THE SUFFERING: Ties That Bind WALKTHROUGH FOR THE PS2, XBOX, And PC Walkthrough Version 0.55 October 08, 2005 Author: Mp3thief E-mail: Mp3thief@gmail.com =============================================================================== This document is copyrighted by Mp3thief, October 2005 and may not be reproduced in part or in full without the written consent of the author. Nor shall this be posted on a website or printed in a magazine without my consent. All Rights Reserved. =============================================================================== *************************** TABLE OF CONTENTS *************************** 0) Forward 1) Characters 2) Malefactors 3) Weapons a) Melee b) Firearms c) Thrown 4) Supplies 5) Files 6) Archives a) Jordan's Notebook b) Consuela's Scrapbook c) Carmen's Diary 7) Walkthrough 8) Cheat Codes 9) Version History 10) Credits =============================================================================== * NOTICE * The only website this walkthrough is legally posted is At: Game FAQ's - www.gamefaqs.com Neoseeker - www.neoseeker.com 1up - www.1up.com Cheat Code Central - www.cheatcc.com ONLY THESE SITES MAY POST MY GUIDE! If you have viewed this on any other site than the one listed, or have seen this plagerised, please e-mail me and let me know which site you viewed this on, I will highly appreciate it. =============================================================================== FORWARD - This is my first guide, driven by need. I am not going to waste time with controls or anything that can be found out with a manual, game options, or just by playing it. This is just a guide to help you find items, strategies for beating the game, et cetera. Feel free to email me with suggestions, anything I missed and so on. Make the subject line read "Suffering TTB". Otherwise, it goes straight to my trashcan, thanks to my spam filter. =============================================================================== Characters - Miles - Miles is Torque's longtime friend from the neighborhood. While Miles is basically a good person with good intentions, his life consists of being at the wrong place at the wrong time. Miles previously owned a bar in Baltimore. Following an incident that occurred there, one orchestrated by Blackmore, he and Torque were convicted and sentenced to Eastern Baltimore Correctional Facility. Miles is the only other person who is keenly aware of Blackmore's intrest in Torque, and he hates the arch criminal perhaps even more than Torque. Although Torque has escaped from Carnate Island, Miles gets caught in the carnage that breaks out in Baltimore. After the two men meet up amid the chaos, he tries to help Torque escape. But Traveling with Torque is always dangerous, and trying to herlp him out may reveal a truth that Miles may not want to know. CARMEN - While navigating through the haunted ruins of Carnate Island, visions of his deceased wife Carmen, as well as his boys, constantly appeared in Torque's mind. Carmen continues to appear from time to time, attempting to guide Torque toward the truth about his past. With each choice Torque makes, he hears Carmen's voice in his head telling him what the right choice would be BLACKMORE - Blackmore is the violent criminal mastermind behind organized drug distribution on the streets and something much more sinister on the side. He is also known as "The Colonel" JORDAN - There are those who are good, and those who are evil. And there there are those who are merely selfish to the point where the distinction becomes irrelevant. Since losing her parents during her formative years, Jordan has been obsessed with power and immortality. She has long since giving up caring about anyone who may get in her way. DR. KILLJOY- In the 1920's, Dr. Killjoy ran the asylum on Carnate Island. His perverse methods and unscrupulous surgical methods are the stuff of urban legend even today. =============================================================================== MALEFACTORS: SLAYER Recommended weapons - Sawed-Off Shotgun, Pipe Slayers are creatures of huminoid, bipedal appearance with four long machete blades in place of forearms or lower legs. They usually approach in an upright position, or crawling like a spider on all fours. They can crawl on the walls and ceiling. Be careful, they can attack from those posistions as well. To prevent them from attacking, turn on the flashlight and shine it on them. This typically causes them to hesitate at least once. SLAYER CAPTAIN Recommended weapons - Insanity Mode Slayer Captains are made of metal body armor and shrouded in a dark cloud. They move and attack in the same manner as regular Slayers, and have the ability to summon the appearance of them at any time. The only thing that causes damage to them is Torque's Insanity Mode. If your gage isn't full, concentrate on killing the underlings until it is. Then transform and use the claw attack until it's dead. ARSONIST Recommended weapons - Dual Sawed-Off Shotguns, Shrapnel Grenades These Malfactors usually appear in a dramatic explosion of flame. They can melt bars in order to pass through (Usually letting you out to the next area in the process). Any physical contact with a Arsonist causes damage, so avoid touching a arsonist at any costs, even in Insanity Mode. These guys can throw projectiles at you, and also create fireballs that travel underground, homing in on you. So strafing to the left or right may help you dodge those attacks. When a Arsonist dies, it tends to explode in a shower of fire, so avoid getting too close to avoid further damage. If you are on fire. You can put the flames out more quickly by couching, moving Torque in any direction, and pressing the jump button. (Thanks gagnon703) ARSONIST CAPTAIN Recommended weapons - Insanity Mode Just like the regualar arsonists in everyway except with greater speed and frequency. And like the Slayer Captains, they have the ability to summon other Arsonists to help them out. GORGER Recommended weapons - Dual Sawed-Off Shotguns, Molotov Cocktail A insatiable creature born of urban legend, the Gorger feeds on whatever it can find, including garbage, stray cats, corpses, and unwary humans. These creatures are extremely tall despite the hunched over appearance. Because of thier hunger, they may stop to feed on fallen enemies if live prey is out of thier line of sight. Try to use this moment to sneak up behind them to suprise them with a attack. Gorgers have a particularly poor tempermant, making them prone to fighting with other monsters. They can tackle you to the ground, if this happens, press the Jump, Movement, or Attack buttons to knock the Gorger off before it inflicts more damage. Triggerman - Description Coming Soon Recommended weapons - Sawed-Off Shotgun, Revolver This Malefactor is a gruesome display of firepower and diabolical design. It is spider like in appearance, with legs made of flesh and Shotguns. Machine Guns cover the Triggerman's back. They are deadly accurate, and at close range can rear back like a horse and trample their foes. In a one-on-one situation, use a high powered machine gun, while strafing around them. Be aware that they can knock certain thrown weapons at them. Because of the powerful ranged attacks, it is important to focus on any Triggerman before concerning yourself with any other enemies close by. Triggerman Captain Recommended weapons - Insanity Mode Just like the other Captains, this one is immune to human attacks, and can summon other Triggerman. Take care of it before it can summon them. They will catch you in a crossfire you cannot survive. Mainliner Recommended weapons - Shotgun, Molotov Cocktails Like the Mainliners from the first game. These creatures throw syringes filled with a drug that causes you to slow down, fog your vision, and lower your health. A single shotgun blast should be enough to take care of one, but be careful. Getting that close to a Mainliner is dangerous, as they can leap onto Torque and try to stab you in the neck with a needle. As with the Gorgers, if this happens, hit the jump, attack, or movement buttons to try to throw the creature off before it can stick you. When Mainliners die, the corpse emits a cloud of toxic gas that causes damage on contact and lingering damage afterwards. Marksman Recommended weapons - M-60, Grenade Launcher The Marksmen in Baltimore are much lager and stronger than the ones encountered on Carnate Island. Although use of heavy firepower is suggested, it is best to look for a mounted .50 calibur machine gun in the area. If one is not around, use a combination of Grenades, Rockets, and constant machine gun fire. Mauler Recommended weapons - Shotgun, Skorpion Machine Gun These are the creation of the slave chaser Copperfield. Maulers are small, barking creatures, that are dog like in appearance, but have heads that look like a humans. They have a headband with a blade attached to it that they will use to stab and slash their prey. Maulers are more so affected by secondary attacks than bullets. So save your ammo unless you are surrounded by them. Burrower Recommended weapons - Shotgun, Revolver The first sign of a Burrower in the area is a trail of dirt moving around on the ground. The best tactic is to stand still and watch the trail, when it stops nearby, that means it is about to come out of the ground. Be ready for this and fill them with lead when they appear. Suppressor Recommended weapons - Revolver, Grenade The Suppressor is a somewhat pathetic creature, created from the remains of a former Corrections Officer. It's legs have been amputated, forcing it to crawl around on its arms and bloody stumps. They will leave a trail of blood wherever they patrol. They attack with multiple machine guns thrust into the torso, and they search for them with a flashlight forcible imbedded in thier skulls. Once they detect a moving target, are attacked, or see something in thier beam of light, the fire with all guns at once. For this reason, try to attack them from behind whenever possible. Isolationist Recommended weapons - Tommy Gun, Grenade Encountered only rarely in the game, and in only extremely dark places, these creatures appear to be bloated, severed upper torsos that drag themselves around on two peg legs. The lower portion of the Isolationist is the 'birthing canal' that emanate swarms of giant cockroaches known as 'Wretches'. These creatures swarm around you and burst into yellow clouds of gas that cause damage. If you get too close to a Isolationist, it will lean on one limb, and swing the other at you to bat you away. Covered in a blue electric field, they can also cause damage on any physical contact. At any range, it can summon a blue lightning orb and throw it at a target. Furhermore, in case that wasn't enough, it can do all these attacks simultaneously while spawning more Wretches. Take care of the roaches with machine gun fire when they are far enough away so that the gas does not harm you. Use whatever heavy firepower you have to make the Isolationist go down. =============================================================================== Weapons: Melee Weapons: Knife Wood Bat Rusty Pipe Fire Axe Firearms: Colt 1911 Clip Size: 8 Max Carry: 96 Dual Wield: Yes Revolver Clip Size: 6 Max Carry: 24 Dual Wield: Yes Shotgun Clip Size: 8 Max Carry: 32 Dual Wield: No Sawed-Off Shotgun Clip Size: 8 Max Carry: 96 Dual Wield: Yes Skorpion Clip Size: 50 Max Carry: 280 Dual Wield: Yes Tommy Gun Clip Size: 60 Max Carry: 180 Dual Wield: No M3A1 Clip Size: 60 Max Carry: 240 Dual Wield: No M-60 Clip Size: 100 Max Carry: 100 Dual Wield: No I was told that you can carry 200 ammo for this. But as scarce as the M-60's are in the game, why would you carry a weapon that long and never