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    FAQ/Walkthrough by Shotgunnova

    Updated: 03/13/09 | Printable Version | Search This Guide

                                                  |ŻŻŻŻŻ|Ż|Ż|ŻŻŻ|   |ŻŻŻŻŻŻŻŻŻ|
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                               ___ _ _ ___ ___ ___ _|_|_|_|_|  Ż|   |         |
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                              |_  | | |  _|  _|  _| Ż / |   | |Ż|   )         )
                              |___|___|_| |_| |___|_\_)_|_\_|___|   )         )
                                                       _________    |         |
      Spoiler-free FAQ/Walkthrough by Shotgunnova     //ŻŻŻŻŻŻŻ\\   |         |
           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) Darkest 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
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    I. CONTROLS                                                              [CNTR]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                         ____          |  |          ____
        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                                |
               |ŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
               | 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                          |
               |___________|_________________________________________|
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    II. TIPS N' TRICKS                                                       [TPST]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     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] |_
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    01) The Worst Place on Earth                                             [WK01]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     This walkthrough is written on 'Medium' difficulty, the default.
    
       |ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
       | 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     |   |Ż|__________|ŻŻŻŻŻ|
       | L | Control Station              |   |  _____ 22O |     |
       | M | Control Station              |   | |     | 33 |     |
       | N | Gas Chamber                  |   | |      ŻŻŻŻ ŻŻŻ| |
       | O | Control Station              |   |  ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ  |
       | P | Lethal Injection Room        |   | |ŻŻŻŻŻŻŻŻ| |ŻŻŻ| |
       |___|______________________________|   | |______|Ż   Ż| |_|
                          _____               |  _ 33M |  N  |
                         |4   2|              | |_|____|     |  To Basement (Exit)
                         |4 C 2|              | |L33|  |Ż   Ż|   /  _
                         |_   _|______|Ż|    _| |_27|  |_   _|  (__| |-223377
                  Shiv   |_____         |   |2      |_ __| |____|__  |
                   |     ____  | |ŻŻŻ   |   |44 K    _|______   _____|
           _____  |Ż|Ż|Ż|  B | | |   D  |   |__  _  |       _| |_
          | 744 | |1|A| |_   |_| | 2344 |    | 2  | |  ____|_____|
          |  F  | |START         |______|    |____| |_|23J |     |
          |___  | | | |2|ŻŻŻŻŻŻ| |                |  ______|     |
              | | |_|_|_|      | |                | |  ____|  6  |
              | |     ____|Ż|__| |_               | |_| 2  |Ż   Ż|
              | |    |E23 |  __   _|              |________      |  _____
              | |____|6|__| |45| |                  | G |H2|     |_|3   7|
              |  ___________|4   |_                _|   |2        _   I  |
              |     |        ŻŻ|___|              |    ŻŻŻŻ      | |22222|
               ŻŻŻ|Ż                               Ż|ŻŻŻŻŻŻŻŻŻŻŻŻ   ŻŻŻŻŻ
                  |       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 force 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 batteries 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.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    02) Descending                                                           [WK02]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     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                                       |ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
       Tommy    |   _____ _____                           | A | Boiler Room      |
         Gun  _|Ż|_|  ___|8 3 _|-2                        | B | Water Room       |
         __\_|     | |  _|  E _|                          | C | Climb-up Point   |
        |      234 | | | 74 10 |-3                ___     | D | Workshop         |
        | |ŻŻ|_   _| | | |ŻŻŻŻŻ           #######|C84|    | E | S. Confinement   |
       _| |    |_|_| |_|  ŻŻŻŻŻ|  ___     #       Ż| |_   | F | S. Confinement   |
      |_  |   _|         |Ż| D | |3  |#####        |3  |  |___|__________________|
        | |__|_  F  ___|_| |   | |Ż Ż|  __ ___     |4 _|  |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
        |79 2 _       48 | |   | |   | |10|   |____| |    |  2 | Xombium Bottle  |
        |__|Ż|_  7  ŻŻŻŻŻŻŻŻŻ| |_|  3| |11 B   _     |    |  3 | Revolver Ammo   |
         /     |____   234   |  ___  | |36|  _| |____|    |  4 | Flashlight Btty |
     Official     __|     10 | |___|_| |24| |             |  6 | Revolver        |
     Document    |422ŻŻŻŻŻŻŻŻ Ż      |  ŻŻ| |  #########  |  7 | Flashlight      |
                 |3|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|_|    | |  #       #  |  8 | Flares          |
                 | |                #     | |_|ŻŻŻŻŻŻ| #  |  9 | Tommy Gun Ammo  |
                 |_|                #     |82    234 | #  | 10 | Flash/Bang Grnd |
                START               #      ŻŻŻ|   A  | #  |____|_________________|
                                    #          ŻŻŻŻŻŻ  #
                                    ####################
    
