Suffering: Ties That Bind Walkthrough :
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Walkthrough - FAQ/WalkthroughTHE SUFFERING: Ties That Bind WALKTHROUGH FOR THE PS2, XBOX, And PC Walkthrough Version 0.55 October 08, 2005 Author: Mp3thief E-mail: Mp3thief@gmail.com =============================================================================== This document is copyrighted by Mp3thief, October 2005 and may not be reproduced in part or in full without the written consent of the author. Nor shall this be posted on a website or printed in a magazine without my consent. All Rights Reserved. =============================================================================== *************************** TABLE OF CONTENTS *************************** 0) Forward 1) Characters 2) Malefactors 3) Weapons a) Melee b) Firearms c) Thrown 4) Supplies 5) Files 6) Archives a) Jordan's Notebook b) Consuela's Scrapbook c) Carmen's Diary 7) Walkthrough 8) Cheat Codes 9) Version History 10) Credits =============================================================================== * NOTICE * The only website this walkthrough is legally posted is At: Game FAQ's - www.gamefaqs.com Neoseeker - www.neoseeker.com 1up - www.1up.com Cheat Code Central - www.cheatcc.com ONLY THESE SITES MAY POST MY GUIDE! If you have viewed this on any other site than the one listed, or have seen this plagerised, please e-mail me and let me know which site you viewed this on, I will highly appreciate it. =============================================================================== FORWARD - This is my first guide, driven by need. I am not going to waste time with controls or anything that can be found out with a manual, game options, or just by playing it. This is just a guide to help you find items, strategies for beating the game, et cetera. Feel free to email me with suggestions, anything I missed and so on. Make the subject line read "Suffering TTB". Otherwise, it goes straight to my trashcan, thanks to my spam filter. =============================================================================== Characters - Miles - Miles is Torque's longtime friend from the neighborhood. While Miles is basically a good person with good intentions, his life consists of being at the wrong place at the wrong time. Miles previously owned a bar in Baltimore. Following an incident that occurred there, one orchestrated by Blackmore, he and Torque were convicted and sentenced to Eastern Baltimore Correctional Facility. Miles is the only other person who is keenly aware of Blackmore's intrest in Torque, and he hates the arch criminal perhaps even more than Torque. Although Torque has escaped from Carnate Island, Miles gets caught in the carnage that breaks out in Baltimore. After the two men meet up amid the chaos, he tries to help Torque escape. But Traveling with Torque is always dangerous, and trying to herlp him out may reveal a truth that Miles may not want to know. CARMEN - While navigating through the haunted ruins of Carnate Island, visions of his deceased wife Carmen, as well as his boys, constantly appeared in Torque's mind. Carmen continues to appear from time to time, attempting to guide Torque toward the truth about his past. With each choice Torque makes, he hears Carmen's voice in his head telling him what the right choice would be BLACKMORE - Blackmore is the violent criminal mastermind behind organized drug distribution on the streets and something much more sinister on the side. He is also known as "The Colonel" JORDAN - There are those who are good, and those who are evil. And there there are those who are merely selfish to the point where the distinction becomes irrelevant. Since losing her parents during her formative years, Jordan has been obsessed with power and immortality. She has long since giving up caring about anyone who may get in her way. DR. KILLJOY- In the 1920's, Dr. Killjoy ran the asylum on Carnate Island. His perverse methods and unscrupulous surgical methods are the stuff of urban legend even today. =============================================================================== MALEFACTORS: SLAYER Recommended weapons - Sawed-Off Shotgun, Pipe Slayers are creatures of huminoid, bipedal appearance with four long machete blades in place of forearms or lower legs. They usually approach in an upright position, or crawling like a spider on all fours. They can crawl on the walls and ceiling. Be careful, they can attack from those posistions as well. To prevent them from attacking, turn on the flashlight and shine it on them. This typically causes them to hesitate at least once. SLAYER CAPTAIN Recommended weapons - Insanity Mode Slayer Captains are made of metal body armor and shrouded in a dark cloud. They move and attack in the same manner as regular Slayers, and have the ability to summon the appearance of them at any time. The only thing that causes damage to them is Torque's Insanity Mode. If your gage isn't full, concentrate on killing the underlings until it is. Then transform and use the claw attack until it's dead. ARSONIST Recommended weapons - Dual Sawed-Off Shotguns, Shrapnel Grenades These Malfactors usually appear in a dramatic explosion of flame. They can melt bars in order to pass through (Usually letting you out to the next area in the process). Any physical contact with a Arsonist causes damage, so avoid touching a arsonist at any costs, even in Insanity Mode. These guys can throw projectiles at you, and also create fireballs that travel underground, homing in on you. So strafing to the left or right may help you dodge those attacks. When a Arsonist dies, it tends to explode in a shower of fire, so avoid getting too close to avoid further damage. If you are on fire. You can put the flames out more quickly by couching, moving Torque in any direction, and pressing the jump button. (Thanks gagnon703) ARSONIST CAPTAIN Recommended weapons - Insanity Mode Just like the regualar arsonists in everyway except with greater speed and frequency. And like the Slayer Captains, they have the ability to summon other Arsonists to