fire it? (Thanks gagnon703) Grenade Launcher Clip Size: 6 Max Carry: 12 Dual Wield: No RPG-7 Clip Size: 1 Max Carry: 3 Dual Wield: No THROWN WEAPONS Molotov Cocktail Max Carry: 8 Flash/Bang Grenade Max Carry: 8 Shrapnel Grenade Max Carry: 8 =============================================================================== SUPPLIES XOMBIUM Bottle - Each Xombium Bottle restores roughly one third of Torque's health. So three bottles refill the health meter completely. Torque automatically uses a bottle if he needs it by touching it. He does not carry them with him as he did in the previous game. Flashlight - You should know what this does. Flashlight Batteries - This is a set of two size "C" batteries. As with the Xombium, each set raises the flashlight power roughly one third. So three sets of batteries will refill the Flashlight completely. =============================================================================== FILES Letter from Carmen Chapter - The Hardest Homecoming Where it's found - Master Bedroom Closet Letter from Miles Chapter - The Hardest Homecoming Where it's found - Master Bedroom Closet Letter from Blackmore Chapter - The Hardest Homecoming Where it's found - Master Bedroom doorway after Carmen disappears (Note: The contents of the letter change depending on whether the game was started on Good, Evil, or Neutral) Theater Playbill Chapter - The Hardest Homecoming Where it's found - Lobby Mailboxes Garvey Home Report Chapter - The Will of the People Where it's found - Locker behind the Underground Bar Cory's Drawing Chapter - Relentless Persistent Determination Where it's found - The Tackle Building, at the center of specimen storehouse. Cory is seen drawing it. Foundation Document Chapter - Relentless Persistent Determination Where it's found - Observation booth, file cabinet on north wall Elroy Sr.'s Annual Review Chapter - Repeat Offender Where it's found - Basement Library, in file cabinet at back of room Letter to Elroy Jr. Chapter - Discipline & Punish Where it's found - On top of bookshelf in the office room where you first meet Junior. Ramblings in Prison Chapter - Home of the Misdemeanor Homicide Where it's found - Behind the dumpster directly to Torque's left when exiting the Crack House Ramblings on Devils Chapter - Home of the Misdemeanor Homicide Where it's found - Lying in the doorstep of the doorway, in the side alley where two Arsonists are encountered Random Papers Chapter - Born into This Where it's found - On Blackmore's desk, in the boss fight area =============================================================================== ARCHIVES JORDAN'S NOTEBOOK Page 1: INTRODUCTION How it's unlocked: Available by default Page 2: SLAYER How it's unlocked: Defeat the first set of Slayers. (The Unholy Burden) Page 3: ARSONIST How it's unlocked: Defeat the first set of Arsonists. (The Unholy Burden) Page 4: GORGER How it's unlocked: Defeat the first set of Gorgers. (The Unholy Burden) Page 5: TRIGGERMAN How it's unlocked: Defeat first Triggerman. (Denial of the Fittest) Page 6: MAINLINER How it's unlocked: Defeat first set of Mainliners. (Denial of the Fittest) Page 7: MARKSMAN How it's unlocked: Defeat the first Marksman. (The Will of the People) Page 8: MAULER How it's unlocked: Defeat the first set of Maulers. (The Will of the People) Page 9: BURROWER How it's unlocked: Defeat the first Burrower. (Hitting Bottom) Page 10: SUPPRESSOR How it's unlocked: Defeat the first set of Suppressors. (Repeat Offender) Page 11: ISOLATIONIST How it's unlocked: Defeat the first set of Isolationists. (Discipline & Punish) Page 12: THE HORDE How it's unlocked: Defeat the Horde. (Lifetime Companion) Page 13: Blackmore How it's unlocked: Defeat Blackmore with Evil Morality. (Born into This) CONSUELA'S SCRAPBOOK Page 1: FORWARD How it's unlocked: Available by default Page 2: Baltimore Harbor How it's unlocked: During Hopeless Bleak Despair Page 3: Canal St. Mission How it's unlocked: See the mob outside the Canal St. Mission (The Unholy Burden) Page 4: The Tunnels How it's unlocked: See the tunnels collapse in the sewers (Hitting Bottom) Page 5: An Old Station How it's unlocked: See Copperfield's slave massacre (The Will of the People) Page 6: Site of a Lynching How it's unlocked: See the lynch mob on the street (The Will of the People) Page 7: Eastern Baltimore Correctional Facility How it's unlocked: Walk into the prison interior (Remembrance of the Past) Page 8: Eastern Correctional Lunchroom How it's unlocked: See the prison riot in the cafeteria (Tipping Point) Page 9: Eastern Correctional Solitary Confinement Unit How it's unlocked: See the two officers arguing in solitary (Discipline & Punish) Page 10: Eastern Correctional Machine Shop How it's unlocked: See the explosion in the machine shop (Discipline & Punish) Page 11: The Legend of the Creeper How it's unlocked: See the Creeper and his victims in the tunnel (Hitting Bottom) Page 12: Carnate Island How it's unlocked: Help Consuela escape in the coast guard boat (Relentless Persistent Determination) Page 13: Blackmore's Drowning Pool How it's unlocked: At the start of The Greatest Story Ever Told Page 14: Jordan and the Foundation How it's unlocked: Defeat Blackmore and keep Jordan alive CARMEN'S DIARY Page 1: WHY How it's unlocked: Available by default. Page 2: Cory and Malcolm How it's unlocked: At the start of The Hardest Homecoming Page 3: Miles How it's unlocked: Enter the Underground Bar (The Will of the People) Page 4: Visitation How it's unlocked: Enter the eastern visiting area (Repeat Offender) Page 5: T's Cell How it's unlocked: Enter the last cell on the upper level on the East Cellblock, and see the scene between Miles, Torque, and Blackmore Page 6: Garvey Home How it's unlocked: Enter the group home Page 7: The Creature How it's unlocked: Complete the game with Neutral Morality Page 8: Blackmore How it's unlocked: Complete the game with Good Morality Page 9: The Gazebo How it's unlocked: Complete the game with Good Morality while also starting with the Good Beginning =============================================================================== MORALITY - Every action has consequences. That's how Torque landed in prison in the first place. Good acts include rescuing NPC's from enemies, or covering someone else's escape. Doing Good deeds is much harder than Evil deeds or remaining Neutral. Being Evil is easy. Just shoot eveything and everyone. While being Neutral is is still easier than walking the Good line, it is more difficult than going all evil. The easiest way to remain Neutral, and it will sound stupid, is to not do anything. For example. The junkie that calls you Dad. Don't shoot him, But in the next area, don't be in a rush to raise the pallet of bricks to get back to cover his ass. (Another good area to let monsters get him is at the gazebo!) Mp3thief, you ask, What about the lady in the crack house crying for her baby? OK, you would play through as normal. But instead of Evil (Shooting her in the head), or Good (Opening the door for her), play through, and when you get to the area where you open the door, just leave. Don't help her by letting her get to her baby, but don't hurt her by shooting, stabbing, beating, etc. Make sense? In effect, to stay Neutral, you don't want to kill the NPC's like you would on evil, or cover them like you would on good. You are taking care of number one. You! And don't let anyone slow you down. =============================================================================== SPECIAL INSANITY ATTACKS - While Insanity Mode is active, press the JUMP button to perform a special attack. The attacks vary depending on how Good, or how Evil you are. Neutral will show a greenish glow around the creature, Good will show a bluish aura, while the Evil shows a reddish glow. Using the special attacks however will drain your Insanity Meter faster than just transforming, so be careful of how and when you use them. Neutral Special Attack - Ground Pound The Neutral form has only one special attack. He leaps into the air and slams his fist on the ground, knocking all nearby enemies to the ground. Good Level 1 - Burrower Chains The creature extends two whip like chains. This only affects enemies directly in front of you Good Level 2 - Triggerman Guns The creature bows and produces several high caliber machine guns, all of which fire as long as the JUMP button is held down. This only affects enemies directly in front of you Good Level 3 - Isolationist Blast Hold the JUMP button to create a powerful energy field surrounding Torque, and then release the button to send out a devastating shock wave. The power of the shock wave depends on how long the JUMP button is held before releasing it. Evil Level 1 - Slayer Blades The creature bends low, and produces giant blades in a tight circle all around, damaging anything within range. Evil Level 2 - Wretch Attack Wretches (Similar to the ones emanated by the Isolationists) leap out of the creature's back, exploding on contact with the ground or enemies at close to medium range. Evil Level 3 - Arsonist Blast Press and hold the JUMP button to build up power, and then release the button to unleash a ring of fire that damages enemies in all directions. The power and range of the attack is determined by how long the JUMP button is held. Level 4 Attack (Both Good and Evil) - Cataclysm This attack causes massive, continuous damage to all enemies in the area, and ends only after ALL enemies are destroyed. This attack is a temporary ability. A meter will appear to show you. (Like the health and insanity meter) To fill it, you must kill in insanity mode. (I was told that you can charge the cataclsym attack without killing in beast form. If your Insanity Meter is full and you perform a Good or Evil deed, like rescuing or shooting a Npc, it will charge the Cataclysm attack. Thanks gagnon703) =============================================================================== WALKTHROUGH REMBERANCE OF THINGS PAST WEAPONS AVAILABLE - Shotgun, Knife, Molotov Cocktails Torque and his friend Miles are in the yard when a prison riot breaks out. The two men are trapped in the area for a few moments, so stay low. Wait for a few moments for inmates to break through the door at the base of the watchtower. Eventually, they will throw a Molotov at the electric panel beside the fence. Stay clear of the fence when this happens, or you may suffer more damage. Follow Miles into the prison corridor, and all the way up to the end. After Miles determines that you're trapped yet again, a security guard can be heard arguing through a nearby door. Stay clear of the door, or you may suffer damage when it gets ripped open. Collect the guard's SHOTGUN, and search the room to find the EASTERN FACILITY BUILDING MAP, and a XOMBIUM BOTTLE in the locker. Then rejoin Miles in the Corridor. When the two men are separated, wait momentarily until the other gate opens. Go down the stairs. On the lower level a Slayer Captain appears in the corridor. You cannot kill this monster. It performs a spinning drill attack that could damage Torque, so move away from the door to avoid damage. The creature then leaps into the ceiling vent and disappears. Proceed down the hall and enter the door on the left. Enter the second half of the divided room to see a brief vision of a shotgun-wielding and his hellhounds. The phone begins to ring as soon as the "Dream State" is over, answering it is optional, but it certainly sets the tone. There are two XOMBIUM BOTTLES in the room. Stand under the monitor and press the 'USE' Button to see what's going on in that camera view. Return to the room where the phone was ringing, and go through the now-open door into an extremely dark room. The convicts that cornered you in