WELCOME TO RANDY MURTHA'S ULTIMATE [][][] [] [] [][][] [] [] [] [] [] [][][] [][][] [] [] [] [] [] [] [] [][][] [][][][] [] [][][] [][][] [][][] [][][] [][][] [] [] [][][][] [] [] [] [] [] [] [] [] [] [][] [] [] [][][][] [] [][][] [][][] [][][] [][][] [] [] [] [] [] [][] [][] [] [] [] [] [] [] [] [] [][] [] [] [][][][][][] [] [] [][][] [] [] [][][] [] [] [][][][] _____________________________TIES THAT BIND___________________________ WALKTHROUGH FOR THE PS2, XBOX, OR PC PC Walkthrough Version 1.5 January 2008 E-mail: randym1375@yahoo.com ======================================================================= This document is Copyrighted by Randy Murtha June 2007 and may not be reproduced in part or in full without the written consent of the author. Nor shall this be posted on a website or printed in a magazine without my consent. All Rights Reserved. ======================================================================= ******************* TABLE OF CONTENTS ******************* Notice 1) Introduction to Walkthrough 2) More Walkthroughs by me, Version History 3) Moral Meter and Alternate Game Endings 4) Using the Insanity Meter and Upgrades 5) Weapons and Items 6) Enemies 7) Game Walkthrough 8) Credits, E-mail Rules, and Legal Issues THIS WALKTHROUGH IS BEST VIEWED AT 960x600 SCREEN RESOLUTION AND USING A FIXED WIDTH FONT SUCH AS COURIER NEW. IF USING HIGHER SCREEN RESOLUTIONS FOR BEST VIEWING RESULTS CHANGE TO A HIGHER DPI SETTING SO YOU WON'T HAVE TO USE A MAGNIFYING GLASS WHILE READING THIS. ----------------------------------------------------------------------- ********** * NOTICE * ********** The only websites this walkthrough is legally posted on are: Game FAQ's - www.gamefaqs.com Neoseeker - www.neoseeker.com Game Spot - www.gamespot.com Super Cheats - www.supercheats.com Honest Gamers - www.honestgamers.com Cheat Codes Central - www.cheatcodescentral.com Game Radar - www.gamesradar.com Cheat Planet - www.cheatplanet.com ONLY THESE EIGHT SITES MAY POST MY GUIDE! If you have viewed this on any other site than the ones listed, or have seen this plagerised, please e-mail me and let me know which site you viewed this on, I will highly appreciate it. If you've seen this plagerised or on a website this isn't supposed to be on, there is a $CASH$ reward for informing me of who the violator is. ======================================================================= ***************** 1) INTRODUCTION ***************** Welcome to my very in-depth and extensive walkthrough for The Suffering: Ties That Bind for the PS2, Xbox, or your PC. First and foremost this game, in my opinion, is not nearly as good as the first Suffering. Doesn't even come close. This game is creepy, twisted, sickening at times, very bloody, extremely violent, and full of foul language like the first Suffering but it just doesn't add up to the expectations I placed on this game. Don't get me wrong, this is a good game and is loaded with storyline that fills in all the missing pieces about Torque and what happened to his family on that fateful day. It just seems that Surreal mellowed out a bit on the shock factor while making this and gone kind of soft, either that or the first Suffering totally desensitized me to the horrors this game was supposed to bring. It is also way too short a game and you can beat it in two or three hours, not a plus in any gamers eye. If you've never played the first Suffering a lot of the story will not make any sense to you and you'll probably feel lost for the whole game and I wouldn't recommend playing this. But if you're a die hard fan of the first Suffering then you definitely want to add this game to your collection to fill in all the missing pieces and to answer all the questions the first Suffering left your mind boggling with. And one more thing, this is an M rated game so if you have children or younger siblings be responsible and don't play this game in front of them, or any other M rated game around them. Kids have enough crap to try and digest these days and seeing horrific bloody images, watching junkies shoot up, hearing loads of swear words, and watching monsters running around slaughtering people won't help much, unless your parental goal is to raise a serial killer. I know some evil brothers out there would find it funny to play this game in front of their five year old sibling, but it won't be so funny when that sibling sticks a knife in your ear while you're sleeping, now will it? ======================================================================= ********************************************* 2) MORE WALKTHROUGHS BY ME, VERSION HISTORY ********************************************* -- Other Walkthroughs I have written: 1) Armorines Project S.W.A.R.M. 2) Fable: The Lost Chapters 3) Neverwinter Nights 4) Neverwinter Nights: Shadows of Undrentide 5) Neverwinter Nights: Hordes of the Underdark 6) Neverwinter Nights Gold Edition 7) Neverwinter Nights Platinum Edition 8) Quake II 9) Shadow Man 10) Shadow Man 2econd Coming 11) The Suffering 12) Turok 2: Seeds of Evil You can ALWAYS find all my guides and latest versions at: www.gamefaqs.com ----------------------------------------------------------------------- -- VERSION HISTORY: Version 1.0 June 30, 2007 This is the first complete version of my guide so I won't be revising it because there's nothing else to add, only to fix typos and stuff like that. Version 1.5 January 2008 Added a couple of more websites this is legally posted on and added Fable: The Lost Chapters and Quake II to other walkthroughs I've wrote, along with the Neverwinter Nights guides. ======================================================================= ******************************************* 3) MORAL METER AND ALTERNATE GAME ENDINGS ******************************************* - MORAL METER - In the sub-menu where you look at maps and notes is a moral meter with a blue and red bar. This bar will go up, down, or stay in the middle depending on the actions you do while playing the game. There are three different sets of moralities you can have: good, neutral, or evil. If you help people that need your help and don't kill innocent bystanders then your moral will be good. If you decide not to help people that need it but let them live and don't kill too many innocents, then your moral will remain neutral. If you decide to kill everyone and be a total psychotic then your moral will be evil. - ALTERNATE GAME ENDINGS - As in the first Suffering there are three different endings you can view, a good ending, a neutral ending, and an evil ending. The ending of the game depends on your actions during gameplay so wherever your moral meter is at when you get to the end of the game, you'll get to view that ending for your moral. And what is each ending like you ask? Find out for yourself, I'm not spoiling them. ======================================================================= ****************************************** 4) USING THE INSANITY METER AND UPGRADES ****************************************** As in the first Suffering, you have insanity mode which will transform you into a horrific beast so you can literally hack the enemies up into bite size pieces. The insanity meter is located directly beneath the health bar and you fill it up by killing enemies, when it starts flashing you can unleash the beast. You can only remain the beast until the meter runs out and if you remain the beast and let the insanity meter run out before you willfully change back into Torque, you will take a large chunk of health away so keep an eye on the insanity meter when you are the beast. This game offers several upgrades for insanity mode to wreak even more havoc than ever before. The upgrades you receive during gameplay depend on your actions while you play the game. Meaning that if your morality is good you'll receive upgrades that differ from the upgrades available if your morality was evil. Neutral characters will not receive any upgrades for insanity mode, doesn't that suck? Here's the upgrades available: Good Characters: First upgrade: Chain Attack. This upgrade lets you whip chains at the enemy like a Burrower whips them at you. Second Upgrade: Gun Attack. This upgrade makes spider arms come out of your back like a Triggerman and you are armed with .50 calibur machine guns. Third Upgrade: Cataclysm Attack. The most powerful attack you can do and will even kill bosses in one shot. Neutral Characters: Ground Slam Attack. This is the only special insanity mode attack neutral caracters will have. This attack makes you jump up and slam your fist on the ground and is quite effective, except on bosses. Evil Characters: First Upgrade: Spike Attack. This attack allows you to make spikes jab out of the ground to impale all of the freaks within a ten foot radius. Second Upgrade: Wretch Attack. This attack makes giant exploding cockroaches come out of your back. Third Upgrade: Cataclysm Attack. Same as the one for good guys. ======================================================================= ********************** 5) WEAPONS AND ITEMS ********************** - ITEMS - 1) XOMBIUM: These are pain killers that heal any damage you have taken. You can't pick any of them up to carry around like you could in the first Suffering. If your health is low just simply walk up to a bottle to refill some of your health, the amount of health regained depends on what difficulty setting you have the game on. 2) FLASHLIGHT: I hope you don't need an explanation. 3) BATTERIES: For your flashlight. 4) MAPS: To help you navigate your way around Baltimore. 5) NOTES: You'll find notes and letters all over the place to read. 6) JORDAN'S NOTEBOOK: This narrated notebook is a reference for all of the enemies you encounter in the game. When you first encounter an enemy never seen before and kill it, its description will go into this notebook for you to check out at your leisure. 7) CONSUELA'S JOURNAL: This narrated journal contains detailed information about places around Baltimore. You must find the entries for this journal by entering certain areas. 8) CARMEN'S DIARY: This is your deceased wife's diary and you have to find all the entries for it. A lot of questions from the first Suffering get answered in this diary. ----------------------------------------------------------------------- - WEAPONS - The crappiest thing about this game is that you can only carry two weapons at a time besides your thrown weapons (flashbangs, molatav cocktails, and grenades). What kind of cheesy shit is this? 1) RUSTY PIPE: Just a simple pipe to break some heads wide open. 2) KNIFE: To poke some holes and watch 'em bleed out. 3) FIRE AXE: Not a good choice. 4) BASEBALL BAT: Against these enemies? Get serious already and put down the bong! On second thought, keep on puffin', it's Friday and you ain't got shit to do! 5) FLASHBANG GRENADE: Toss one of these at an enemy to temporarily blind them but not you. They only work for a few seconds so kill quickly after you throw one. 6) MOLATAV COCKTAIL: A home made gasoline bomb that will set the enemies ablaze. 7) GRENADE: Toss one of these shrapnel spraying beauties into a room full of freaks and kablooie, problem solved, just don't be too close when they detonate or you'll die along with the freaks. 8) COLT 1911 PISTOL: Just a standard .9mm handgun, you can carry two of them. This weapon isn't that great but it will do you justice when nothing else is available. 9) .356 REVOLVER: A .356 Magnum that packs quite the wallop. One well placed shot will kill most enemies. You can also carry two of these at a time so you get all Clint Eastwood and lay down the law. 10) SHOTGUN: A very good weapon to tote around and I recommend always having one at the ready. It's very effective against most foe but don't use it if an enemy is more than fifteen yards away from you. 11) SAWED OFF SHOTGUN: An excellent choice for dealing out pure carnage, you can also carry two of them to really wreak some havoc. This weapon is more effective than the shotgun but the range is only about seven yards. 