help them out. GORGER Recommended weapons - Dual Sawed-Off Shotguns, Molotov Cocktail A insatiable creature born of urban legend, the Gorger feeds on whatever it can find, including garbage, stray cats, corpses, and unwary humans. These creatures are extremely tall despite the hunched over appearance. Because of thier hunger, they may stop to feed on fallen enemies if live prey is out of thier line of sight. Try to use this moment to sneak up behind them to suprise them with a attack. Gorgers have a particularly poor tempermant, making them prone to fighting with other monsters. They can tackle you to the ground, if this happens, press the Jump, Movement, or Attack buttons to knock the Gorger off before it inflicts more damage. Triggerman - Description Coming Soon Recommended weapons - Sawed-Off Shotgun, Revolver This Malefactor is a gruesome display of firepower and diabolical design. It is spider like in appearance, with legs made of flesh and Shotguns. Machine Guns cover the Triggerman's back. They are deadly accurate, and at close range can rear back like a horse and trample their foes. In a one-on-one situation, use a high powered machine gun, while strafing around them. Be aware that they can knock certain thrown weapons at them. Because of the powerful ranged attacks, it is important to focus on any Triggerman before concerning yourself with any other enemies close by. Triggerman Captain Recommended weapons - Insanity Mode Just like the other Captains, this one is immune to human attacks, and can summon other Triggerman. Take care of it before it can summon them. They will catch you in a crossfire you cannot survive. Mainliner Recommended weapons - Shotgun, Molotov Cocktails Like the Mainliners from the first game. These creatures throw syringes filled with a drug that causes you to slow down, fog your vision, and lower your health. A single shotgun blast should be enough to take care of one, but be careful. Getting that close to a Mainliner is dangerous, as they can leap onto Torque and try to stab you in the neck with a needle. As with the Gorgers, if this happens, hit the jump, attack, or movement buttons to try to throw the creature off before it can stick you. When Mainliners die, the corpse emits a cloud of toxic gas that causes damage on contact and lingering damage afterwards. Marksman Recommended weapons - M-60, Grenade Launcher The Marksmen in Baltimore are much lager and stronger than the ones encountered on Carnate Island. Although use of heavy firepower is suggested, it is best to look for a mounted .50 calibur machine gun in the area. If one is not around, use a combination of Grenades, Rockets, and constant machine gun fire. Mauler Recommended weapons - Shotgun, Skorpion Machine Gun These are the creation of the slave chaser Copperfield. Maulers are small, barking creatures, that are dog like in appearance, but have heads that look like a humans. They have a headband with a blade attached to it that they will use to stab and slash their prey. Maulers are more so affected by secondary attacks than bullets. So save your ammo unless you are surrounded by them. Burrower Recommended weapons - Shotgun, Revolver The first sign of a Burrower in the area is a trail of dirt moving around on the ground. The best tactic is to stand still and watch the trail, when it stops nearby, that means it is about to come out of the ground. Be ready for this and fill them with lead when they appear. Suppressor Recommended weapons - Revolver, Grenade The Suppressor is a somewhat pathetic creature, created from the remains of a former Corrections Officer. It's legs have been amputated, forcing it to crawl around on its arms and bloody stumps. They will leave a trail of blood wherever they patrol. They attack with multiple machine guns thrust into the torso, and they search for them with a flashlight forcible imbedded in thier skulls. Once they detect a moving target, are attacked, or see something in thier beam of light, the fire with all guns at once. For this reason, try to attack them from behind whenever possible. Isolationist Recommended weapons - Tommy Gun, Grenade Encountered only rarely in the game, and in only extremely dark places, these creatures appear to be bloated, severed upper torsos that drag themselves around on two peg legs. The lower portion of the Isolationist is the 'birthing canal' that emanate swarms of giant cockroaches known as 'Wretches'. These creatures swarm around you and burst into yellow clouds of gas that cause damage. If you get too close to a Isolationist, it will lean on one limb, and swing the other at you to bat you away. Covered in a blue electric field, they can also cause damage on any physical contact. At any range, it can summon a blue lightning orb and throw it at a target. Furhermore, in case that wasn't enough, it can do all these attacks simultaneously while spawning more Wretches. Take care of the roaches with machine gun fire when they are far enough away so that the gas does not harm you. Use whatever heavy firepower you have to make the Isolationist go down. =============================================================================== Weapons: Melee Weapons: Knife Wood Bat Rusty Pipe Fire Axe Firearms: Colt 1911 Clip Size: 8 Max Carry: 96 Dual Wield: Yes Revolver Clip Size: 6 Max Carry: 24 Dual Wield: Yes Shotgun Clip Size: 8 Max Carry: 32 Dual Wield: No Sawed-Off Shotgun Clip Size: 8 Max Carry: 96 Dual Wield: Yes Skorpion Clip Size: 50 Max Carry: 280 Dual Wield: Yes Tommy Gun Clip Size: 60 Max Carry: 180 Dual Wield: No M3A1 Clip Size: 60 Max Carry: 240 Dual Wield: No M-60 Clip Size: 100 Max Carry: 100 Dual Wield: No I was told that you can carry 200 ammo for this. But as scarce as the M-60's are in the game, why would you carry a weapon that long and never fire it? (Thanks gagnon703) Grenade Launcher Clip Size: 6 Max Carry: 12 Dual Wield: No RPG-7 Clip Size: 1 Max Carry: 3 Dual Wield: No THROWN WEAPONS Molotov Cocktail Max Carry: 8 Flash/Bang Grenade Max Carry: 8 Shrapnel Grenade Max Carry: 8 =============================================================================== SUPPLIES