     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.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    03) Slumber of the Dead                                                  [WK03]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                _______ 
               |       |      ____         |ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
           ____|_  _   |_____|   _|        | A | Lethal Injection Chamber |
          |START  |_|  | 366  26|          | B | Scaffolding              |
           ŻŻŻ|Ż A  |  |2    873|-B        |___|__________________________|
              |ŻŻŻŻŻ|  |   __ 10|          |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
              | 2      |  |_  __|_         |  2 | Xombium Bottle          |
               ŻŻŻŻŻ|  |  |   |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.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    04) Abbott Prison Blues                                                  [WK04]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                  |ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                  | 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
         _|_   ___   |_ _   #           ______#_____/_|ŻŻŻŻŻ|ŻŻ|ŻŻŻŻŻŻ|
        |11287|  |     | |  #  ___ Map-|245678|     D |  2  |     E   |
        |1 B  |  |  C  | |  ##|_  | |ŻŻŻŻŻŻŻ Ż   |____|  _  |__|      |
        |_   _|_ |_   _| |______| | |Ż   Ż|________   __|_|___    |_  |
        |_   _  |  | | |          | |         |    | |  |        Ż|   |____
        |6 A  | |  | |_| |Ż |Ż |Ż | |_   _|Ż| |    | |__|_______|________ 1|-8
        |_____| |  |17   |  |  |  |   |_|  _|_|____|  72 |   9  |    16  |1|
        |_______|   ŻŻŻŻŻ ŻŻ ŻŻ ŻŻ        |     |   ŻŻŻŻŻ|  613 |          |
           /                          ,-  |_   _|  __ 56_|  125 | |Ż   Ż|ŻŻ
         Start                 Yard -{    |_  |  __ _   ___   __| | 1 7 |
                                      '-  |27      | 1 1 |          2 8 |
                                          |________|_____|________|_   _|
                                                    Chico          _| |_
                          ##################          _______    _|     |
        _______           #                #     ____|4 ___  |  |       |
       |       |_______| |ŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ| #    |  ____|  ___|__| |_____|
       | |ŻŻŻ| |   1   |  Ż|  G          | #    | |826_      __     |   \
     |Ż235Ż|_|_  11111 |___|2 6   _|_____| #   _| |__|_     |  |  F | Flamethrower
     |  I  |56     H   |_  46|Ż   6  |     #  |      |_     |__|    | Instructions
     |     |124|__________|17|_______|     #   ŻŻŻŻ#Ż|______________|
      ŻŻ|ŻŻ ŻŻŻ            ŻŻ              #########
       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.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    05) No More Prisons                                                      [WK05]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                                                |ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
        Shotgun                    ___   Start  | A | Recreation Yard A    |
           /     Exit             |4  |____/    | B | Recreation Yard B    |
     |ŻŻŻŻŻŻŻŻŻ|-'    ___ ____ _ _|7| 34   |    | C | Recreation Yard C    |
     |    C    |_____|  _|    | |1 1|ŻŻŻŻŻŻ|    | 1 | Revolver             |
     |___________   _ 7|27 A    |      2 5 |    | 2 | Revolver Ammo        |
           | 26      |_|_   __| |_  |______|    | 3 | Tommy Gun            |
           |______ 95|        |2579        |    | 4 | Tommy Gun Ammo       |
                  |27  B      |ŻŻŻŻŻŻŻŻŻŻŻŻ     | 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.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    06) I Can Sleep When I'm Dead                                            [WK06]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                                                          |ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
         Shortcut Tunnel (Bypass Laundry Room)            | A | Control Station |
