO GUN: Left, R2, R2, R2, Right, Left, Right, Left, Up, R2, R2,
R2, Down, Up, Down, Up, R2
REFILL CURRENT THROWN WEAPONS: Left, Left, Up, Down, Right, Left,
Right, Right, R2
GET ALL WEAPONS EXCEPT GONZO GUN: Down, Up, Down, Left, Right, Left,
R2, Up, Left, Down, Right, Up, Right, Down, Left, R2, Down, Down, Down,
R2
ACID MODE: Left, Left, R2, Right, Right, R2, Up, Up, R2, Down, Down, R2
LET DEMON CONDEM US (RAISE EVIL LEVEL): Left, Left, Down, Up
LET THE FAITH FREE (RAISE GOOD LEVEL): Up, Up, Right, Up
FAMILY PIC DIRTY, BLOODY, AND WRINKLED: Left, Down, Left, Down, Left,
Down, R2
BRAND NEW FAMILY PIC: Up, Right, Up, Right, Up, Right, R2
RESEMBLE THE DEMON: Up, Down, Left, Right
SQUEAKY CLEAN: Down, Up, Right, Left
SHOTGUN MAYHEM: Left, Left, Left, Down, Down, Down
GOOD OLD DAYS (BLACK AND WHITE): Up, R2, Left, R2, Down, R2, Right, R2
OVERCOME INSANITY: Right, Right, Right, R2, Left, Left, Right, Left, R2
FADE TO BLACK: Down, Down, Down, Down
DEPTHS OF HELL: Up, Up, Up, Right, Right, Right
SAY HELLO TO MY LITTLE FRIEND: Down, Right, Up, Left, Down, R2, Left,
Left, Right, Right, R2, Down, Up, Left, Right, R2
HELL IN A BOTTLE: Down, Down, Down, Up, Up, Up
THE BIG BANG: Right, Right, Right, Left, Left, Left
LET US ALL SEE THE LIGHT: Up, Left, Down, Right, Up, Right,Down, Left,
R2
INFORMATION HOG: Right, Left, Up, Left, R2, Right, Down, Right
DIRECTION WIZARD: Left, Right, Down, Right, R2, Left, Up, Left
SUICIDE: Down, Down, Down, Down, R2
GET FLAMETHROWER: Up, Up, Up, Right, Right, Right
GET ALL MAPS: Left, Right, Down, Right, R2, Left, Up, Left
MOLOTOV COCKTAILS: Down, Down, Down, Up, Up, Up
FRAG GRENADES: Right, Right, Right, Left, Left, Left
-------------------------------------------------------------------
-- XBOX CHEATS --
WHILE PUTTING IN THE CODES DURING GAMEPLAY YOU MUST HOLD L, R, AND X
AGAIN FOR THE NOOBS, UP, DOWN, LEFT, AND RIGHT ARE PERFORMED ON THE
DIRECTIONAL PAD, NOT THE JOYSTICK:
RESTORE HEALTH: Down, Down, Down, A, Up, Up, Down, Up, A
PILL BOTTLE REFILL: Right, Right, Up, Up, A, Left, Right, A, Right, Up,
Right, A
FILL AMMO FOR CURRENT GUN: Right, Right, Down, Up, Left, Right, Left,
Left, A
FILL SHOTGUN AMMO: Left, Left, Left, Down, Down, Down
GET GONZO GUN: Left, A, A, A, Right, Left, Right, Left, Up, A, A, A,
Down, Up, Down, Up, A
ALL WEAPONS EXCEPT GONZO: Down, Up, Down, Left, Right, Left, A,
Up,Left, Down, Right, Up, Right, Down
FRAG GRENADES: Right, Right, Right, Left, Left, Left
MOLOTOV COCKTAILS: Down, Down, Down, Up, Up, Up
INCREASE NEGATIVE KARMA: Left, Left, Down, Up, A
OVERCOME INSANITY: Right, Right, Right, A, Left, Left, Right, Left, A
BLOODY TORQUE: Up, Down, Left, Right
CLEAN TORQUE: Down, Up, Right, Left
OLD MOVIE MODE: Up, A, Left, A, Down, A, Right, A
ACID MODE: Left, Left, A, Right, Right, A, Up, Up, A, Down, Down, A
NEW FAMILY PICTURE: Up, Right, Up, Right, Up, Right, A
WRINKLED FAMILY PICTURE: Up, Up, Right, Up
DIRTY FAMILY PICTURE: Left, Down, Left, Down, Left, Down, A
COMMIT SUICIDE: Down, Down, Down, Down
CONSTANT IMAGES: Enable all weapons code and two more and you'll see
constant images from Dr. Killjoy's room
GOOD OLD DAYS (BLACK AND WHITE): Up, A, Left, A, Down, A, Right, A
BIG BANG: Right, Right, Right, Left, Left, Left, A
FADE TO BLACK: Down, Down, Down, Down, A
HELL IN A BOTTLE: Down, Down, Down, Up, Up, Up, A
===================================================================
****************************
11) A REALLY FUNNY E-MAIL
****************************
I just got this today and thought you all would laugh your asses
off as hard as I did:
Hail and well-met,
You are a heretic, Randy Murtha. We condemn and damn you for writing a
faq about a game full of unacceptable heresy ("The Suffering"). You can
do whatever you desire, but it is our wish to tempt you away from such
games before you lose all your faith and sanity. We hope that you
understand our concerns and demand that you join our immortal crusade
against The Suffering before your twisted and dark soul is beyond all
redemption. Even a lost one such as you can tread on the path of our
Lord. We thank you.