12) M3A1 GREASE GUN: These things look just like an old school grease gun, hence the name. A fully automatic weapon that doesn't pack a good punch. For a machine gun this weapon downright sucks, maybe that's why they haven't been used since the beginning of the Vietnam War and have no business in this game. 13) SKORPION UZI: This is a great little toy but you go through a clip quicker than you can fart so it's only good for a few kills, you can also carry two of these. The range is extremely short on this weapon so don't waste rounds on distant enemies. 14) TOMMY GUN: A really good choice if you want raw power and bloody mayhem so go ahead and run around pretending to be Al Capone spraying lead everywhere and watch the blood squirt, body parts fly, and brain matter stick to the wall. Let the good times roll. 15) M-60 MACHINE GUN: The most powerful gun in the game and I advise you to pick one up and put it to good use as soon as you find one. Shoot this weapon in short bursts to conserve ammo, it's easy to shoot off a few extra rounds after an enemy drops and these rounds are precious so try not to waste them. 16) RPG-7: Shoots a rocket propelled grenade to blow some holes in everything. I found this weapon next to useless and only used it once. 17) GRENADE LAUNCHER: Lets you fire grenades great distaces. 18) STATIONARY MACHINE GUN: Big .50 calibur machine guns that can't be picked up to carry around. Quite powerful so use up its unlimited ammo when you see one. Don't shoot it off for a long time or the barrel will overheat and you'll be s.o.l. for five seconds or so while the barrel cools down. ======================================================================= ************ 6) ENEMIES ************ During this game you will encounter many new uniquely freaky enemies that will send shivers down your spine and a few favorites make a return from the first Suffering. While fighting any enemy in this game, move, move, move! DO NOT stand in one spot trying to get all Rambo or you'll die in a few short seconds because these creeps are way too fast and powerful. For more detailed information on enemies read Jordan's Notebook during the game because my descriptions are short and to the point. 1) SLAYER: Yes, these freaks make a triumphant return with a few slight alterations. These creeps have wickedly sharp blades instead of limbs and they are very fast and agile and quite deadly at close range. When you shoot ones head off it will still come chasing after you so be prepared. I think they're faster and more lethal than the Slayers in the origional Suffering and a Shotgun blast to the chest is your best defense here. 2) SLAYER CAPTAIN: These things are quite larger than a normal Slayer with heat radiating off its body and are made of thick gray steel. You can only kill these things if you're the beast during insanity mode. You can't damage it at all with any weapons in your whopping two gun arsenal so don't waste rounds on them. Take these freaks out immediately when seen because they can summon normal Slayers at will that chase you around and make life unmanageable. 3) GORGER: When I was little and imagined the boogieman hiding in my closet it looked exactly like this thing. Big, ugly, demonic, freakish creatures that try to bite off your head. You'll see these things feeding on dead bodies and sometimes even themselves throughout the game. These cretants aren't all that powerful but they are quick and use the top of their heads as shields. Just shoot it in the face as one leans toward you with a sawed off shotgun to make it drop like a ten ton brick. If there is a different species of monster around while you fight these they will start attacking them so use this to your advantage and let them kill the freaks. 4) ARSONIST: Little freaks with two heads that are on fire and also set you ablaze. Watch out for the fireballs they launch your way. If they do set your ass on fire, and they will, run around and jump up and down to extinguish the fire quickly or you'll burn up and die really fast. These are some of the most deadly enemies in the game and will prove to be quite the menace. A good sawed off shotgun blast to the belly will blow these thing right in half. 5) ARSONIST CAPTAIN: Quite larger than a normal Arsonist with blue flames all around it. As like a Slayer Captain you can only kill these pyros while you're the beast during insanity mode. They are about twice as powerful as a regular Arsonist so take these out immediately when seen or it will summon their little brothers to piss all over your parade and ruin your already bad skin complexion. 6) TRIGGERMAN: These giant spider like monsters look like big globs formed of blocky, blotchy textures pasted together, not a graphically impressive enemy to say the least. They are armed with fully automatic rifles, uzis, and shotguns and stand up on their hind legs to tower over you. Just blow a few holes in their stomaches with any weapon to kill them with ease. A Molatav Cocktail is a good choice if you're in the mood for some freshly roasted spider legs. Yum. Doesn't taste as good as a Turantuela leg, but hey, what the hell. 7) TRIGGERMAN CAPTAIN: As like all captain's, the only way to destroy these are with the beast unleashed during insanity mode. You'll know the difference between these and normal Triggermen just by their drastically improved appearence alone. Like all captain's, this thing summons regular Triggermen to make your eyes sorer than they already are. 8) MAINLINER: This breed of Mainliner is not quite different in appearence than the ones you saw on Carnate Island and are still very deadly. They are quite small and shoot a heroin derived cocktail at you that will disorientate, they also jump on you and try to stick you in the neck with this stuff. If you're the beast and this thing pokes you with a needle you'll instanly transform back into Torque for their is some quite potent dope in those syringes. When you kill one it will be bleeding yellow fluid and it will be smoldering on the floor for a few seconds, don't walk through it or you'll lose health. 9) MARKSMAN: These things are nearly identical to the ones lurking around on the island of carnage. These monstrosities are a bunch of guys melted into one and are quite big and have numerous rifles fused into its back. These weirdos are pretty fast considering their size and will do some heavy damage if you let them. 10) SOLDIER: Normal human weekend warriors trying to kill you. Any round to ones head and it will pop right off, problem solved. 11) BURROWER: You'll definitely notice a huge difference in appearance from the origional Burrower. They move around underground, you'll see the ground moving and when you do be careful because they pop up out of the soil and whip you with chains and then disappear really fast. Although these are very weak creatures (one shotgun blast will kill one) they are extremely deadly and if two or more are around you, you're in a heap of trouble, especially when they do their twirl attack. The best way to kill these are to stand still and face the direction the ground is moving and almost every time they'll pop up right in front of you for an easy kill. 12) MAULER: These vicious little demon mutts have human skulls for heads and an insatiable appetite for flesh. These things only hang around Copperfield and whenever you see him get ready to kill these mutts. They are extremely fast and very lethal, if they surround you then you're in a world of shit. The shotgun works well on these things and it will take some practice to master these mutts. 12) SUPPRESSOR: The ugliest bastards in the game and also the most deadly. These are fat humans with no legs, have flashlights for eyes and four machine guns impaled through its torso to send a rain of lead your way. They have a significant weakness: they can't see you unless you're in its light and if you do walk into its light then kiss your ass goodbye 'cause all four machine guns will mow you down faster than Star Jones can suck down a pack of twinkies. If you shoot ones head off its machine guns will go ballistic so try not to get killed by all the stray bullets zinging around. 13) ISOLATIONIST: These are the toughest enemies in the game and the M-60 and distance are your best defenses here. They kind of look like giant I don't knows with steel ribs getting around on a pair of crutches so it makes them rather slow but don't let their speed deceive you for these are very deadly creatures. They are surrounded by electricity so don't get too close to them and they have little cockroach (Wretches) sidekicks that will run up to you and explode into clouds of toxic gas to choke you out. ====================================================================== ********************* 7) GAME WALKTHROUGH ********************* *********** * WARNING * *********** This game is intended for adults and it will disturb you, if not scare the living daylights out of you. Throughout your quest you will see and hear some very sick shit that is not for the faint or easily offended. If you get offended by the F word and every other swearword known to man (even the dreaded C word you better not dare call a woman), don't play this game. If you get offended by extreme violence and grossed out by lots of blood, don't play this game. If you get offended by seeing dead children, don't play this game. If you get offended by watching junkies shoot up, don't play this game. And the list goes on and on, I think you get my point. Parents once again I strongly advise that no one under the age of 17 should play or view this game. ---------------------------------------------------------------------- ********** * NOTICE * ********** A good thing about this game is that you can play it in first or third person. I highly recommend first person view, especially while fighting enemies and the graphics are slightly better in first person. I fail to mention A LOT of enemies throughout the game, this was to heighten the scare factor and I didn't want to spoil all of your fun, and some things you see I won't even mention because they're too good to spoil. I tried to make this guide as spoiler free as possible, meaning I'll tell you to open a door to see a ghost, or see some weird stuff going on to your left and so on; I won't describe the details because I don't believe in spoiling the strange things going on in this game, that would be cruel. I don't want to be responsible for robbing you of a good video game expierience. The visions you see and the background voices you hear while playing the game will vary depending on your actions, and the moral decisions you make will slightly alter the story, which to me is a plus because it adds significantly to the replay value. This walkthrough is really versatile for I address each set of morals and the upgrades available for them based on your moral decisions during gameplay so no matter what type of character you become you'll never feel lost or left out if you follow this guide. I will also fail to mention tons of health, weapons, and ammo along the way since these items are pretty much everywhere so keep your eyeballs peeled. ---------------------------------------------------------------------- ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ REMEMBERANCE OF THINGS PAST ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ---------------------------------------------------------------------- "When they transfered me to Eastern Baltimore Correctional, I thought I had escaped the encroaching darkness. But in my new cell the abyss was right there, waiting for me" RT You'll start the game off five years ago in Eastern Baltimore Correctional Facility playing chess with a fellow inmate and good friend Miles. This game is *NOT* a prequel, only this first level is. The story can be considered a prequel but not the actual game. After you meet a shady fellow named Blackmore and company and the cut scene ends, take cover from the guards shooting at you. Wait for an inmate to open up the gates and then follow Miles. Enter the prison and watch a nice little scene through the gate in front of you, Eastern Baltimore Correctional Facility will get added to Consuela's Journal. Go down the corridor and go into the door on the right of where Miles is standing by the gate, he'll then run through a gate that opens, ignore it for now. Grab the Shotgun off the floor, search the room for an Eastern Building Facility Map and search the locker if you are in need of some Xombium. Leave this