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Posts Tagged ‘games’

Game Review: Alan Wake, Xbox 360

The current smash hit game by Remedy, Alan Wake, is one of the few games I’ve followed since dev and bought within a day or two of it’s release in Australia. This is a rarity for me but I’m a big fan of horror survival thrillers. Only expect 470ish gamer points out of this from your first play through, just getting that out up front as I found it pretty disheartening as far as bang for buck goes.

The game play is very dynamic and funky, it’s got a third person RPG feel to it, with the shooter side taken care of through your recticle, which is a torch light. The game feels massive, but the reality is it isn’t as sandbox as it seems; your paths are very limited and the game is very much on rails. It kind of feels like what Final Fantasy XIII wanted to be when it grows up, except minus upgrades, leveling, grinding, etc.

It does committ some of the biggest crimes in gaming though. Two paths, the wrong way always leads to some item you need. Every friggen major cut scene you lose all your shit, over and over and over. It relies on atmosphere and freak outs which has zero effect on me, and it felt a lot like Silent Hill. Silent Hill turns me off fast because I know that the only winning move is not to play, it’s on rails with very little requisite put on cunning, intelligence, or any element that differentiates a geeky gamer from the generic garden variety.

The plot is very derivative, but in this instance I would say that’s one of the games strong points. Some things I feel were influences to the screenplay and narrative of this game would be a mix between Stephen King’s regular narratives about writers, Alfred Hitchcocks The Birds, a giant heap of James Cameron’s In the Mouth of Madness, a strong element of King’s The Mist, and a little hint of The Abyss.

You can almost predict the story as it progresses but it’s a fun little game. It got me into it pretty good but aside from wrong-way-leads-to-loot there’s also the down to go up / up to go down stupidity you find in almost all games, with the least expected logical route being the most logical route because you know they’re trying to fuck with you. Also they put an emphasis on finite weapons so you feel vulnerable, and the whole as soon as you’re feeling relaxed / successful there’ll be a deus ex machina to bring on the dread.

It didn’t feel as futile as Silent Hill though tbh, proof is in the fact I finishe it! ;

8/10.

Posted: June 12th, 2010
Categories: general
Tags: , , , , , , , ,
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Xbox Review: Alan Wake @ Quarantine Station, Spooky?

In short, the answer is no. But I just watched a cute little review through Xbox Live Australia reviewing Alan Wake, they set up a group of people at the old Quarantine Station, spooking them about how it’s the ‘most haunted site in Australia’ yadda yadda before letting them play Alan Wake.

It was interesting to see how high peoples heart rate got, I think that gaming should count as a cardio work out with those kind of figures. For the record, the Quarantine Station is about as haunted as my outhouse, many years ago I broke into it with some mates which involved some stealthy ninja pissbolting past the guard house everytime the guard was watching TV.

Our adventure into the Q-Station as it’s colloqueally known was uneventful, aside from walking out the door into a patrol car and walking back inside quickly without the guard stopping (unsure whether he saw us, or assumed we were ghosts and shat brix), and stumbling upon a homeless dude sleeping in one of the huts.

It is very atmospheric, but if you’re after spooky sites, it’s far from it, and this was all in pitch black with a thick fog in winter mind you. Maybe we just had higher testicular fortitude than those chosen by XBL AU for their ‘project’.

For more info on their review, go check out ‘the project‘ on XBL, or turn your Xbox on and check out Spotlight if you’re in AU, first cab off the rank.

Game Review: Final Fantasy XVIII!1cvIEXWLOL

For quite a while I’ve been trying to think of how to review Final Fantasy XIII without spamming random letters by smashing my keyboard into my face whilst shouting profanities that aren’t even invented yet. I found a video that summarises how I feel. Out of all the games I’ve ever played, this was, by far, the worst gaming experience of my life; it was a corny weaboo video disc with a unidirectional linier pseudo-interactive DVD menu system where you have to repeatedly most the green button to see the next cut scene. It earned my first, and probably my only: 0/10.

I hope this REALLY is the FINAL Final Fantasy ever.

Forza 3: Jalopnik Car Pack Review

In other news, and far grander a purpose, the VIP car pack is on offer, featuring .. well, shitty cars you won’t want for $10, but that $10 goes to Save the Children Foundation’s Haiti appeal.

March saw the release of the next Downloadable Content Pack from Turn 10 for Forza 3, the “Jalopnik Car Pack”. What’s a Jalopnik? Your guess is as good as mine, but Turn 10 claim they hooked up with the staff at Jalopnik to bring out this uninspired package that costs 400 Microsoft Points (about $8) for ten cars, one or more of which must always be an Audi R8 V10 otherwise we would be stuck with our 60 other Audi V10′s of the same year model that Forza installs with or every DLC pack comes with.

I propose Turn 10 should release an Audi pack every month, that way they can get their kickbacks from the auto-manufacturer as their token car, and we can avoid having 1-2/10 slots pissed away with a shitty porche on mesculine with it’s dreary dated design and ever unimpressive mechanics (however do note that in Forza Audi’s are amazing super cars with 10/10 power, acceleration, launch, cornering, braking, etc (see: kickback)).

“We hooked up with the staff Jalopnik and put our minds together to bring you a car pack that would feature power, beauty, variety and most importantly, be a blast to drive around in. These cars, while not old have really interesting backgrounds. Let’s take a look at what makes these cars worthy of the car pack.

This is possibly the WORST DLC that Forza has released, the cars are beyond uninspired, they’re just plain. They fill categories we already have a plethora of cars to fill, and the ability to modify them is severely hampered by the category, type of engine, and the fact that they were in such a rush to cash in on the franchise that there’s ZERO body kits on offer pretty much aside from the ugly Forza front splitter and rear spoiler.

The Mugen Honda is the only thing with a bit of bite and worth painting up if you’re into the graphics side, the rest are all mediocre variants in their own categories. I will admit the Mazda ‘Too Many Baked Beans’ American Le Mans Series is a nifty looking ride, and possibly the only thing Mazda has ever produced that isn’t Piero Manzoni’s shit in a can.

I really can’t be arsed reviewing each car individually, as this time it really is same ol’ same ol’ and nothing stands out performance wise. So, on with Turn 10′s wank on the matter and some pretty pictures.

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2008 Mazda Furai

Named for the ‘sound of the wind,’ Mazda’s futuristic concept car combines swooping good looks with a green streak. The car was visualized running ethanol E100 produced by British Petroleum.

Furai is based on an American Le Mans Series (ALMS) racing car. In fact, its Courage C65 chassis is the same platform Mazda campaigned in the ALMS series in 2006. A fierce 450-horsepower three-rotor rotary engine lays down the law with a stratospheric redline and that unmistakable rotary induced scream which may not ‘sound like the wind’ but it will be music to the ears of Forza 3 drivers.

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2010 Honda Civic Type R Mugen

The ultimate Civic, the tasty 2010 Honda Civic Type R Mugen is a JDM fans wet dream come true. Starting with a Civic Type R three-door hatchback built in Honda’s British factory, Mugen unleashes the beast by adding high-compression pistons, more aggressive cams, high-flow intake and exhaust, and a Mugen ECU that makes it all sing in harmony at its 8,500-rpm redline. This boosts the 198-horse, 2.0-liter VTEC powerplant to 237.

The Honda also sports Mugen body tuning mods, an LSD, wheels and brakes. Forza is the best place to experience the 2010 Honda Civic Type R Mugen because production is limited to 20 copies for the UK market only and they go for $64,000 US; that’s right $64k for a Civic.

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2009 #40 Robertson Racing Ford GT

Kevin Doran in Lebanon, Ohio built Robertson Racing’s #40 Ford GT racer to American Le Mans Series GT2 specs. The transition to race car has encompassed widening the track, reworking the suspension geometry and adding more adjustability as well as significant aerodynamic enhancements featuring contoured fender flares and downforce-generating front and rear spoilers. Power comes from a naturally aspirated Yates-built 5.0-liter V8 spec’d to the GT2 rulebook. The hearty V8 is backed by an Emco DP transaxle so the Blue Oval bruiser is ready to rumble on Forza 3.

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2010 Aston Martin Rapide

Running in parallel to the Porsche Panamera, the Rapide is Aston Martin’s take on four-door ferocity. What is essentially a stretch DB9, the Rapide delivers the goods to the tune of 470 horsepower and 4.8-0-60s. The 5.9-liter V12 is mated to a ZF six-speed Touchtronic automatic transmission. While the real dealer starts delivery in the spring, thanks to Turn 10’s DLC you can drive it now.