the yard now present you with a clear-cut choice between Good & Evil. He can either kill the guard to prove his alliegence to the Evil, or attack the inmates, thus alignining himself with the Good. The third option is to do nothing, and prove yourself Neutral. Whatever action, or non-action you take, the inmates eventually attack you anyhow. Aim for their heads with the shotgun to take them out quickly. Soon the lights go out, and a Slayer Captain appears in the room. This monster cannot be killed yet either. However a single shotgun blast at close range should drive it away. Or you can just run around from it. After a few seconds, it will go away anyway. Make sure you get a KNIFE that the inmates drop, and the XOMBIUM BOTTLE in the left locker. Navigate down through the corridor and the grisly sights it contains. Go all the way to the stairs at the end and use the CCTV monitors to view the situation in the next room. Soon, some inmates and guards enter the room, engaged in combat. The gate opens. Join in the fight if you want. Choosing to side with either the inmates or the guards. Or stay outside and do nothing to remain neutral. Soon, two Arsonist Captains enter the room. These monsters cannot be killed either (Getting tired of that yet?) If you're inside the room, run back outside and watch the scene unfold through the bulletproof glass. If you are inside the room, or just just outside the gate, you will suffer damage. When the Arsonist Captains disappear, enter the room, and collect the XOMBIUM BOTTLES that have dropped, and the 3 MOLOTOV COCKTAILS behind the crates where the inmates took cover. Miles soon appears on the catwalk above. Once he's gone, Blackmore makes an unexpected appearance. As the criminal mastermind speaks, his cronies begin dropping into the room. Back up to one side of the chamber, and blast them with your remaining Shotgun rounds. Toss Molotov's at them, making sure you are a safe distance away from the point of impact. When the Shotgun goes empty, equip the knife and slash the inmates. Be sure to use the secondary attack to knock them to the ground. During this, Torque automatically enters Insanity Mode, transforming into his inner monster. Use the normal attacks to to smash the remaining inmates to bits. Slayers begin dropping down at this point as well. Continue destroying the Slayers until Blackmore approaches you. Rush at Blackmore to complete the chapter HOPLESS BLEAK DESPAIR WEAPONS AVAILABLE - Rusty Pipe, Colt 1911 Automatic Pistol (The opening scene will vary depending on whether you have savegame data from the original The Suffering: Prison is Hell on your memory card or harddrive. The scene is dependent on how you completed the first game. If you don't have savegame data, you will start with the Neutral scene) Chaos breaks out in the Foundation's Harbor Base, and you're freed from confinement. Move towards the open door to collect the dead soldier's SHOULDER HOLSTER & RADIO. Proceed into the hallway and open the two lockers there to get the WATERFRONT MAP and a XOMBIUM BOTTLE. Pick up the RUSTY PIPE. Now armed, you have nothing to fear from the two scientists in the next room. If you decide to bash their heads in, your gauge will move a bit to the evil side. The room contains two XOMBIUM BOTTLES, so don't forget those if you need them. Continue down the hallway and open the door and go into the warehouse. If you killed the two scientists, the soldiers in this area will open fire on you. If you spared them, they make a few comments and move on. Either way, go to the other end of the room and climb up the boxes to go out the window and drop into the alley behind the Harbor Base. Use the Rusty Pipe to smash through the debris covering the hole in the fence. Go down the alley. The dead soldier there drops a COLT 1911 for you. Now go to the next blocked gate and smash the boards with the Rusty Pipe as well and go down the ladder into the sewers. Once down, crouch down and go into the small tunnel, collecting the CITY OF BALTIMORE MAP and two XOMBIUM BOTTLES, should you need any. Drop down into the closed off sewer tunnel and wait for a large monster to attack you. You can't kill it, so don't even try. THE WEAK SHALL INHERIT NOTHING WEAPONS AVAILABLE - None You wake up in another part of the sewers somewhere. There's a barking dog that runs off. A Slayer Captain kills the dog, then chases you for a bit. You can't kill it either, so just run around and dodge it until it leaves. Or shoot it once. It's up to you. In the locker to the left of your starting point is a XOMBIUM BOTTLE, in case the Slayer Captain injured you. Go a bit further down the tunnel. Some Maulers will appear and run past you, back towards the opposite end. Copperfield, a insidious slave-chaser appears and talks to you. Go down the stairs, after Carmen appears briefly, smash the palette blocking the crank handle to the right. Open the gate and go through. Approach the homeless preacher dude to pick up TORQUE'S NEIGHBORHOOD SOUTH MAP. Break the padlock on the locker to get a XOMBIUM BOTTLE. (If your going for Good or Neutral, use the secondary attack with the Rusty Pipe for the overhead swing, so you don't hit the homeless guy. Or you can shoot it off) Collect the two FLASHLIGHT BATTERIES next to the door and go through. You will see a vision of one of your sons, when that's through, go on down. The Creeper appears at the end, behind the bars to introduce himself like Copperfield did. After or during this, go the passage to the left to get the FLASHLIGHT. A Burrower appears, attacks once or twice and moves on. You can drive it off sooner by shooting it once or twice if you like. Recover any health from the XOMBIUM BOTTLES from the fridge, or the padlocked locker in the room. There's a big crate blocking the way, so you'll need to move it out from the wall. Crouch down and go into the tunnel, getting another XOMBIUM BOTTLE if you need it. A Arsonist appears in the room below you. You can't kill it, and it won't chase you. But still don't approach it. Fire hurts! Find the ladder and go to the surface. (Don't forget to get the two FLASHLIGHT BATTERIES in one of the other crawlspaces in the room) Once up top, exit the small room and look through the fence. You spy Jordan and her men looking for you. Turn all the way around to spot Carmen standing on a balcony. A dog emerges from the area and growls, but won't attack. (You can kill the mutt and gain favor with the Dark side if you like) There's a XOMBIUM BOTTLE in the corner near some bottles, and another in the northeast corner on a small porch. Move the southeast corner and climb up on the dumpster and jump through the hole in the fence. A phone rings as you pass by. Answer the phone to get a chilling message if you want. Carmen appears on top of the balcony in front of you. Climb up the ladder towards her, then crouch and crawl through the open window of your old apartment. THE HARDEST HOMECOMING WEAPONS AVAILABLE - Colt 1911 This place is full of lost memories. Visions are triggered by moving through either the doorway out of the kitchen, and again by moving from the living room into the hallway. A XOMBIUM BOTTLE is on the counter, and there's another one inside the fridge. After seeing the boys in the hallway and the living room, move into the hall to see Carmen. The phone in the living room starts to ring, as with any phone in the game, answering it is optional. Enter the Master Bedroom, which is directly across from the kitchen doorway. TORQUE'S APARTMENT MAP is below the mattress. Open the closet door to find a LETTER FROM MILES and a LETTER FROM CARMEN. Once you view these two documents, Carmen appears in the doorway. Approach her to trigger a scene. Once she disappears, the LETTER FROM BLACKMORE is now in the doorway. Read it at your leisure. Return to the hallway and go to the next door down, go to the tub to trigger another chilling scene. A XOMBIUM BOTTLE is on the toilet. Finally, enter the the last door in the hallway for another cutscene. When you exit the second bedroom, Dr. Killjoy appears on the television. Go closer for a history lesson from the good Doctor. During the visions, a policeman Drops a COLT 1911 pistol in the doorway of the second bedroom. You now dual wield these, with a slight drop in accuracy. Exit the apartment and wait for the Arsonist to set fire to the building, making sure to keep your distance. When it leaves, make your way downstairs. Open the mailbox slot on the wall under the stairs to obtain the THEATER PLAYBILL, a personal invitation from Dr. Killjoy. THE UNHOLY BURDEN WEAPONS AVAILABLE - Colt 1911, Wood Bat, Flash/Bang Grenades, Revolver, Sawed Off Shotgun, Molotov Cocktails Just outside the apartment building, turn right to see a wicked car crash. The pedestrian is taken out, and the occupant of the car is incinerated by a Arsonist. Heat down the street a bit the head left into the alleyway to find a couple of Colt 1911's. Keep going down the alley, it will lead back to the street. Two thugs have cornered a old man and are about to murder him. You can step in and kill them (Good), or kill the old man yourself (Bad), or you can just sit there and watch them kill the old man (Neutral). But if you save the man, some items will be available in the back of the pawn shop that wouldn't be there otherwise. Slayers will pop out of the hole, take them out with the Rusty Pipe, saving your ammo for later. The thugs drop Knives, and sometimes they will drop XOMBIUM BOTTLES. Enter the pawnshop. Dr. Killjoy soon appears on the stacked T.V.'s. Smash the display cases to obtain two Colt 1911's. Go behind the counter, all the way behind the EZ Loans neon sign to find TORQUE'S NEIGHBORHOOD WEST MAP. Head out the back door. If you saved the old man from the thugs, the lockers here contain a XOMBIUM BOTTLE and a Colt 1911. If you didn't save him, tough luck. A Wood Bat is located by the back door either way. Someone is muttering in the bathroom. Opening the door triggers a appearance by Copperfield, who kills the man. Or was it you? The debate goes on. But your Morality is unaffected by it. Try to open the backdoor, then run back towards the pawnshop. Soon the lights go out, and a Slayer smashes through the door. Someone blasts him, then praises Allah. Head out the back door to meet Hejira. Someone that Torque once knew back in the neighborhood. Either help him through the next few areas for Good, or shoot him in the face for a few giggles for Evil. To stay Neutral, just stay behind him and let the monsters overwhelm him. Continue towards the basketball court in the lot behind the building. Use your Flashlight to search the area inside the archway on the left for two FLASHLIGHT BATTERIES. Go toward the fenced area and cut left around the corner to a well lit porch. Swap out your pipe for a Sawed Off Shotgun, and in case you didn't get the map in the shop, it's here as well. As you near the court, a hole opens up inside the fenced area. Slayers begin to leap ou of the ground and coming through holes in the fence. If you remain below the corner of the fenced area, most of the Slayers should come through a small hole in the fence next to a barrel (That you can shoot and will explode) making it easier to pick them off with the Colts. Sure the Sawed Off is easier, but that should be saved for bigger challenges later on. If you let Hejira live, he comes in handy with his Sawed Off. If you need more ammo, there are a pair of Colt's in the alley off to the right. When the coast is clear, move to the dumpster and jump on top of it, then jump up to the roof of the building. Head to the right and loop back around into a passageway. A Arsonist leaps in, so stay back to avoid damage. Go out to the balcony to find a XOMBIUM