room and walk up to the gate you saw Miles run through, it will close and Miles will talk to you for a minute. Another gate will open up next to you so head through it and follow the corridor to see some strange type of meat grinder, head through the door on the left when you get to it. You'll hear a dog barking in the room on the left, go in there and walk up to the mutt to see some weird visuals on your computer screen. There is some Xombium in here if you need it, a phone is now ringing in the room you were just in, go answer it if you want. Head through the door next to the vending machine and you'll reach a checkpoint. The lights will come on and you'll run into the inmates that punked you and Miles off in the opening cut scene, they have a guard tied to a chair and want you to whack him to show your loyalty to Blackmore. It's your choice whether you want to kill the guard or not. Remember that doing bad deeds will result in a worse ending for the game and shift your moral towards evil. After you make your choice a Slayer Captain will appear and it'll smash out the lights. You can only kill these kinds of Slayers during insanity mode and since you don't have insanity mode yet, go through the door that opens and follow the corridor to a woman crying behind a gate, go through it and approach the woman to watch a rather disturbing scene. If you're offended by this little scene then stop playing the game now because it gets a whole lot worse, some people get offended easily and this scene is very mild as to what lies ahead. Continue along to some stairs and descend them to reach a checkpoint. There are three security monitors in front of you and a locked gate on the right, you may turn on every monitor like this throughout the game if you'd like. Take a look at the monitors and then you'll see some inmates getting shot at behind the locked gate. When the gate opens for you, charge into the room and kill the guards on the left. A couple of Arsonist Captain's will appear, you can only kill these kinds of pyros during insanity mode. Search the room for some Molatav's and Miles will be up above you on a catwalk. When Blackmore appears he'll talk some smack and his thugs will start attacking you. Kill a few of them and then you'll turn into a horrific beast, this is insanity mode. Waste the Slayers that pop up and head towards the door behind Blackmore to end this level. ---------------------------------------------------------------------- ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ HOPELESS BLEAK DESPAIR ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ---------------------------------------------------------------------- "Those trapped in misery dream of escape. But just when you think you've made it out, it turns out you've never really left." Ranse Truman After the official opening cut scene you'll be in present day on the boat you left Carnate Island on. Some kind of government agency wants to debrief you on all the carnage that went down the previous day. After you meet Jordan all hell breaks loose and you'll be free of your restraints. Baltimore Harbor is now in Consuela's Journal, in the back right corner of the room is a Waterfront Map. Head through the open door and you'll pick up a shoulder holster and a radio which you'll equip. Head down the corridor to the right, pick up a rusty pipe and in the doorway on the right are a couple of scientists, to your left are some locked gates that you can't open with a bunch of weapons behind them so quit drooling. Head into the warehouse on the right and in the back left corner are some metal crates, climb them and go through the window and drop into an alleyway. Break through the debris on the left and crawl through the hole in the fence. Continue along the alley and pick up a Colt 1911 Pistol and continue along to a gate. Behind it is someone who will fall through a manhole. Break through the 2x4's blocking the gate and head through it to the manhole, climb down the ladder. Take the City of Baltimore Map and crouch through the tunnel then drop down into a hole. You'll hear some creepy freak in the background, head left to end this level after a beastly figure attacks you. ---------------------------------------------------------------------- ~ ~ ~ ~ ~ ~ ~ ~ ~ THE WEAK SHALL INHERIT NOTHING ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ---------------------------------------------------------------------- "Once is never enough. That's the lesson learned from the tale of the Creeper, the pimp who took misogyny to the next level. He knew something of insatiable appetites." RT Turn around and watch a little scene through a locked gate and meet Copperfield, you'll be seeing more of this jack ass, it might take him a minute to show up. To your right are some stairs going down, head down them and break the pallet, then turn the crank on the wall to open a gate next to you. Go through it and on the right is some guy talking crazy and a lock box on the wall. Break the lock off and open the box up if you need Xombium, if not then head through the door on the left to see some weird stuff. Continue along to another locked gate and the Creeper will make an appearence, you'll be seeing plenty of this whacked out deviant vagrant freak. Head left and pick up a flashlight, you'll see a large steel crate along the right wall, go pull it back to reveal a tunnel, crouch into it and drop into a hole. Crouch into the room ahead with bodies hanging all over the place, follow the blood trail to some flashlight batteries, that guy should be following you if you didn't waste him a minute ago. Climb up the ladder you see and head through the open door to the left of you to enter an area with a bunch of ratty apartment buildings. Look for a dumpster on the left and climb over it. Continue straight and answer the ringing phone if you want. You'll see a ghostly visage on a fire escape, climb the ladder up to her and enter your old apartment where the horrible shit went down that flipped Torque's world upside down. ---------------------------------------------------------------------- ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ THE HARDEST HOMECOMING ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ---------------------------------------------------------------------- "The places we live define us as much as we define them. They are filled with our rememberances. When we return to them, we give the dead life once more." RT You hear a voice telling you to go into your bedroom. Go left and through the first door on the left to be in your bedroom. Open the closet and you'll get a letter from Miles and a letter from Carmen, a page about your two sons also gets unlocked in Carmen's Diary. You must read these letters, not the diary entry, if you want the game to advance. After you read the letters a ghost will chew you a new bunghole and make you feel like crap as only a wife can do. Take Torque's Apartment Map by the phone and go back into the hallway collecting a letter from Blackmore, read it, that son of a bitch! Go into the bathroom on the left for a not so pleasent flashback, enter the bedroom to the left of the bathroom for another disturbing flashback. Leave the bedroom and go into the living room on the right to see my favorite character on the television, HE'S BAAAACK! What a nice surprise. After the scene and you find out a lot more about this prick Blackmore and his evil ways, go through the open door and enter another hallway. Hang a left and go down the stairs to see a bloody crackhead sitting on the floor doing the fiend rock. There are going to be a lot of people like this you'll see throughout the game and you should always stop and listen to them, some of them have pretty funny stuff to say. Next to the staircase are some mailboxes, go open them to find a Theater Playbill and take a look at it, seems like an interesting show so let's go to the theater to check it out. Exit the building ahead of you for the next level. A lot of these levels are pretty short and I know it sucks but it's better than no game at all. ---------------------------------------------------------------------- ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ THE UNHOLY BURDEN ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ---------------------------------------------------------------------- "When the food ran out, the reverend would not watch his people die. He fed them with the only meat available. He knew he could live with the decision he made." RT You'll start off on the street and another innocent is cowering beside a dumpster in front of you, go right and you'll see an Arsonist pop up and then disappear. Continue down the street and you'll see some thugs trying to rob an old man. I'll only do this once to get it out of the way and to explain how helping people or not can effect your moral meter and thus determining the outcome of the game for you. There are numerous moral decisions you'll come across while playing the game like this one. Killing crackheads and stuff doesn't effect your moral meter as much as killing one of these moral effecting characters. If you want to have good morals then kill the thugs and rescue the old man. If you would rather be more of a neutral character then do nothing and let the thugs waste the old man, and if you want to be an evil character then kill the old man and the thugs. If you want to remain a good, neutral, or evil character, then do the above process for all the moral making decisions I lead you to, some characters are going to require more help than by simply killing a couple of thugs. If you want to remain a good or neutral character throughout the game then don't kill all the crackheads and innocent bystanders you'll see like the guy by the dumpster. If you do happen to kill a few innocents here and there it won't effect your moral meter too much, shit happens and stray bullets can kill. If you want to remain evil then you would want to kill everybody you see throughout the game. I hope I explained the moral process well enough, this is as laymen as one can get. Approach the scene of the crime and a Slayer will make an appearence and get added to Jordan's Notebook. Kill a few Slayers and you'll probably notice the slight variations from the origional Slayer. If you made a good moral decision and saved the old man his friend will run out of a pawn shop and thank you, he'll let you know he opened some lockers for you in his shop. If you've made the neutral or evil moral decision then the old guys friend will just stand there and he doesn't talk or open up any lockers for you. To the left of the old men is an alley with Xombium and Colt ammo so go grab it if need be. Head into the pawn shop and my favorite character will appear on numerous television screens. There are a couple of display cases to smash with Colt ammo, batteries, and a Sawed off Shotgun I advise you to pick up. Walk around the counter and pick up Torques Neighborhood West Map. When Killjoy is done chatting go through the door by the cash register to reach a checkpoint. Search the lockers the owner unlocked for you (that cheap bastard, Xombium and Colt ammo, these are rarities to come across) and head into the bathroom by the garbage can. Go and try to open the door across from the bathroom, after a few seconds it will open and you'll meet some five percenter named Hejira who seems to know you. This is another moral effecting character so make your decision wisely as to what kind of character you would like to become. If you pal up with this guy he'll lead you to a courtyard you must get into. Kill some Slayers that pop up and to the right of the fence is a dumpster, climb onto it and then pull yourself onto a roof. Follow the roof around and drop into the courtyard and open up the door on the fence to let Hejira in, he may have followed you onto the roof, sometimes he does, sometimes he doesn't. If you're trying to be neutral then don't open the door for Hejira, save the game before you climb onto the roof if you're trying to be neutral and if Hejira follows you load the game and keep trying until he doesn't follow you, if you leave a few Slayers for him to kill then he probably won't follow you. Go into the building and down the stairs to a locked door