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2011 BMW Z4

The all-new 2011 BMW Z4 roadster is hotness on wheels. The fun-in-the-sun Bavarian is powered by BMW’s N54 direct-injection, twin-turbocharged straight six. The plant has been massaged for use in the two-seater pumping out 335 horsepower at 5,900 rpm and 332 lb-ft of torque from 1,500-4,500 rpm. The result is 0-60’s in the 4.7-second range with the potential for much more thanks to Forza 3’s deep tuning garage.

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2010 Audi TT RS

The RS version takes the TT to the next level. The key players are the scintillating combination of its 2.5-liter turbocharged five-cylinder engine and the accompanying Quattro all-wheel-drive system. With 1.2 Bar (17.4 psi) of boost coursing through its veins the TT RS flexes 340 horsepower. The Inglostadt boys earned their pay for the week adding a stiffened sport suspension, better brakes and a six-speed manual to the car’s 4.6-second 0-60 prowess.

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2010 #33 RSR Jaguar XKR

The Jaguar/RSR XKR is a full-tilt GT2-class American Le Mans Series racer based on the road going XKR. Noted road racer Paul Gentilozzi has transformed the car and plans to go to battle in 2010. A stout 550 horsepower V8 gives this cat the tenacity it will need to duel it out with 911s, ‘Vettes, Vipers and Aston Martins.

The #33 will be easy top spot with its lively green and black livery and massive rear spoiler. The car’s 2010 debut is slated for the season opening 12 Hours of Sebring on March 20th. Thanks to this time DLC you can grab the car, go to Sebring and compare your lap times to the real thing.

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2010 Porsche 911 Sport Classic

Porsche has added exclusivity to the 911, a design whose silhouette has not changed since in hit the road in 1964, by introducing a limited edition. The 250 copies of the Sport Classic pay homage to the Carrera RS 2.7 with body treatments and 19-inch Fuchs-inspired wheels. The Euro-only Sport Classic is powered by a 406 horse 3.liter flat six connected to a six speed manual gearbox. She’s an expensive date at $230,000, which makes her a prime addition to Forza 3.

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2010 Aston Martin V12 Vantage

Live that James Bond 007 dream to the fullest behind the wheel of the Aston Martin V12 Vantage. Aston Martin says the V12 Vantage will feature a 6.0-liter V12 engine producing 510 horsepower and 420 lbs-ft of torque with a top speed of 190 mph and 0-62 mph time of 4.2 seconds. It’s hard to argue with those numbers.

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1992 Bugatti EB110SS

The Volkswagen group was not the first entity to try to resurrect the Bugatti name. Penned by Marcello Gandini and assembled by coachbuilder Aerospatiale France the EB110 SS had the numbers of an iconic supercar; 12 cylinder, four turbos, five valves per cylinder and 650 horsepower, 3.3-second 0-60 and 217 mph top speed; impressive numbers in 1992. The RWD supercar featured aluminum body over carbon fiber tub construction and came with a $380,000 price tag, which was really steep in 1992. The car’s production run ended in 1995 with 31 units, one bought by none other than Michael Schumacher.

Posted: March 17th, 2010
Categories: forza, game reviews, games, xbox
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Valve Release Portal 2 ARG (Alternate Reality Game)

The seemingly-massive Valve ARG that started with a mystery update to Portal could be teasing either Portal 2 or Half-Life 2: Episode 3 – or both.

On Monday, a surprise patch to the three-year-old fan favorite Portal spawned a massive Alternate Reality Game that had internet communities from Steam to Something Awful racing to figure out the puzzles. Two days later, we may not have the puzzle solved, but we have a lot of very interesting new information – frustratingly, there’s very little that’s concrete; everything that the intrepid puzzle-solvers have uncovered seems to be just designed to tantalize and tease.

The original post in its entirety is below, and while I’ll attempt to recap the new information, it really does help to go to the Steam forums themselves.

Most of the new stuff seems to have come from the ASCII images – a cleaned-up version can be found here, and a colorized version can be seen here. There are plenty of fan theories bouncing around the forums: For instance, some fans are speculating that what I called “Vortigaunts holding hands” in the original post (second column, at the bottom) are possibly Combine super-soldiers as seen in the Half-Life 2 games.

More interesting, though, is this image, which appears to show what could very well be an ASCII-ized screenshot from a hypothetical Portal 2. And then there’s this, which is unmistakably a human female holding what could be the iconic Portal Gun – perhaps the game’s protagonist, Chell?

The mysterious ASCII images aren’t the only things fans have uncovered, though. There are also some “confidential” Aperture Science documents that offer some insight into the workings of the secretive laboratory – ideal “Low Risk” candidates for testing include “hoboes [sic] and tramps, orphans and foundlings, psychiatric patients and seniors” – as well as its founder, Cave Johnson.

“A lot of you have been raising concerns about the so-called “dangers” of what we’re all doing here. The beancounters told me to tell you that as of today, testing will no longer be as mandatory or as dangerous. That’s not gonna happen and here’s the reason.

Science isn’t about why, it’s about why not. You ask: Why is so much of our science dangerous? I say: Why not marry safe science if you love it so much. In fact, why not invent a special safety door that won’t hit you in the butt on the way out, because you are fired.

Plus, in the event of your death, I personally guarantee that, thanks to the form you were required to sign this morning, your family will not suffer the indignities of a prolonged and costly legal battle against Aperture Science. Trust me, I am rich, and it is a burden I would not wish on anyone.”

It’s clear that much of this is white noise, designed to mislead as much as it is to inform – but how much of it is made up of red herrings, and what does it all mean?

The immediately obvious answer is that this would all seem to be pointing towards a reveal for Portal 2, but the presence of main-series Half-Life imagery leads some to believe that there could be an Episode 3 unveiling in the works as well. Perhaps Portal 2 will bridge the two series together, leading to an epic conclusion?

We’ll probably find out on March 11th.

Update: The game now has a new ending. Shock!

The original post is below in its entirety:

A surprise content patch to the three-year-old Portal yesterday has spawned a feverish race on the internet to decode an ARG that seems to be teasing… something big.

There’s something lurking behind the scenes in Valve-land.

It all started yesterday when owners of the beloved physics-puzzle FPS Portal discovered that the game had a new content patch – which was odd, given its age. That innocuous little patch has since spurred a massive race on the internet between communities like Steam and Something Awful, as they scramble to unravel an ARG that appears to be teasing a new Valve game. (An ARG, by the way, is an Alternate Reality Game – something that asks gamers to figure out real-life puzzles; arguably the most famous example of which is Halo 2‘s ilovebees. It could also stand for the noise you make when you can’t figure out the puzzle).

There’s a ton of dizzying information about the game so far, and we’re still learning more, but I’ll attempt a recap: The Portal update included a new mystery achievement, and people who loaded the game up again found that the radio in the starting chamber now had a green light. If players stood in certain areas of the Aperture Science test chamber while carrying the radio, it would start to emit strange static interference.

While they could have done things the hard way, it was much easier to just rip the .wav files from the game itself. The static turned out to be a code when fed through a steganography program (*I have been corrected on this – more below*), a code that resulted in numbered images which – when fed through another program – led to a land line in Kirkland, WA (near Valve’s HQ). Only it wasn’t a land line at all, but a data line for an encrypted BBS. On said BBS, people found strange data which turned out to be interesting ASCII pictures.

Some of the pictures are unmistakable: Vortigaunts holding hands, an Aperture Science door, the defense turrets (turn your head to the right), and of course nefarious AI, GLaDOS herself. This is where everything stands right now, because the internet is still trying to figure it out.

One interesting little tidbit of information: The ASCII information identifies the crazy AI antagonist as GLaDOS v3.11 – and as it happens, 3/11 (that is, March 11th) is the day on which Valve head honcho Gabe Newell will be receiving the Game Developers Choice Pioneer Award at GDC. Could the man be planning on making some sort of surprise announcement or reveal?

And if he is, just what would he be revealing? We’ve already been told that Half-Life 2: Episode 3 won’t be coming this year, but there’s always Portal 2.

Curiouser and curiouser, indeed. Between this, the ApocalyPS3, and the Infinity Ward lockdown, yesterday was a really weird day for gaming.

ARG!

Update: 7r3nd has written in to inform me exactly what happened regarding the .wav files and the information encoded therein – and how no steganography was involved. I’m going to be honest and say that this is a bit beyond me, so rather than try to offer another explanation that’d only end up muddying the information, I’m going to just copy/paste it below.

There’s some information noted in the “Crazy Valve ARG Teases … Portal 2?” posting which is incorrect.

Several of the dinosaur wav files that were extracted from the new portal gcf that were not morse code sound files, were actually SSTV transmissions, and not steganography as reported in the posting.

SSTV is just an audible way to transmit an image.

Essentially what is required is to play the audio back and pipe it to SSTV software which reads the data from the audio stream and in turn displays the actual image is is contained in the data.