                           \                              | B | Control Station |
      ___     _______   |Ż|Ż|Ż|ŻŻŻŻŻŻŻ|                   | C | Control Station |
     | 6@|   |  ___  |  |       |  J  |                   | D | S-Block Cells   |
     |Ż   ŻŻŻ  | 61| |__| 56I!1  ŻŻŻ|Ż                    | E | Restroom        |
     |  G 7  |  4H |____        |Ż|5|  From Laundry       | F | Visiting Room   |
     |_   ___| |___|    |_|_|_|_| |!|   Room ("L")        | G | Cafeteria       |
     |  _____|_|  ____ ___________|@|    ___/             | H | Control Station |
     |     |     |    |       127 |7|   |  _|             | I | R-Block Cells   |
      ŻŻŻ| |     | 17   4 7 |_  L |9|   | |   ___         | J | Control Station |
      ___|F|     |____|_____| |_____|  _| |__|   |        | K | Laundry Rooms   |
     |_   _|__________     _ _ _ _    |______ 72 |        |___|_________________|
     |_   __   _____ 1|___| | | | |        |_   _|        |ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     |  E 49|   B1| | C |         |         _| |_         | 1 | Revolver        |
     |______| | !9| |679|     D   |-Exit   |___  | |Ż|##  | 2 | Revolver Ammo   |
      _ ____| |ŻŻŻ   ŻŻŻ|   7 9   |            | |_| | #  | 3 | Tommy Gun       |
     | |1 A |  ŻŻŻŻŻŻŻŻŻ|         |####        |_____| #  | 4 | Tommy Gun Ammo  |
    _| |_   | |ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ    #                #  | 5 | Flares          |
    START     |                       ##################  | 6 | Flash/Bang Grnd |
    ŻŻŻŻŻŻŻŻŻŻ                                            | 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.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    07) Everything Beautiful Is Gone                                         [WK07]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
          |ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
          | A | Roof Stairway Access   |
          | B | Baseball Diamond       |         |ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
          | 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     |   Ż|___  |__ ____| |_   | 7 | Xombium Bottles        |
          |____________|____|     47 |@7 START|  | 8 | Flashlight             |
          |!@      |   | 4  |ŻŻ|26|ŻŻ|Ż| |ŻŻŻŻ   | 9 | Flashlight Batteries   |
          |ŻŻŻŻ  |7|  _  _ 7|__|9 |__|Ż _ Ż|     | @ | Shotgun                |
          | EXIT |4| |9C@!| |________  26|1|     | ! | Shotgun Shells         |
           ŻŻŻŻŻŻ Ż| 7ŻŻŻŻ  |        |  Ż  |     |___|________________________|
                    ŻŻŻŻŻŻŻŻ          ŻŻŻŻŻ
     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.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    08) Darknest Night, Eternal Blight                                       [WK08]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                                       Workshop   START     |ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                                              \____| |      | 1 | Revolver       |
     EXIT                                _____| @A76 |      | 2 | Revolver Ammo  |
      |Ż|                              _|     | 92!3 |___   | 3 | Tommy Gun      |
    |Ż%95Ż| Pit    _______   Guards  _/ |     | |ŻŻŻŻ  6 |  | 4 | Tommy Gun Ammo |
    | 287 |  #1   /   \459|       \_/   |        1 2 ____|  | 5 | Flares         |
    |_   _|   \__(_  _  __|      _/     |ŻŻŻŻŻ  ŻŻ|      |  | 6 | Flash/Bangs    |
      | |_   _|       )%)       |    7  | Cemetary _|____|  | 7 | Xombium Bottle |
      |_  |_|   @6! _/ /       _| 11182 |_____   _|    __   | 8 | Flashlight     |
        |2%59 | 1 _/ _/       /  _____  |_____| |_____/%5|  | 9 | Flashlight Btr |
         ŻŻŻŻŻ|__/ __\       (  /     \__________________|  | @ | Shotgun        |
              /4_ (__\\____  / /                            | ! | Shotgun Shells |
             /2/ \    2568 \/ /                             | % | TNT Sticks     |
             ŻŻ   \_____    _/                              |___|________________|
                        \__/
    