and a large sewer grate will be on the right. Head towards the dead body and go through the hole in the wall next to it, answer the phone in the room you enter and then go through the door just past it to reach another checkpoint. Follow the sewers, Hejira will lead you if you're helping him, then exit the sewers and you'll see an ammuntion box with a couple of Colt 1911's in it. Continue along and some imagery will pop up on the screen and the Canal st. Mission will get added to Consuela's Journal. You'll have your first run in with some Gorgers which will get added to Jordan's Notebook. After you kill them all (the sawed off really does a number on these cretants if you shoot their faces as they lean towards you), you and Hejira will part ways and you will be credited a good deed. Shoot the lock off the fire escape ladder above you and climb onto it, head down the stairs and through the door, then head left for a checkpoint. Head forwards and a fire will start and you'll run into the fiery foe who started it, an Arsonist, kill it and it will get added to Jordan's Notebook. These things are extremely deadly and love to set your ass on fire so don't let them get close to you and dodge the fireballs they launch at you. If they do set you on fire then just run around and jump up and down to put the fire out quickly, your health will deplete extremely fast if you don't. Look for a gate on the right and head through it after you kill the freak that breaks through it, follow the alley and you'll see Jordan talking to her soldiers through a fence, they don't see you. Climb the dumpster and pull yourself up onto a roof. On the left is a little room with health and some Flash Bang Grenades. You'll hear a phone ringing, drop into the alley below, not the courtyard you were just in with the Arsonists, and answer the phone. At the other end of the alley is a steel crate, pull it back so you can use it to climb up through a vent above you. Drop into the room below to reach a checkpoint. Go through the door and you'll be in a little corner store, the clerks are cowering behind the bullet proof counter and want you to kill some monsters for them and they'll let you behind the counter so you can be safe, pussies. Kill some creeps and then the clerks will renag their word and won't let you behind the counter but they do give you some bottles of dope and a sawed off. After the little scene, quickly go behind the counter and stop Copperfield from killing one of the clerks to be credited another good deed, kill the clerk before Copperfield does to be credited an evil deed. Press the yellow button on the counter by the cash register to open up the front door leading out to the street. Go onto the street to reach another checkpoint. There is an ammunition box across the street on the right with some Molatav Cocktail's by it so go grab 'em. Continue down the street and you'll see the Grand Theater, to the left of it is a .356 Magnum, go pick it up and test this bad boy out on some Slayers that will charge you. Damn powerful weapon my friend, one shot will kill most enemies (except on hard or impossible difficulty) but ammo for it is scarce so use these rounds wisely. After you kill all the Slayers some more baddies pop up, kill them all and after you defeat the Arsonists the theater doors will open, approach them for a little scene and then go through the theater doors to end this level. ---------------------------------------------------------------------- ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ DENIAL OF THE FITTEST ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ---------------------------------------------------------------------- "The demand is too persistent. People want something to make them forget. To let them escape. To believe in. As long as there is a need, the war will never be won" RT There are two sets of staris on the right, go up them for health and ammo and you'll hear Dr. Killjoy talking to you in the background. Climb over the counter to the right of where crates are blocking a door for Torque's Neighborhood East Map. Break through the crates blocking the door, go through it and you'll see a junkie who obviously lost his marbles and is in dire need of a labotomy, poor bastard. Go through either door by him to be in the main theater room and approach the movie screen (to the right of it is a Shotgun I advise you pick up) to trigger a cut scene you'll enjoy I'm sure and find out more of the twisted game plot. After the cut scene some cretants will appear and you'll now have the insanity meter. Kill some enemies to start filling up the meter and when it's full it will begin to flash, this means you can now change into the beast, do so and let the slice-n- dice extravaganza begin. You can also perform a special attack while you're the beast, this special attack has a couple of upgrades throughout the game and the upgrades differ for good and evil characters. You can only remain the beast until the insanity meter runs out and if you remain the beast and let the meter run out before you willfully change back into Torque, you will take a large chunk of health away so keep an eye on the insanity meter when you are the beast. If you're going for an evil character and killed everbody thus far you'll already have an upgraded special attack, this attack will make spikes jab out of the floor to impale all the freaks within a ten foot radius. If you're going for a good character and did all good deeds thus far you already have a special insanity mode attack, this attack lets you whip chains at the enemy like a Burrower whips them at you. If you're going for a neutral character then you won't receive any upgrades for your special insanity mode attack FOR THE WHOLE GAME, you only have one which makes you jump up and slam your fist down and is quite effective. After you kill all the enemies and watch another scene you'll be at a checkpoint. Approach the movie screen and then go through the hole that appears in it, to the left and right are some weapons, continue around the corner and you'll see some shelves with Xombium and batteries on it. Dr. Killjoy will appear on the wall across from the shelves and next to him is a cracked wall. Kill some enemies and turn into the beast so you can smash through the wall. Exit the theater through the wall to be outside and you'll reach a checkpoint. Continue along to the right and go through the door to meet another moral effecting character, some useless junkie who wants you to take him to his stash. Again you can make the moral choice of your choosing. Leave through the door on the left and there will be some bricks blocking your progress on the right, so climb up the ladder on the left. Follow the rooftop and walk across the plank on the right, then climb down a ladder on the left only if you are helping the junkie. Down here is a crank you must turn to raise the bricks, the junkie will then climb up the ladder you just climbed down and head through an open window. A lot of people get confused as to how to remain a neutral character so if you're trying to be neutral let the junkie live but don't raise the bricks for him, leave him where he is. Either way you need to go through the open window on the rooftop so do so and drop into a room. Break through the debris on the left and head through the door behind it to reach another checkpoint. Exit the building directly ahead to see some cops shooting at things, watch the scene and get ready to kill a Triggerman which will get added to Jordan's Notebook, head towards the two trucks blocking the road and kill another one. If you are trying to be evil then kill the cops, if you are trying to be neutral then let the Triggerman kill the cops, if you want to be good then save the cops. Continue along past the two trucks that were previously blocking the road to reach a checkpoint. To the left is a gazeebo, go into it and watch the scene. When it's over and your heart rate returns to normal, climb the stairs by the gazeebo (the junkie is still with you if you're helping him) and head through the hole in the fence on the right. Drop down to see Jordan through a fence straight ahead and that scumbag the Creeper will appear and say some more vile stuff to you. I told you this game is twisted and if you're offended I warned your yuppie ass not to play it. Go left and down the tunnel to a door on the left blocked by 2x4's, break them off and go through the door to reach yet another checkpoint. In the room are numerous televisions and your old twisted mental torturer the good Dr. appears on them, watch this delightful little scene. He'll release some enemies for you to hack up, including a couple of Slayer Captain's that you can only kill by unleashing the beast. After you kill the captain's, watch the rest of the scene and a door will open up. Head through it to pick up Miles' Bar Neighborhood Map, go up the stairs for a checkpoint. The junkie seems to be perking up if you're helping him 'cause he's almost at his stash. There is a woman and her baby is locked behind a gate and she wants you to help her get to it, kill her to be evil or let her be to be neutral. You'll see a fire axe case on the wall, you can take the axe out of it if you want but I advise you don't for it it useless against these mutant Malefactor freaks. To the left of the axe is a door you must break through, do so and go up the stairs and the junkie will finally be at his shoebox stash, how cliche, and another good deed will be credited to your moral account. A phone will begin ringing in a room on the right, go answer it and then go into the room the junkie ran into and watch the cut scene. When it's over kill the Mainliners that appear, they will get added to Jordan's Notebook. These little freaks aren't really that different from the ones in the first Suffering and they're still very deadly. When they die they'll bleed this yellow fluid that is smoldering on the floor, don't step in it or you'll lose some health. If you fight these creeps during insanity mode and they happen to poke you with a needle, you'll instantly transform back into Torque for there is some quite potent dope in them syringes. If you are going for an evil character and killed everyone thus far then kill the junkie on the floor and your special attack will be upgraded for insanity mode, this attack makes giant exploding cockroaches (Wretches) shoot out of your back like the ones that hang around those ugly Isolationists. If you didn't get this upgrade then you must have passed a few innocents you didn't kill, kill a couple more innocents and you'll get this upgrade. Go through the door that's closed and follow the hallway to a couple of more addicts and go into the door next to them to reach a checkpoint. Break through the ceiling and drop into the room below with the