More about SSTV can be read here:
http://en.wikipedia.org/wiki/Slow-scan_television

There was not steganography involved.

It sounds very much like listening to the audio noise generated when you listen in on a modem.

The resulting images were analyzed and noticed that certain characters where cricled.

The circled characters where collected and ended up making a 32 character string which turned out to be an MD5 hash.

More on MD5 here: http://en.wikipedia.org/wiki/Md5

The MD5 hash ended up being a hash for the phone number for the BBS.

The BBS itself was not encrypted. It was just necessary to use the correct terminal settings to display the content properly.

Once the content displayed correctly, a username and password was required.

The username and password was provided trough the transposed morse code that was extracted from the dinosaur wav files.

It still sounds like techno-voodoo to me, but glad to know that the people working on this know what they’re doing!

AUS R18+ Petition, Ending Feb 28

UPDATE: Submissions to the Government close on February 28. Once this closes, it may be many years before Australian’s get a chance to raise this issue again.

EB Games has launched a petition, which you can sign at any of their 350 stores, urging the Government to bring in an R18+ classification so that games deemed too graphic for the current MA15+ rating can still be sold without massive edits that impact on gameplay.

Despite the average age of a gamer being 30, Australia remains one of the last major territories in the world in which an R18+ rating for gaming does not exist. As a result, games that fail to get the MA15+ rating are either banned or require editing to pass the Classification’s Board’s strict guidelines.

Last year the Federal Government released a discussion paper on whether or not an R18+ rating for games should be adopted and called for submissions. EB Games managing director Steve Wilson said the company started the petition after finding overwhelming support for R18+ ratings from customers, News Ltd. polls depicted a 98%+ demographic demanding a fair go and an EB Games poll on the R-rating attracted more than 50,000 respondents, with 84 per cent voting in favour of an 18+ game rating.

Submissions to the Government close on February 28.

“Once this government paper is closed, it could be many years before we get another chance to voice our opinion on this issue.” Mr Wilson said the call for an R18+ rating was not to gain access to more violent or sexual content in games.

“This is not a call for violent video games but rather a call for a better classification system that brings Australia in line with the rest of the world and other Australian entertainment industries, such as films,” he said.

Recently the Classification Board overturned a decision to ban up-coming title Aliens Vs Predator after game publisher Sega appealed against the decision while refusing to edit the game in any way, stating that their game will turn better profits in nations where their Governments believe their citizens are mature enough to evaluate their choice of entertainment for themselves without Government interference.

Games edited for Australian players include Left 4 Dead 2 and Grand Theft Auto IV – the latter broke sales records in 2008, both of which on many platforms include impacting gameplay butchering which leads to incompatible play with international players, especially along the Xbox Achievement and Gamer Point reward system.

Posted: February 5th, 2010
Categories: games, lifestyle, politix, pop culture
Tags: , , , , ,
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Action Games Improve Eyesight

I’ve had many an argument online with folks obsessed with ‘you’ll go blind’ mentality towards video games, amongst other things. I feel vindicated today as I read that a study found video games are “good for eyes”, far from being harmful to eyesight action games provide excellent training for what eye doctors call contrast sensitivity.

Contrast sensitivity is the ability to notice tiny changes in shades of grey against a uniform background, and is critical to everyday activities such as night driving and reading. It often degrades with age.

The findings, published in Nature Neuroscience, reveal a previously unsuspected adaptability in the brain, and could open the way to new therapies, the researchers said. ”This is not a skill that people were supposed to get better at by training,” said Daphne Bavelier, a professor at the University of Rochester in New York state and the study’s lead researcher.

”It was something that we corrected for at the level of the optics of the eye – to get better contrast detection you get glasses or laser surgery.”

”What we found is that even without this correction you can help your brain make better use of whatever information is received from your retina,” she said.

For the study, Bavelier and three colleagues conducted two sets of experiments. In the first, they compared the contrast sensitivity of hard-core action game players with video game aficionados of the same age who preferred less rapid-fire fare.

In action games, players typically target and shoot figures that pop up suddenly on a computer screen. The researchers found that the action buffs were 50 percent more efficient at detecting contrast. But there remained a chicken-or-egg question: had their vision been improved by playing, or did they become action game players because they had better than average contrast sensitivity to start with?

To find out, Bavelier asked two groups of non-action video game players to undergo 50 hours of training. One played a popular point-and-shoot game called Call of Duty, and the other played a game that offered a rich visual experience, but one bereft of action.

”We found that the people in the first group improved by 43 percent, and the other group not at all,” she said. As important, the study also found that the improvement was not transitory. ”The positive effect remained months, even years after training, indicating long-lasting gains,” she said.

Is there some limit beyond which playing action games loses its positive effect or becomes detrimental? Can you, in other words, have too much of a ‘good thing’?

“For your visual system, probably not. For your social life, perhaps,” said Bavelier.

Silent Hill: Homecoming Text Walkthrough

This is a full-text walkthrough of the 2008 survival-horror game Silent Hill: Homecoming. Outlined in this guide are step-by-step tactics to 100% completion of each map, item and weapon locations, boss battle strategies, fighting strategies for enemies, and how to obtain the extra outfits for Alex. Also included in this guide are instructions on how to obtain each of the game’s five endings, as well as an Achievements listing. This guide was ganked from somewhere, reformatted and in parts re-written by myself, the original was unreadable due to too many adverts, so I figured if I’m re-writing it for myself to read on my mobile while playing, I may as well copy paste it here for others. Enjoy!

Gameplay

The game begins with Alex Shepherd, the protagonist, recovering from battle injuries in a military hospital. Upon his discharge, he returns home to find his mother in shock and his father and brother missing. Shepherd is led to the small, deserted town of Silent Hill in search of his brother. As in prior releases, the character will be confronted with monsters and horrors that directly challenge his current psychological state.

Shepherd’s military background leads to enhanced combat skills that add depth to gameplay. Camera angles can now be maneuvered to allow players to see events and objects prior to their actual occurence.

Introduction

This guide is dedicated to 100% completion of Homecoming – complete with boss battle strategies, weapon locations, strategies for use against common enemies and a comprehensive list of Achievements. Details on unlocking all of Alex’s outfits and obtaining each of the game’s five endings are also listed in their respective sections, along with a step-by-step walkthrough for completing the game and collecting the secret weapons. The guide is broken into sections, with enemies encountered and current objectives listed along with tactics to use to defeat and complete each.

The guide assumes that you are on your first playthrough on NORMAL difficulty; the walkthrough can be used for HARD difficulty, but the monsters are stronger, tougher, and you find less ammunition – some ammo stashes may not exist on HARD that exist on NORMAL difficulty.

Controls

Left Thumbstick: Move, select a menu option
Right Thumbstick: Control the camera
Directional Pad (D-Pad): Cycle weapons; toggle flashlight; select menu option
Back Button: N/A
Start Button: Pause
Right Bumper (RB): Access Inventory Wheel
Left Bumper (LB): Access Weapon Wheel
Right Trigger (RT): Combat Stance
Left Trigger (LT): Fire/swing weapon
A Button: Fast attack; investigate; select highlighted menu option
Button: Defense; previous screen/return to Main Menu
X Button: Strong attack in Combat Stance; reload firearm
Y Button: View map

* NOTE: You can reconfigure the controls to better suit your tastes in the Options menu at the start of the game. This walkthrough assumes the default button configuration.
Overview

* Below are explanations on the basics of Silent Hill: Homecoming, and tips and tricks on using them. These sections are designed to help you to grow accustomed to the games controls, and with a little practice, will have you fighting demonic monstrosities and enjoying creepy scenarios in no time.

Map

The map is necessary to get around – some of the areas in this game are huge, and most of the Hellstates are confusing in their layout. To decipher the scribbles on your map, refer to the following list:

Red Double Arrows: Open doors
Red Curved Lines: locked or blocked doors
Blue Arrow: Alex’s current position
Red Scribble: Blocked area or impassible passage

Maps are detailed with room numbers (if applicable) and make getting around a snap. View the map with Y, and check the objectives by pressing X while viewing the map. You can’t view a map for an area you haven’t collected the map for, but you can still view objectives.

Combat

To initiate combat, hold down LT to enter Combat Stance. From this stance, you can swing melee weapons with A(Fast Attack) or X(Heavy Attack), dodge or block attacks with B, or (if you’re using a gun), shoot the gun with RT and reload with X. Due to recoil, dodging after an attack with a firearm takes longer to perform than dodging after a melee attack. Some weapons are fast (i.e. Combat Knife), but do little damage, while other weapons are slow (i.e. Fire Axe), but do a high damage. Find which weapons work best for which enemies for your personal play style.