     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.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    09) Oblivion Regained                                                    [WK09]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                                   EXIT
                                   _|Ż|  Pit #5    Lynching Hill
                                 _|  _|  ___/_      \__ ____
                                |   | |_| 4 ! |_ ___|  |%279|-Ammo Shack
                        Pit #6 -| 79|  _  7%5   |  _    ŻŻ 4|
                                |  Ż  | |     |___| |_____| |
                                 ŻŻŻŻŻ   Ż| |Ż\          / /
                           _ _ _     _____| |\ \________/ /
                          |7|%| |___| 961  _| \__________/- Pit #5 Upper Route
                          |  9  267   !%7 |
                          | | |_|Ż|_|_____|
                          |  Ż|        |
                      ____) )Ż      Pit #4  |ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                     /2%   /                | 1 | Revolver             |
                    /37/  (_                | 2 | Revolver Ammo        |
                 __(__(___  )               | 3 | Tommy Gun            |
                |8  279\_/ /                | 4 | Tommy Gun Ammo       |
             ___| |ŻŻŻ\   /                 | 5 | Flares               |
            |65%  |___ ŻŻŻ                  | 6 | Flash/Bang Grenades  |
    Pit #3 -| 29  65%2|-Cave-In             | 7 | Xombium Bottles      |
            |_   _|ŻŻŻ  Journal             | 8 | Flashlight           |
              |7|_         Page             | 9 | Flashlight Batteries |
              |_  |_/ŻŻŻ\                   | @ | Shotgun              |
              |75%   /Ż) )                  | ! | Shotgun Shells       |
               ŻŻŻŻŻŻ / /                   | % | 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.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    10) You've Mistaken Me for Someone Else                                  [WK10]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
           (ŻŻ\     (ŻŻ|             |ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
            )9 \__   ) |_________    | 1 | Revolver             |
           /      \  | |      @29|   | 2 | Revolver Ammo        |
         _|  /Ż\   |_|   |  |ŻŻŻŻŻ|  | 3 | Tommy Gun            |
        /9   )267   _  |2|  |     |  | 4 | Tommy Gun Ammo       |
        \_  (___)  | |  9|  |_   _|  | 5 | Flares               |
          |   9    | | |5|2!  |_|7|  | 6 | Flash/Bang Grenades  |
           ŻŻŻŻ) )Ż  | |_|_  _____|  | 7 | Xombium Bottles      |
           ___( (    |     %6)  \    | 8 | Flashlight           |
          |3756\ \__  Ż\____/ Exit   | 9 | Flashlight Batteries |
          |_____   _|                | @ | Shotgun              |
          |@27%59   |                | ! | Shotgun Shells       |
           Ż| |ŻŻŻŻŻ                 | % | TNT Sticks           |
          |Ż _|                      |___|______________________|
          | |
         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!
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    11) Hate the Sin Not the Sinner                                          [WK11]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                                                            |ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     NOTE: Rooms not accessible are removed from the map    | 1 | Revolver        |
                                                            | 2 | Revolver Ammo   |
                                |ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|  | 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   |     |             ___| |   |             |
       )_____|___|!|   |ŻŻŻ|    B7 |            |_   _|   | |ŻŻŻŻŻ|ŻŻŻŻŻ
                 | |   | 7   |_   _|       _____|_  |     | |_____|
             |ŻŻŻ   ŻŻŻŻŻŻŻ        |      |  |      |     | |     |
             | |ŻŻŻŻŻŻŻŻŻ| |ŻŻŻ    |_     |__  |ŻŻŻŻ      |   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 pot-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.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    12) A Lonely Place to Die                                                [WK11]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
            _ _        Start
           | |2|_|Ż|___ _|_                   |ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
           | |117   ___|   | Hedge            | 1 | Revolver             |
           |  ŻŻŻ| |  ___| | Maze             | 2 | Revolver Ammo        |
           |Ż\    _    ____|__/__             | 3 | Tommy Gun            |
           |  \  (_)  |    ____  |            | 4 | Tommy Gun Ammo       |
           |            | |_   | |            | 5 | Flares               |
           |          | | |27| | |            | 6 | Flash/Bang Grenades  |
           | 7        | |  ŻŻ    |            | 7 | Xombium Bottles      |
            ŻŻŻŻŻ| |ŻŻŻŻŻŻŻŻŻŻŻŻŻ             | 8 | Flashlight           |
                 |  Ż\                        | 9 | Flashlight Batteries |
                _(  _/                        | @ | Shotgun              |
               |___ \_____                    | ! | Shotgun Shells       |
               ____\     _|_                  | % | TNT Sticks           |
              | 7@9  ) )    \                 | & | Molotov Cocktails    |
              |_     | |    /                 |___|______________________|
                \  __| |___/
      Burned -|ŻŻ\___   _/   Sketchbook Page  After jumping out the window, Torque
       Down   |   \__| |        /             ends up on the other side of the old
      House    ŻŻ\___   \___/Ż\/              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    ŻŻ\ 7  |
                                     )Ż|!|    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.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    13) Dancing at the Dawn of the Apocalypse                                [WK12]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| 1 | Revolver        |Ż
                                              START        | 2 | Revolver Ammo   |
                   Exit                        | |         | 3 | Tommy Gun       |
                     |                 Clem    )%)         | 4 | Tommy Gun Ammo  |
                 _ _|Ż|_____             \____/ /          | 5 | Flares          |
                /7|  &      |            |%75& (           | 6 | Flash/Bangs     |
               (34|ŻŻŻŻŻ|Ż   Ż|_______    ŻŻŻ| |           | 7 | Xombium Bottles |
                \_               7    \______| |__         | 8 | Flashlight      |
                  \_____|_   _|    /Ż\_____5%792& /-Beach  | 9 | Flashlight Btry |
                        |     |__/Ż        \__|_|Ż         | @ | 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.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    14) Surfacing                                                            [WK13]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                                        START
                                         | |
     |ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|        | |  _
     | 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 |       ŻŻŻŻŻ| 694 | & |         ___
     | @ | Shotgun              |            |_ 5 _|   |        |   |
     | ! | Shotgun Shells       |              | |   7 |   _____| |Ż
     | % | TNT Stick            |              | 7    _|__|     | |
     | & | Molotov Cocktails    |               ŻŻŻ|287&@9   7    |
     | * | Shrapnel Grenades    |                   ŻŻŻ|__|_____| |_
     |___|______________________|                               |___-> 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. 
    