womans baby. A lot of Mainliners will pop up so be careful not to kill the baby in the middle of the floor while trying to kill them or let them kill it. If you're going for an evil character and killed the babies mother then it will not be here. After you kill all the creeps, press the yellow button by the gate so that mother can go get her baby, if you're trying to be neutral then don't open the gate for the mother. If you're a good character and did all good deeds thus far then your special attack for insanity mode will get upgraded, this attack makes automatic rifles come out of your back on spider arms like a Triggerman. Head through the closed door past the babies crib and break the crates on the left, now head through the door they were blocking. In the fridge is some Xombium if you need it, if not then go through the hole in the wall here, head through the door on the left to end this level. ---------------------------------------------------------------------- ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ THE WILL OF THE PEOPLE ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ---------------------------------------------------------------------- "For each person who fights an injustice, there are ten who build their careers on it. The slave hunter Copperfield knew his quarry well, and turned them into a handsome profit." RT Climb down the ladder and head left, man the .50 calibur machinegun and a bunch of Marksmen will pop up, splatter them all and they'll get added to Jordan's Notebook, try to blow the hump off of their backs as they lean over to shoot at you. To the right you'll see your buddies Miles' bar The Underground, go down the steps and enter the bar for another encounter with a ghostly visage. You'll unlock a page for Miles in Carmen's Diary. After the very interesting cut scene ends, go through the door that opens up for a checkpoint. As soon as you go through the door, turn to your left and break up all the debris to reveal a locker, smash the lock off and open the locker to find the Garvey Home Report. Exit the bar through the door behind you and bust through the crates on the right and follow the alley out into the street and you'll see Miles on a fire escape above you. To the right is an RPG-7 in a trailer and and ammunition box, head left and kill the soldiers shooting at you. Killing soldiers that are trying to kill you won't effect your moral meter at all so blast away. On the right is a ladder, shoot the lock beside it and climb the ladder, jump along the fire escapes and you'll reach a checkpoint. Drop off the fire escape to the left and you'll see Copperfield's demon mutts prancing around. Approach them and watch a little scene and An Old Station archive page will be added to Consuela's Journal, the Mauler will also get added to Jordan's Notebook. Kill all the demon dogs and look for some barrels to blow up to make a way to get up to the balcony Copperfield is standing on. Climb up there to reach another checkpoint. Head forwards and then jump to a couple of fire escapes to the left, then drop off into the street on the right. If you didn't blow the military vehicle up with the .50 cal on it with the RPG before, then hop into the back of the vehicle and man the .50, a bunch of enemies will appear for your shooting pleasure so kill 'em all. Follow the street wasting soldiers everywhere and you'll see a vision and Site of a Lynching will get added to Consuela's Journal and then a huge worm like monstrosity will come crashing up through the street. It disappears quickly so jump into the sewers below through the hole it made to end yet another extremely short level. ---------------------------------------------------------------------- ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ HITTING BOTTOM ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ---------------------------------------------------------------------- "The city architects are duly remembered by history, while the true laborers are immortalized a different way. Many lay trapped beneath its streets for all time." RT Climb up through the hole on the right and crouch through the tunnel, drop out of it and you'll be on some stairs with a locked gate to your left and a gate at the top of the stairs. Approach the gate at the top of the stairs and you'll see Miles, he can't open this gate and he's going to try to open the other one for you. After he opens it for you go through it for a checkpoint. You'll see the earth moving below and around you and to your left is where you turned a crank to open a gate about five levels ago. Head forwards and you'll see another scene and The Tunnels will be added to Consuela's Journal. The earth starts moving again so stand still and wait for a Burrower to pop up, they'll get added to Jordan's Notebook, they look way different than the origional ones and are about twice as large. The best way to kill these are to stand still with shotgun in hand and face the direction the ground is moving and almost every time they'll pop up right in front of you for an easy kill. Watch out for the extremely deadly twirl attack they like to do if they get behind you. To your left and right are two doors, go through the door on the right and break all the crates and shoot a barrel, look behind the barrel for a Water and Sewer Map. Go through the other door and you'll see a generator to your left, go climb onto it and then climb up to a catwalk, crouch along and follow the tunnel to drop back down into the sewers to reach a checkpoint. Go straight and you'll see a switch on the right wall at the other end of the tunnel, pull it to turn on some lights and you'll see Miles above you through the grates. A gate will open up near the switch so go through it and head straight to reach another checkpoint. It seems that every twenty steps is a checkpoint. Straight ahead of you is a room with an oxygen tank in it, ignore it and go left to see a soldier, splatter his brains and you'll see a door which is locked so go left and waste some more weekend warriors. Shoot the glass out above you and toss some Molatav's up there to burn some more soldiers alive. Continue to a dead end and shoot the soldiers through the grate ahead of you, you'll also hear a timer beeping and when it stops, go through the door you just passed that was previously locked. This can be a little confusing so listen up. When you go through the door, on the right will be a large manhole cover with a crank on it, to the left is a locked door and a corridor you must go down. Do so and at the end in the room on the left is a locked steel door to the right and a locked gate on the left with some fuse boxes behind it, remember this gate. Go through the door and follow the corridor to a .50 calibur machinegun, man it and kill a whole bunch of soldiers. When they're all good and dead, you'll see a locked gate with an open manhole behind it, pull the lever on the fuse box next to the .50 to open up the gate I told you to remember. Go through it and pull the levers on the two fuse boxes you see to open up a manhole in front of you and another to drain the water out of it. Head through the closed door next to you and head staright into the manhole you just opened, follow the sewer to reach a checkpoint. Proceed forwards and watch another freaky scene and keep following the sewer to a ladder. Climb it and you'll be at a locked gate next to an ammunition box and Xombium, take Miles' Bar Neighborhood South Map off the ground. Climb into a ventilation shaft above you on the wall and follow it, drop into a room and crawl through the hole to be back outside and reach a checkpoint. Straight ahead is a locked gate and a locked door, climb over the wall on the left and drop into the street below. Proceed forwards and you'll see Copperfield again. A bunch of his mutts will appear, slaughter them and look for a cracked wall you must smash through with the beast. Go through the hole in the wall and follow the alley to a dead end, climb up through the hole on the right and listen to the Creeper. This guy gets worse and worse everytime you hear or see him, the twisted freak. Drop down into a tunnel and you'll see a vision of the weirdo and the Legend of the Creeper will get added to Consuela's Journal. Climb through another hole on the right and head towards the ladder in front of you to end this level. ---------------------------------------------------------------------- ~ ~ ~ ~ ~ ~ ~ ~ RELENTLESS PERSISTANT DETERMINATION ~ ~ ~ ~ ~ ~ ~ ~ ~ ---------------------------------------------------------------------- "Wherever there is power, there are people who will do anything to aquire it. All consuming determination can be good, or very, very bad." RT Climb the ladder and run through the knocked down gate, follow the alley to an open window, climb through it to drop into a warehouse. You'll see large steel cages and you can hear Consuela inside one of them above you and she wants you to free her. If you want to be good and free her then shoot the lock off of the cage. If you want to be neutral then leave Consuela in the cage. Want to be a totally evil sick twisted bastard? Then let Consuela out and then kill her. Behind Consuela is a door with an M-60 behind it and I advise you to pick it up. Go through the door on the other side of the room to reach a checkpoint. This place should look familiar since this is where the present day game began. To your right are the locked gates with all the weapons you were drooling over at the beginning of the game, they are now unlocked. You'll have access to Tommy Guns, Shotguns, Grenades, Flashbangs, Molatavs, RPG-7's, and Grenade Launchers. Too bad we can only carry two weapons at a time. Go through the door across from the Grenade Launcher and Consuela's still with if you're helping her. In the back right corner of the room you'll find Cory's Drawing in a puddle of blood, you'll also notice large steel containers above you radiating heat with Slayer Captain's inside of them. Blackmore will appear in a control room above you and if you're helping Consuela the scene is better than it would be if she isn't with you. After the captain's get released, kill them and then the soldiers that appear on the catwalk above you. After you kill a shitload of soldiers, bust through the cracked wall with the beast, grab the Xombium and go through the door at the top of the stairs to reach a checkpoint. If you managed to keep Consuela alive she'll follow you. In case you haven't figured this out yet if you're an evil character, you can always help characters for purely selfish reasons and they'll often help you kill all the foe like Consuela does, but make sure you kill them before they reach their objective or you'll be credited with a good deed. You'll see a control panel on the left, go and press the button to make a Mainliner appear in the room below you, wait for it to open the door at the bottom of the stairs to be back at the gates with all the weapons. Reload, stock up and head back up the stairs and go past where you pressed the button and look for a file cabinet, open the drawer to find the Foundation Document. Consuela will go into a room, follow her in there to watch a scene. You must shoot at the Creeper to fend him off of Consuela or he will kill her. If you're an evil character and killed Consuela or a neutral kind of guy, then there will be no scene to see. When the scene is over you will credited another good deed and Consuela still needs help. Go through the door across from you and head down some stairs to reach a checkpoint. Go through the door and a bunch of soldiers will begin spraying down some heavy led upon you. They're all over the place. During the intense firefight a gate will open, don't walk through it yet. Go to the right of the gate that slid open and follow the dock to see a boat ahead of you, go to the right and up the incline to find a locked box, break the lock off for some probably well needed and earned Xombium. Turn around and go onto the boat that you just passed for more dope if you need it. If not then go back through the gate that slid open. Run straight ahead into a little crane and use the controls to knock some crates into the water, leave the platform so it is flush with the crates underneath the ones you knock over. Exit the crane, listen to Consuela who wants you to lower her a boat so she can go back to Carnate Island. She wants you to stand on the platform you knocked the crates into the water with, to do so go climb the crate in front of the crane and jump to the platform across from you and stand on it. When you're on the other side of the harbor drop down to where the forklift is and kill all the soldiers. A helicopter will appear in the sky above and you'll see a .50 cal to your left, go man it and waste all the wanna be Rambo's. When the slaughterfest is over run through the gate to the right of the .50 and you'll see a military vehicle, climb into the back of it for a Grenade Launcher. Go back towards the gate you just went through and to the left are stairs going into a control booth, go in there and use the controls to lower the boat you started the game off in. Consuela will then jump into the boat and head to Carnate and you will be credited another good deed, Carnate Island will also get added to Consuela's Journal. Poor Consuela, I didn't have the heart to tell her that I blew Ernesto's face off back on Carnate Island and left him to the Infernas who proceeded to set his dead ass on fire. Leave this booth and head towards another gate to the right and go into the little guard shack to the right of it to find another M-60. Grab the East Baltimore Streets Map and press the red button. After you kill some more soldiers Jordan will crash through the gate in a military vehicle, climb into the back of it, man the .50 and watch the cut scene to end this level. ---------------------------------------------------------------------- ~ ~ ~ ~ ~ ~ ~ ~ ~ HAVEN'T WE MET SOMEWHERE BEFORE? ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ---------------------------------------------------------------------- "None of us can control our lives, we are all victims of circumstances. Self-determination can only get us so far. We must choose from the paths fate lays before us." RT Take a ride and blast away at everything. You'll come to a dead end and turn around, listen to the interesting things Jordan is telling you. Ride along some more and a helicopter will appear and then you'll be boxed in by buildings and enemies. Shoot everything and then you'll start moving along once again. When the ride is over you'll be at a checkpoint. Behind you are some Molatav's, Xombium, and another East Baltimore Streets Map. Go past the burning car and follow the tunnel to a gate that soon opens up, go through it and a chic will be shooting monsters in a corridor on the left. Go in there and approach the gate to witness the horror to be good or neutral, kill her to be evil. Head through the now open gate and continue along to emerge outside. Kill some more stuff and approach the sheet metal fence and Jordan will crash through it with the truck, hop on and take a short ride, watch the next cut scene to end this level. --------------------------------------------------------------------- ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ REPEAT OFFENDER ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ --------------------------------------------------------------------- "All across America prisons dot the landscape. A growth industry. Job security for the jailers. And has it helped? Doubtful. But could we live without them?" RT Follow the tunnel to watch a guard get wasted. Continue around the corner and climb through the vent, grab the Eastern Administration map to your left and then drop into the room below to meet the most freakish, hideous monster in the game, the Suppressor. These things are the most powerful enemy in the game but they can only see you if you are in its light. When you shoot their heads off the machineguns in their torsos will go ballistic so try not to get killed by the stray bullets. This freakshow is now in Jordan's Notebook. Continue straight and go into the B.C.C. Records room on the left to see a litle show. Leave this room and go directly to the file cabinet across from you and search them for some Xombium and Elroy Sr.'s Annual Review. Go through the door with the first floor maintenace sign above it and climb up the ladder to reach a checkpoint. Search the lockers and go through the door, then another one on the left. Continue along to a locked gate and the inmate visitation room to the left of it. Watch the little scene through the window and then the inmate visitation door will open and the Eastern Visitation archive page will be added to Carmen's Diary, enter the visitation room and you'll be at a checkpoint. If you're an evil sort of guy then Jordan will appear in a little room and speak to you, if you're good or neutral then she won't appear. Kill all the Slayers that fill the room and you'll see a little room that is on fire where Jordan was, shoot the fire extinguisher through the broken window to extinguish most of the fire and you'll see a Slayer Captain in there, get its attention and it'll come into the visitation room for you to chop up. After you do, go grab a vending machine and pull it underneath the broken ceiling tile that's closest to the ammunition box, use it to climb into the ceiling and you'll see a smashed vent up here, shoot it out and drop down into the room you just put the fire out in. Exit this little room to be in a corridor with a door across from you, a door to your left, and a locked gate to the right. Go through the door across form you to reach a checkpoint. Grab the items out of the cabinets on the wall and go through the door on the right. Enter a room with some stairs and there's also a metal detector with some Xombium and Skorpions near it. You must wait for the B.C.C. Inmate Processing door to open up to the left of the stairs. To do so, kill a bunch of enemies and after you kill the set of Arsonists the door will open up so head on through to reach yet another checkpoint. Head to the left and you'll run into a locked gate and a control station will be on the right. A phone will start ringing, turn around and go through the door on the far left and then another one on the left to be in the control room. Answer the phone if you want and press the button on the desk to open up the locked gate you were just at. Go through the now open gate and enter the showers, enter the next room and you'll see three steam pipes on the wall with valves on them. You'll see a guard trapped in a little room, next to the button you just pressed on the right is a cracked wall you must go smash through with the beast to free him, free him to be good, let him out and kill him to be evil. Go back into the room with steam pipes and walk up to them, mess around with the valves by turning them until the middle valve regulator goes all the way red, stand back and the middle steam pipe will blow up and it will blow a hole in the wall across from it. I'm not sure if there's a neutral moral decision for this guard, if you leave him in the room then he'll die in the explosion and it counts as an evil choice, if you let him out it counts as a good choice so I don't know. If you find out the neutral decision for this guard please e-mail me and let me know so I can add it here. What you can do is let the guard out and get credited the good deed, then kill the guard to be credited an evil deed thus balancing the moral scale back to neutral. It worked for me when I played the game as a neutral character. Go through the door in front of you and then another one directly ahead of you, go up the stairs to be near the wardens office, go down the hallway and you'll see two doors on the right which are locked. Enter a room to be on a balcony, go up the stairs and through a door on the right to be in the wardens reception office. Enter the wardens office just beyond the secrataries desk and you'll meet some dorky moral effecting guard whom you can help or kill. Just past the wardens desk is a bathroom, go in there and then through a vault looking door, climb the ladder you see to end this level. ---------------------------------------------------------------------- ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ TIPPING POINT ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ---------------------------------------------------------------------- "The inmates still speak of the riot in the lunch room and the warden who died there. Even with the inmates who died as a result, they say Elroy's death was worth it." RT There is an ammunition box ahead of you and an Eastern Facility Building Map, left is an M-60 and frags, if you're helping the guard he will follow you around for a while, if you want to be credited another good deed then you have to try and keep this guy alive which can be difficult considering what you're about to run into. If you are trying to be neutral then let the guard die, which can take several minutes, just sit back and let the monsters do their thing to the poor bastard. Head down the stairs and come to a halt at a fence with a weight bench behind it. A bunch of monsters will pop so kill them all and then go back to the fence to reach a checkpoint. You'll see more freaks appear on the other side of the fence, you'll meet a Triggerman Captain which will come crashing through the fence, kill it with the beast. Go through the fence and enter the weight yard to kill a whole bunch of enemies that appear. After you kill a couple of Suppressors, a door will open in the yard so go through it to reach a checkpoint. A locked gate is in front of you so go down the corridor to the right, go through the door you see on the right for some well needed Xombium inside of a locker. Continue down the corridor and go through an open gate and down some stairs, continue along to a window and head through the door on the left. To your left will be a room with a locked locker, go through the door on the right and search the lockers ahead of you and then go through the door to left of them. Go left and through a gate, head down the stairs and enter a room with folded up tables to reach a checkpoint. Go past the folded up tables and waste a ton of foe that will appear. When the Arsonists appear and finally die, go through the gate one of them burned through, go left and then down some stairs for a nice little vision. If you're helping the guard he should still be with you if all the Triggermen didn't waste him. Head to the left and climb up the ladder, head up the stairs and through the door you see and grab the probably well needed Xombium out of the file cabinet. Go through the door on the right to reach another checkpoint. You'll see a door to the left, a ladder and a door in front of you, and a console to your right, press the button on it to make a shutter open in the room below. Go up the ladder for some more Xombium and you can go through a door up here for flashbang and shrapenel grenades. Go back down the ladder and through the door to the left of it and go down the stairs. Search the lockers by the dead guards and press another button on the console you see. Go through the door next to the console to be in another room with folded up tables, head forwards to see a vision and Eastern Correctional Lunchroom will get added to Consuela's Journal. Kill the Suppressors and then climb up through the shutter you opened up a minute ago. Go left and through the door, press the button on the console to the left to open up another set of shutters and a hole will be blown through the wall. Go through the hole and head straight to reach a checkpoint. Head left and go through the closed door, kill the enemies by the locked gate and it'll then open up. Head through it go into the freezer to expierience some more weird things. Exit the freezer and hang a right and go through the door you see, in this little room there is a valve on a pipe, turn the valve and then shut the door to this room. Flick the light switch next to the door to cause an explosion in the small room blowing a door off of its hinges, go back in there and head through the doorway and press the button on the console, then go through the door to the right of it. Go through the open gate on the left and then through a door on the right to end this level. ---------------------------------------------------------------------- ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ DISCIPLINE AND PUNISH ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ---------------------------------------------------------------------- "Elroy senior was hated with good reason. The hideous fire beneath the machine shop took place on his watch. And his idea of inmate isolation was akin to live burial." RT You'll see electrical currents in front of you that you can't go through so go and crouch through the holes in the wall on the right. Whack some guards if you'd like (if you're still helping that guard he'll stop and chat with these guys) and then go up the stairs behind them, then go through a door on the left to be on a catwalk and reach a checkpoint. Cells are to your left, head down to the last one on the left to see an inmate still trapped inside his cell. If you want to bee good then go back to where you entered the cell catwalk and enter the door next to it, press the button on the console to free him and take the East Cellblock Basement Map. If you want to be evil then free the inmate and kill him, for neutral just leave him be and watch what happens to him. Go head through the cell gate the inmate was in and go through the hole in the wall to reach a checkpoint. The Creeper is creeping you out again, follow the tunnel to the left and drop into the sewer, follow it to a ladder and climb it. Follow the catwalk and climb into a vent shaft you'll see, crawl through the shaft