XOMBIUM Bottle - Each Xombium Bottle restores roughly one third of Torque's health. So three bottles refill the health meter completely. Torque automatically uses a bottle if he needs it by touching it. He does not carry them with him as he did in the previous game. Flashlight - You should know what this does. Flashlight Batteries - This is a set of two size "C" batteries. As with the Xombium, each set raises the flashlight power roughly one third. So three sets of batteries will refill the Flashlight completely. =============================================================================== FILES Letter from Carmen Chapter - The Hardest Homecoming Where it's found - Master Bedroom Closet Letter from Miles Chapter - The Hardest Homecoming Where it's found - Master Bedroom Closet Letter from Blackmore Chapter - The Hardest Homecoming Where it's found - Master Bedroom doorway after Carmen disappears (Note: The contents of the letter change depending on whether the game was started on Good, Evil, or Neutral) Theater Playbill Chapter - The Hardest Homecoming Where it's found - Lobby Mailboxes Garvey Home Report Chapter - The Will of the People Where it's found - Locker behind the Underground Bar Cory's Drawing Chapter - Relentless Persistent Determination Where it's found - The Tackle Building, at the center of specimen storehouse. Cory is seen drawing it. Foundation Document Chapter - Relentless Persistent Determination Where it's found - Observation booth, file cabinet on north wall Elroy Sr.'s Annual Review Chapter - Repeat Offender Where it's found - Basement Library, in file cabinet at back of room Letter to Elroy Jr. Chapter - Discipline & Punish Where it's found - On top of bookshelf in the office room where you first meet Junior. Ramblings in Prison Chapter - Home of the Misdemeanor Homicide Where it's found - Behind the dumpster directly to Torque's left when exiting the Crack House Ramblings on Devils Chapter - Home of the Misdemeanor Homicide Where it's found - Lying in the doorstep of the doorway, in the side alley where two Arsonists are encountered Random Papers Chapter - Born into This Where it's found - On Blackmore's desk, in the boss fight area =============================================================================== ARCHIVES JORDAN'S NOTEBOOK Page 1: INTRODUCTION How it's unlocked: Available by default Page 2: SLAYER How it's unlocked: Defeat the first set of Slayers. (The Unholy Burden) Page 3: ARSONIST How it's unlocked: Defeat the first set of Arsonists. (The Unholy Burden) Page 4: GORGER How it's unlocked: Defeat the first set of Gorgers. (The Unholy Burden) Page 5: TRIGGERMAN How it's unlocked: Defeat first Triggerman. (Denial of the Fittest) Page 6: MAINLINER How it's unlocked: Defeat first set of Mainliners. (Denial of the Fittest) Page 7: MARKSMAN How it's unlocked: Defeat the first Marksman. (The Will of the People) Page 8: MAULER How it's unlocked: Defeat the first set of Maulers. (The Will of the People) Page 9: BURROWER How it's unlocked: Defeat the first Burrower. (Hitting Bottom) Page 10: SUPPRESSOR How it's unlocked: Defeat the first set of Suppressors. (Repeat Offender) Page 11: ISOLATIONIST How it's unlocked: Defeat the first set of Isolationists. (Discipline & Punish) Page 12: THE HORDE How it's unlocked: Defeat the Horde. (Lifetime Companion) Page 13: Blackmore How it's unlocked: Defeat Blackmore with Evil Morality. (Born into This) CONSUELA'S SCRAPBOOK Page 1: FORWARD How it's unlocked: Available by default Page 2: Baltimore Harbor How it's unlocked: During Hopeless Bleak Despair Page 3: Canal St. Mission How it's unlocked: See the mob outside the Canal St. Mission (The Unholy Burden) Page 4: The Tunnels How it's unlocked: See the tunnels collapse in the sewers (Hitting Bottom) Page 5: An Old Station How it's unlocked: See Copperfield's slave massacre (The Will of the People) Page 6: Site of a Lynching How it's unlocked: See the lynch mob on the street (The Will of the People) Page 7: Eastern Baltimore Correctional Facility How it's unlocked: Walk into the prison interior (Remembrance of the Past) Page 8: Eastern Correctional Lunchroom How it's unlocked: See the prison riot in the cafeteria (Tipping Point) Page 9: Eastern Correctional Solitary Confinement Unit How it's unlocked: See the two officers arguing in solitary (Discipline & Punish) Page 10: Eastern Correctional Machine Shop How it's unlocked: See the explosion in the machine shop (Discipline & Punish) Page 11: The Legend of the Creeper How it's unlocked: See the Creeper and his victims in the tunnel (Hitting Bottom) Page 12: Carnate Island How it's unlocked: Help Consuela escape in the coast guard boat (Relentless Persistent Determination) Page 13: Blackmore's Drowning Pool How it's unlocked: At the start of The Greatest Story Ever Told Page 14: Jordan and the Foundation How it's unlocked: Defeat Blackmore and keep Jordan alive CARMEN'S DIARY Page 1: WHY How it's unlocked: Available by default. Page 2: Cory and Malcolm How it's unlocked: At the start of The Hardest Homecoming Page 3: Miles How it's unlocked: Enter the Underground Bar (The Will of the People) Page 4: Visitation How it's unlocked: Enter the eastern visiting area (Repeat Offender) Page 5: T's Cell How it's unlocked: Enter the last cell on the upper level on the East Cellblock, and see the scene between Miles, Torque, and Blackmore Page 6: Garvey Home How it's unlocked: Enter the group home Page 7: The Creature How it's unlocked: Complete the game with Neutral Morality Page 8: Blackmore How it's unlocked: Complete the game with Good Morality Page 9: The Gazebo How it's unlocked: Complete the game with Good Morality while also starting with the Good Beginning =============================================================================== MORALITY - Every action has consequences. That's how Torque landed in prison in the first place. Good acts include rescuing NPC's from enemies, or covering someone else's escape. Doing Good deeds is much harder than Evil deeds or remaining Neutral. Being Evil is easy. Just