BOTTLE, then drop from the roof to the basketball court below. If Hejira hasn't followed you, run over and open the door for him, but be careful of the hole in the ground, you will suffer minor damage if you get too close to it. Follow Hejira into the building, or go inside if you are alone. If Hejira accompanies you, he points out that you're stuck in a dead end. Otherwise, you can probably figure that out on your own. Go to the window with two FLASHLIGHT BATTERIES, and two Colt 1911's. Notice the crumbling section of the wall near the windows. Back away from it, becuase soon a Slayer is about smash through it. Fill the Slayer with pistol shots and go into the next room. Collect a XOMBIUM BOTTLE by the sofa. Exit the far side of the room, and go right. At the canal, head left towards the dead end. Crouch down to fit under the gate, and search the left for the Sawed Off Shotgun. You can now Dual Wield these! Return back to Hejira, or if alone, back towards the other end of the canal. Check the archways for FLASHLIGHT BATTERIES, and a Colt 1911. If Hejira's still with you, he stops and tells you a story about a urban legend. Keep going up the canal when he's done. Go in the doorway and search for the 3 MOLOTOV COCKTAILS in the left corner. Go up the stairs. Prepare for your first real battle by collecting the XOMBIUM BOTTLE near the old couch and open the ammunition crate, filling up the Colt ammo. Then head around the corner toward the doorway of the Canal Street Mission. After a scene of the mob, a Gorger drops out of the sky. Use the Sawed Off to blow it to peices. Two more appear and should be extended the same treatment. Switch to the Colts if you run out of Sawed Off Ammo. If you managed to keep Hejira alive after all this, he will blow the padlock off the fire escape ladder. If not, blow it off yourself. Climb up until a Gorger drops on the landing, making you fall to the ground. Be quick to turn around becuase I've always gotten up facing the wrong way. You DO NOT want to turn your back to a Gorger! After it's dead, go to the lower end of the fire escape landing and jump up to climb up. Then jump up into the window and go down a flight of stairs, make sure to get the FLASHLIGHT BATTERIES along the way. Head up the dark alley to a wide opening. Collect the XOMBIUM BOTTLE, and Sawed Off Shotgun just around the corner on the right. Open the Amuniton Crate to get your ALMOST unlimited supply of Colt ammo, Another XOMBIUM BOTTLE is on a porch off to the side. FLASHLIGHT BATTERIES are found in the small room through the doorway across the courtyard. A little bit after you enter the courtyard. the upper floor of the surrounding buildings burst into flames. Move away from the archway, becuase a Arsonist soon attacks. Blast the thing with your dual Sawed Off's, strafe left or right in the open courtyard to avoid the fireballs, and the rush attacks. Soon after you kill the first one, a second will melt a gate blocking a alley access. Take it out and take the XOMBIUM BOTTLES if you need it, and head out through the melted gate. In the next area, you will see Jordan and her cronies picking up a specimen, pick a fight if you want, but I'd advise against it. After they drive off, pick up the the FLASHLIGHT BATTERIES, and the XOMBIUM BOTTLE. Jump up on this dumpster, just like the last one, and onto the roof. A arsonist will appear on the roof, backtrack to the more open roof behind you, and blast it with the Colt's. Go back across and into the hole where the Arsonist jumped out of to get a XOMBIUM BOTTLE, a Colt, and two FLASH/BANG GRENADES. Go back out to the slanted roof and jump down in the alley. To the left is a crate you need to pull to the underside of the smashed vent above you. When it's in place, climb up and into it. Collect the XOMBIUM BOITLE and the FLASHLIGHT BATTERIES from the shelves, and the FLASH/BANG GRENADES by the door. In the bathroom there's a Colt 1911. There's also a Rusty Pipe in case your ammo is running short. Open the door and enter the Liquor Store. Two men trapped behind the counter claim that they'll let you inside if you kills the monsters clamoring around in the ceiling. Just then, several Slayers drop down. Avoid being surrounded by backing out the door you came in, forcing the Slayers to come in one at a time, toss a Molotov in the doorway to damage anything coming through while you pick them off with the Colts. When you've defeated the five or six Slayers. The men in the store pass through two XOMBIUM BOTTLES and a Sawed Off Shotgun. However, they go back on their promise to let you in with them. Copperfield shows up and takes care of one of the clerks. Nothing can be done to prevent his death, but the remaining clerk opens the door. You can go in there pistol whip Copperfield to drive him off (Good), or shoot the clerk yourself (Evil), or just sit and watch Copperfield shoot the other clerk (Neutral). Inside the store are four XOMBIUM BOTTLES and six FLASHLIGHT BATTERIES. Even if you don't need them now, remember where they are! Press the button inside the booth to open up the door to the street. Go to the right to find a Colt Amunition Crate. And two MOLOTOV COCKTAILS in the corner to the left. Head down the street. Down the steps inside an archway are two FLASHLIGHT BATTERIES. On the sidewalk to the left of the theater are two XOMBIUM BOTTLES, two MOLOTOV COCKTAILS, and a REVOLVER. Feel like your strapping up? Good, becuase your toughest battle so far is moments away! Leave the Revolver alone for the moment, and equip the Dual Colts, and Dual Sawed Off Shotguns. A few moments later, a pack of Slayers appear, use the Colts on them, returning to the ammo box as needed. When the Slayers go down, some Gorgers come at you. Use the Colts if they come at you one at a time, and use the Shotguns if there's more than one. Keep this up until a lull comes. From out of nowhere a voice starts talking. Quickly restock on ammo, and go back to the Liquor Store for some XOMBIUM if you need it. Pick up the Revolver if you're out of Shotgun Ammo. The third wave of the attack is a large group of both Slayers AND Gorgers! Try to lead a few by one of the parked cars , the shoot at the gas tank area to make it explode. Use Molotov's for crowd control. Use the Revolver on the Gorgers, and the Colts on the Slayers. You can also back into the Liquor Store, making them come in one at a time again. But DO NOT go in without restocking your Colt ammo from the crate. The forth, and final wave begins when an Arsonist appears near the Theater. Use the Colts or the Revolver while constantly moving. A second Arsonist appears soon after the first one goes down. When both monsters are dead, the doors to the Theater finally open. Go inside to the lobby. Depending on your Morality at the time, Either Cory, Carmen, or Dr. Killjoy will beckon you to come inside DENIAL OF THE FITTEST WEAPONS AVAILABLE - Colt 1911, Sawed Off Shotgun, Rusty Pipe, Shotgun, Revolver, Skorpion, Fire Axe Turn left behind the counter to get the Sawed Off. A Rusty Pipe leans up against the base of the stairs, and there are FLASHLIGHT BATTERIES in the corner beyond with TORQUE'S NEIGHBORHOOD EAST MAP. Up the stairs near the entrance is a Colt 1911 near the dead man. Collect the XOMBIUM BOTTLE by the doors and smash the crates blocking them. Move left just inside the next area to get another Colt 1911. Ignore or murder the incoherent junkie, whatever Morality you're on, and then go through the doors there. In the corner near the stage, there are two XOMBIUM BOTTLES and a Shotgun. Swap out the Colts for the Shotgun, so that you have the Shotgun, and dual Sawed Off Shotguns. This should make your theatrical debut a little easier. After about five seconds, Dr. Killjoy appears on the screen. But Blackmore interrupts what could have been a good show. He summons a endless supply of Gorgers and Slayers that begin to drop around you. Your Insanity ability is now available. You want to kill enemies quickly to fill the meter. Once it starts glowing, use it and transform, quickly kill the remaining monsters and revert back to human as fast as possible. Try to clear the area with as much Insanity left as possible, so that you can overcome the next challenge easily. Exchange the Shotgun for the Colts, or the Rusty Pipe. There are also some FLASHLIGHT BATTERIES in the area if needed. Soon a Arsonist appears to burn a hole in the screen. Don't waste any ammo on it, it's sole purpose is to provide you a way into the next area. After going through the screen, go left to find a Rusty Pipe, two XOMBIUM BOTTLES, and a Revolver. Cross to the opposite side of the stage to find a ammo crate full of Colt's and ammo. Then go around the corner to find a dead body surrounded by two Sawed Off Shotguns. Equip the Sawed Offs and the Colts. The head across the rear stage to get two XOMBIUM BOTTLES and two FLASHLIGHT BATTERIES. When you step into this area, Dr. Killjoy begins toying with you once again. Notice that the wall next to the projector is cracked. You can break through it, but only in beast form. Gorgers, Slayers, and Arsonists appear. Kill the enemies until the Insanity Meter is full, then transform and smash through the wall. Don't worry about killing the rest of the monsters, unless you want to fill your insanity bar back up. Collect the XOMBIUM BOTTLE, FLASHLIGHT BATTERIES, and two MOLOTOV COCTAILS outside the theater. Move down the alley until Dr. Killjoy appears yet again. There is a Revolver next to a corpse nearby on the left. Go through the door to encounter a junkie named Kyle that has you mistaken for someone else. Kill him for Evil, Ignore him for Neutral, or help him get through the next few areas for Good. There are two XOMBIUM BOTTLES in the room with Kyle. In the large outdoor area, Kyle moves to a blocked passage to the right, and begins complaining that he can usually get through. Some Gorgers and Slayers appear. Kill them to protect Kyle, or let them kill him to remain Neutral. When the coast is clear (sorta), reload with the two Colts near the entrance, a Sawed Off in the corner, and a Wood Bat if you want it. There's a XOMBIUM BOTTLE in the corner near the door, and you can always return the previous room for the Xombium there. Follow the steps in the corner behind the yellow ladder. In the small alcove, you can find Dual Skorpions. Dump the Colts for these. Climb the ladder on the side of the building and navigate across the the rooftop, keeping an eye on Kyle for protection. Jump down and raise the crank handle to raise the bricks. Kyle then goes the ladder and climbs up on the roof. Take a moment to restock. There is a Colt, two Sawed Off's, and another XOMBIUM BOTTLE in the area. (The best weapons to carry out of here are the Dual Skorpions, and the Dual Sawed Offs) Climb the ladder and follow Kyle through the small window on the building, drop down into the room below, and check the lockers for a XOMBIUM BOTTLE. Get the FLASHLIGHT BATTERIES on the shelves. There's a Colt in the corner. And yet another XOMBIUM BOTTLE in the bathroom trash. Use the secondary attacks to smash through the debris blocking the door, and go into the next area. Get the FLASHLIGHT BATTERIES on the stove, and smash the glass to reveal a Knife. A Colt is on the table in the corner. Open the door to see what all the noise is about. Police officers are in a standoff with a Triggerman. Either stay back and let the monster kill the Police (Neutral), kill them yourself (Evil), or jump in and save the poor bastards. You can get more Good points if you save both officers. The Police cars don't explode as easily as other cars, so use them for cover. The dumpster just outside the door also provides excellent cover. Down the alley on the right side