and break through the vent at the end to wind up ontop of a fence. A couple of inmates are below you and if you are evil and killed everyone thus far, then kill these two guys to activate the Cataclysm Attack, the final upgrade for the beast if you're an evil character, this attack will turn you red hot so you can shoot lightning bolts all over the place for utter devestation. Continue along the top of the fence and drop down through it on the right, walk past the cells and go through the door on the right. If you're helping the guard still you'll stop and talk with the inmates. Stairs are going down ahead of you and up to the left of you, go up the stairs if you need health and shotgun ammo, don't press the button on the console you'll see, now head down the stairs and through the door to reach a checkpoint. A shitload of enemies will commence chaos so turn the tables and commence chaos upon them, when they're all dead go through the gate a Marksman knocked down and if you kept the three inmates and guard alive then you will be credited a good deed and you final super attack for insanity mode will be upgraded to Cataclysm, this upgrade turns you blue hot and you'll shoot lightning bolts all over the place. The guard and you will now part ways. Go down the corridor and through a door on the left, continue along and when you get to the bottom of the stairs you'll see Miles through a window. Listen to what he has to say and he'll open up a gate next to you, go through it to see an old friend and you'll be in a prison pod surrounded by cells. Go up the stairs in here to be on the pods second level and go into the control room Miles is in, kill him if you're evil, do nothing to be good or neutral. After the scene go back down the stairs and head towards the gate Miles opened for you and you'll fall through the floor, head through the door after it opens to reach another checkpoint. You're in the solitary confinement part of the prison (Eastern Baltimore Solitary Confinement Unit will get added to Consuela's Journal) surrounded by cells and there is little room in the middle, go in there and grab the items in the little cabinets. Leave this room and meet two very deadly creatures, Isolationists, kill them and they will be in Jordan's Notebook. Approach the gate you can see through and go through it when it opens up and head left for a checkpoint. Go through the door and hang a left, waste some more freaks and then go down the stairs in this room with electrical currents, at the bottom of the stairs shoot the fuse box to the left of the door to stop the flow of electricity. Go back up the stairs and pull yourself up through the SECOND hole you see, crawl through a tunnel and drop out of it, go right and a friendly soldier will appear who wants to help. Make your moral decision and go down the stairs next to him and through the door, clear the room of monsters and then go through the tunnel a Triggerman came out of. You'll see an Arsonist Captain walk by a doorway. Follow it and continue along to some stairs, go through the door at the bottom of them. Head left to see a vision and Eastern Correctional Machine Shop will get added to Consuela's Journal. Some Arsonist Captain's will appear and if you're helping that friendly soldier out he will get trapped behind a wall of fire, quickly shoot the fire extinguisher next to him to put out the fire or he will burn alive, if you're a neutral character then let this guy cook. There's also another guy trapped behind a wall of flames, shoot the fire extinguisher near him to be credited yet another good deed. Unleash the beast and kill the captain's, when they're dead go and step into the elevator that opens up to end this level. If you kept the guard alive then you'll part ways and have another good deed credited to your moral account. ---------------------------------------------------------------------- ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ SOFT SWEAT AND HARD LABOR ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ---------------------------------------------------------------------- "People want more than just protection, they want revenge. They want the guilty to suffer in kind. But laying the dead to rest isn't that easy." Ranse Truman Climb out of the elevator and there's a locked gate ahead of you, go left for some Xombium and an Eastern Industrial Map. I don't know why in hell Surreal bothered to put maps in the game, have you even looked at one yet? It's not like you can get lost in this game and if you do, then I feel sorry for you. Go through the door across from the map and pick up the ringing phone and listen to the horrors, head up the stairs next to the phone and go through the door to see a vision. There is a door across from you and a door to your right, press the button on the control panel to open a gate below and head through the door to the left of the control panel. Kill everything and go back down the stairs and then go through the gate you just opened up on the right, then crawl through the hole on the left and pull yourself up into a room. Head straight and then to the right, kill capatain inferno and head through the burning gate to reach a checkpoint. Head down the stairs on the right and then climb up the ladder on the left. Run along to the left and a helicopter will begin shooting at you through the windows, keep running until you get to a door and go through it to meet up with Jordan only if you're an evil character, waste her to be even more evil and go through the door the soldiers come through and then open the door on the right to end another two minute level. ---------------------------------------------------------------------- ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ LIFETIME COMPANION ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ---------------------------------------------------------------------- "The power of the human heart astonishes. The worst of the worst still manage to procreate. Even the deeply disturbed can find someone to love them." RT You'll see some shit going down through the window in front of you, go left and then through the door on the right. A locked door is in front of you so head down the stairs on the left, search the lockers for items and another Eastern Industrial Map. Break through the debris on the left and follow the tunnel to be outside to reach a checkpoint, just before the checkpoint climb up a ledge on the right where that ghostly visage is and pick up the RPG-7. Watch the scene, you have to destroy the helicopter that is now shooting at you and this is the only thing the RPG is good for. To your right is an ammunition crate with some Greaseguns, head forwards and you'll see another ammunition box with Shotguns in it. Go to the left to see a forklift with an M-60 leaning on the wall, pick it up and climb the ladder. Kill some soldiers and fire away at the helicopter until it starts on fire and then it will go away and explode. To get rid of the helicopter without taking too much damage go stand in the little alcove at the top of the ladder and shoot it through the small thin windows. After the helicopter explodes and you're a good or neutral character, the pilot will appear and man a .50 cal machinegun, kill the pilot. If you're an evil character then the pilot will not appear. A gate opens at the top of the ladder you climbed, kill the Slayer Captain and its followers and then go through the gate that opened. Climb down the ladder just past the .50, proceed straight and go into a doorway on the left. Go up the stairs on the left and you'll see a large fiery pit, crates are all around the room and you'll spot a little control panel. Press the button and ride the elevator up to reach a checkpoint. There is a door in front of you and a stationary grenade launcher, ammunition box with a constantly regenerating Xombium bottle in it and another door on the right. Kill the capatain that appears and head through the security door it came through, press the button on the console to open up the bay doors below you and you'll hear a helicopter. Exit the room and that huge monstosity you saw about ten levels will rise out of the fiery pit below and it will eat the helicopter. Run up to the grenade launcher and keep shooting them into the creatures mouth, it will frequently lunge at you at and knock you off of the gun but keep launching grenades into its mouth until it dies and you'll reach a checkpoint. After you've successfully damaged the worm bottles of Xombium will appear in the ammuntion box so keep that in mind if you're near death. This creature, The Horde, is now in Jordan's Notebook. Drop down to where the Triggermen are and kill some of their captain's, then drop into the hole The Horde came out of to end this level. ---------------------------------------------------------------------- ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ THE GREATEST STORY NEVER TOLD ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ---------------------------------------------------------------------- "After enough time and sufficent bloodshed, certain locations gain a power all their own. In time, there will not be any truly peaceful places left." Ranse Truman Blackmore's Drowning Pool will get added to Consuela's Journal. Get out of the pool 'cause it's sucking your health away and try not to step back into it during the upcoming battle. Listen to and watch all the scenes and get ready to finally fight a boss. This part is really challenging if you're playing the game on hard or impossible and if you are then I wish you good luck, quick save is a wonderful thing in this upcoming hairy situation. Take notice of all the Xombium and weapons lying around the room, don't let all these items deceive you into thinking this is going to be a walk in the park. You have to fight four or five sets of almost every enemy in Jordan's Notebook and will be quite a challenge on the harder difficulties. After you kill all of them a boss will come out of the little tower for the fun he's missing out on. If you're a good or neutral character then you will fight Copperfield and his hounds, just run up and shoot him, he'll then transport to the other side of the room so run up to him and shoot him again, repeat this process until he dies. If you're an evil character then you get to kill the Creeper and a bunch of Slayers. If you thought Horace was ranting some sick shit to you in the first Suffering about banging his dead girlfriend, this freak has him beat ten fold. Kill the Creeper the same way you would Copperfield. Your special attack during insanity mode is a fast and effective way to dispose of the bosses but I suggest that you take your time while killing them so you can listen to all of the foul things they say, especially the Creeper. Why we can't fight these bosses seperately at different points in the game we'll never know. What a jip. After the boss dies and you watch another revealing cut scene you'll have a moral decision to make. For evil characters go and walk up to Blackmore and make sure you touch him, for neutral characters just stand there and don't do anything, and for good characters go step into the pool to end this level. ---------------------------------------------------------------------- ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ HOME OF THE MISDEMEANOR HOMICIDE ~ ~ ~ ~ ~ ~ ~ ~ ~ ---------------------------------------------------------------------- "There's a force at work here, something stronger than we can imagine. It lays dormant, waiting for the catalyst. All should fear the day he returns to town." Ranse Truman You see some guy sitting on the floor, this is Ranse Truman, the guy who writes these little sayings for each level, listen to the guy and kill him to be evil or leave him be to be good or neutral, grab the Xombium and ammo all around the room and take the East Greenmount Neighborhood Map. Go through the doorway by the fire axe and head up the stairs, head down the corridor on the left and then break through a cracked door on the left. Go around the room to the right for a vision and crouch through the hole in the wall on the right, grab another East Greenmount Neighborhood Map and head through the doorway on the left to be outside and reach a