Condemned 2: Bloodshot Walkthrough :
This walkthrough for Condemned 2: Bloodshot [Playstation 3] has been posted at 10 Jun 2010 by JDESPOSTI and is called "Condemned 2: Bloodshot FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up JDESPOSTI and share this with your freinds. And most important we have 2 other walkthroughs for Condemned 2: Bloodshot, read them all!
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Walkthrough - Condemned 2: Bloodshot FAQ/WalkthroughCCC OOO N N DD EEEEE M M N N EEEEE DD 222 C C O O NN N D D E MM MM NN N E D D 2 2 C O O NNN N D D EEEE M M M M NNN N EEEE D D 2 C O O N NNN D D E M M M N NNN E D D 2 C C O O N NN D D E M M N NN E D D 2 CCC OOO N N DD EEEEE M M N N EEEEE DD 22222 BBBB L OOO OOO DDD SSS H H OOO TTTTT B B L O O O O D D S S H H O O T B B L O O O O D D S H H O O T BBBB L O O O O D D SSS HHHHH O O T B B L O O O O D D S H H O O T B B L O O O O D D S S H H O O T BBBB LLLLL OOO OOO DDD SSS H H OOO T ********************** *Condemned 2: Bloodshot* ********************** ********************** Condemned 2: Bloodshot FAQ/Walkthrough For Xbox 360, PS3 Version 1.0 (6/1/08) Written by Brad Russell "TheGum" Email: lunatic_252000@yahoo.com Website: www.thechaosuniverse.com ********************** Version 1.0 - finally beat the game and finished up this guide. (6/1/08) ***************** Table Of Contents ***************** Use Ctrl + F to quick find in this guide. Section: Code: 1. A Brief Foreword 2. Controls CON2222 3. Starter Tips TIPS333 4. Walkthrough FAQ4444 Rock Bottom ROCK111 Preston Hotel PRES222 Commuter Tracks COMM333 Doll Factory DOLL444 SCU Building SCU5555 City Museum CITY666 Black Lake Lodge BEAR777 Trenton District BOWL888 Magic Theater TRICK99 Junk Barge JUN1010 The Peninsula END1111 5. Combat Help FISTS55 6. Fight Club CLUB666 7. Author Info / Copyright ***************************************************************************** * 1. A Brief Foreword * ***************************************************************************** Well, have yet to play Condemned 1, but I actually own the game, so I'll get on it ASAP. This game is made by the people that made FEAR, and I think are involved in making Project Origin, the "true sequel" to FEAR. So aside from at least one similar level to the FEAR franchise in this game, you can see the obvious similarities right down to the concept. I liken this game to Perseus Mandate, a FEAR expansion pack. The reason is because this game is probably not as popular as the first game, and having played this game it was a little empty of an experience. I mean, it was nice, but it's not like I'm not considering trading this game in for some store credit. That being said, there are flashes of something great in this game that just doesn't come to fruition. I loved the CSI parts, but of course there are just a few of those early in the game. The fighting is solid at times, and then at others it just seems like there is no sense to the fighting. And who will ever forget the bear? That is probably one of the top gaming moments of this year, and some of the lesser bosses are done really well too - of course there are just about five, so doesn't last long. The only real negative is how much trial and error gameplay goes into getting through. Other than that, this is a good game, not a great game. Worth the renting. TheGum. ***************************************************************************** * 2. Controls ( CON2222 ) * ***************************************************************************** PS3 Controls ------------ X - pick up gun, open doors, use things O - flashlight Square - hold for forensic tools, press to bring up the last tool used (LS to select a tool) Triangle - check status R1 - fire primary, double press for chain attack L1 - fire alternate, double press for chain attack R1 + L1 - block, grab defeated opponents R2 - throw weapons L2 - sprint R3 - kick L3 - hook, just press and attack to do a hook RS - look/aim LS - move D-Pad UP - fire stun gun D-Pad DOWN - holster START - pause menu SELECT - objective menu *NOTE: If you have the 360 controls, I'd sure appreciate them.* ***************************************************************************** * 3. Starter Tips ( TIPS333 ) * ***************************************************************************** #1. Getting dizzy? - seriously, change the look speed to a lower number than what it starts at. There are enough reasons for you to lose your lunch with this game, no sense throwing in motion sickness. #2. Don't block on purpose - this is because blocking damages your weapon, and that is not good. The only good block is a block that just misses as a parry. #3. Patience after taking damage - you'll notice that you have viles of health in the corner? Well, so long as you don't lose a whole vile, if you just sit around a while it will refill. #4. Weigh your options - usually there are times when you have a couple of items to choose from, and the choice usually comes down to either speed in attacking or damage. Damage means you will kill the enemy faster, while speed means every miss won't mean you're exposed (even though hitting sometimes leaves you exposed anyway). Damage usually wins out, and always go for the guns over the implements. #5. Keep the signal - some of the antennas require you to actively keep moving them in order to maintain the signal. If you see the words fade or hear the static that usually means to move the antenna a bit in one direction. #6. Fists only - in order to use your chain attacks you have to have your fists empty. This is useful for the big enemies and the monsters later in the game. #7. Holster tactics - once you have the holster you really need to learn how to use it and your other weapons at the same time. Of course two guns means no problems, but once you only have one that means you should probably holster your gun and carry an implement. You can either toss the weapon to draw your gun, or just pull out the gun. ***************************************************************************** * 