is another XOMBIUM BOTTLE. A Rusty Pipe leans against the wall. And a Revolver in front of the cruiser nearest the resturant. Midway up the street is a Ammo Crate for Shotguns. If you're carrying Sawed Offs, dump them for the Pump Action Shotgun becuase of the plentiful ammo for it in the next few areas. Go towards the wreckage until another Triggerman pushes the wreck aside, defeat this monster to continue to the top of the street. Three XOMBIUM BOTTLES and a Shotgun are near another corpse. While passing through the gated area, Carmen appears inside the ruined gazebo. Approach her to relive old memories. After the flashbacks, Triggermen, and Slayers fill the area. Try to protect the junkie if he's still around. Finally a Triggerman smashes though a wall in the upper portion of the area. Defeat the monster and get the resources in the area including the MOLOTOV COCKTAILS, a Shotgun, and two XOMBIUM BOTTLES. Then drop through the hole into a small reservoir. You have come full circle. You are now directly behind your old apartment. Look through the fence directly across from the entry point to see Jordan prying into your past. Only to have the Creeper chase her off. Head to the top of the slope and collect the dual Skorpions, or theier ammo. Then go back down the slope into the canal under the bridge. Use the secondary attack to smash through the boards and go into the door. You find yourself in a room full of addicts. Evil people, feel free to start capping them. Good and Neutral, leave them alone to see what happens. In the room you will find two MOLOTOV COCKTAILS, a Rusty Pipe, two Colt 1911's, three XOMBIUM BOTTLES, and a Shotgun. A few moments after entering, Dr. Killjoy appears on the monitors and tells you how to overcome the next type of Monster, known as a Captain. Right on cue, a Slayer Captain appears. You can tell the Captains by the more metallic appearance, and a sorta dark cloud/shadow surrounding them. The only way to defeat a Captain is with Insanity. The Captains also have the ability to summon regular versions of themselves. Soon after you kill the first one, a second Slayer Captain appears. Take care of this one the same way. After Killjoy gets a few more words in, in finally opens the locked door in the room. Get MILE'S BAR NEIGHBORHOOD MAP. And a XOMBIUM BOTTLE waits for you on the top of the stairs. A woman screams because she's been locked out of the room where her baby is. To be a Good Samaritan, you must find a way to open the door. To be Evil, shoot the lady in the head to put her out of her misery. A Rusty Pipe leans against the wall. Move to the other end of the room to find a Fire Axe in a glass case on the wall. A Shotgun rests against the nearby locked door. Going forward, it would be best to carry a Shotgun with plenty of ammo as one of your weapons. Use the secondary attacks to smash the boards blocking the way and head upstairs. Kyle (If you managed to get him this far) should run ahead. When he reaches his destination, you finally get your boost to your Good Morality. Before going further, enter the room on the right to get the phone, a XOMBIUM BOTTLE, and a ammo crate for the Colts. Follow Kyle to the room at the end of the hall. If Kyle is already dead, another man is in here blabbering about drugs. From the puddle of blood from the nearby suicide, a Mainliner is born. Quickly blast the Mainliner. When Mainliners die, they emit a toxic gas that damages you. Use the two XOMBIUM BOTTLES in the room if you need them. Then kick open the door and go to the next area. Follow the passage to an open door. You can slaughter the junkies if you're on the Evil path, or do nothing if Neutral or Good. Crouch and use the secondary attacks to smash the boards covering the hole and drop into the room below. Bubbling pools of blood surround the infant in the middle of the room, and very soon, Mainliners start to appear from them. Stay at the bottom of the screen, near the locked door where the baby's mother is screaming. Strafe left or right to avoid the syringes they throw at you. Avoid shooting in the direction of the infant if you're on the Good path, Shoot it if you want more Evil deeds. Also make sure you hit the button on the shelf near the locked door. If your Neutral, don't hit the button. If you do this though, or if She's already dead, you must use Insanity Mode to break through the cracked part of the wall to get to the next area. Use the two XOMBIUM BOTTLES near the button if you need them. Then go through the door at the back of the room. In the hallway, go right to get two MOLOTOV COCKTAILS. Then go the other way, using the secondary attacks to smash through the crates. Go into the door. Open the fridge in the room behind the Nursery to fet a XOMBIUM BOTTLE. Go into the area to trigger a scene with Torque's kids, and then take care of the Mainliners. Use the XOMBIUM BOTTLE in the corner to recover. But whether you fight the enemies or not is up to you. Becuase the door to the left is the exit from the level. Escape, and the monsters are no longer a concern. THE WILL OF THE PEOPLE WEAPONS AVAILABLE - Colt 1911, Shotgun, M3A1 Grease Gun, Shrapnel Grenade, Grenade Launcher, RPG-7 When you exit the crack house, you will see a soldier limping towards death in the parking lot. Climb down the ladder to find another soldier and a Shotgun. There are two FLASHLIGHT BATTERIES beside the dumpster. By now you've probably overheard the chatter coming from the street. A squad of Federation soldiers is getting into a truck getting ready to leave. If you shoot at them, they WILL return fire! Move towards the mounted .50 Calibur Machine Gun, and use it. Soon, several Marksmen will appear. These are similar towards the Marksmen in the first game, only much larger and stronger. Two appear to the right, after they go down, two come up to the far left. Then several more keep appearing for several seconds. Make sure you fire in short bursts. Unlike the first game, Ties That Bind adds the realistic feature of barrel heat. Keep an eye on the meter in the upper right hand corner. When the Meter starts to rise into the red, release the trigger and let it cool a bit. It doesn't have to drop all the way, but do not let it overheat. If it does, you won't be able to fire the weapon for several heartbeats...leaving you vulnerable. When the Marksmen stop appearing, exit the weapon, then turn to the left. Open the Ammo Crate and switch anyone of your weapons for the Dual Colts. Use the two XOMBIUM BOTTLES near the crate to heal. Near the body of the dead soldier, you can also find a M3A1 Grease Gun. A woman near the wrecked vehicles at the end of the street calls you over. When you get close, a Slayer Captain appears. Use Insanity Mode to quickly take care of the Captain, before it can summon any more Slayers. The woman drops a couple of XOMBIUM BOTTLES, and a SHRAPNEL GRENADE is next to the headless soldier. When you're through screwing around, go down the stairs to the entrance of Miles' Bar, The Underground. A few steps inside a flashback will be triggered. When it's over, you hear Miles on the radio. There is a XOMBIUM BOTTLE and a Shotgun inside the bar if you want them. Just outside the backdoor, turn around and smash the boxes to reveal a locker. Smash the padlock and grab the GARVEY HOME REPORT. Head back to the back door of the bar and smash the crates blocking the alley. Two FLASHLIGHT BATTERIES are in the corner. Go up the slope to see Miles on the fire escape across the street, where he will hop the gap and lower the ladder for you (although sometimes, Federatioin soldiers may interrupt him) You will be encountering soldiers in the next few areas. So for a few tips about them. They are covered in body armor. And a few have riot shields. So your shots MUST be accurate. Aim for the head. Use the Colts, they are the most accurate weapons in the game. It also helps if you go into First-Person mode. If they have a riot shield, shoot that first to destroy it, then aim for the head. If you're close enough, use the secondary attacks to knock off thier kevlar helmets. But try to not get that close to a Federation soldier! When you spot them, do not take cover behind the car parked in the street. It explodes easily! The soldiers might take cover behind the vehicle in the middle of the street, if they do, toss a Molotov or the Shrapnel Grenade you picked up. DO NOT BLOW UP THE GREEN FOUNDATION TRANSPORT TRUCK! Approach the corner carefully, there are more soldiers are waiting in an ambush behind the barricade. They use a truck mounted .50 Calibur to cover the street. If Miles was unable to lower the ladder, strafe out into the street and back behind cover using first person mode to shoot the soldiers. If Miles did lower the ladder, the ladder prevents you from using the corner for cover, so you must find a better way. If you didn't destroy the truck like I told you, climb in the back and quickly open the Ammo Crate. It has a unlimited supply of Grenade Launchers and ammo, but that's not what you're here for. Once the lid is open, crouch down behind it. Use first person mode to stand up and shoot a soldier, then duck back down to avoid being hit. DO NOT USE THE GRENADE LAUNCHER AND DESTROY THE TRUCK! It will come in handy later. If you run out of ammo, there is a semi trailer at the other end of the street, close to where you came in at. There is a Ammo Box full of Skorpions and ammo. There is also a RPG-7 in the trailer. Grab the Grenade Launcher and Dual Skorpions and make your way back to the fire escape ladder. If it's not lowered, you will have to shoot the padlock off of it to climb it. Jump the gaps, collecting the two XOMBIUM BOTTLES along the way. Drop down into the alley and trigger a scene. After the scene, Copperfields Maulers rush forward to attack. Maulers are surprisingly resistent to most types of gunfire, but one or two secondary attacks usually take care of them. Once the Maulers are put down, and Copperfield leaves, collect the supplies in the area. There is a XOMBIUM BOITLE, a SHOTGUN, two FLASHLIGHT BATTERIES, and a Colt Ammo box. Shoot the barrels on the side of the building. The explosion knocks down a section of the balcony. Wait for the fire to go out before climbing up. Cross the balcony and get the 3 MOLOTOV COCKTAILS in the corner. Jump accross the gap to the fire escape then look up to see a vision of one of Torque's sons. Then hop across the remaining platforms and drop down into the alleyway. In the streets, Foundations soldiers and Marksmen are going at it. But if you're spotted, they will concentrate on you! If you didn't destroy the truck, quickly move to it and climb in it to use the .50 Cal that the soldiers were using on you earlier. Turn it around and take care of everything that moves on the street. After the street is clear, stay on the weapon. There are several soldiers back in the darkness that are coming for you. Watch for when the reticle turns red to take them out before they are even in range to hit you! If, on the otherhand, you destroyed the truck. Use the Grenade Launcher and the Skorpions to make your way up the street. Remember that dead soldiers almost always drop a XOMBIUM BOTTLE or two! If you were able to clear the street with the .50 cal, the street will be littered with XOMBIUM BOTTLES, Colts, Skorpions, and M3A1's! There are three XOMBIUM BOTTLES are inside the white van (they'll be nearby the truck if you blew it up). There are two more XOMBIUM BOTTLES and two FLASHLIGHT BATTERIES in the alley where you started at. Make your way up the street slowly. And never rush around a corner. There may be several soldiers still in the area. Use first person for accuracy. Approach the truck with the .50 cal and soldiers in it, ON THE