Radio and Flashlight

Your radio and flashlight are essential for detecting monsters. The radio will emit static whenever an enemy is nearby – it also allows you to receive transmissions from Deputy Wheeler and Elle. Depending on which way the monster is oriented to your position, the static will fade and swell – when it’s at it’s loudest, you are facing the enemy. Your flashlight can be used to detect enemies in dark locations, but be warned – it attracts enemy attention as well.

Healing

To heal, you need to first collect Health Drinks and First Aid Kits. When you take damage, go into your Inventory menu (LB) and press X to use a Health Drink, or Y to use a First Aid Kit. First Aid Kits heal you by a larger amount than Health Drinks, so be wary about which you use. The little number on the icon for each tells you how many of that item are left in your inventory.

Context Scenarios

Sometimes, you’ll need to press a certain button with proper timing, or mash a button repeatedly in order to accomplish an action. These are Context Scenarios – the most common one is the Dialog Scenario. Dialog Scenarios occur at certain points in the game when Alex talks to certain characters – you’ll be given a choice of what to say to them, inciting different responses. Multiple playthroughs and selecting different options is the only way to fully explore the Dialog Scenario. Other examples of Context Scenarios include rapidly tapping a button during a Smog attack, or tapping buttons that appear during a boss fight to finish it off.

Journal

Your Journal (accessible from the Pause menu) gives you access to Clues, Manuals, Photos, and Drawings you’ve collected during your game.

1. Clues are anything you find written on a wall, or read in a document. If it’s important, it gets stored here for future reference.
2. Manuals teach you things about combat – before you find the Combat Knife, you’ll find a Basic Weapons Combat Manual. Reading through these teach you how to attack and defend with different weapons.
3. Photos are Polaroids that are scattered about the game world – collect them all for an Achievement.
4. Drawings are sketches and doodles of Josh’s that are scattered about the game world – collect them all for an Achievement.

Visible Achievements

These achievements are visible before completing them.

1. Lock ‘n’ Load: Found Rifle, 25 GP
2. Sightseeing: Found 1 Photo, 10 GP
3. Josh’s Gallery: Found ALL Photos, 50 GP
4. Alchemilla’s Finest: Defeated 1 Nurse, 10 GP
5. Eddie’s Legacy: Defeated 1 Feral, 10 GP
6. Lurk No More: Defeated 1 Lurker, 10 GP
7. To The Point: Defeated 1 Needler, 10 GP
8. Split Personality: Defeated 1 Schism, 10 GP
9. Shades of James: Defeated 1 Siam, 20 GP
10. Clear the Air: Defeated 1 Smog, 10 GP
11. Creeper Reaper: Defeated 1 Swarm, 10 GP
12. Out of Order: Defeated 1 Order member, 10 GP
13. Kaufmann’s Handiwork: Found 1 Serum, 10 GP
14. Health Junkie: Found ALL Serums, 50 GP
15. The Old Gods… …Haven’t Left This Place. Complete game on HARD difficulty, 100 GP
16. Nursery Rhymes: Found ALL the Children’s Drawings, 50 GP

Secret Achievements

* These achievements aren’t visible until you complete them.

1. Six Feet Under: Defeated Sepulcher, 20 GP
2. Blood Donor: Defeated Scarlet, 20 GP
3. Catch Your Breath: Defeated Asphyxia, 20 GP
4. Head Above Water: Defeated Amnion, 20 GP
5. Rising Tension: Found Circular Saw, 25 GP
6. Science Fiction: Found Laser Pistol, 25 GP
7. Smile: Achieved Ending 1, 50 GP
8. In Water: Achieved Ending 2, 50 GP
9. Judgment: Achieved Ending 3, 50 GP
10. Intensive Care: Achieved Ending 4, 50 GP
11. No Dogs Allowed: Achieved Ending 5, 50 GP
12. Mercy: Alex ended his mother’s suffering, 50 GP
13. Compassion: Alex could not end his mother’s suffering, 50 GP
14. Forgiveness: Alex forgives his father, 50 GP
15. Angela’s Choice: Alex does not forgive his father, 50 GP
16. Now About Those Drinks: Saved Wheeler, 25 GP

Chapter One – Nightmare

1. Escape from the hospital
2. Follow Joshua
3. Find Joshua’s Toy

* CUTSCENE: Alex is wheeled through what appears to be a dilapidated hospital, strapped to a gurney. As he is rolled down the hallway, scenes of torture jump at him from the open doors to either side. Finally, he’s wheeled into a room and left, where he witnesses through the door’s windows a doctor being impaled by a large blade.

You’ll come across your first Context Scenario – mash A repeatedly to break free of the gurney straps and gain control of Alex. You can examine the memo by the double doors by pressing A when standing close to it – you can also examine the sink at the back of the room, though no context clue displays. The door to the stairwell is locked – the only unlocked exit is the double doors through which you witnessed the death of the doctor earlier, so head through them to the Operating Room.

The doctor’s body is gone, and there are bloody drag marks leading through the door on your right. Go through them, and check on the right for another cryptic bulletin. To your left is a barred door with a keypad next to it. Walk towards the door.

* CUTSCENE: Alex believes the child on the other side of the barred door is Josh, his kid brother.

The door is locked – it needs a keypad combination to unlock it. Head through the door to your right closest to the keypad and examine the picture in the back to find a map of the Hospital. From this point, directions are given based on the map’s compass – up being north, down being south, and so forth. You’ll currently be in the Nurse Center. Behind you on the X-ray display are the first three digits of the keypad code, scratched into an x-ray.

Go to room 203 – the rest of the rooms are blocked, or the locks are broken. Inside you’ll find a Health Drink and a page from an incident report. Examine the burned Child’s Doll incubator, then head over to the broken window and press A to hop over into room 204.

Inside room 204 you’ll find a Basic Weapons Combat manual, which can be accessed again later by selecting Journal in the Pause Menu. There’s also X-Ray Film on the board to the left – take it, and head back through the window to room 203. Head back into the hallway, and enjoy the spoof scare on your way back to the Nurse Center.

Once back in the Nurse Center, press LB to bring up your Inventory, and select the X-Ray Film to place it on the board next to the first one – the remaining three digits appear, and you can see the full code to use to open the keypad-locked door. Go enter the code to open the door (it was 624872 in my game). The door unlocks – head through it.

* CUTSCENE: Josh rises and runs to a door, entering it before Alex can comprehend what’s happening.

Walk forward to collect the Child’s Drawing, which you can look at later using your Journal if you like. The door that Josh went through (which leads to the Men’s Restroom, incidentally) is the only unlocked door here, so don’t worry about missing anything by not exploring – there’s nowhere else to go for now. Head after him, and a short cutscene of Josh running into the storage room for the restrooms will play, and you’ll see an odd symbol on the wall before he slams the door.

Go into the storage room to the strange symbol, and examine it – these symbols are your Save Points. Save your game, and continue North in the storage room to the door leading to the Women’s Restroom. When you enter, try the stalls – take note that the one closest to the storage room is locked. There’s a Combat Knife stuck in the mirror – retrieve it to trigger a cutscene.

* CUTSCENE: A fluorescent light falls, and the room transitions to a hellish version – the “Hellstate” version – when a Nurse exits the locked stall, wielding a scalpel.

Use simple combos to take the Nurse down – tap A three times, then X to perform a spinning slash attack with the Combat Knife. When she falls, you’ll receive the Alchemilla’s Finest Achievement.

Both of the doors out of the room have broken locks – check the last stall to find a hole. Press A to squeeze through into the Men’s Restroom. There’s a First Aid Kit on the wall by the door into the room where you first met Josh – take it, and head South to the stairwell – the other doors are locked or broken. As soon as you enter, Josh pushes a wheelchair down the stairs at you – ignore him for a minute and head over to the note taped to the wall across from the doorway to learn what one patient thought about staying safe – sitting in the dark and staying quiet. Head upstairs.

There’s a window you can break, and a door you don’t need to bother checking – the lock’s broken. Bust out the window, and hop over into the Day Room. Defeat the two Nurses here, and use A to cut a gash in the fleshy wall blocking the path into room 303. You’ll need to tap A repeatedly, then squeeze through into 303 and save your game. There’s a cryptic note on the bed by the Save Point.

Go into the hallway and head towards the Linen Room – a cutscene will play of the Swarm bugs crawling through a hole underneath the gurney to attack you. Run into the Linen Room, and take advantage of the Context Scenario to defeat the Swarms – press B when one lands on you, and tap the button that displays repeatedly to throw it to the ground and crush it. Grab the Health Drink on the shelf in the lower-left corner of the Linen Room, then head out of the upper-right door and go South to find a photo of Joshua’s Robbie the Rabbit doll on a broken table near the bathrooms, and unlock the Sightseeing Achievement. This photo is also accessible from your Journal in the Pause Menu.