4. Walkthrough ( FAQ4444 ) * ***************************************************************************** Condemned 2: Bloodshot Walkthrough First thing you must do is adjust the brightness so that the eyes on the walls are barely visible, and you can do this at any time during the game in the options menu. I recommend you keep it at 50, or maybe even brighter, as this game is naturally very dark. =========== Rock Bottom ( ROCK111 ) =========== You learn about the flashlight and that you have a limited amount of time to press the button to talk. And once you move and look around, the next thing you may want to do is pause the game and go to the options menu. I set the subtitles to on, and then I set the look speed to 20, but you can go lower if you want. Anything above and you may need to have a trash bin nearby as you play (heck, you might need one regardless). Okay, so the first thing you do is follow him through the narrow path of junk, which requires you to press the use button to slid through. Go up the stairs and help him open the fence. In this "cage" area you will fight with a stream of bums. The first you has you praticing your attacks; just jab left and right, careful not to let him regain himself. Then you have to use the block and parry, which is just holding down both attacks buttons right before the enemy attacks; if you hold up your arms and his attack doesn't hit and he staggers backward, you did it, then kill him. The third guy has you using a combo, and the fourth has you do a parry and then combo. After that, you are told to pick up the 2x4 in the trash can, which is on the left of the dumpster. Then you need to fight some enemies who also have 2x4's, but the combat is the same: smack them, parry, and combo for quick kills. Kill all three, which is almost difficult, but isn't. Then you are taken for a spin. Once everyone is gone, go to the red light by the gate in the corner, and go through once it opens. Go to the TV and grab the antenna, twirl it to the right spot so you can see the channel, but DON'T let go or you will miss it. After that, go through the door and grab the Electric Conduit on the wall. The TV's in here will turn on when you're close after the lights go out, but there's nothing for it. On a shelf is a Pipe that offers just a bit more power, but a loss of speed (the speed you swing the weapon). There is also a Pipe Lever at the end of this shelf, but for it's reach you don't get the power of the Pipe, so keep the Pipe. With the weapons sorted out, go into the back room and look right to get a scare. There is a stairs leading up on the right, so go up there first to run into a locked door, but also a TV antenna for a message. Then come back down and take the steps to the basement. There is a guy down here, and if you swing around to the left of the shelf you'll run into him. Kill him and he is holding an AC Support, which swings faster but has lower everything else; don't get it. You'll also learn about the Sonic Emitters, which cause crime for some reason. *NOTE: There is a med kit on the wall down here, if you need it. Break the glass to use it.* Go to the left around the metal sheet wall to hit another antenna TV, then go left of it to hit the Sonic Emitter on the wall. Pick up the Crowbar on the floor and then you'll hear someone is upstairs. Nothing else of interest down here, so go to the steps and look at the fellow toss TV's at you, so just stay off to the side of the steps as he throws them at nothing. When he's out of TV's he will run into the storage area and pick up any weapon he can and most likely come back to throw it at you, so at any time feel free to throw your crowbar at him and then run up for some hand to hand combat, or keep your weapon so as to not let him pick it up and just take his hit. Basically, just run up and kill him. Now the door up the steps is open, so go up. In the upper room, a guy will try to scare you and then he disappears. Go over and push the shelf to get into the main area, and note that there are two med kits on the wall, so break the glass and use them if you need to. For the first enemy you learn about how to use the Chain Attack, which is just like any other button-press sequence from many other games. Double tap an attack button to enter the Chain Attack mode, and then be ready to follow the prompts, which are your two attacks and even both combined as a finisher. There is a second enemy, and then a third who you can perform a finisher on. Just hit him and he will be stunned, so grab him (press both attack buttons) and take him over to any item with a white skull around it (like a TV, or maybe even the toilet in the closet around the corner) and you will kill him with that object. After the fight, climb through the window and then drop over the side to the left. Be ready to smack a dog, then go to the right and push the gate to knock over a barrel into the fire, then stand back as it blows (health kit in the locker on the left if you need it). Go through the gate and head down the alley to your left. Not sure about you, but a dead guy on the streets is not a good sign, especially seeing three demons run away from the body! Go around the corner on the right and grab another antenna on a TV before you go through the door. Get the clue? Look to your feet and sure enough, there are birds, and if you go through the door you get the effect as if an emitter is nearby, but none are in sight. Come back out through the door and look up. Stand back and press the button that tosses your weapon to smash the device. Go through the door and straight down to another door ahead as the doors on the side lead to nowhere. After the cheap scare, go through the door surrounded by black blood and look through the doorway on the left to respond. Then go right for a door that you probably don't want to open. Enter the alley and go forward to run into an enemy from the left. You had better keep your flashlight on, and try for the parry combo attacks, and after you kill the first guy you should quickly grab his pipe to fight the next guy. Kill both and then go to the right behind the dumpster for a box with a med kit inside. Proceed down the ugly path to hit the fence. *NOTE: If things are very dark, go to your options menu and change it to make it brighter. If you can barely see, that is not good.