     |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     | 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.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    15) An Eye for an Eye Makes the Whole World Blind                        [WK15]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      |ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
      | 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           |     #      |Ż|__________        #
      | 9 | Flashlight Batteries |     #      |  _____   O |       #
      | @ | Shotgun              |     #      | |     |    |       #
      | ! | Shotgun Shells       |     #      | |      ŻŻŻŻ    |Ż| #
      | % | TNT Stick            |     #      |  ŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ  | #
      | & | Molotov Cocktails    |     #      | |ŻŻŻŻŻŻŻŻ| |ŻŻŻ| | #-[7]
      |___|______________________|     #      | |______|Ż   Ż| |_|##
                          _____        #      |  _   M |  N  |
                         |     |       #      | |_|____|     |  Start
                         |  C  |       #      | |L  |  |Ż   Ż|   /  _
                         |_   _|______|Ż|    _| |_  |  |_   _|  (__| |
                  Shiv   |_____         |   |       |_ __| |____|__  |
                   |     ____  | |ŻŻŻ   |   |   K    _|______   _____|
           _____  |Ż|Ż|Ż|  B | | |   D  |   |__  _  |       _|7|_
          |     |_| |A| |____|_| |      |    |    | |  ____|_   _|
          |  F   _               |______|    |____| |_|  J |     |
          |___  | | | | |ŻŻŻŻŻŻ|_|                |  ______|     |-Electric
              | | |_|_|_|                         | |  ____|     | Chamber
              | |     ____                        | |_|    |ŻŻŻŻŻ|
              | |    |E   |                       |________      |  _____
              | |____| |__|                         | G |H |     |_|     |
              |  _________|                        _|   |         _   I  |
              |     |                             |    ŻŻŻŻ|     | |     |
               ŻŻŻ#Ż                               Ż#ŻŻ|_|Ż ŻŻŻŻŻ   ŻŻŻŻŻ
                  ###################################  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.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    16) Who Wants to Deny Forever?                                           [WK16]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                 START                    |ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                   |                      | 1 | Revolver             |
            ______|Ż|__                   | 2 | Revolver Ammo        |
           |7    START |                  | 3 | Tommy Gun            |
           |Ż   ŻŻŻŻŻŻŻ|                  | 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       |
             | 7ŻŻŻŻŻ  |   |__   _|       | % | TNT Stick            |
              ŻŻŻŻŻŻŻŻŻ       |_|         | & | 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.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    17) Death Be Not Proud                                                   [WK17]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|Ż
        __|Ż|______                                   | 1 | Revolver             |
       | START     |                                  | 2 | Revolver Ammo        |
       |ŻŻŻŻŻŻŻ   Ż|                                  | 3 | Tommy Gun            |
      _|_|ŻŻŻ   Ż|_|                                  | 4 | Tommy Gun Ammo       |
     |!  | ROOF   8|  Stream                          | 5 | Flares               |
     |6  | 4 6   |2|_  Xing                           | 6 | Flash/Bang Grenades  |
     |__  ŻŻŻŻŻŻŻ  |8|__|__                           | 7 | Xombium Bottles      |
        |   75  |ŻŻ| | __  )_ __ _   Downed           | 8 | Flashlight           |
    Bus-|       |  ( ' ) | |2|!7| |   Plane           | 9 | Flashlight Batteries |
        |__   __|__|  / / /  549| |      \            | @ | Shotgun              |
        |    _92 _   / / /   ŻŻŻ  |      /ŻŻŻ\        | ! | Shotgun Shells       |
        \   \_|&|_/ / /_  /___    |     (   5 \       | % | TNT Sticks           |
         \         /    |     _/ /       \ \__/  EXIT | & | Molotov Cocktails    | 
          ŻŻŻŻŻŻŻŻŻ      ) % |   \___ (Ż(_|647|  _| | | * | Shrapnel Grenades    |
                         \ 9%&\____  \_\   *2 |_/   | |___|______________________|
                          Ż\____________  ŻŻŻŻ __/ŻŻ\
                                        |  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.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    18) Single Bullet Theory                                                 [WK18]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                         |ŻŻŻŻŻŻŻ|                   |ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                         |   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|Ż/ŻŻŻŻŻŻ  | 72 |  | 9 | Flashlight Batteries |
                          _     |6|/ /ŻŻŻ|  Ż     |  | @ | Shotgun              |
                         / /ŻŻŻŻ  | (     ŻŻŻŻŻŻŻŻ   | ! | Shotgun Shells       |
                        ( ( (  ŻŻŻ   )               | % | TNT Stick            |
                         \*5| |ŻŻŻŻŻŻ                | & | Molotov Cocktails    |
                          ŻŻ|  ŻŻ\                   | * | Shrapnel Grenades    |
                  /Ż\_____   ŻŻŻ\ \                  |___|______________________|
                  \_  %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] &
       ___|Ż|_|___  |_   _|    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
      |Ż|_   ŻŻŻ|_             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
          / /ŻŻŻ| |Ż           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
              ŻŻ               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
     ŻŻŻŻŻŻŻŻŻŻŻŻ
     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.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    19) And a Child Shall Lead Them                                          [WK19]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                    Barracks    |ŻŻŻŻŻ|             |ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                    Shack       |927& |             | 1 | Revolver             |
                    _|_         |Ż   Ż|   Old       | 2 | Revolver Ammo        |
                   | 2 |Ż|      |START| Cemetary    | 3 | Tommy Gun            |
                   |574  |______|_   _|____ _\__    | 4 | Tommy Gun Ammo       |
                   |___|___                \    |   | 5 | Flares               |
                     _____/         /ŻŻŻŻŻ) )   |   | 6 | Flash/Bang Grenades  |
             ,-    _|  ____/ŻŻ\__  (     ( / ___|   | 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)    ) )      /     |   |___|______________________|
                   ŻŻŻŻŻŻŻŻŻ    / /______/ /ŻŻŻŻ
                               (   _______/
                          _____(  /
                         |       (
                         |Ż Ż|7  |-Generator
                         |%7!|9| |  Location
                          ŻŻŻŻŻŻŻ
     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.
    