RIGHT SIDE OF THE STREET, so they can't hit you. As you get closer, you will see a lynch mob scene on the left of the road. Get closer still and the pavement will explode and a massive worm type creature appears. You've just had your first encounter with the Horde. Miles tells you to go down the hole it made, but first, backtrack down the street and refill any health or ammo you might need. HITTING BOTTOM WEAPONS AVAILABLE - Skorpion, Shotgun, Wood Bat, Flash/Bang Grenades, M3A1, Sawed-Off Shotgun, Molotov Cocktail Move down the passage and collect the two FLASHLIGHT BATTERIES. On the left is a padlocked locker with a XOMBIUM BOTTLE. Move to the opposite wall, and climb up into the shaft. go to the next tunnel. A Burrower appears briefly, but don't shoot it. It will go away immediatly. Drop to the floor and approach the gate to rendezvous with Miles. He can't get through yet, but he will open a door behind you. Go to the now open door, down the tunnel until you trigger the cave in scene. Soon after, a Burrower starts moving around. The key to killing a Burrower is to stand in one spot and watch it's trail. Turn as needed to keep it in sight. When the trail stops a few feet away, prepare for it to attack. The moment it leaps from the ground, fill it with lead. The best weapons against Burrowers are Shotguns and Sawed Offs. If you don't have one, use whatever you have. Once it's clear, open the cabinet on the wall to get a Flash/Bang Grenade. Go down the steps to get a Shotgun and two XOMBIUM BOTTLES. Then go back down the tunnel and through the open door on the right. On a previous trip down this hall, you might have tried the door and heard the screams of a man. Now you can find his headless corpse. He left behind Dual Skorpions, two Flash/Bang Grenades and THE WATER/SEWER SYSTEM MAP. More Burrowers appear. Use the Skorpions to kill them, when they're finished, go back into the room and restock on ammo. Then go to the door on the other side of the hall. Move to the right of the machinery and climb it. Move across the room on the catwalk. Collect the Skorpions on there and the XOMBIUM BOTTLE. Go around the corner and drop into the tunnel below. Slayers begin pouring down the tunnel. Use the Skorpions to tear them up as they approach. When the Slayers are gone, a Burrower will appear. Once clear, go to the top of the tunnel and get the Molotov Coctail and the Wood Bat if you're low on ammo. On the right is a switch you need to hit so Miles can open the next door for you. Go through and collect the XOMBIUM BOTTLE and two FLASHLIGHT BATTERIES. There is a large ambush ahead by the Federation, so open up the ammo crate and get dual Colts. A good secondary weapon to have here is a M3A1 if you have one. Make sure you have Shrapnel Grenades selected as your thrown weapons if you have any. Switch to first person for better accuracy, then head around the corner. A soldier runs past, trying to get to his post. Shoot him now, or he will climb the raised platform at the other end and become much harder to kill. Take out the soldier in hiding around the corner from where the first soldier was running from. As your going down this new tunnel, take cover behind the barrels. Shoot the glass out on the upper levels in front of you and on your left. There are two soldiers that will fire from here. When you take them out, you will hear a beeping sound. Soldiers have planted a bomb to blow the door (Back where the first soldier was running across). Move to the corner behind the low wall and wait for it to blow. Toss a Grenade or Molotov to take out the first soldier that comes out. Avoid moving near the open door for the moment, instead, go back down where you shot the glass. Equip the colts and go into first person mode and turn right to shoot the two soldiers lying in wait behind the columns on either side behind the bars. You can also find a XOMBIUM and a Shotgun over here. Return to the ammo box and restock on Colt ammo then go back to door that was blown open. Ready your Shrapnel Grenades and step in and lob one to the far side of the room and pop back out of the room. There are two soldiers manning a .50 cal back there, but the concussion from the blast should be enough to take them out. However, more soldiers appear from the left and try to take control of the .50 cal. Get back in the doorway and shoot them in the head with the colts as they try to take it. If they manage to take it and start shooting, get out of the room and repeat the Grenade/Colt strategy. Before entering the room more than a few steps, toss more grenades into the alcove on the left, and near the window on the right to kill more soldiers waiting to ambush you. Then go into the room and head down the left passage. Go to the right at the next intersection, and go directly to the .50 cal. Grab the gun and prepare for the backup squad, which is about to breach the door. Try to kill the soldiers before they enter the room and move off to the left or right behind the cover of the columns, where they try to catch you in the crossfire. Instead of short bursts, fire for prolonged periods whenever they try to come in. Remember not to overheat the weapon. Once it's clear, pick up any ammo around the .50 cal and the FLASHLIGHT BATTERIES. Trip the switch to the left of the Machine Gun. A phone starts to ring. Head back down the hall, cross the passage, and go through the open door on the right. The gate closes automatically after a few seconds, so don't waste time. If the door closes before you get to it, go back and trip the switch, and try again. Answer the phone if you want, then examine the room. There are two switches on the wall and a large pump machine. BEFORE DOING ANYTHING, open the door on the right. Then throw the left switch, opening the hatch all the way across the room. The next part is tricky. When you throw the second switch, the water in the hole under the now open hatch begins to drain. If it drains too much you will fall and injure yourself. You want to throw the switch, then book it over there asap. Drop onto the metal crate and float down with it. Head through the tunnel until you see one of your boys. Chase the ghostly kid around a few times until he dissapears. He reappears in a small tunnel to the side of the room. Crouch down and follow him. As with the first Suffering with references all around to Songs and Movies, this one has it too, though not as prolific. The scene down here where you hear "We all float down here" is obviously a reference to Stephen King's It. 'It' in the book impersonated a clown and used that line. You will also see balloons. Climb the ladder at the end of the tunnel to the level above. Heal up with the two XOMBIUM BOTTLES if you need them. There is a Colt Ammo box here too. Make sure to get the MILES' BAR AREA SOUTH MAP. Crawl into the passage on the side of the room and get the M3A1 if you want. Pick up the phone for a message. Jump and crawl into the raised passage, then crouch and move through the low opening into a outdoor courtyard. Pick up the Sawed Off and keep either the M3A1 or the Colts. Move to the low wall at the top of the slope and climb up on it. Miles shows up at the nearby building but Copperfield drives him off. Dropping into the yard triggers Maulers. There's a endless supply here. They are here only to fill your insanity meter, if it's full, don't mess around with killing them. Get the M3A1 in the courtyard near the dead soldier and make your way up quickly to the slope past the Mauler's entry point. Get the XOMBIUM BOTTLE near the corpse, then look to the left to see the cracked wall. Transform and smash it. Several Burrowers surround and attack you in the next area. Use the Sawed Off on them. If you don't want to fight them, simply run through to the sewer tunnel with a XOMBIUM BOTTLE and FLASHLIGHT BATTERIES. Jump up and crawl into the next tunnel. Then you should be well out of the Burrowers territory. Go down the sewer tunnel and climb another raised crawlspace on the right and go to the ladder to end the chapter. RELENTLESS PERSISTANT DETERMINATION WEAPONS AVAILABLE - Colt 1911, M-60, Tommy Gun, Shotgun, Grenade Launcher, RPG-7, M3A1, Molotov Cocktails, Shrapnel Grenade, Flash/Bang Grenade Climb out of the ladder to see that you've come back to square one. You are back at the Foundations Harbor Base. Look for FLASHLIGHT BATTERIES and two XOMBIUM BOTTLES nearby. Then go back down the alleyway towards the open rear windows of the building. In the area next to the window, flip the lid on the ammo crate on the left and get the Colts, plus all the ammo you can carry. Carefully smash the pallets leaning against the wall, underneath is a M-60, the most powerful of the machine guns. Go into the back window where you trigger a scene. You regain your senses and find yourself already inside the building. Move a few steps foward to hear Consuela call to you. Good path people will want to shoot the padlock on the raised container to free her, Neutral people will not. Evil people will have already killed her by now! Consuela is the wife of Ernesto from the first game. And if you want your boy scout badge, you're gonna have to help her in the next few areas. If you do this, you will gain large gains in your Morality Meter towards the good. Go through the door in the corner. The weapons cages that were locked the first time in here are now all unlocked. Open the cage with the MOLOTOV COCKTAILS and the TOMMY GUNS are. If Consuela is free, she will grab a Tommy Gun. Enter all the cages and stock up on supplies. There are 4 XOMBIUM BOTTLES in the 4th cage. There are FLASHLIGHT BATTERIES in the lockers on the other side of the hall. The best weapons to carry out of here are probably the M-60, or the Tommy Gun, and a Shotgun. Approach the ghost of Cory (Torque's Son) to obtain CORY'S DRAWING. There is a Rusty Pipe in the corner in case you need it later. Soon the door closes and soldiers appear. You are about to have to face off agains the collected specimens in the raised containers in the room. After Blackmore leaves, prepare for the incoming waves of monsters and soldiers. Get in the corner near the Rusty Pipe, and keep the nearest pool of blood in view. Mainliners soon appear from the three pools in the room. Take care of them. After about 3 waves of Mainliners, you get a short break. Soon after a Slayer Captain is released from a container. Go insane and destroy it before it can summon any other Slayers. Another Slayer Captain is released, then a Third. BE CAREFUL of your attacks if Consuela is in the room with you, beucase the 2nd and 3rd Captains are released in her general vicinity. Try to take all three Captains out in one Insanity session. Avoid using any Special Attacks so that you stay transformed longer. When the third Captain is destroyed, exit Insanity Mode and go back to your posistion in the corner by the pipe. After a few words from Blackmore, soldiers begin to flood into the room from the catwalks above. It is best to take out the soldiers on the catwalk, but let two or three down at a time to collect thier ammo and Xombium Bottles that they drop. If more than that drop down, they tend to cluster together, making it prudent to toss a Shrapnel Grenade at them to take them all out at once. If you need health and there's none on the ground, but there are some on the catwalk from dead soldiers, just jump up underneath, like you want to bang your head on the catwalk to get it. Again, if Consuela is in the room, be VERY careful of where you place your shots. First person mode is helpful. When the last soldier is dead, you hear an explosion that cracks the wall by where you came into the room at. Mainliners start to reappear to help you fill your Insanity back up. Transform