Head North to the Operating Theatre, and grab the patient’s chart from the rack that details Dr. Copen’s ability to perform electroshock therapy. Head around, then down the stairs to the lower-level balcony, and walk around until you see the “drop down” option. Take a look first – you’ll be fighting some more Nurses. Drop down, wipe out the three Nurses with some quick combos, and take in the atmosphere created by a decapitated body torn in half. Examine the double doors to see that they are chained shut – a key will be needed to get into the Operating Room. Head East to the stairwell door and cut it open.

Back on the third floor, there’s a body laying on the gurney when you first reach the top of the stairs – examine it to discover it’s the other half of the body from downstairs. Take the Operating Theater Key from his cold, dead hands, and head back downstairs to the Operating Room doors and use the Operating Theater Key to remove the padlock.

Examine the document in the lower-left corner of the Operating Room to learn about one doctor’s attitude towards his patients. Head out of the West door to trigger a Dialogue moment – Josh is busy drawing rabbits again. Ask him Y button questions to learn that he wants his toy, Robbie the Rabbit. Head into the Nurse Center to find a Health Drink and a Save Point – grab the drink and save the game. There’s a document on the desk in the bottom-right corner about a missing patient in 205. Ignore it for now, and head south.

Enter room 203 to watch Robbie the Rabbit get sucked through the window to room 204. Examine the hole, and press A to reach inside it. Alex will reach in, and something will grab him – tap B repeatedly to retrieve your arm and the Robbie toy. Once you retrieve the toy, watch out for the Swarm that appears. Head back to the Nurse Center, save, and then give Josh the Robbie toy.

* CUTSCENE: Josh makes as if to grab the toy, but then runs off down the hallway into an elevator. The door blocking Alex opens.

Grab the Child’s Drawing on the ground before heading down the hall. Head to room 206, and take the next Child’s Drawing on the door. Examine it, and Alex swears he can hear the ocean just beyond it. Head to the elevator, and use the button to the left of the door to call the elevator.

* CUTSCENE: As Alex descends, he hears metal scraping. He walks towards the elevator doors, and is stabbed by a huge blade – only to awaken in the cab of a semi, on his way to Shepherd’s Glen.

Chapter Two – Missing Persons

Chapter Two Objectives

1. I need to go home.
2. Look for a way to fill the gas can.
3. Drain the water in the basement.
4. Joshua isn’t at home. Search the rest of the town.
5. Search the graveyard and nearby sections of the town for information on Joshua’s disappearance.
6. Find someone who knows something about fixing guns.

Shepherd’s Glen

* CUTSCENE: The trucker drops him off, and Alex makes his way towards his house.

You’ll find it difficult to head back toward the West side of town – it’s not possible. Head toward Craven Ave., and don’t bother trying the side streets or doors yet – they’re blocked and locked. You’ll trigger a cutscene where you met Judge Holloway, who talks to you for a bit and suggests you go to visit your mother.

Head on into the Town Hall building and go to the center room to find a photo of Judge Holloway and Alex’s mom talking. Head to the far right of the building and examine the case on the table to collect Serum and obtain Kaufmann’s Handiwork Achievement. Head towards the back of Town Hall to find Judge Holloway, and start a conversation with her. Ask her about the town, and Elle, and explore the room a bit. Head to the room adjacent to Judge Holloway’s to find a Health Drink and a Save Point. Save your game, then head back out to Craven Ave. – take the right-hand path when leaving and take note of the boarded door; with a different weapon, you can hack those boards up and enter that room.

Go South on Craven Ave. to find a huge fissure blocking the path. Go north, and head to Alex’s house. Head left towards the garage and duck under the wall, head down the path, and duck under the next wall to find yourself in the Park – there’s a Child’s Drawing to collect, as well as a photo of a spider and some army toys. Head back to the house and go in through the front door.


Alex’s House

Head upstairs and take the first left to enter Alex and Josh’s room – there’s a Flashlight on the bottom bunk. The bookshelf in the back has a secret – move all the books left to reveal a switch, which opens into a secret room containing a map of Alex’s house drawn by Josh. Head back towards the stairs and through the double doors, to find Alex’s parent’s bedroom; head through the door to find a Cassette Tape with no label in the bathroom. There’s a letter to Alex’s dad from Alex’s mom sitting on the dresser by the door.

Head back downstairs to trigger a cutscene.

* CUTSCENE: Alex sees his mom, who’s in a near-catatonic state. He asks about Josh, and she tells him that everybody is gone. He notices that she has a gun in her lap, and he asks what happened, but she only tells him that she misses Josh. Alex sneaks the gun off her lap, and tells her he’ll find Josh. A cry emanates from the basement, and Alex goes to investigate.

Alex’s House, Basement

Follow the water trail to the door leading to the basement, and head downstairs. A cutscene will play that introduces you to Lurkers – defeat it to earn the Lurk no More Achievement. Check the pump by the stairs to get the Garage Remote and read the note to find that you’ll need gas from the garage to operate the pump.

Head to the area marked “SECRET” on the map and cut through the camouflage curtain to find a door – examine it to watch a disturbing scene. It’s locked, so go back upstairs.

Shepherd’s Glen

Go outside to the garage, open your Inventory, and use the Garage Remote to open the door, which releases a Lurker. Defeat it, and enter the garage. You’ll find a Steel Pipe to the left; equip it, then use it to pry open the cabinet at the back to obtain the Empty Gas Can. Read the pamphlet to the right to find another Combat Training Manual.

Head back outside and through the small holes by the barn to get into the Park again, and head to the gate at the South side. Pry this gate with your new Steel Pipe, and look for the semi truck on your left as you progress. Kill the Lurker that’s here, and examine the semi – you can fill up the Empty Gas Can. Go into your inventory to use it, and you’ll get the Full Gas Can. Go back to the basement.

Use the Full Gas Can on the pump and examine the door to the backyard to unlock it. Head through the door into the backyard – collect the Child’s Drawing by the tree house, and examine the backpack on the back fence gate to find a photo of Alex’s dad’s hunting room (the locked room in the “SECRET” portion of your map). Head up the back porch and enter the house.

Alex’s House

Look in the fridge to get a Health Drink, and use the Cassette Tape on the answering machine to listen to an interrupted radio show Alex and Josh made a while back. Head through the East door, and read the note by the phone – Alex’s dad’s name is Adam, and he’s supposed to ask a man named Curtis about an engine. Head back to the backyard and go through the back fence gate.

Rose Heights Cemetery

Walk South and you’ll come across a municipal access gate – follow the path into the Rose Heights Cemetery. You’ll find the Rose Heights Cemetery map in the first room you come across, the Old Crypts room. From here, go to the East Garden room. You’ll trigger a short cutscene of a man digging a grave. Head left from where he is and jump down to trigger a cutscene.

* CUTSCENE: Alex is attacked by a Feral – a hideous, skinless dog.

Defeat the Feral to obtain the Eddie’s Legacy Achievement. Take the Odd Stone Plate from the busted fountain, and climb up out of the pit (it’s underneath the word “East” on the Cemetery map).

There’s a Health Drink in the small gazebo by the gate with vines – grab it, and rattle the gate to the Bartlett Family Mausoleum to learn that it’s locked.

Go down the path for Family Crypts North, to the third box on the bottom (from the map view), and squeeze through the hole to find yourself in Family Crypts Mid. Head East one room and check the North crypt for a Health Drink. Head due South from there into another crypt and duck under the hole by the displaced grave due East to get through, and squeeze through the hole in the Southern crypt to exit Family Crypts Mid and arrive in Founders Row.

Go through the southern-most gate and hop down to the lower level, then duck under and climb up to be just outside of the Founders Garden. There’s nothing here, so just head on through and go up the stairs to the West Garden.

Here you’ll find two plaques that talk about reuniting two things to make something whole and reveal the way – there’s also a Strange Stone Plate to grab. Head up the middle path to the gate and place the Odd Stone Plate and the Strange Stone Plate to open it and head to the Front Entrance – follow this around and you’ll find yourself on the other side of the impassable section of road where the trucker first dropped you off in Shepherd’s Glen.

Shepherd’s Glen

Head down Main Street past the S.G.P.D. to trigger a cutscene.

* CUTSCENE: Alex meets up with Elle, and they talk. Alex asks Elle if she’s seen Josh, and she tells him about the people who keep disappearing in Shepherd’s Glen. She gives Alex a Walkie Talkie.

You receive the Walkie Talkie from Elle – it’ll give you a heads up when enemies are nearby. Head South on River View and take the bridge West. Read the sign over the door for a chuckle, and open the door to enter the junkyard.