* Something stirs behind the fence and a barrel of liquid spills out and will run to the burning car. Step way back and let the barrel explode, then be ready for some demons to come after you. There are five in total as you move down the path, and just one hit will kill them. Aim low too as they can drain your health in a hurry. Once you kill them, go to the metal bars by a fence and get close to them to climb up and be on the walkway. Follow it and you will drop, then you will be scared by a dog, but if you listen you will hear Rover meets an untimely end. Climb up the next "ladder" and then hop down on either side. There is a conduit on the corner of the wall, so grab it if it is in better condition than what you got. Go along the rail of the steps and be ready for a demon to emerge from the behind the trash cans. Then if you look down the steps, poor old Rover is being picked dry by a demon, but if you go down the steps the thing will run away. You want to go down here for the med kits in the locker, but then come back the way you came and continue down the alley. Go around the corner to be where Vanhorn took the door, but it's locked. Go under the ladder shaft and toss your weapon to hit's bottom, then pick it up, or the fresh conduit on the wall, and then climb the ladder. Four demons up here, and you can stand in the middle of this roof to anticipate where they drop. Then squeeze through the gap by the vent and smack the demon in the wall before it pops out. There is a med kit in the locker, then go move the boards over the hole in the roof and drop down. *NOTE: Missed an emitter, so stay on the roof if you want it. Go to the left edge and toss some bricks at the emitter across the gap.* There is a Prosthetic Arm on the shelf, so grab it and go around the corner. After you see the wheelchair move, there is a Brace on the wall, but it's the same as you arm. If you go to what is the left side of this room, where the demon runs to, there will be a Crutch and an antenna on a TV. Through the other open doorway will be a lever as well as a med kit. Pull the lever and then three enemies will come through the gate you just opened. You will run into all three, so feel free to toss arms and whatever other weapons you have in the area. You can also use the hook, which is click the stick and then press an attack button. Fight all three on your way to the nursery, where you will have to fight one that is hiding, and you should know that you can block their thrown weapons. Once all three are dead, go through the gate and the next doorway to save your game. Go down the stairs and respond at the guy in the window. Seems like a bad idea, but climb into the room. Go around the corner to the right and when you go to the center of the room the ceiling sack monster will grab you, or just toss your weapon at it first. Two other demons will rise, one on the left and one slow one on the right. Kill them, then slip around the left corner, around the shelves and be ready for more demons from anywhere. Watch out for the sacks and make your way to the stretcher that has the bricks on it. Use these to pop the sacks all over the ceiling, and be ready for more demons to pop up and come after you. Just take your time, use the bricks to clear a path around the clutter and hit the save point. Don't forget to keep that weapon you had. *NOTE: Again, if things are very dark and hard to see, may want to adjust the brightness in the options menu.* On the wall will be some meds, and if you look to the left there are two sacks to bust. When you bust one, slow demons rise on the right. Kill them and go into the first room on the right for a pipe. Go down the hall and at the first fork in the road go either left or right, but going right just has one demon, so go right. In the surgery room, look right to see a slow demon approaching. Kill him and the sack on the ceiling, then look on the shelf for a Shotgun, which isn't as strong as your pipe, but bring it anyway. Go into the next surgery room and things get hazy, but fight the two demons, then go around and use the ledge by Vanhorn to trigger the cutscene. End level, in a deus ex machina kinda way. ----- You should get the fist weapon. *NOTE: All reward are relative to how well you do, but it's just upgraded versions of the same item.* ============= Preston Hotel ( PRES222 ) ============= You are given a Riot Gun, which is a shotgun. After everyone is done talking, follow Dorland. Go with him into the room and you'll run into an SCU Lockbox which has just some ammo. Grab them and go down the steps. After you hop over a small gap in the stairs, go into the hallway and stop where he stops. Go down to investigate the person, but no one is there. Come back and proceed down the hall, and you can go into room 513 if you want, but there is nothing in the room. *NOTE: That all rooms have a bathroom, and most have a medicine cabinet with meds, duh!