     |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     | 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.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    20) Last Breath Before Dying                                             [WK20]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                             Final Bosses
          Goodsmouth                 \___
             ___|__             _____|   |
            |      |           |  ___    |        |ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
            |      |          _| |_  |  _|        | 1 | Revolver             |
            |____  |         |&| |@|_| |_         | 2 | Revolver Ammo        |
             _   |_|  _____  |   |7|     |        | 3 | Tommy Gun            |
            |3| _| |_/  &  \_|_   _|_____|        | 4 | Tommy Gun Ammo       |
            (4(/ _____/ŻŻŻ\______________|        | 5 | Flares               |
             \  (                                 | 6 | Flash/Bang Grenades  |
              ) |                                 | 7 | Xombium Bottles      |
              | |___                              | 8 | Flashlight           |
              |  3!9|                             | 9 | Flashlight Batteries |
               ŻŻŻ|%|                             | @ | Shotgun              |
                  | |                 _           | ! | Shotgun Shells       |
                 _| |      __________|7\          | % | TNT Stick            |
                |&2@|_____/ ___ 4 __ _29\         | & | Molotov Cocktails    |
                |________2 /   | 75%| )_&)  __    | * | Shrapnel Grenades    |
                     |%92 /     ŻŻŻŻ   / / /4 \   |___|______________________|
                     |47 /            ( (_/9/\ \
                      ŻŻŻ              \  %2) ) ) 
                                        ŻŻŻŻ _| |_
                                            |START|
                                             ŻŻŻŻŻ
     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
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      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
     ŻŻŻŻŻŻŻŻŻŻŻŻ
      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
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      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] |_
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ENEMIES                                                                  [ENMY]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     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
    ŻŻŻŻŻŻ
     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
    ŻŻŻŻŻŻŻŻ
     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
    ŻŻŻŻŻŻŻŻŻ
     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
    ŻŻŻŻŻŻŻŻ
     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
    ŻŻŻŻŻŻ
     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
    ŻŻŻŻŻŻŻ
     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.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    WEAPONS                                                                  [WPNS]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Weapons are used to kill stuff. No further introductions are necessary.
    