and smash through. Recover any health needed with the 4 XOMBIUM BOTTLES in the autopsy room. Then take care of any Mainliners left. Go upstairs into the observation room and Consuela will follow you. There are 4 FLASHLIGHT BATTERIES on top of the cabinet. Do not press the button on the console, or more Mainliners will fall from the cages in the room. Take the Colt if you want. In the cabinet to the right of the window are two XOMBIUM BOTTLES and the FOUNDATION DOCUMENT. If Consuela made it this far, at some point she will wander off and have a encounter. Unless you intercede, she will die. If you used Consuela for her help in the previous area and want Neutrality, let it happen. Go and open the back door and exit to the next area. The opposite wall has a Revolver. Enter first person for more accuracy. You will be fighting some Foundation Soldiers here. There is a sniper on top of the building to the left. Another comes out a door on a ledge on the far right. And a soldier with a riot shield runs up to the gates at the dock. Use the crates for cover and take them out. Focus your efforts on the soldiers in the area with you. Don't worry too much about the ones on the other side of the fence. When the smoke clears, move to the dock on the far side near the tugboat. there is a XOMBIUM BOTTLE on the deck of the boat, and another in a locked cabinet in a nearby alcove. If you kill all the soldiers before they have a chance to open the gates, look for planks, cross it and jump onto the platform. If you fall in the water, you die instantly, so be careful. From there, cross under the dock, go up the ladder and open the gate for Consuela if she's around. A Tommy Gun and two XOMBIUM BOTTLES are located in the small platform under the Coast Guard boat. And a Revolver is on the plank under the dock. If Consuela is still hanging around, head to the crane control booth at the back of the first dock. Consuela comes up with a plan to lower the boat so she can get back to Carnate Island. Naturally, her plan requires that YOU do everything! Move to the middle of the dock and climb up on the platform, from there, Consuela will move you over toward the other dock. Solders appear and begin moving toward a mounted .50 cal machine gun. KILL THEM BEFORE THEY REACH IT! Jump forward off the platform when it stops moving. If Consuela, for whatever reason, is not around at the crane, you have to use it by yourself. Press the Use button and swing the crane around and knock the two crates into the water. Posistion the platform a little to the right, past the stack of crates, and then press Use again to release the controls. Carefully climb the crates and jump across to the platform. Shoot the soldiers on the second dock, then jump across when it's clear. Move to the right and under the dock to get a XOMBIUM BOTTLE. Then climb the ladder. Take the .50 cal asap, and kill the soldiers flooding the pier. There is a sniper on top of the building to the left. When the coast is clear, look for items and XOMBIUM BOTTLES dropped by the dead soldiers. On the short dock to the right of the .50 cal is a ammo crate with Shotguns. There are also two XOMBIUM BOTTLES outside a stack of crates, and a RPG-7 behind that same stack. Head towards the gate the soldiers were coming through. Inside the gate, hook right and enter the first building. A soldier may appear on the balcony of the building next to it, so be prepared to take him out. Get the two XOMBIUM BOTTLES in the room and two FLASHLIGHT BATTERIES as well. Press the button to drop the boat for Consuela. If Consuela's dead, there is no need to push the button. Back outside, be wary of any soldiers in the area, and stock up. There is a ammo box with Grenade Launchers and another ammo crate with M3A1's. A XOMBIUM BOTTLE is behind the crate near the truck. And there are 3 more inside the truck itself. The best weapon choice is the Grenade Launcher and either the M3A1 or Dual Colts for the next areas. Enter the gate control booth. A M-60 is inside. Wait to grab it until just before you leave. Break the padlock off the locker to get two Flash/Bang Grenades, and a XOMBIUM BOTTLE. The EAST BALTIMORE STREETS MAP is on the panel with the button. When you press it, something goes horrible wrong... Soldiers begin to surround you. Quickly run out of the booth and around the corner of the building on the right. Soldiers appear on the opposite balcony and from the doorway directly above you. Stay under the balcony and behind the pipes for cover. Kill the guards on the opposite balcony, as well as the ones in riot gear that climb up over the fence. When these two areas are clear, strafe out and shoot the chumps on the other side of the fence. Shoot the SUV next to them to make it explode and knock them off balance. When soldiers appear to climb over the fence, back around the corner again behind the pipes. Repeat this tactic for awhile, while making trips to the ammo crates to refill on ammo. When enough have died, Jordan crashes through in a truck. Back out of your hiding spot, run and get the M-60 in the gate control room, and hop in the back of the truck. There are three XOMBIUM BOTTLES in the back of the truck, so don't worry about healing before you leave. Make sure you have the Grenade Launcher before you leave. HAVEN'T WE MET SOMEWHERE BEFORE WEAPONS AVAILABLE - M-60, Grenade Launcher, Molotov Cocktails, Fire Axe, Revolver Jordan tears through the streets, with Torque manning the .50 cal. You must eliminate Federation soldiers and Malefactors before they have a chance to harm you. As soon as the level starts, aim the gun out the back of the truck. Soon, a Foundation truck full of soldiers falls in behind. First, shoot the soldiers in the bed of the truck. Then target the driver or the fuel tank (just behind the driver's side door). Repeat that strategy for every truck encountered. Continue shooting the trucks that fall in behind you until Jordan comes to a unexpected stop. Soldiers attempt to cross the street to a parked truck and take control of the .50 cal. Shoot them to stop them from getting it. Soon, Jordan swings into a alley where Slayers are fighting soldiers. Ignore them or shoot them all, but soon you must turn around and point the weapon out the front of the truck. The next street is crawling with Triggermen. Shoot as many as you can to avoid any possible damage. Some Foundation soldiers are on the street fighting the Triggermen, and they won't hesitate to turn around and fire on you. Return fire as Jordan turns down another alley, which turns out to be a dead end. Aim off the back of the truck and and try to prevent the soldiers from taking another .50 cal on the back of the truck. The best thing I've found to do is to shoot the fuel tank and make it explode. This will take care of any soldiers on/near the truck, as well as make it unusable for any soldiers left. Jordan will begin to scream for you to turn around. Face the front of the truck and take out the Marksmen springing out of the ground. Eventually, a Marksman bursts through a gate, giving Jordan a exit. On a unexpected turn, you are thrown from the truck, and must make your way back to the street level to meet up with Jordan. So pick up the M-60, XOMBIUM BOTTLE and the Grenade Launcher near you and then go to the homeless man calling for help behind the iron bars. You trigger another scene. Turn to the right and jump into the alcove to get a XOMBIUM BOTTLE and the EAST BALTIMORE STREETS MAP, in case you didn't get it earlier. Head up the alley and crouch down to go through the low passage. Switch to first person to take care of the soldiers rappelling down into the canal. Use the Grenade Launcher to take care of the Arsonists that show up further up the canal. The forth Arsonist will burn through the gate. Return through the low passage to restock on Grenade Launcher ammo if needed. Go to the small doorway behind the iron bars to get two XOMBIUM BOTTLES. Go up the stairs until a man challenges you. There's no way to be good in this situation, however if you kill her, you will become more EVIL. Otherwise, simply wait for the creeper to take care of her and open the gate. Take the next flight of steps back up to street level. However, before exiting the tunnel, enter first person and look to the rooftop across the open area. Take care of the three soldiers that are searching for you. Not long after, a Triggerman appears. Use the Grenade Launcher to take it out quickly, all the while staying in the relative safety of the tunnel. You can always back up a few steps to get out of the way of damage. A second Triggerman enters the area close to some gasoline pumps, shoot the pumps a few times to take out the Triggerman. When all is clear, there is a ammo box of Revolvers. Swap out your weapon with the least ammo for a pair of these bad boys! Very soon after you defeat the Triggermen, Jordan will show up again. Hop into the back of the truck and continue your joyride in the city. Aim the .50 cal out the front this time. Because soon you run into a roadblock. Shoot the soldiers on the upper level and keep your eyes peeled on either side. Make sure no more soldiers try to get the .50 cals there. Jordon begins to plow through the roadblock when she thinks the coast is clear, but more soldiers spring from hiding on either side and open fire. Aim low and take them out on both sides, then swing it around front and get the soldiers there, be careful not to shoot the cab of the truck in doing so. The path from here on out is clear, that is, until the Horde shows up. REPEAT OFFENDER WEAPONS AVAILABLE - Revolver, Knife, Shotgun, Fire Axe, Rusty Pipe, Shrapnel Grenade, Colt 1911, Flash/Bang Grenade, Skorpion, M3A1, Tommy Gun You fall into a tunnel that looks like a old mineshaft. Break into the locked cabinet to get some Flashlight Batteries, and then head into the tunnel and around the corner. Some poor guy screams and is quickly shot. He drops a Revolver. Go down the hall, and down to the raised opening and crawl through until you break through a vent at the end. A Suppressor patrols the library beyond. Always try to attack a Suppressor from behind, so that is has to turn and find you before firing back. Otherwise, the damage they cause can be severe. Use first person, and shoot it in the head with the revolvers 3 or 4 times to put it down. Exit from the vent slowly, because another Suppressor is patroling as well. Go to the left on the top of the bookcases and wait for it to go by before filling it with lead. Then drop down to the floor and get the EASTERN ADMINISTRATIVE MAP on the books stacked next to the vent shaft exit. Open the file cabinets on the far wall to get two XOMBIUM BOTTLES, and ELROY SR.'S ANNUAL REVIEW. A trail of blood leads to a open door. Enter this small room to encounter a man from the very begining of the game. If you want, take his knife and kill him yourself, or wait around for a inexplicable event to happen. There are two FLASHLIGHT BATTERIES in here. Follow another trail of blood through a closed door to a room where a dead man and a Gorger lay dead on the ground, at least hope that the Gorger is dead. There is a FLASHLIGHT and a Shotgun at the top of the room. Climb the ladder to find a dead Slayer and a Fire Axe that was used to chop it up. There is also a Rusty Pipe and Shrapnel Grenade in the lockers. Head through the door and enter the next passage into a hallway in front of the visitation center. You will trigger another scene. Enter the room when the doors open. Use the Shotgun to kill the Slayers. If your ammo runs low mid battle, there is a ammo crate with Colts in the room as well. DO NOT USE INSANITY MODE AT THE MOMENT. During the battle, a fire will break out in the guard post. You can