* Meet your team at the meth lab room and blast it, then stand back. There is some booze for you in the hall, and it steadies you out a bit (but not in real, life, no, any alcohol makes you bleed out of every orifice, this is just make believe here). Nothing in 511 but a bird scare, then go to the end of the hallway where a board will be moved to enter the next room. Duck under to hit a speedhead, so blast him or else you'll have to follow the button presses, which are alternating your attack buttons and pressing the ones that blink on screen. Kill him and then go around to the opening in the wall to blast another enemy with a shotgun; you can take his ammo, but I don't think it adds to your ammo at all. When your friends catch up, follow them; nothing in room 508. Go into the next room by Dorland and you'll hit a TV antenna. Then go into the bathroom and drop down the hole. Take the door on the right and your team will run ahead of you in the hall. At the elevator you run into a conversation where you have some choices. Choose "Any officers reported..." and then "Is there a commuter train..." as your responses to get a perfect rating. Dorland then jumps down the shaft, but when it's your turn, go around the corner down the hall and look to the left. Go down toward the TV and it blows up. Go into the room and be ready for a guy with a 2x4 to jump out from the right corner and smack you. Kill him and then go into the next area to open the door to the bathroom. There is a speedballer sitting on the toiler, but he doesn't jump up to attack you. Just blast him and then go chase the other guy in the middle set of rooms. That should use up your bullets, so go grab that 2x4 or something else and go back to the hallway that leads to the elevators. Stop by room 404 and go into the bathroom on the left, and through the mirror you should know to turn and nail the speedhead. Make your way back to the elevator and drop down. Pry open the doors after you fall before you die. Now go forward and in the hallway be ready for a big, beefy speeder. He isn't as hard as you think, and there is an extra conduit on the wall by the doors if you need it. After you kill him, go down the hall on the right and then go left to hit an open set of door where you will learn about the Spectrometer. Just hold down the button that brings up your tools menu and press in the direction of the spectrometer to use it. The Sonic Emitter is just around the corner to the left, so press the tools button again to put the device away and smack the emitter. Then go to the other side of the room and into the tiny room where you have a view of the meth lab. Use the bricks on the floor in here to smash the lab, then open the locker for a med kit. Now come back into the hallway where the door to the dining hall is open. Go in and go grab the Baseball Bat on the table in the center, and get ready for a fight with three enemies, and your bat can take them all out pretty easy; there are conduits on the columns if you need them. Up the steps and through the doors and you get a quick message about riots in the streets. Go outside and up the steps to learn of your withdrawals and how to aim down the sights. Pick up the shotgun and go over to the locker to swap it for the Riot Gun, then pick your shotgun of ammo (which I guess does add to the riot gun). Proceed as the sounds get louder. There are four enemies up the way, and they seem to not like each other; one has a shotgun and the others can have handguns. There are tons of items all around: bricks, shovels, handguns, and 2x4's. Kill the enemies and go to the steps. Look up to see the Sonic Emitter and either shoot it or try to toss something up there. Go through the doors and go left to slide through the counter and cart. Now you run into an investigation scene. Start the CSI game. Go to the face and select "adult male." Now look at the clothing and select "police uniform." The last thing is to pick up the badge near his hand and select "police badge #46." Submit the evidence. Next is the cause of death. Go to his back and look at the trauma point. Select the following: torso, gunshot wound, and exit wound. Last thing is to see if the body was moved. Bring up your inventory and get out the UV light. Look to the back of the body to see the blood trail with hand prints to indicate the victim crawled, so select both. Then go move the piece of furniture over the blood trail. At the fork in the hall is a message on the wall saying "gun in 106", but what it doesn't tell you is there is a guy holding that gun. So you probably need one yourself. 106 is to the right, and the guy is in the bathroom, so be ready when you approach the door. Kill him, grab his gun if you want, and then watch the TV. Come back and the blood goes left, where you'll be attacked by a bad guy with a bat in the room. Go around into the hallway and you will get the icon to use the spectrometer. You don't have to, just go into the hole in the wall on the right, kill a bad guy, and the emitter is in the next room high up on the wall to the right. Some meds in the first bathroom through the hole. Come back out into the hall and go right only if you want the next antenna. You will pass room 101 and once you do a big bad guy will break through the wall. Fight him off, noting the bedposts and meds through the first hole in the wall, and then go in room 101 for the antenna. Once again, come back down the hall, take the offshoot into the middle area and you'll fight one junkie. There is a radio on the ground to listen to, then take the door to the service elevator for a quick investigation. Just look at the blood spatter and choose "outward pattern" and "dropped from above". Grab the 9mm and go through the door. After the long scene, just turn around. Head left and through the hole, but either run to the cover on the right or go for the locker on the left side of the room. There will be a guy that closes the hole and will start shooting at you with a shotgun. The locker has a shotgun, med kits, and ammo, so take him out however you wish. But you also need to keep in mind that another big guy will crash through the wall and attack; hopefully you can be as lucky as I was and shoot him in the head. Refill at the locker before going back to the hall. Go back and follow the blood trail, which goes right of the service elevator door. Go through the double doors and go left to kill a junkie in a closet in the room. A bad guy comes out of a door down the hall, so kill him. Head straight down this hall and be ready for a guy with a SMG and a junkie to attack from the red glowing light area, so kill them fast. There is a meth lab in this room, so blast it before trading your shotgun for the sub gun. Come back a bit and go up the steps and to the main lobby area where you get a quick jolt, then you will have time to shoot down the big guy coming