shoot eveything and everyone. While being Neutral is is still easier than walking the Good line, it is more difficult than going all evil. The easiest way to remain Neutral, and it will sound stupid, is to not do anything. For example. The junkie that calls you Dad. Don't shoot him, But in the next area, don't be in a rush to raise the pallet of bricks to get back to cover his ass. (Another good area to let monsters get him is at the gazebo!) Mp3thief, you ask, What about the lady in the crack house crying for her baby? OK, you would play through as normal. But instead of Evil (Shooting her in the head), or Good (Opening the door for her), play through, and when you get to the area where you open the door, just leave. Don't help her by letting her get to her baby, but don't hurt her by shooting, stabbing, beating, etc. Make sense? In effect, to stay Neutral, you don't want to kill the NPC's like you would on evil, or cover them like you would on good. You are taking care of number one. You! And don't let anyone slow you down. =============================================================================== SPECIAL INSANITY ATTACKS - While Insanity Mode is active, press the JUMP button to perform a special attack. The attacks vary depending on how Good, or how Evil you are. Neutral will show a greenish glow around the creature, Good will show a bluish aura, while the Evil shows a reddish glow. Using the special attacks however will drain your Insanity Meter faster than just transforming, so be careful of how and when you use them. Neutral Special Attack - Ground Pound The Neutral form has only one special attack. He leaps into the air and slams his fist on the ground, knocking all nearby enemies to the ground. Good Level 1 - Burrower Chains The creature extends two whip like chains. This only affects enemies directly in front of you Good Level 2 - Triggerman Guns The creature bows and produces several high caliber machine guns, all of which fire as long as the JUMP button is held down. This only affects enemies directly in front of you Good Level 3 - Isolationist Blast Hold the JUMP button to create a powerful energy field surrounding Torque, and then release the button to send out a devastating shock wave. The power of the shock wave depends on how long the JUMP button is held before releasing it. Evil Level 1 - Slayer Blades The creature bends low, and produces giant blades in a tight circle all around, damaging anything within range. Evil Level 2 - Wretch Attack Wretches (Similar to the ones emanated by the Isolationists) leap out of the creature's back, exploding on contact with the ground or enemies at close to medium range. Evil Level 3 - Arsonist Blast Press and hold the JUMP button to build up power, and then release the button to unleash a ring of fire that damages enemies in all directions. The power and range of the attack is determined by how long the JUMP button is held. Level 4 Attack (Both Good and Evil) - Cataclysm This attack causes massive, continuous damage to all enemies in the area, and ends only after ALL enemies are destroyed. This attack is a temporary ability. A meter will appear to show you. (Like the health and insanity meter) To fill it, you must kill in insanity mode. (I was told that you can charge the cataclsym attack without killing in beast form. If your Insanity Meter is full and you perform a Good or Evil deed, like rescuing or shooting a Npc, it will charge the Cataclysm attack. Thanks gagnon703) =============================================================================== WALKTHROUGH REMBERANCE OF THINGS PAST WEAPONS AVAILABLE - Shotgun, Knife, Molotov Cocktails Torque and his friend Miles are in the yard when a prison riot breaks out. The two men are trapped in the area for a few moments, so stay low. Wait for a few moments for inmates to break through the door at the base of the watchtower. Eventually, they will throw a Molotov at the electric panel beside the fence. Stay clear of the fence when this happens, or you may suffer more damage. Follow Miles into the prison corridor, and all the way up to the end. After Miles determines that you're trapped yet again, a security guard can be heard arguing through a nearby door. Stay clear of the door, or you may suffer damage when it gets ripped open. Collect the guard's SHOTGUN, and search the room to find the EASTERN FACILITY BUILDING MAP, and a XOMBIUM BOTTLE in the locker. Then rejoin Miles in the Corridor. When the two men are separated, wait momentarily until the other gate opens. Go down the stairs. On the lower level a Slayer Captain appears in the corridor. You cannot kill this monster. It performs a spinning drill attack that could damage Torque, so move away from the door to avoid damage. The creature then leaps into the ceiling vent and disappears. Proceed down the hall and enter the door on the left. Enter the second half of the divided room to see a brief vision of a shotgun-wielding and his hellhounds. The phone begins to ring as soon as the "Dream State" is over, answering it is optional, but it certainly sets the tone. There are two XOMBIUM BOTTLES in the room. Stand under the monitor and press the 'USE' Button to see what's going on in that camera view. Return to the room where the phone was ringing, and go through the now-open door into an extremely dark room. The convicts that cornered you in the yard now present you with a clear-cut choice between Good & Evil. He can either kill the guard to prove his alliegence to the Evil, or attack the inmates, thus alignining himself with the Good. The third option is to do nothing, and prove yourself Neutral. Whatever action, or non-action you take, the inmates eventually attack you anyhow. Aim for their heads with the shotgun to take them out quickly. Soon the lights go out, and a Slayer Captain appears in the room. This monster cannot be killed yet either. However a single shotgun blast at close range should drive it away. Or you can just run around from it. After a few seconds, it will go away anyway. Make sure you get a KNIFE that the inmates drop, and