Thine sincerely,
Archbishop Honorius,
Bringer of Justice,
Leader of the Holy War Against The Suffering,
==================================================================
*******************************************
12) CREDITS, E-MAIL RULES AND LEGAL THINGS
*******************************************
CREDITS:
- Midway for having the balls to publish this game
- Surreal Software for making the best damn horror game period!
- www.gamespot.com for the cheat codes
E-MAIL RULES:
[email protected]
- DO NOT SOLICITE! I don't care what your crappy product is or how
cheap you're selling it, I don't want it.
- NO CHAIN LETTERS! I will not send them on and if I go bankrupt,
get a horrible disease, an anvil drops on my head, I die, blah, blah,
blah, because I don't send the letter on, oh well. I'm not a
superstitious fool.
- NO JUNK MAIL! If you write a crappy news letter or just want to
send out your trash to me, DO NOT FEEL FREE TO DO SO! If you do, then
I'll send you a virus. How does that sound?
- NO FAN CLUB STUFF! I don't care what your geeky little club is all
about, I will not join.
- NO MONEY MAKING SCHEMES! That means you EXCEL (not the Microsoft
program for all you who don't know about that scam artist company
Excel) and all of you other bullshit scam artists out there.
- If I don't know or trust you, I will not open up any attachments
so don't bother to send me any. Even though I state this, it's amazing
all the idiots out there that still send me attachments, you stupid
DOUCHEBAGS!
- I don't care what kind of language you use, just don't swear
directly at me. If you do, well then "Fuck you too," you won't be
hearing from me.
- If the answer is in the walkthrough, I GUARANTEE you will not get
a response from me. I have better things to do than answer questions
that have already been answered. Go back to the third grade and take
up some Reading Comprehension classes, I think it's time to renew your
subscription to Highlights magazine. Hooked on Phonics worked for me,
maybe it'll work for you too.
- And one more thing, I KNOW THERE ARE TYPOS in this guide. I typed
it in word pad and if you knew anything, then you should know that word
pad doesn't have spell check, plus I'm only human and thus NOT PERFECT.
When you type in a million plus characters, you're bound to make a
mistake. It's amazing all these assholes out there who e-mail me and
make a big deal because I spelled a word wrong, which 98% of the time
is due to a typo and not my spelling. Get a life you pathetic morons!
Maybe some day I'll notice them and fix 'em, then again maybe I won't
just to piss you off!
LEGAL THINGS:
This document is Copyrighted March, 2005 by Randy Murtha, All Rights
Reserved. This shall not be reproduced in part or in full without my
written consent or to be used in ANY WAY to make a profit. Webmasters,
DO NOT post this without my permission, 'cause I'll sue you if you do
and it will be my name as the webmaster to your site, can ya dig? There
are only four (4) websites this can be found on which are listed at the
top of this document. Another thing you webmasters might want to think
about is that if I tell you that you cannot post this on your site or
you don't get a response from me, I WILL periodically check your site
to make sure that you didn't post this there. If I tell you that you
can post this on your site and I find alterations to it, I'll sue you.
If you have viewed this on any other website than the ones listed
above, or have seen this plagerised, please e-mail me and let me know
which site you've viewed this on, I will greatly appreciate it. There
is a reward for informing me of plagerisers and shady webmasters who
post this without my permission if you inform me. Peace, I'm out!
** Copyrighted March, 2005 by Randy Murtha, All Rights Reserved ***