at you. If you go down the hall on the right and through the door on the left you can chase a bad guy or try to shoot him, but if you approach through the rooms I believe he has no where to go. Either way, follow the hallway that goes left, left from the lobby anyways. Inside room 208 is a locker full of med kits and an antenna. Room 209 just has med kits in the medicine cabinet. In the dining room is a quick scare, then go out into the hallway with the junkie. Keep moving and after this next scare you need to turn to kill a guy and then the one in front of you. Head right down the hall and move the board over the low hole in the wall, but then back up as a guy will shoot at you and will somehow manage to hit you. Your only choice it to go back around the corner, wait for him to reload, look through the hole in the wall, and shoot him when he is in view. After, if you feel the need to run back the way you came for med kits, be warned a bad guy will chase you down. If you proceed down the hall you will hit another crime scene in front of door 212. Look at the policeman's cap on the chair and the exit spatter on the door, selecting both as evidence for Rosa. Just go into room 212 and go right to see Vanhorn through a hole in the floor. Go to the right side and drop down. Another three-part crime evidence scene. You first need the room number. Go out the door to the hallway and look at the front of the door to see two numbers missing. Well, if you go down the hall you see the next room is 121, and since the only number close is 119, it must be 119. Look at the front door again and select "#119." Now go back in the room and look at the body. You now need to take a perfectly clear shot with your camera. Bring up the menu and grab your camera when in view of the dude's chest. Take a clear picture of his chest and you should get a perfect. Last one is the same thing but this time on his face. Now snap a photo of his face from the side and the level is ova'. ----- You should get the flak jacket, which protects from gunshots. =============== Commuter Tracks ( COMM333 ) =============== Yeah, never good when you get left behind. Your best bet is to start running immediately, be sure to hit the response while the guys are talking, run across the "bridge" on the left, and you'll be safe as the guys cannot follow you. Grab the track light on the chair and go around the corner but not into the hallway. You'll see a spec icon, so whip that thing out. The emitter is in the adjacent room, not in the hall, and you can toss your light at it. Now go into the hall and at the end of it is a radio antenna. Go into the room and go left to hit a meth lab. Now go through the bathroom go meet the mannequin, and feel free to look behind you a few times as you make your way to the next door. *NOTE: If a chair blocks your path, smack it to move it.* Go up the stairs and in the hall you are teased by a big guy. Follow him into the rooms, noting the locker in the first one that has med kits, and follow him to kill him; also note the rebars on the walls of the second room which make great killing points. Use the locker in the first room if you need it and then go destroy the meth lab; feel free to read all the writing on the wall. Around the corner is a door that reveals a TV antenna. You can go out and look at the bad guys on the tracks, but then go back into the previous room with the meth lab. Go on the right side and you'll see a hole in the wall and some bricks. Chuck one at the chair holding the door up to move it. Now go back to the hallway and through the door. Up the stairs and through the door you get another spec icon. Go through the door, turn left and in the room you fight two bad guys, and there is another rebar in the hallway. After you kill them go into the bathroom at the top of the room and the emitter is in there. *NOTE: Best way to deal with those enemies is to hold up at the doorway and they may fight each other a bit. Enemies see to get stuck on doorways pretty easily.* Now go through the doorway and out onto a balcony where you see a chopper fly overhead. Turn right to see a zip line and use it to get across. Go through the door and try to toss your rebar at the head of the guy in here with the gun, otherwise just run up and beat him to death. You want his gun because if you stay in the doorway you can look out and down a bit across the tracks to see an emitter behind the fence. You can jump down onto the tracks and quickly go shoot it, or use the bricks that are by the sparking wires. As far as proceeding in the level, a train will run by the tracks and hopefully take out some enemies, then the guys will fight it out for a while, but if you stay too long at the room where you fought the one guy they will come after you. So what you need to do is quickly move the boards over the railing, jump down, and sprint down the left end of the tracks. Run to the gate and respond to Le Rue. Now come back and run to the left side where there is a guy throwing molotovs up above and the fence should be down. If you missed the emitter before, you'll hit it as you cross the boards. On the other side you speak to Le Rue again, then climb up the ladder. Drop down across the board and then you'll fight what looks like that one guy from the start of the game. There is a handrail on the vent nearby that helps kill him off. After you take him out, go around the path and up the next board to end the level. ----- You should get the 5 shot stun gun. ============ Doll Factory ( DOLL444 ) ============ There is a steam pipe behind you. Yes, you're now talking to Le Rue. You start this level off with an investigation. To find the name, just look on the wall for the Placard and choose "Walker Doll Factory." Now go through the door and out into the big room. You must identify the tanks in this room, all six of them. On the left side is a chart that tells you what the two types look like: mixing tanks have pipes in them and settling tanks have no pipes coming out of them. But just mark the four standing tanks as 7a and the two in the corner as 7b. *NOTE: The voices are from the other side of the rollup door.