see a Slayer Captain back there, but it's a little too warm in there, even for it. Shoot the fire extinguisher on the wall to calm the fire down. The Captain then enters the post, and dissapears into the ceiling, and drops down in the room with you. Go insane and take it out as well as any Slayers it may have summoned. Refill on ammo from the crate, and search the ceiling for a large hole, then jump up and crawl in. Move to the back of the area and smash the vent out with your secondary attack, shoot the next vent and drop down into the still flaming room, and go into the next area. Turn right and and head towards the gate to find four FLASHLIGHT BATTERIES, a Flash/Bang Grenade, a Shrapnel Grenade, and a Skorpion machine gun. Head the other way and enter the door on the right. Break into the lockers across the hall to get a M3A1 and two XOMBIUM BOTTLES. Then go through the door at the end of the hall where the lockers are located. The Best weapons here are either the Shotgun or Revolvers, and the M3A1. Blackmore enlists the aid of a Arsonist to prevent you from going directly upstairs. Soon, soldiers begin attacking from the upper level. After the humans are gone, there are several waves of Gorgers, Slayers, and Slayer Captains! This is much easier to beat than it would seem. Behind the stairway, there is a crawlspace that you can crouch and enter. Go in there and enter first person mode, and face the Maryland Dept. of Corrections seal under the broken section of balcony. Unable to see you, the soldiers drop one after the other onto the floor and right into your line of sight. Shoot them using headshots, trying to use as few rounds as possible. When Blackmore begins talking again, quickly leave your hiding space and collect any M3A1's or Xombium Bottles the soldiers may have dropped. Then rush back to the hiding spot. After 4 or 5 soldiers die in such a easy manner, a Gorger, followed by several Slayers and the first Slayer Captain appear. Fill them with lead until your Insanity Meter is flashing. Then exit the cubbyhole, transform, and take care of any and all monsters left in the room. Return to normal form, and gather up more M3A1 ammo or the Skorpions left by the dead man by the metal detectors, then get your butt back to your hiding spot asap. Repeat this strategy for the next two waves of Slayers, Gorgers, and Slayer Captains. After the third wave, use the two XOMBIUM BOTTLES near the metal detectors to recover your health, and switch to the Skorpions if you haven't done so already. Use Revolvers or a Shotgun to take out the Arsonists that come next. DO NOT USE THE CUBBYHOLE TECHNIQUE AGAINST THE ARSONISTS! They can stand out of sight and fire fireballs that track you underground. Blackmore begins talking again, telling you that you need to find another way out. Move to the wall on the right side of the door underneath the stairs, near the "Inmate Processing" sign. Wait for the door to blow open. When a soldier appears, shoot him and go into the door. Head up the hallway. A phone should start ringing in the booth. Run to the booth and answer the phone. Then use the monitors to view the shower area. Press the button on the console to open the gate. On the way back out of the guards booth, a Slayer appears in the hallway. Kill it fast, then open the lockers on the right to get a Tommy Gun, two XOMBIUM BOTTLES, and two FLASHLIGHT BATTERIES. After killing a second Slayer, go to the area in front of the guards booth, and kill the Mainliners that appear. Just to keep you on your toes, a couple of Slayer Captains appear. Take out the Slayer Captains in beast form, and then quickly change back to human. Take care of the rest of the Mainliners to refill your Insanity Meter quickly. When it's quiet again, go through the showers to find 3 malfuncioning boilers and a guard trapped in a room. To proceed, you need to cause the boilers to overload and explode. But if the guard is caught in the blast, he's blown to pieces. This is fine if you're Evil, but not so good if you're trying to be, well, Good. To save the Guard, go back to the guard booth where you pressed the button to open the door to the showers. There is now a large crack in the wall, smash it down in your beast form to let the guard out. Return to the showers, and watch it for any Mainliners that may have come back. Go back to the boilers and turn the crank of the two outside boilers. This will cause the middle boiler to overload and explode. Back up well into the showers to avoid any damage from the explosion. Go into the new hole in the wall and find a Rusty Pipe, a XOMBIUM BOTTLE, and a Revolver in the new area. Then go through the door on the left. Prepare for a squad of Slayers, and thier Captain to barge through the next area. Go insane and take them out. Then search the dark end of the hall to find FLASHLIGHT BATTERIES and a Shotgun. You should now have a Shotgun and a Revolver for the next area. Use a Shotgun to kill a Slayer at the top of the stairs, then get the Revolvers and peek around the corner. Wait until the Suppressor is facing away before you unload on it. Continue out to the upper level. Kill the Arsonist with your most powerful weapon, then climb the stairs and follow the next hall to the Warden's Office. Open the file cabinet behind the desk for two FLASHLIGHT BATTERIES, and for a smile, check out the nameplate on the desk. At first it seems that the Warden is going to shoot you, but if you wait, you'll see that he's all talk. Then again, if your Evil, shoot him now! Open the file cabinet in the corner to get two XOMBIUM BOTTLES, then follow Jr. into his "panic room" and climb the ladder. Just inside the room is a locker with a Skorpion. TIPPING POINT WEAPONS AVAILABLE - M3A1, M-60, Shotgun, Sawed Off Shotgun, Shrapnel Grenade, Tommy Gun, Flash/Bang Grenade, Molotov Cocktails Gear up with the weapons available on the roof, including the M-60 and the unlimited number of M3A1's in the ammunition box. Climb onto the small ledge on the right if you need FLASHLIGHT BATTERIES and XOMBIUM. Then head down into the yard and look around until a Marksman and a Slayer Captain appears. Use the Insanity Mode to destroy the Captain and any Slayers it summons. If the Warden is still around, don't get too caught up in the action that you rip through him too. (Unless you're evil of course) Be ready for a Arsonist to come down the stairs behind you. Another one will appear by the tall chain link fence. Refill the M3A1 ammo as needed, and try to save the M-60 for big monsters, such as the next wave of Marksmen. A couple of more Arsonists will appear, then move toward the fence when you hear the sounds of monsters fighting. Gorgers in the yard can't kill the Triggerman Captain on the otherside of the fence. Right on cue, Killjoy starts to tell you a warning about the beast. After the Captain tears through the fence, go insane and take it out. Revert back to normal and take out the regular Triggerman. Be carefull of the Warden if he's still around. Go to the hole in the fence and shoot the Gorgers moving in from the yard. Avoid going through the hole so they can't surround you, make them come in single file through the hole. Two Suppressors patrol the catwalk to the upper left in the courtyard. Go into first person with the M-60 to take them out. Use Molotovs for additional damage. Another Gorger will break down the door, after it's dead, search the yard for items. There is a ammo crate with Shotguns, two XOMBIUM BOTTLES, be sure to refill the M3A1 ammo before going inside. Move into the hallwall, and seek cover behind the overturned desk. Use the Grenades and Shotgun blasts to kill the Suppressor in there, in addition to the Slayer. If things go wrong and the Suppressor turns around, crouch down behind the desk. Enter the office on the right and search the locker for a Sawed Off Shotgun, FLASHLIGHT BATTERIES, and a XOMBIUM BOTTLE. Go down the stairs slowly to let the exploding roaches smash into the bottom stair to kill themselves. Continue down until a dying guard is thrown through a window. Use first person to shoot the Suppressor through the window. Go through the door on the left and kill the slayer on the ceiling. Go into the second part of the room with the locker to get FLASHLIGHT BATTERIES, a Shrapnel Grenade, and a M-60. Then go into the room where you killed the Suppressor. There is a Shotgun, FLASHLIGHT BATTERIES, and a XOMBIUM BOTTLE in the room. (End for tonight) =============================================================================== Cheat Codes (I have heard that the cheat codes from the original The Suffering: Prison is Hell Work on this one, But I haven?t verified that) PS2 Hold down L1, R1, and X, then press the following buttons. You will get confirmation by text on screen and speech. XBOX Hold down the Left And Right triggers, then press the following buttons. (Be sure to replace the PS2's R2 button with your own A button, I'm only doing this once to save a bit of time!) Legend= L=Left R=Right U=Up D=Down (#)=Press that many times. Example U(3) would be Up, three times. Suicide - D(4) Shotgun & Ammo - L(3),D(3) Molotov Cocktails - D(3),U(3) Full Flashlight - U,L,D,R,U,R,D,L,R2 Full Ammo Current Weapon - R(2),D,U,L,R,L(2),R2 Full Ammo Current Thrown - L(2),U,D,R,L,R(2),R2 Full Insanity - R(3),R2,L(2),R,L,R2 Full Health - D(3),R2,U(2),D,U,R2 Arsenal - D,L,U,R,R2,L(2),R(2),R2,U,D,L,R,R2 (Will make you fully Evil) Invincibility - D,U,D,U Minus 50 Rep - L(2),D,U Plus 50 Rep - U(2),U,D Full Blood - D,U,L,R Zero Blood - U,D,R,L Shrapnel - R(3),L(3) Max Evil Rep - L,D,L,D,L,D,R2 Max Good Rep - U,R,U,R,U,R,R2 Full Bottles - R(2),U(2),R2,L,R,R2,R,U,R,R2 Super Bad Ass - D,U,D,L,R,L,R2, U,L,D,R,U,R,D,L,R2,D,D,D,R2,R2 Projector State - U,R2,L,R2,D,R2,R,R2 Dream State - L(2),R2,R(2),R2,U(2),R2,D(2),R2 All Notes - R,L,U,L,R2,R,D,R All Maps - L,R,D,R,R2,L,U,L Action Replay Max for PS2 (M) 336F-BEPW-ZNQ3C 578T-CX1C-XH1MZ Infinite Ammo M7BE-31GX-4D9DM 3E3N-ERC7-PBNJP Infinite Flashlight Power AB4P-QPAB-2B7RF VC3V-CNQM-QWKNM Infinite Items D183-822B-J83XR FWPP-0W6H-P0YME GameShark and CodeBreaker Codes for PS2 Codebreaker all ver (M) F04BB8D0 004BB8D3 Gameshark ver 2 (M) 0E3C7DF2 1456E7A5 F04BB8D0 004BB8D3 All devices work with RAW codes, just use relevant M code: Infinite: Health 203198F4 8C81001C 203198FC AC810018 Ammo 2032679C 00000000 Grenades 202AF080 00000000 Flashlight Battery 20269934 3C014496 2026993C 44810000 Have: Insantity Always Available 20317CE4 E60004A4 Infinite Insanity Time D05BAF02 0000FFFD 202F0EF0 00000000 D05BAF02 0000FFFB 202F0EF0 46011081 Press [L3] To Enable, [R3] to Disable) Unlock: All Weapons 20572D48 00000016 20572D4C FFFFFFFF 20572D50 00000000 (Hold [L1]+[R1]+[X] then Press [R2]) =============================================================================== Version History 0.25 - General Layout, Archives, Items, Character and Malefactor lists, and started the walkthrough. 0.35 - Added Forward, Cheat Codes, Expanded Walkthrough. 0.45 - Expanded Walkthrough, Malefactor List 0.50 - Added Credits, Updated Approved Sites list, Expanded Walkthrough and completed Malefactor List. 0.55 - Expanded Walkthrough =============================================================================== Credits: Midway for making the game. My appetite for all things Horror or Horror related 7-11 for those Slurpees after I fried my brain typing this My daughter for cheering me like crazy when I transform into the beast (She's three and loves Zombies! My kid's the greatest!) Gamefaqs, no more needs to be said All the help I've gotten on the boards on Gamefaqs for this game and countless other games. gagnon703 for sending me my first feedback on my faq. Thanks!
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