the XOMBIUM BOTTLE in the left locker. Navigate down through the corridor and the grisly sights it contains. Go all the way to the stairs at the end and use the CCTV monitors to view the situation in the next room. Soon, some inmates and guards enter the room, engaged in combat. The gate opens. Join in the fight if you want. Choosing to side with either the inmates or the guards. Or stay outside and do nothing to remain neutral. Soon, two Arsonist Captains enter the room. These monsters cannot be killed either (Getting tired of that yet?) If you're inside the room, run back outside and watch the scene unfold through the bulletproof glass. If you are inside the room, or just just outside the gate, you will suffer damage. When the Arsonist Captains disappear, enter the room, and collect the XOMBIUM BOTTLES that have dropped, and the 3 MOLOTOV COCKTAILS behind the crates where the inmates took cover. Miles soon appears on the catwalk above. Once he's gone, Blackmore makes an unexpected appearance. As the criminal mastermind speaks, his cronies begin dropping into the room. Back up to one side of the chamber, and blast them with your remaining Shotgun rounds. Toss Molotov's at them, making sure you are a safe distance away from the point of impact. When the Shotgun goes empty, equip the knife and slash the inmates. Be sure to use the secondary attack to knock them to the ground. During this, Torque automatically enters Insanity Mode, transforming into his inner monster. Use the normal attacks to to smash the remaining inmates to bits. Slayers begin dropping down at this point as well. Continue destroying the Slayers until Blackmore approaches you. Rush at Blackmore to complete the chapter HOPLESS BLEAK DESPAIR WEAPONS AVAILABLE - Rusty Pipe, Colt 1911 Automatic Pistol (The opening scene will vary depending on whether you have savegame data from the original The Suffering: Prison is Hell on your memory card or harddrive. The scene is dependent on how you completed the first game. If you don't have savegame data, you will start with the Neutral scene) Chaos breaks out in the Foundation's Harbor Base, and you're freed from confinement. Move towards the open door to collect the dead soldier's SHOULDER HOLSTER & RADIO. Proceed into the hallway and open the two lockers there to get the WATERFRONT MAP and a XOMBIUM BOTTLE. Pick up the RUSTY PIPE. Now armed, you have nothing to fear from the two scientists in the next room. If you decide to bash their heads in, your gauge will move a bit to the evil side. The room contains two XOMBIUM BOTTLES, so don't forget those if you need them. Continue down the hallway and open the door and go into the warehouse. If you killed the two scientists, the soldiers in this area will open fire on you. If you spared them, they make a few comments and move on. Either way, go to the other end of the room and climb up the boxes to go out the window and drop into the alley behind the Harbor Base. Use the Rusty Pipe to smash through the debris covering the hole in the fence. Go down the alley. The dead soldier there drops a COLT 1911 for you. Now go to the next blocked gate and smash the boards with the Rusty Pipe as well and go down the ladder into the sewers. Once down, crouch down and go into the small tunnel, collecting the CITY OF BALTIMORE MAP and two XOMBIUM BOTTLES, should you need any. Drop down into the closed off sewer tunnel and wait for a large monster to attack you. You can't kill it, so don't even try. THE WEAK SHALL INHERIT NOTHING WEAPONS AVAILABLE - None You wake up in another part of the sewers somewhere. There's a barking dog that runs off. A Slayer Captain kills the dog, then chases you for a bit. You can't kill it either, so just run around and dodge it until it leaves. Or shoot it once. It's up to you. In the locker to the left of your starting point is a XOMBIUM BOTTLE, in case the Slayer Captain injured you. Go a bit further down the tunnel. Some Maulers will appear and run past you, back towards the opposite end. Copperfield, a insidious slave-chaser appears and talks to you. Go down the stairs, after Carmen appears briefly, smash the palette blocking the crank handle to the right. Open the gate and go through. Approach the homeless preacher dude to pick up TORQUE'S NEIGHBORHOOD SOUTH MAP. Break the padlock on the locker to get a XOMBIUM BOTTLE. (If your going for Good or Neutral, use the secondary attack with the Rusty Pipe for the overhead swing, so you don't hit the homeless guy. Or you can shoot it off) Collect the two FLASHLIGHT BATTERIES next to the door and go through. You will see a vision of one of your sons, when that's through, go on down. The Creeper appears at the end, behind the bars to introduce himself like Copperfield did. After or during this, go the passage to the left to get the FLASHLIGHT. A Burrower appears, attacks once or twice and moves on. You can drive it off sooner by shooting it once or twice if you like. Recover any health from the XOMBIUM BOTTLES from the fridge, or the padlocked locker in the room. There's a big crate blocking the way, so you'll need to move it out from the wall. Crouch down and go into the tunnel, getting another XOMBIUM BOTTLE if you need it. A Arsonist appears in the room below you. You can't kill it, and it won't chase you. But still don't approach it. Fire hurts! Find the ladder and go to the surface. (Don't forget to get the two FLASHLIGHT BATTERIES in one of the other crawlspaces in the room) Once up top, exit the small room and look through the fence. You spy Jordan and her men looking for you. Turn all the way around to spot Carmen standing on a balcony. A dog emerges from the area and growls, but won't attack. (You can kill the mutt and gain favor with the Dark side if you like) There's a XOMBIUM BOTTLE in the corner near some bottles, and another in the northeast corner on a small porch. Move the southeast corner and climb up on the dumpster and jump through the hole in the fence. A phone rings as you pass by. Answer the phone to get a chilling message if you want. Carmen appears on top of the balcony