* Now go around the mixing tanks to find the stairs to the catwalk and go up, and please look through the windows on the right - yeah. Keep going and you'll see a control for the rollup door on the railings. Use it and then enter the next investigation. However, keep following the catwalk to the office at the end. Use the UV light to find the numbers on the walls in front of the desk. Go back to the controls and enter 17, then 23, and 10 into the padlock on the panel. Open the rollup door and watch the guy get blown up by the doll. Now quickly run back down to the ground and you should kick the dolls over so you can get by; you can be quite a ways from them and kick them, so don't get TOO close. Run to the door and duck under and it will close. *NOTE: It's actually best to get close to a doll, jab backward to avoid their attack, and then let them blow up. This is because kicking them only puts them down and not out. Their blast radius is quite large, so stand a good ways back when they blow.* Respond to Le Rue as you move up, and enter the room on the left for a locker. Now go to the right side, through the door, push the shelf, crawl through the vent, and then you got a radio antenna to use. There is also a pipe wrench on the table. Go through the door and you will fight two bad guys; use the stun gun by pressing UP on the d-pad. Go into the next room and there will be med kits on the right, and a rip hammer on the left. Go into the next big room and kick over the many dolls, or get close and run away to let them explode. Straight ahead of the door is a a dead- end in the conveyor belt, but on the left is a flap you can open, watch out for more dolls, and then go left to the corner of the room if you need meds from a locker. Otherwise come back to the belt and open the next flap that is in front of the first one. There is a button on the column to push, but it's red until you close both flaps. Close the first, one then the second, and then push the button, all the while avoiding the dolls that lurk around. Each time you press the button you will send a few boxes of toys along the line, and you must follow the toys along the outer side of the belt so you can use the boxes to block the fire and let you pass. If you do, go into the hall and enter the room on the right. There is a locker on the right side of this room with meds, and on the left will be the emitter low on the wall. Once you take out the emitter be ready for two dolls, and one more may be waiting in the hallway. Come back to the hall and enter the door on the left. One bad guy to kill; use the stun gun. There is a TV in the corner, then go through the door. Be ready for a guy to jump out from the wall and attack you, so try to smack him or follow the buttons if he grabs you (you'll have to tap them if so). Then fight another dude and after that go through the doorway to turn the valve. Now the hole with fire will be open, so go up the stairs. On the right you will find a doll, so grab it and go through the door. You'll hear a guy call to you, but you can't help him yet. Take the doll to a hole in the wall on the left and toss the doll toward the blocked door, and stand back because the explosion is kinda big. After that, go through, be sure to pick up your rip hammer if you got it, and enter the office. Talk to Le Rue and feel free to get the golf club on the desk. In the corner cabinet is a drawer with the word "MASKS" over it, so open and then respond. Now go around the desks to find a drawer on the side of the fire and in this one is the mask - put it on, duh. Then turn and be ready for a guy to attack, so smack him. Go back out to the stairs and another fire guy will attack, so smack him as well. Enter the big room and help the guy up, then he runs away. Go left and through the door until you hit the next stairwell, which is on fire and broken of course. Fall over to the left side to get on the path. Through the next door is another emitter. Go further up the room, no enemies, and there will be clutter in your way. On the left by the window is a plank, so pick it up, stand back from the shelves, and toss the plank at the gas tanks to blow away the clutter. Pick up the golf club and go into the open area. Turn the valve on the wall, then go around the corner for some dolls to come from a metal thing. Let them blow up and if they blow up near the metal thing they will take out the emitter. The emitter is on the wall on the left. Now go back the way you came to find a ladder by the railing. Take it down and you'll hear stuff happening around you, but no enemies to fight. Go through the door in front of the ladder and listen to the radio; drinking the alcohol is your choice. Go around the wall and there will be a valve to turn to open the path. Go through, notice the other gas line that you cut from the valve up above, and past the conveyor belts will be a burning guy that pops out from the right, so pop him one. There is a locker with meds on the right too. Follow the path to the next room where you hit another flaming dude, then the game saves. Go into the middle of this room and press the green button to activate the conveyor. Now get ready for the doll girl to appear. You only need to hit her a few times to get her to go away. But soon after you must get a doll from either the conveyor belts or from a box on the left. She will now be in on a walkway up above and continuously toss dolls at you, and yes they will explode. Her supply comes from the left side, so tossing dolls that way is best. It takes about four hits to get her to go away and reveal the path. *NOTE: Remember, you spring in the direction you are looking, so watch to see where she throws the doll, look in another direction, and then sprint to avoid the blast.