Junkyard

Dunk under the gap in the fence and head up and around the building. Stay on the outskirts of the path and wind your way around the building to an entrance with a hole you can squeeze through. You’ll come out on the other side of the junk from the entrance. Head into the building. It starts a Dialog Scenario. Talk to him to find out that Mayor Bartlett is the guy digging up graves in the Cemetery. He’ll give you the MK 23 Handgun. There’s some Pistol Ammunition behind the counter, and a Combat Training Manual on basic ranged combat on the toolbox. Head into the back room to find the Junkyard Map, a Health Drink in the broken fridge, and more Pistol Ammunition in the standup toolbox in the corner. There’s also a Save Point, so save your game, then head out the door next to it.

Exit the Junkyard, and be wary of the Feral that appears once you duck under the gap in the fence.

Shepherd’s Glen

Head back across the bridge to trigger a cutscene.

* CUTSCENE: Alex gets a radio transmission that’s garbled, and begins to cough on noxious fumes as a Smog attacks.

Defeat the smog using well-timed combos, avoiding the fumes by using B. If you do get surrounded with fumes, tap B repeatedly. Once you defeat the Smog you’ll obtain the Clean the Air Achievement.

Rose Heights Cemetery

Head back to the Cemetery, defeating the Ferals you encounter along the way. A Smog will be waiting in the Founders Garden – you can avoid fighting it if you’d like.

Go back to the entrance of the Bartlett Family Mausoleum – it’s open now. Head into the crypt. You’ll encounter a puzzle holding a child’s coffin closed.

* Child’s Coffin Puzzle

To unlock the coffin, the top piece must be pulled free – clear out the pieces from below it so that it can come all the way down. There are six pieces – two squares, two horizontal rectangles, and two vertical rectangles. Place both of the horizontal pieces in the top right, the two square pieces in the bottom left (forming another vertical rectangle), and a vertical piece on either side of the path the top piece must follow to unlock the coffin. Pull it all the way down to trigger a cutscene.

* CUTSCENE: The coffin slides open, revealing a watch. Alex takes it, reading the inscription on the back. He holds it up to his ear to see if it still runs, but falls unconscious, and awakens in Silent Hill. Josh runs across his field of vision when he awakens, and takes refuges in a hotel – the entrance to which is blocked by boards Alex can’t get through.

Chapter Three – Hotel

Chapter Three Objectives

1. Catch up to Joshua.
2. Power has been restored. Use the elevator.
3. Room 306 has a unique lock. Find a way to open it.
4. Find three memories for the lady in room 301.
5. Use the key from the lady in room 301.

Silent Hill

Josh ran into the Hotel, which is boarded – you can see him, but you can’t get in there. There’s only one available path – down the alley by the building with the sparking wire out front. There’s a Smog back here, so defeat it, then climb down the embankment. Head to the vehicle, duck under it, and claim the Fire Axe (a personal favorite). Head back to the Hotel and hack down the boards to gain entry – Josh is gone, of course. Enter the Hotel.

Grand Hotel

Down the first path on the right is a Health Drink and a locked door. All four of the doors here are locked, so continue to the lobby, and check behind the counter for the Grand Hotel Map. Check the map now – the only path that isn’t blocked or locked is directly West from the hall you started in. Head there, and jump across the gap.

Check the toolbox for a Maintenance Key, then jump over the gap back into the lobby. Head back out the way you got in, and you’ll be on Simmons St. – the Grand Hotel map also tells you what buildings are outside.

Silent Hill

There’s a locked gate in the alley West of the Grand Hotel – use the Maintenance Key to open it. There’s a Smog out here, as well – circle him until he attacks, and combo his back, rolling backwards (hold down on the Left Thumbstick and tap B) to avoid his counter-attack. Take the Health Drink on the windowsill, and say hello to the Grand Hotel Wiring Puzzle.

* Grand Hotel Wiring Puzzle

There are five wires in the circuit box outside, each connected at the top in this order – yellow, white, purple, blue, and green. To rewire the box, you select a wire with A and select which of the five locations at the bottom that wire runs to. The correct way to do it is (from left to right) – white, yellow, blue, purple, green. This causes the lights to come on in the Grand Hotel, so it’s time to go back in.

Grand Hotel

Once back inside the Grand Hotel, walk up to the elevator area and use the button just outside the door to call the elevator – there’s some Pistol Ammunition inside. Use the buttons inside the elevator to head to the fifth floor – it’s the only one that works.

* CUTSCENE: The elevator makes horrendous straining noises, and a Needler appears.

The Needler here is a pain – it’s able to hit you through the hole it gouges in the elevator, but hitting it back with the Fire Axe or Steel Pipe is difficult. I’d suggest equipping the Mk 23 Handgun and shooting it – you’ll obtain the To the Point Achievement for knocking it off the elevator the first time – it keeps attacking for a while. When it’s finally finished off, the elevator resumes it’s climb, then drops down to just below the 3rd floor – you’ll need to climb up.

A little aside – the map says “3rd FLOOR”. Every path is blocked but one – examine the painting to the South to decide there’s something behind it, then equip your Combat Knife and cut it. Squeeze through and you’ll find a door with a photo of Joey Bartlett in the tree house. The door is locked – trying to open it makes it appear on your map as room 306. Duck under the gap into room 302 to save your game.

Head into the hallway to trigger a Dialog Scenario – ask the voice who she is, how she got there, and agree to help her. In room 303 you’ll find a cryptic message, and in 304 you’ll find a document about the Atrium. Go to the center of the 3rd floor and South to find a passage – squeeze through, then duck under the gap, to find yourself in room 307. There’s a message for you in room 308 about room 405. Head into the hall way and to the East of room 309 – there’s some boards you can hack through. Inside, you’ll find rubble stable enough to climb up through the hole in the roof – do so.

You’ll wind up in room 408. A hole leads into room 406, which contains a note to Carol. Since everything else is blocked or broken, head to room 402, defeating the Nurse you encounter. There’s a dresser in here that you can push – do so, and enter room 404.

Check in the bathroom to collect the Alchemilla Postcard, one of the memories belonging to the voice on the 3rd floor. Head back to room 406 to trigger a cutscene.

* CUTSCENE: Alex gets a look at Pyramid Head – the wielder of the blade that impaled the doctor in his dream, and himself.

Swarms will attack, and the door to room 405 will be open – head in. Go through the hole leading into room 407 and back into the hallway where you just saw Pyramid Head (according to fans of the series, this is his unofficially proper name, though in Homecoming he’s referred to as “Boogeyman”. For the purposes of this guide, for the fans, I’ll still call him Pyramid Head). Hack your way into the bathroom of room 408 to find another Serum, and then hack through the hole in the upper right corner to gain access to the stairwell.

Head upstairs, jump across the gap, and say hello to the 5th floor. As soon as you get here, a cutscene triggers.

* CUTSCENE: A Needler attacks Alex, who doesn’t like the look of things…

Defeat the Needler by dodging it’s attacks – when you see it raise one of it’s legs, be ready to tap B. After you dodge, counter-attack, and retreat. Keep up the pattern until it falls.

TIP: Don’t attack the Needler from the front – it can block your attacks.

After you defeat the Needler, jump across the gap to the South to collect a Health Drink. Then, head back down the hallway to room 508 to find a note about Carol’s affair, as well as Swarms and a giant hole. Exit, then hack your way into room 505, and push the dresser over to get into room 507. There’s a note about the Mayor’s odd habits on the dresser in here, a Health Drink on the sink in the bathroom, and the Lakeside Amusement Park Postcard on the bed, another memory of the lady downstairs. Head back into the hallway, and you’ll find another Needler. Take him down just like the other one, and hack your way into room 504.

There’s some Pistol Ammunition on the bed in room 504. You can duck under a gap in the wall to the bathroom of room 503, inside which you’ll find a hole back down into the 4th floor – room 403, to be precise.

Head into the bathroom to find a Toluca Lake Postcard, the last memory you need for the lady in room 301. You need to head back there now, and you’ll encounter some Needlers, Nurses, and a Smog along the way. Needlers can be beaten easily with the Fire Axe, but Nurses are quick, so use the Combat Knife – just avoid the Smog, it’s slow enough.

Once you reach room 301, press A to reach in and give the lady the three postcards – she’ll give you the Strange Key. Wonder what it goes to…head back into room 302, and save your game.

After you save, squeeze through back into the room with the locked door leading to room 306. Use the Strange Key to unlock it, and jump across the gap to get to Josh – and trigger a cutscene.

* CUTSCENE: Alex doesn’t quite make it, and falls through the gap, catching the edge with his arms. Josh looks on as Alex loses his grip and falls all the way to the ground floor.