in front of you. Climb up the ladder towards her, then crouch and crawl through the open window of your old apartment. THE HARDEST HOMECOMING WEAPONS AVAILABLE - Colt 1911 This place is full of lost memories. Visions are triggered by moving through either the doorway out of the kitchen, and again by moving from the living room into the hallway. A XOMBIUM BOTTLE is on the counter, and there's another one inside the fridge. After seeing the boys in the hallway and the living room, move into the hall to see Carmen. The phone in the living room starts to ring, as with any phone in the game, answering it is optional. Enter the Master Bedroom, which is directly across from the kitchen doorway. TORQUE'S APARTMENT MAP is below the mattress. Open the closet door to find a LETTER FROM MILES and a LETTER FROM CARMEN. Once you view these two documents, Carmen appears in the doorway. Approach her to trigger a scene. Once she disappears, the LETTER FROM BLACKMORE is now in the doorway. Read it at your leisure. Return to the hallway and go to the next door down, go to the tub to trigger another chilling scene. A XOMBIUM BOTTLE is on the toilet. Finally, enter the the last door in the hallway for another cutscene. When you exit the second bedroom, Dr. Killjoy appears on the television. Go closer for a history lesson from the good Doctor. During the visions, a policeman Drops a COLT 1911 pistol in the doorway of the second bedroom. You now dual wield these, with a slight drop in accuracy. Exit the apartment and wait for the Arsonist to set fire to the building, making sure to keep your distance. When it leaves, make your way downstairs. Open the mailbox slot on the wall under the stairs to obtain the THEATER PLAYBILL, a personal invitation from Dr. Killjoy. THE UNHOLY BURDEN WEAPONS AVAILABLE - Colt 1911, Wood Bat, Flash/Bang Grenades, Revolver, Sawed Off Shotgun, Molotov Cocktails Just outside the apartment building, turn right to see a wicked car crash. The pedestrian is taken out, and the occupant of the car is incinerated by a Arsonist. Heat down the street a bit the head left into the alleyway to find a couple of Colt 1911's. Keep going down the alley, it will lead back to the street. Two thugs have cornered a old man and are about to murder him. You can step in and kill them (Good), or kill the old man yourself (Bad), or you can just sit there and watch them kill the old man (Neutral). But if you save the man, some items will be available in the back of the pawn shop that wouldn't be there otherwise. Slayers will pop out of the hole, take them out with the Rusty Pipe, saving your ammo for later. The thugs drop Knives, and sometimes they will drop XOMBIUM BOTTLES. Enter the pawnshop. Dr. Killjoy soon appears on the stacked T.V.'s. Smash the display cases to obtain two Colt 1911's. Go behind the counter, all the way behind the EZ Loans neon sign to find TORQUE'S NEIGHBORHOOD WEST MAP. Head out the back door. If you saved the old man from the thugs, the lockers here contain a XOMBIUM BOTTLE and a Colt 1911. If you didn't save him, tough luck. A Wood Bat is located by the back door either way. Someone is muttering in the bathroom. Opening the door triggers a appearance by Copperfield, who kills the man. Or was it you? The debate goes on. But your Morality is unaffected by it. Try to open the backdoor, then run back towards the pawnshop. Soon the lights go out, and a Slayer smashes through the door. Someone blasts him, then praises Allah. Head out the back door to meet Hejira. Someone that Torque once knew back in the neighborhood. Either help him through the next few areas for Good, or shoot him in the face for a few giggles for Evil. To stay Neutral, just stay behind him and let the monsters overwhelm him. Continue towards the basketball court in the lot behind the building. Use your Flashlight to search the area inside the archway on the left for two FLASHLIGHT BATTERIES. Go toward the fenced area and cut left around the corner to a well lit porch. Swap out your pipe for a Sawed Off Shotgun, and in case you didn't get the map in the shop, it's here as well. As you near the court, a hole opens up inside the fenced area. Slayers begin to leap ou of the ground and coming through holes in the fence. If you remain below the corner of the fenced area, most of the Slayers should come through a small hole in the fence next to a barrel (That you can shoot and will explode) making it easier to pick them off with the Colts. Sure the Sawed Off is easier, but that should be saved for bigger challenges later on. If you let Hejira live, he comes in handy with his Sawed Off. If you need more ammo, there are a pair of Colt's in the alley off to the right. When the coast is clear, move to the dumpster and jump on top of it, then jump up to the roof of the building. Head to the right and loop back around into a passageway. A Arsonist leaps in, so stay back to avoid damage. Go out to the balcony to find a XOMBIUM BOTTLE, then drop from the roof to the basketball court below. If Hejira hasn't followed you, run over and open the door for him, but be careful of the hole in the ground, you will suffer minor damage if you get too close to it. Follow Hejira into the building, or go inside if you are alone. If Hejira accompanies you, he points out that you're stuck in a dead end. Otherwise, you can probably figure that out on your own. Go to the window with two FLASHLIGHT BATTERIES, and two Colt 1911's. Notice the crumbling section of the wall near the windows. Back away from it, becuase soon a Slayer is about smash through it. Fill the Slayer with pistol shots and go into the next room. Collect a XOMBIUM BOTTLE by the sofa. Exit the far side of the room, and go right. At the canal, head left towards the dead end. Crouch down to fit under the gate, and search the left for the Sawed Off Shotgun. You can now Dual Wield these! Return back to Hejira, or if alone, back towards the other end of the canal. Check the archways for FLASHLIGHT BATTERIES, and a Colt 1911. If Hejira's still with you, he stops and tells you a story about a urban