* Go up the belt on the left that falls and go through a few doors. There is a steam pipe on the wall and a locker around the corner on the left. When you go to the right be ready for two fire guys. Go to the elevator ahead and Le Rue asks for your location. Study the evidence, but the 4C sign on the right is a trick. The actual sign is on the left, at the top of the steps. The fallen sign is for 3B, so select that as your response. Next you will notice the emitter icon on your screen. Go right and there is a pile of bricks in the corner by the steps. Grab one and go up the steps to see the emitter high on the wall, beyond the fire. So aim a bit high and toss the brick and once you hit the emitter a flame guy will charge you. Grab your steam pipe and enter the elevator. Start the elevator with the panel on the left, but it messes up. Study the evidence again and you must now wire the panel correctly. The solution is on the panel in the opposite corner. The order goes: 1 - bare wire, 2 - thick wire, 3 - striped wire. After the elevator messes up again, to to the doll boxes and look up to climb up to the top. Down to the right is a guy to fight and a second chance to get the emitter, if you need it. Go up the and around on the left to hit a flame guy, then go up and duck under to get to the door. Go in for health and the fuse on the table. Grab it and come back out to see a doll blow the wooden floor. You have to duck under and then you fall through. Yes, the doll girl is back up above you. Now you fight to the death. There is a steam pipe on the column and a plank in the corner of the wall, and in that same corner will be some meds. The fight is just like with any other bad guy, so it should actually not be that bad. Just attack, jab backward to avoid, or counter, and then attack. Repeat until she is down, then grab her and take her to the press machine on the side for a brutal kill. Again, meds and the other weapons, including her lollypop saw, but it's real weak. You actually don't need anything. Just duck back under the boards, go to the top of the elevator, fall back in, replace the fuse, and level over. ----- You are rewarded with a holster for any weapon if you get gold. ============ SCU Building ( SCU5555 ) ============ Ah, if you've played FEAR, this level should look very familiar. Respond to Rosa, then turn around and look at the x-rays on the wall. Get close to study the evidence, then bring out your camera and take a focused picture of the x-ray with the black box over the throat. There is also an antenna radio you can do before or after you take an x-ray. Now get on the x-ray table for Rosa. Two responses while inside, and yep, things don't go so well, no they don't. Go out and yell "hello!" Then go into the room on the right for another response. Come back out and go down the other hallway, past the elevator, and through the double doors (just wait during the black out and things will be okay, just stay cool now). Go up and look through the windows of the double doors to see a little scare, then follow the path into another room where you saw that thing run, and keep going until you hit a room where you see Vanhorn's body through some windows. Through the next set of doors you can go straight and swing around through a snack room area, then you'll be at the place where you saw that creepy vision. Go down the hallway toward the bathroom and it closes. Come back to the place with the vision and only one door will open. After a series of frights, the second room on the right has more x-rays to take. You want to focus on the top one. Now come out and look to the window nearby, and even through it's hard to see, just keep going down the hallway and into a room with a walkie talkie. Listen and then talk straight ahead into the rooms and you will call out to Rosa. Go into the next room and you will find a gun in the locker. Then you'll talk with a friendly in front of the door. Try to open the door and just watch until he opens it. Follow him along and up the steps. After another guy dies, you will arrive in an office where you will run into two enemies that have guns. You can shoot as best you can, but with the shaking screen and the bad aim it can be tough. There is another gun in a locker nearby. Once you kill those guys they drop Assault Rifles, so pick one of those up and holster the other if you want to. At the next intersection you will fight two more enemies, but be ready for those creeping monsters to come at you, the ones from the first level. Your friend can see them too, and he will help shooting them. As for the guys with guns, just go into a little room on the right and you can shoot them easily, if you can them that is. Proceed into the office space and there will be more monsters and at least one more bad guy around the corner. Now just follow the guy (he may glitch up and be part of the floor, though I wouldn't be surprised if that's not a glitch), and you'll soon hit a gooy area just like the first level; use the flashlight. Just follow the guy and soon you'll blackout where he stops, and he will be gone. Then just fight off the monsters, but I think it's a losing battle that you have to lose. You'll blackout once more. You wake up back in the x-ray room with Rosa to see that your vision and the game is just fine. Now go out the doors and head to the elevator, but before you get in there is a radio on the right of it. Then ride the elevator up. You'll notice an emitter icon. Go left and into the office, but nothing is in sight. Go to the picture on the wall, knock it down, and then punch the emitter. Farrell's office is in the upper right corner, and as soon as you enter look right for another radio antenna. Now go to Farrell respond, sit, and then respond once more before going into the questions. For the questions, choose these responses: "We carried Vanhorn's body away from the hotel." "Yes." "Dorland shot a power transformer creating a small explosion." A Response. "I was in an apartment complex next door." "The helicopter started taking fire." "Dorland." ----- For a gold you get rubber soles, which allow you to sneak up on people. =========== City Museum ( CITY666 ) =========== Stick around for a while and the cop will turn over a wheelbarrow and you will have another investigaion. Get out the UV and look for the tire marks that go to a door, and then indicate as such. Respond and then follow the cop to the wall where he boosts you over, and respond once more. You are told to not kill any cops, so only fight with your fists and just grab them once they are down to knock them out. This will remain constant, and is the only way to get gold. *NOTE: Feel free to grab the paper cutter in the first office, not for any guards but for a fight with rioters later on.