checkpoint. Look behind the car next to you for a letter, Ramblings on Prisons, then run straight down the alley and take out the Arsonist Captain, break through the crates on the left of the pyro and look for another letter on the left, Ramblings on Devils. Head through the gate just past the letter and on the left is a burning bus, approach it to find another document, Ramblings on Baltimore. Go right, man the .50 cal and take out all the creeps that surface, continue along the street to the right and after you kill another inferno captain head through the gate on the right of it. Continue down the alley you're in to reach a checkpoint. Dr. Killjoy is talking again, after you watch him on the television proceed down the alley to emerge out onto another street. You'll see the Garvey Children's Home on the right and someone on its roof, go and try to open the main doors. This will make some enemies appear, after you kill a couple of Triggermen, Slayer and Arsonist Captain's, the main doors to the Garvey Home are now open so go through them for the final level. ---------------------------------------------------------------------- ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ BORN INTO THIS ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ---------------------------------------------------------------------- "How many tragadies start in childhood? Enviornment is everything, and when placed in jeopardy, children will imagine what they need to survive." Ranse Truman Consuela's final journal entry will now be in her book, The Garvey Children's Home. If you don't have all of Consuela's Journal entries then I don't know what to tell you, I led you to all of them. Head straight, then hang a left and break through the 2x4's blocking a doorway on the right, enter the room for another scene. Leave this room and go down the hallway just to your left, go into the bathroom on the right for a Garvey Home Map. Leave the bathroom and go through the gate on the right after it opens, climb onto the steel crate you see and pull yourself up through the ceiling. Take notice of all the news paper clipings and pictures on the walls, pretty interesting. There's a desk with a few bottles of dope on it, leave them be and try to save them 'cause you are about to enter the arena for the final showdown so you can crush 'em! On the desk is also some Random Papers, the final letter document (which is actually a picture) in the game. Approach the door to trigger a really good cut scene which varies depending on your moral, after it ends you will be at a checkpoint. The battle arena consists of a bunch of rooms forming a big square and some stairs leading up to RPG-7's in an ammuntion box. There's another little room with some sawed off's in an ammunition box, and there's also another ammuntion box with Tommy's in it near the middle of the arena. There are going to be sets of Slayers, Triggermen, Arsonists and their captain's chasing you around to piss all over your parade so watch your ass. You have control as to which sets of enemies you want chasing you around, to do this try not to kill their captain's. For example, if you kill the Slayer Captain then a bunch of Triggermen and their captain will pop up, if you kill the Triggerman Captain then Arsonists and their captain will pop up, kill the Arsonist Captain to make the Slayers come back out to play. Decide which sets of enemy you want chasing you around during this final battle, I recommend Slayers because they're the weakest of the three and are quick and easy to deal with. You'll also see The Horde along one of the outer walls of the arena and I highly suggest you go nowhere near it. With that said and done and back to the primary task at hand, the boss will be transporting all over the arena so try to keep track of where he goes. When you see the boss around you and he turns purple, get the hell away from him because he'll shoot this purple magic at you that will steal some insanity from your meter and tranform him into a beast, and trust me, you don't want this to happen. Keep transforming into the beast when your insanity meter gets full and attack the boss (preferably with your most powerful insanity mode special attack) and if successful the boss will disappear and transport elsewhere. YOU CANNOT DAMAGE THE BOSS AT ALL AS TORQUE HIMSELF so don't bother wasting rounds on him. Keep your eyeballs peeled for an Xombium bottle that will randomly appear near one of the three ammunition boxes after you've successfully damaged the boss. Keep repeating this process (if you're neutral then it'll take a while since you don't have any upgraded insanity mode attacks) and after the boss is defeated and The Horde explodes go up the stairs to watch the game ending, which is different for each set of morals. The boss is now in Jordan's Notebook, which is now full. You will also unlock the Garvey's Children Home page in Carmen's Diary. If you defeat the boss with good morals then his page will also get unlocked in Carmen's Diary. If you beat the game with a neutral character then you'll unlock a page The Creature in Carmen's Diary. You'll notice this diary isn't full yet, beat the game on hard and impossible to unlock the last two pages with any moral. Congrats on beating the game! By beating it you now have the ability to start a new game off with the moral character of your choice, at least on the PC version, might be a different surprise for the PS2 and XBox versions. So what did you guys think of this game? Not nearly as good as the first Suffering in my opinion but still a decent game. I hope you have enjoyed my guide and I was of some assistance to you. So this is probably it for Torque and company, I can't see how this story can go on any further from here, but one can wish. It was a good ride while it lasted. Thank you Surreal Software for the greatest horrorfest gaming experience I ever had or probably ever will. ====================================================================== ******************************************* 8) CREDITS, E-MAIL RULES AND LEGAL THINGS ******************************************* >>> CREDITS: - Midway for the ballsy move in publishing the Suffering - Surreal Software for making the best damn horror game series ever! >>> E-MAIL RULES: randym1375@yahoo.com - DO NOT SOLICITE! I don't care what your crappy little product is all about or how cheap you're selling it, I don't want it! - NO CHAIN LETTERS! I will not send them on and if I go bankrupt, get a horrible disesase, an anvil drops on my head, I die, blah, blah, blah, because I don't send the letter on, oh well. I'm not a superstitious fool. - NO FAN CLUB CRAP! I don't care what your geeky little club is all about, I will not join. - NO MONEY MAKING SCHEMES! That means you EXCEL (not Microsoft affiliated for all you who don't know about this scam artist company Excel) and all of you other bullshit scam artists out there. - NO JUNK MAIL! If you write a crappy newsletter, send me political jargon asking for money instead of my vote, ask me to join some pathetic singles website, news about how Paris maxed out her dramatically life changing 23 day COUNTY jail sentence (or any other kind of celebrity bullshit), or just feel like sending out trash to me DO NOT FEEL FREE TO DO SO! If you do then I'll send you a virus. How does that appeal to your server? - If I don't know or trust you I will not open up any attachements so don't bother to send me any. Even though I state this it's amazing all the idiots out there that still send me attachements. - I don't care what kind of language you use just don't swear directly at me. If you do well then "Fuck you too" in advance because you won't be hearing from me. - If the answer is in the walkthrough you will most likely not get a response from me, maybe a smart ass comment depending on the mood I'm in at the time. I have better things to do than to answer questions that have clearly been answered. Go back to the third grade and take up some Reading Comprehension classes if you feel compelled to e-mail me questions such as "What are the upgrades for Insanity Mode?," or "How do I defeat a Slayer Captain?" For those of you who do feel compelled to e-mail such dumb ass questions I think it's time you renewed your subscription to Highlights magazine. Hooked on Phonics worked for me, maybe it'll work for you too. - And as long as we're talking about e-mail I'll most likely ignore, please write ledgible e-mail's without all these modern day acronyms all you tennie boppers, and adults who still you are, IM and text eachother with. I'm old school and aren't hip to all their meanings and don't ever plan on being. - And another thing: I KNOW THERE ARE TYPOS in this guide. I typed it in word pad and if you knew anything at all then you should know word pad doesn't have spell check, plus I'm only human and thus not perfect. When you type in a million plus characters you're bound to make some typos. It's amazing all these anal retentive asshole yuppies out there who e-mail me and make a big deal because I didn't use proper puncuation and grammer or spelled a word wrong. Get a life you pathetic morons and get back to eating your Tofu! Maybe someday I'll notice the typos and fix them, then again maybe I won't just to piss you off! - NO PORN! Some low life degenerate porn companies must have gotten my e-mail address from my posted guides because I literally receive HUNDREDS of porn offers a week that I didn't ask for and don't want. I'm getting really sick of it. If you mother fuckers keep on sending
me this shit then I will hack into your server and drop the worst virus known to computers into it so don't fuck with me. Your anti- virus software doesn't have jack shit on me for this virus will whipe out your entire operation and I know damn well you deviants don't want that to happen. If you happen to get up and running after my mega virus I'll just drop in another modified one. This process will be repeated until you're reduced to giving five dollar blowjobs in an alley on the side of a bar just to make ends meet. I'm almost to the point of filing a lawsuit against you scumbags for harassment so stop sending me this shit. I don't mean to sound so ignorant here but if it was happening to you I'm sure you'd be just as aggrevated over this matter as I am. This is the only language these kind of pukes understand. And no, I'm not one of those anti-porn yuppies. Everyone has their breaking point and these assholes lobbed a brick through my plate glass window. >>> LEGAL THINGS: This document is Copyrighted by Randy Murtha, June 2007 and may not be reproduced in part or in full without the written consent of the author. Nor shall this be posted on a website or printed in a magazine without my consent. All Rights Reserved. WEBMASTERS: If you want to post my guide(s) I'll most likely let you but you HAVE TO ASK ME AND GET MY PERMISSION FIRST! Don't just take it upon yourself to post my guide without my consent 'cause I'll sue you if you do and it will be my name as the webmaster for your site. I always check out the website you ask to post my guides on and if it's a crappy amateur site then don't bother asking me to post my guides on your cheeseball site 'cause you can't. If you send me an e- mail asking to post my guides and I don't respond, that means no and you should know that NO MEANS NO! If you have viewed this walkthrough on any other websites than the ones listed near the top of this document, or have seen this plagerised, please e-mail me and let me know which site you viewed this on, I will highly appreciate it. If you've seen this document plagerised or on a website this isn't supposed to be on there is a $CASH$ reward for informing me of who the violator is. It's a lot of hard work, headaches, time, and sore wrists to write a game guide and there's nothing worse for us FAQ writers than having some dickless douchebag claiming credit for our hard work and dedication to all the frustrated gamers out there who read our guides with great appreciation. If you plagerise this document or post this without my permission, or any other guides I wrote, then I will prosecute your dickless self to the fullest extent of the law. **** Copyrighted by Randy Murtha, June 2007. All Rights Reserved *****