legend. Keep going up the canal when he's done. Go in the doorway and search for the 3 MOLOTOV COCKTAILS in the left corner. Go up the stairs. Prepare for your first real battle by collecting the XOMBIUM BOTTLE near the old couch and open the ammunition crate, filling up the Colt ammo. Then head around the corner toward the doorway of the Canal Street Mission. After a scene of the mob, a Gorger drops out of the sky. Use the Sawed Off to blow it to peices. Two more appear and should be extended the same treatment. Switch to the Colts if you run out of Sawed Off Ammo. If you managed to keep Hejira alive after all this, he will blow the padlock off the fire escape ladder. If not, blow it off yourself. Climb up until a Gorger drops on the landing, making you fall to the ground. Be quick to turn around becuase I've always gotten up facing the wrong way. You DO NOT want to turn your back to a Gorger! After it's dead, go to the lower end of the fire escape landing and jump up to climb up. Then jump up into the window and go down a flight of stairs, make sure to get the FLASHLIGHT BATTERIES along the way. Head up the dark alley to a wide opening. Collect the XOMBIUM BOTTLE, and Sawed Off Shotgun just around the corner on the right. Open the Amuniton Crate to get your ALMOST unlimited supply of Colt ammo, Another XOMBIUM BOTTLE is on a porch off to the side. FLASHLIGHT BATTERIES are found in the small room through the doorway across the courtyard. A little bit after you enter the courtyard. the upper floor of the surrounding buildings burst into flames. Move away from the archway, becuase a Arsonist soon attacks. Blast the thing with your dual Sawed Off's, strafe left or right in the open courtyard to avoid the fireballs, and the rush attacks. Soon after you kill the first one, a second will melt a gate blocking a alley access. Take it out and take the XOMBIUM BOTTLES if you need it, and head out through the melted gate. In the next area, you will see Jordan and her cronies picking up a specimen, pick a fight if you want, but I'd advise against it. After they drive off, pick up the the FLASHLIGHT BATTERIES, and the XOMBIUM BOTTLE. Jump up on this dumpster, just like the last one, and onto the roof. A arsonist will appear on the roof, backtrack to the more open roof behind you, and blast it with the Colt's. Go back across and into the hole where the Arsonist jumped out of to get a XOMBIUM BOTTLE, a Colt, and two FLASH/BANG GRENADES. Go back out to the slanted roof and jump down in the alley. To the left is a crate you need to pull to the underside of the smashed vent above you. When it's in place, climb up and into it. Collect the XOMBIUM BOITLE and the FLASHLIGHT BATTERIES from the shelves, and the FLASH/BANG GRENADES by the door. In the bathroom there's a Colt 1911. There's also a Rusty Pipe in case your ammo is running short. Open the door and enter the Liquor Store. Two men trapped behind the counter claim that they'll let you inside if you kills the monsters clamoring around in the ceiling. Just then, several Slayers drop down. Avoid being surrounded by backing out the door you came in, forcing the Slayers to come in one at a time, toss a Molotov in the doorway to damage anything coming through while you pick them off with the Colts. When you've defeated the five or six Slayers. The men in the store pass through two XOMBIUM BOTTLES and a Sawed Off Shotgun. However, they go back on their promise to let you in with them. Copperfield shows up and takes care of one of the clerks. Nothing can be done to prevent his death, but the remaining clerk opens the door. You can go in there pistol whip Copperfield to drive him off (Good), or shoot the clerk yourself (Evil), or just sit and watch Copperfield shoot the other clerk (Neutral). Inside the store are four XOMBIUM BOTTLES and six FLASHLIGHT BATTERIES. Even if you don't need them now, remember where they are! Press the button inside the booth to open up the door to the street. Go to the right to find a Colt Amunition Crate. And two MOLOTOV COCKTAILS in the corner to the left. Head down the street. Down the steps inside an archway are two FLASHLIGHT BATTERIES. On the sidewalk to the left of the theater are two XOMBIUM BOTTLES, two MOLOTOV COCKTAILS, and a REVOLVER. Feel like your strapping up? Good, becuase your toughest battle so far is moments away! Leave the Revolver alone for the moment, and equip the Dual Colts, and Dual Sawed Off Shotguns. A few moments later, a pack of Slayers appear, use the Colts on them, returning to the ammo box as needed. When the Slayers go down, some Gorgers come at you. Use the Colts if they come at you one at a time, and use the Shotguns if there's more than one. Keep this up until a lull comes. From out of nowhere a voice starts talking. Quickly restock on ammo, and go back to the Liquor Store for some XOMBIUM if you need it. Pick up the Revolver if you're out of Shotgun Ammo. The third wave of the attack is a large group of both Slayers AND Gorgers! Try to lead a few by one of the parked cars , the shoot at the gas tank area to make it explode. Use Molotov's for crowd control. Use the Revolver on the Gorgers, and the Colts on the Slayers. You can also back into the Liquor Store, making them come in one at a time again. But DO NOT go in without restocking your Colt ammo from the crate. The forth, and final wave begins when an Arsonist appears near the Theater. Use the Colts or the Revolver while constantly moving. A second Arsonist appears soon after the first one goes down. When both monsters are dead, the doors to the Theater finally open. Go inside to the lobby. Depending on your Morality at the time, Either Cory, Carmen, or Dr. Killjoy will beckon you to come inside DENIAL OF THE FITTEST WEAPONS AVAILABLE - Colt 1911, Sawed Off Shotgun, Rusty Pipe, Shotgun, Revolver, Skorpion, Fire Axe Turn left behind the counter to get the Sawed Off. A Rusty Pipe leans up against the base of the stairs, and there are FLASHLIGHT BATTERIES in the corner beyond with TORQUE'S NEIGHBORHOOD EAST MAP. Up the stairs near the entrance is a Colt 