* Follow the tire marks up to some double doors, then take the door on the right for a response for Rosa. Then come back and keep following the marks through a filing room and then you should get the message to watch your steps. Just go out the door and slowly move straight ahead, not toward the guards on the right. Just go straight, feel free to keep your UV light on, and then you'll get a scene at the blood stained-area. Rosa then asks a few questions, so choose "finger prints" and "nursed his nephew." Then stand around and wait for the cue to take a picture of the saw in the blood. Remember, focus. Then get a picture of the handle as well. When you talk to her again, choose "you said it looked medieval?" After that, go up the metal steps and you get another investigation. You need to determine the number of the camera looking to the scene, and if you look to the bottom you'll see the number 1501. Now jump over the wall atop these steps and follow the walkway all the way to the end; I believe you don't have to sneak. Jump down and you'll land next to a radio antenna, so use it. Slowly go out the door and tip toe down the right hallway, and enter the room in front of you marked "surveillence room." Feel free to shut the door. Now study the evidence and go to the desk. The second-to-the-bottom one is the backup drive for 1501. Examine and then watch the video on the screen. Go out, right after you sneak by the snack room guard, then take the door on the left to enter the galleries. Go around the left corner to see the t-rex skeleton and some rioters (why are the guards just standing around?). So fight the one guy the remains, and remember you have a stun gun. After that, go right of the stairs, not on them, and you'll see a museum directory on the wall. Study it and select 13A. Then go up the stairs and you will see a guard, so just quietly follow behind him. Watch as he gets to the end of the room and is attacked. Then grab the TV antenna behind the desk. Feel free to grab the baton the guard dropped. Now proceed until you hit a walkway, then just look below and wait as people run away, nothing should happen to you if you wait a bit. But once you move across the walkway a guy will pop out from around the corner, so stun him and hit him to take him out quickly, or else he will cause you a lot of damage with his war hammer. You should also notice the emitter icon, and if you look to the left side of the walkway you will see it. Toss your current item at the emitter and use your flashlight as a crosshair if you need to, and then grab the war hammer. *NOTE: Don't forget about your flashlight if it's too dark.* There are also short swords and battle axes in these cases, but they are all of the same strength, so doesn't matter really. The broadswords in the next room are the best, so grab one of them. In the third weapon room you will run into the spray painter, but he/she doesn't appear to want to fight. Then you must fall into a large exhibit room where there are two guards and about four or so rioters. You want the guards to fight the rioters for you, because you don't want to kill them, but you also don't want to toss down a weapon for the rioters. If you can lure the guards to the rioters, great, otherwise you'll have a tough time fighting everyone with fists. Your best bet is to run around the area to lure out both guards and let them fight with the bad guys, and once the guards are dead you can fight the rioters with your sword. *NOTE: If you do have to fight the guards, toss away your weapon and hit them with your fists only, and when they are on the ground you need to make sure you grab them and use the left attack button to take them out.* So, once all the enemies are taken care of, there is an emitter on the column near the side of the room where you entered from, way up high. Then go into the side room to get a message from Rosa to picture some artifacts. The first one is in this side room, a statue. You need a pic of the mouth of this statue, the metal thing over it. Now go up the stairs, but I imagine you are out of stun gun batteries and low on health. So instead of going up through the stairs inside, go around the corner on the right and out the doors to be outside. You should see some guards come down the steps and a rioter, but let the rioter take out the guards, then you finish off this weak rioter. There is a locker near these steps that has new batteries and health. *NOTE: Had you gone through the stairs in the museum you would have fought a big rioter, and without the stun gun I just don't see a way you can beat him unless you just know how to block every attack, and I do not.* Go up the steps and you'll see many statues up here. Go left from the steps and you'll get the "study evidence" message by this statue. Snap a photo of the mouth. Now come back and you'll see a pile of bricks on the ground. Grab one, stand back a bit, look up to see the emitter on the brick wall, turn on your flashlight, aim a bit above the emitter, and you'll hit it; try again if you miss. Past the crow scene is a door to go through to hit a gruesome scene. You first need to take a photo of the metal tools on the table. Next you need to collect a blood sample. So just look at the blood on the table and collect some of it. Then look at the tools and collect one of those as well. |
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Another Condemned 2: Bloodshot Walkthrough :
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