There’s a Health Drink and Pistol Ammunition on a table by your starting location. You can only carry two spare clips – the numbers on the gun will say 9/18, one clip loaded and two spare. Unless you’ve been using the Mk 23 Handgun, you should already be full on ammo. Take advantage of the Save Point on the East wall, and head south through the doors into the Atrium – there you’ll find the doors locked. Feast your eyes on the glory of real-time Hellstate transitions, then head through the southern-most doors.

You’ll find Mayor Bartlett, who’s apparently done digging up graves for now. You’ll have a Dialog Scenario – Y options are nicer, more polite, with X options being more forceful.

* CUTSCENE: Alex shows the Mayor the broken watch, and Mayor Bartlett gives Alex some cryptic messages before being killed by a huge monster.

BOSS: Sepulcher

To kill this boss, hide behind the dressers and equip the Mk 23 Handgun – use it to shoot the four meat sacs hanging from the ceiling. Three shots per sac will destroy them, which causes the monster to drop to the ground.

Equip the Fire Axe, and dodge his attacks until he slams a fist into the ground with enough force to get it stuck. Hit it with the Fire Axe, and it’ll fall on its face. Use heavy attacks on its head until it rises. Do this twice, and when you see the X context clue pop up, hit it to finish off Sepulcher, earning the Six Feet Under Achievement.

* CUTSCENE: With Sepulcher defeated, a hole opens up and swallows the monstrosity. Alex, weary from the battle, peeks over into the abyss, only to faint and fall down into it as well. He awakens in a prison cell, back in Shepherd’s Glen.

Chapter Four – Sheriff’s Station

Chapter Four Objectives

1. Follow Deputy Wheeler through the station.
2. Escape the station and meet up with Elle.

S.G.P.D.

You start with no weapons, no items, and your radio and flashlight are missing. Walk around, check the cell doors, and a cutscene will play.

* CUTSCENE: A light comes on, and Deputy Wheeler, who demands answers, holds Alex at gunpoint.

Another Dialog Scenario occurs – tell the truth by selecting the A answers to get out of the cell and earn Wheeler’s trust. He’ll release you from the cell, so follow him. Eventually, he’ll lead you into a room with a Save Point, and tell you that you need to find Doctor Fitch. Save your game, and follow Wheeler down the hallway.

* CUTSCENE: A new kind of enemy appears, and Wheeler holds them at bay to give Alex a chance to find and equip his gear.

Run back down the hallway, and when an enemy breaks down the door on your right, dodge past it into the room to find a photo of Wheeler and Adam. Then, head further down the hall, and take the door on the left. Walk forward and enter the first door on the left to reclaim your gear.

* CUTSCENE: Elle calls Alex as he grabs his stuff, and tells him that she’s being chased and is on her way to the Police Station. Alex tells her to head to the parking lot behind the building, and Wheeler gives him a shotgun.

You’ll obtain the 12 Gauge Shotgun. Equip it, and take the Station Map. When you exit, a cutscene will play with another enemy destroying the ceiling and blocking your path back to the hallway you came from. Use your Fire Axe to hack down the barricade, and you’ll face more enemies like the one Wheeler was shooting at – Schisms. There are four just here, so use your Shotgun to take down the first two, and the Mk 23 Handgun to take out the last two. Check the bathrooms, and then hop over the ledge into the room South of the Lobby to find a Health Drink.

Head east, and duck under into the Briefing Room – you’ll encounter two more Schisms here. There’s some Shotgun Ammunition in the Southwest corner of the room. Use the Fire Axe to hack through the barricade leading East, and South into the Garage. Kill the Schism here, and enter the room with the TV – flip the switch on the back wall to cause the garage door to lift up enough to duck under.

Once you get outside, a cutscene of Elle getting into a squad car to avoid a Siam will play. When it finishes, you’ll find yourself face-to-face with it. It’s not that difficult to beat – dodge it’s attacks, and slice it with the Fire Axe. It’ll attempt to counter-attack from time to time, so stay ready to dodge at any moment. When it’s defeated, a cutscene will play, and you’ll obtain the Shades of James Achievement.

* CUTSCENE: Elle crawls out of the cruiser and escapes with Alex to the sewers, avoiding a swarm of Schisms just in time. With a few moments to rest, Alex learns that Elle’s sister, Nora, disappeared at the beginning of everything. He promises to find Nora for her, and they continue.
Chapter Five Objectives

1. Keep Elle Safe.
2. Find a way out of the sewers.

Sewers

Head forward, and you’ll find a grate with a valve by it. Rotate it by pressing A repeatedly, and Elle will slip through and hold the gate open for you. Head forward and left, and climb up onto the ledge. Follow the path around. Step down into the water, and watch out for the Lurkers. Follow the path to the next place to climb up, and grab two boxes of Pistol Ammunition off the top of the propane tank at the end of the area.

Step down into the next path, and equip the Steel Pipe. Climb up on the left ledge and use the pipe to pry open the fence gate, and rotate the handle – you’ll see water being drained from somewhere. Head further down the tunnel to find another ledge – climb up it, and walk forward to use the Save Point. The room behind it contains the Sewer Map, and a box of Shotgun Ammunition.

Take a look at your map to familiarize yourself with where you’ve been – you started at the far left Gate, and entered through Gate 13 into Gate 4. You went left from Gate 4, and used the Bilge Control Valve to drain water out of the Bilge Tank. Gate 12 is the bricked up gate you saw at the last ledge.

Head to the Bilge Tank area, climb down, cross it, and climb back up. Head down to Gate 8, taking the East tunnel dead end to collect a Health Drink. Open Gate 8, and then head back to Gate 4, avoiding or defeating the enemies along the way. Elle will open Gate 4, so duck under and start towards Sluice Drain. Stop in at the offshoot to the right to grab some Shotgun Ammunition. Defeat the two Needlers you encounter, and climb up the ledge and down the ladder to the Sluice Drain. Head across the bridge to the Spillway.

There’s a Lurker in the water, so defeat it so Elle can cross the Spillway. When you climb up on the far side, climb up the ladder. Pull the lever, kill the Needler, and head to the far West end to collect a box of Pistol Ammunition and Shotgun Ammunition. Head out of the East door, and North to drop down. There’s a Save Point in the room to the East, so save your game, then head towards the Main Drain Chamber.

When you arrive at the Main Drain Chamber, head to Gate 15, and open it using the valve. Elle tells you there’s no way to open it from her side, and you’ll have to face off against three Needlers – use the Combat Knife to slice them until they go on the defensive and back away from you, then shoot them in the head with the Mk 23 Handgun. Alternatively, you can finish them off with the Mk 23 Handgun. When they’re defeated, you have to face off against a Siam – use the same tactics as the first one you defeated.

When Siam is beaten, Gate 15 opens. Walk down the tunnel, climbing up the left-hand ledge to grab a photo of Nora Holloway. You’ll spot Elle’s radio, sitting in a pile of blood – follow the trail to the ladder and climb up.

* CUTSCENE: Alex climbs up out of the manhole right in front of his house.

Shepherd’s Glen

There’s barbed wire covering your door, so don’t bother trying to go back home. Instead, follow Wheeler’s advice from the Police Station and try to get to Dr. Fitch’s – it’s off Main St. Walk towards Main St. to get a radio call from Wheeler, who’s on his way to Fitch’s office. Alex agrees to meet him there, and marks the location on his map – guess where you need to go?

When you get on Main St., a cutscene plays of Alex finding Dr. Fitch leaving bloody footprints and carrying a well-used scalpel around. He flees from you back into his office, so follow him on in.

Dr. Fitch’s Office

Look in the reception area to find a Health Drink, then walk down the hallway to the last door on the right – you’ll find a photo of Scarlet Fitch, and a locked case on a dresser. When you leave the room, Nurses appear – use the Combat Knife to combo them to death, and you’ll notice the door that’s now open. Enter the room.

Inside the room you’ll find a Serum, a Small Key, and a document to Dr. Fitch from the Psychiatric Department of Alchemilla Hospital. Use the Small Key on the case on the little girl’s dresser to trigger a cutscene.

Chapter Six – Hell Descent

Chapter Six Objectives

1. Investigate the area.
2. Find Joshua.

* CUTSCENE: Alex finds a creepy doll, that ages and decays in seconds – he then faints, and reawakens in a Hellstate.

You’ll obtain Scarlet’s Doll. Head down the narrow path to your left and climb down to find Josh. He’ll run to your right, but you won’t catch him – besides, it dead-ends. Head left instead, down the stairs, and take the first right path and jump across. Tap A repeatedly to remedy the failed leap across, and head left.