1911 near the dead man. Collect the XOMBIUM BOTTLE by the doors and smash the crates blocking them. Move left just inside the next area to get another Colt 1911. Ignore or murder the incoherent junkie, whatever Morality you're on, and then go through the doors there. In the corner near the stage, there are two XOMBIUM BOTTLES and a Shotgun. Swap out the Colts for the Shotgun, so that you have the Shotgun, and dual Sawed Off Shotguns. This should make your theatrical debut a little easier. After about five seconds, Dr. Killjoy appears on the screen. But Blackmore interrupts what could have been a good show. He summons a endless supply of Gorgers and Slayers that begin to drop around you. Your Insanity ability is now available. You want to kill enemies quickly to fill the meter. Once it starts glowing, use it and transform, quickly kill the remaining monsters and revert back to human as fast as possible. Try to clear the area with as much Insanity left as possible, so that you can overcome the next challenge easily. Exchange the Shotgun for the Colts, or the Rusty Pipe. There are also some FLASHLIGHT BATTERIES in the area if needed. Soon a Arsonist appears to burn a hole in the screen. Don't waste any ammo on it, it's sole purpose is to provide you a way into the next area. After going through the screen, go left to find a Rusty Pipe, two XOMBIUM BOTTLES, and a Revolver. Cross to the opposite side of the stage to find a ammo crate full of Colt's and ammo. Then go around the corner to find a dead body surrounded by two Sawed Off Shotguns. Equip the Sawed Offs and the Colts. The head across the rear stage to get two XOMBIUM BOTTLES and two FLASHLIGHT BATTERIES. When you step into this area, Dr. Killjoy begins toying with you once again. Notice that the wall next to the projector is cracked. You can break through it, but only in beast form. Gorgers, Slayers, and Arsonists appear. Kill the enemies until the Insanity Meter is full, then transform and smash through the wall. Don't worry about killing the rest of the monsters, unless you want to fill your insanity bar back up. Collect the XOMBIUM BOTTLE, FLASHLIGHT BATTERIES, and two MOLOTOV COCTAILS outside the theater. Move down the alley until Dr. Killjoy appears yet again. There is a Revolver next to a corpse nearby on the left. Go through the door to encounter a junkie named Kyle that has you mistaken for someone else. Kill him for Evil, Ignore him for Neutral, or help him get through the next few areas for Good. There are two XOMBIUM BOTTLES in the room with Kyle. In the large outdoor area, Kyle moves to a blocked passage to the right, and begins complaining that he can usually get through. Some Gorgers and Slayers appear. Kill them to protect Kyle, or let them kill him to remain Neutral. When the coast is clear (sorta), reload with the two Colts near the entrance, a Sawed Off in the corner, and a Wood Bat if you want it. There's a XOMBIUM BOTTLE in the corner near the door, and you can always return the previous room for the Xombium there. Follow the steps in the corner behind the yellow ladder. In the small alcove, you can find Dual Skorpions. Dump the Colts for these. Climb the ladder on the side of the building and navigate across the the rooftop, keeping an eye on Kyle for protection. Jump down and raise the crank handle to raise the bricks. Kyle then goes the ladder and climbs up on the roof. Take a moment to restock. There is a Colt, two Sawed Off's, and another XOMBIUM BOTTLE in the area. (The best weapons to carry out of here are the Dual Skorpions, and the Dual Sawed Offs) Climb the ladder and follow Kyle through the small window on the building, drop down into the room below, and check the lockers for a XOMBIUM BOTTLE. Get the FLASHLIGHT BATTERIES on the shelves. There's a Colt in the corner. And yet another XOMBIUM BOTTLE in the bathroom trash. Use the secondary attacks to smash through the debris blocking the door, and go into the next area. Get the FLASHLIGHT BATTERIES on the stove, and smash the glass to reveal a Knife. A Colt is on the table in the corner. Open the door to see what all the noise is about. Police officers are in a standoff with a Triggerman. Either stay back and let the monster kill the Police (Neutral), kill them yourself (Evil), or jump in and save the poor bastards. You can get more Good points if you save both officers. The Police cars don't explode as easily as other cars, so use them for cover. The dumpster just outside the door also provides excellent cover. Down the alley on the right side is another XOMBIUM BOTTLE. A Rusty Pipe leans against the wall. And a Revolver in front of the cruiser nearest the resturant. Midway up the street is a Ammo Crate for Shotguns. If you're carrying Sawed Offs, dump them for the Pump Action Shotgun becuase of the plentiful ammo for it in the next few areas. Go towards the wreckage until another Triggerman pushes the wreck aside, defeat this monster to continue to the top of the street. Three XOMBIUM BOTTLES and a Shotgun are near another corpse. While passing through the gated area, Carmen appears inside the ruined gazebo. Approach her to relive old memories. After the flashbacks, Triggermen, and Slayers fill the area. Try to protect the junkie if he's still around. Finally a Triggerman smashes though a wall in the upper portion of the area. Defeat the monster and get the resources in the area including the MOLOTOV COCKTAILS, a Shotgun, and two XOMBIUM BOTTLES. Then drop through the hole into a small reservoir. You have come full circle. You are now directly behind your old apartment. Look through the fence directly across from the entry point to see Jordan prying into your past. Only to have the Creeper chase her off. Head to the top of the slope and collect the dual Skorpions, or theier ammo. Then go back down the slope into the canal under the bridge. Use the secondary attack to smash through the boards and go into the door. |
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Another Suffering: Ties That Bind Walkthrough :
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