    SHIV
    ŻŻŻŻ
     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
    ŻŻŻŻŻŻŻŻ
     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
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     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
    ŻŻŻŻŻŻ
     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
    ŻŻŻŻŻŻŻŻŻ
     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
    ŻŻŻŻŻŻŻ
     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
    ŻŻŻŻŻŻŻŻŻ
     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.
    
    FIRE AXE
    ŻŻŻŻŻŻŻŻ
     First appears: Chapter 11 (Hate the Sin Not the Sinner)
    
     The Fire Axe is like the shiv in terms of range, but does more damage and
     has a slightly larger attack area. It's great for hitting inert objects like
     boarded-up walls and such since it uses no ammo, but it's a burden in battle;
     find something else!
    
    MOLOTOV COCKTAIL
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     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
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     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
    ŻŻŻŻŻŻŻŻŻ
     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.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    CLEM'S NOTEBOOK                                                          [CLMS]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     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                                     |
     |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     | 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).
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    CONSUELA'S JOURNAL                                                       [CNSL]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     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                           |
     |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     | 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)            |
     |____|___________________________|_________________________________________|
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    PUSH-BUTTON CHEATS                                                       [PSHB]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     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.
    
     |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     | 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.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    V. FREQUENTLY ASKED QUESTIONS                                            [FAQZ]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    [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.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    VI. UPDATES & CONTRIBUTORS                                               [UPDT]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     03-10-09 ---------------------------------+ Started walkthrough
     03-13-09 ---------------------------------+ Finished walkthrough
    
    THANKS TO...
    ŻŻŻŻŻŻŻŻŻŻŻŻ
     • Sailor/Ceej, for puttin' up (with) my crap
     • Jimmy, Russian Guard correction
     • TS' Messageboard, for bein' cool and chit-chatting with me about the game
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    VII. LEGALITY                                                            [LGLT]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    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 this document on sites not listed below should e-mail the
    author (Shotgunnova). Thanks for reading, and thanks for respectin' FAQers.
    
     ALLOWED SITES                       DISALLOWED SITES
     ŻŻŻŻŻŻŻŻŻŻŻŻŻ                       ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     • Gametalk.com                      • CheatCC.com
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     • MyCheats.com
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     • Honestgamers.com                                
     • Chaptercheats.com                               E-mail for permissions at:
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    _______________________________________________________________________________
    I'M TAKING MY TIME, JUST       Document İ Shotgunnova 1997-2011 (and countin'!)
    MOVING ON / YOU'LL FORGET            The Suffering namesake İ respective owners
    ABOUT ME AFTER I'VE BEEN GONE                     E N D   O F   D O C U M E N T