Jump across into the hole, then across the broken fan. There’s a doll to your right that instigates a fight with a Smog – leave it alone and drop down into the hole. You’ll fight Swarms, and find a box of Pistol Ammunition. Drop down the next area, and continue forward – you’ll see a sign that says “Staff only beyond this point”. You’ll come to a wide gap to jump across, so do so and climb the stairs beyond.

When you reach the top of the stairs, keep an eye out left for an area to drop down. Head up the stairs to find a Health Drink, then head back down them. As you descend the stairs, you’ll see Josh run by – go to where he started to find a Child’s Drawing. There’s a Smog down here, as well, so defeat or avoid it and continue towards where Josh ran off to. Jump across to the path, then head left and drop down.

Head down the narrow path and climb down the ladder. Head left and drop down, and jump across the lava gap. You’ll see a cage, and a place to step down on your right – do so, and climb down the ladder. You’ll find some pipes you can squeeze through, and a fan to duck under. Behind the fan is the Crowbar(which replaces the Steel Pipe), so grab it and head back to where you first dropped down. There’s another place to jump across – do so now.

Step down, then climb down the ladder – you’ll see a spinning fan to your left. Pull the lever on the wall to stop the fan, then duck under it to continue forward. Drop down at the end of the stairs, and turn around to find a fan you can duck under – and catch a glimpse of Josh, running away from you, again. As soon as you duck under the fan, there’s a Child’s Drawing for you to collect.

Head to your right, then left, and you’ll run up to three fans – two spinning, one broken. Duck under the broken one to find two doors, one of which is locked. The other must be cut open with your Combat Knife. Squeeze through to find a lever that’ll stop the spinning fan to your left. Pull it, and duck under the fan, then drop down the hole made by the other stopped fan.

Follow the path around to find the Fan Puzzle.

* Fan Puzzle

There are six fans, labeled 1 through 6. The lever for fan 1 is broken, and no fan that is already on can be turned on. You switch power from one fan to another, so go ahead and duck under fan 3 and 2 and grab the Serum before you start. Head to the right side and switch power from fan 5 to fan 4, then switch power from 4 to 3, then from 3 to 2. Then, switch power from fan 6 to fan 5, then from 5 to 4, then from 4 to 3. This clears a line of fans to duck under to get to the area behind the broken Exit door.

Climb down the ladder and use the Save Point to save your game. Climb down the next ladder, and you’ll see Josh run away from you – follow him. A path will materialize in the wall that looks like a hallway, and the lights will cut off – head down the hallway. At the end of it, you’ll see an industrial door that you must open. Dr. Fitch awaits just inside – talk to him with the Dialog Scenario, and give him the doll when the option appears – he’ll begin bleeding profusely, and a giant monster will appear from his blood, holding him. Fitch asks it to forgive him, and it bites his head off – so is the boss Scarlet introduced.

BOSS: Scarlet

Whack the monster’s legs until they crack and break – it’ll fall, giving you a chance to smash its arms. When all of its limbs are maimed, you’ll see the X context clue appear – tap it, then press A repeatedly to mangle the monster. It’ll reform as a spider.

Stay back from it when it becomes a spider, and it’ll crawl up the walls to the roof. A scream notifies you that it’s ready to pounce – tap B when it appears to dodge it. It’ll fall to the ground – run up and stab it with X. Three times will destroy it, and give you the Blood Donor Achievement.

* CUTSCENE: As Alex pulls the crowbar from the monstrosity, a key flies out. He suddenly is jerked through the pool of blood, back into the normal version of Dr. Fitch’s office. He finds the key there.

Chapter Seven – Town Hall

Chapter Seven Objectives

1. Explore the Town Hall.

* You’ll get the Founders Key. You’ll need to head to the Town Hall from here.

Shepherd’s Glen

Run straight to the Town Hall to avoid taking any unnecessary damage, and enter. Aren’t you glad we already went through here?

Town Hall

You’ll find a Smog blocking the left-hand hallway – head down the right one and enter the Save Point room to save your game. From there, hack open the door in the left-hand hallway to find a picture of Alex’s ancestor. Push the bookshelf over and grab the Child’s Drawing on the wall. Enter the middle room and use the key on the Cross keyhole in the pedestal to open a path underground. Follow it, and defeat the Nurses that appear.

There are four books in this room – read through them, then examine the cross to obtain the Ceremonial Dagger. A flashback informs you that it’s the key to open Adam’s door in the “SECRET” section of Alex’s basement. Use the dagger to unlock the door between the two books across from the entrance, and follow the tunnel until you find a ladder. Use it, and you’ll find another door to use the Ceremonial Dagger on to unlock. When you open it, you’ll find yourself back in Founders Garden of the Rose Heights Cemetery.

Rose Heights Cemetery

Walk over to the door across from where you are and unlock it to find another Serum. There’s a Health Drink in the furthest upper left corner of the Founders Garden area. Head back to the Founders Row, duck into the gap and follow the newly opened path. At the end of the hall behind the two Smogs are a box of Shotgun Ammunition, and a First Aid Kit. Duck into the next gap and climb up. Head back through the Crypts, using the Fire Axe to hack open the boarded entrance in Family Crypts North to obtain the Chrome Hammer Pistol. There’s also a Save Point in Family Crypts North, so save your game.

Continue backtracking to your backyard, avoiding the Smogs when possible.

Alex’s House

First, head in through the backdoor and use the Fire Axe to break down the barricade on the door to the dining room, and collect the First Aid Kit there. Then, head back outside and enter the basement through the backyard entrance.

Head to the “SECRET” area on your map and use the Ceremonial Dagger to unlock Adam’s Hunting Room. There’s a Bluesteel Shotgun in here, and the Attic Key, so grab them. Head upstairs to the attic, and unlock the door with the Attic Key. Head through the door into the attic. Check the North section for a photo of Alex. Push the bookshelf over to find a door.

* CUTSCENE: Alex has a vision of Adam giving Joshua an important ring, and making him swear to never show it to anyone, not even Alex.

When you enter, you’ll find a document of Adam Shepherd’s honorable discharge, and a book puzzle.

* Attic Book Puzzle

Slide the pieces to form the coat of arms on the flag above the table. It’s rather easy; just slide them around until the flag matches. For a hint, the open spaces will be in the top corners. Finish it to get a Letter from my father for Alex, and a Map of Silent Hill. Leave the attic, and head downstairs to trigger a cutscene.

* CUTSCENE: Alex demands information from his mother, but members of the Order, who kidnap his mother, attack them. The house undergoes a transformation as a Hellstate occurs, and Alex awakens.

Chapter Eight – The Attic

Chapter Eight Objectives

1. Escape the house.
2. Solve each puzzle.

* YouTube: Silent Hill: Homecoming -56- Attic Puzzle (Time: 2:06)
* NOTE: You still have a map of this area – it’s slightly different, but still available.

First things first – defeat the Schism that appears. Walk into the kitchen and collect the Frowning Mask from the stand. Grab the Health Drink, and head through the single door to the East to find two bodies on either side of a cross – it’s another puzzle, but you don’t have everything you need yet.

There’s a lever by the stairs, pull it to open the way into the attic. Head upstairs, and push the large piece of furniture in the room leading to the attic to obtain the Heart of Darkness Medal. Head to the attic, and move through the now-typical obstacles (squeeze through, duck under, hop over) until you reach the East side – there you’ll find a Fallen Star Medal and a Jacket. The Jacket is where you’ll be placing the Medals you collect – head to the West side of the attic to acquire the Vile Acts Medal. Head back to the Jacket, and place the Medals in the following order – Fallen Star Medal, Heart of Darkness Medal, Vile Acts Medal. This will cause one of four runes around the exit will light up.

Head back to the 2nd floor, and grab the Meat Cleaver from the bureau. Then, head through the double doors, jump across the gap, and grab the Stuffed Rabbit from the bathtub, and the Indifferent Mask from the stand by the mirrors. Head back downstairs, and pull the lever again to open the door to what was Josh and Alex’s room. Head in, read the creepy message on the wall, and examine the document by the door to hear about the lobotomy from Alchemilla Hospital again. Set the clock in the room to 2:06 to open the four windows. Place the Stuffed Rabbit in the lit window to cause a rune to glow at the exit. Cut open the door by the clock to find a Butcher Knife and a Child’s Drawing. Head downstairs to the room Alex’s mother was in and collect the Angry Mask and save your game.

Open the door to the kitchen and head back to the Cross Puzzle, and place the Indifferent Mask on the body facing South, and the Frowning Mask on the body facing North. Another rune around the door will glow. Time to head into the basement.

When you enter the basement, work your way through and defeat the Lurker that appears. Duck under the pipes, squeeze through the gap, and cut open the door. You’ll be in the Hellstate version of Adam’s Hunting Room – grab the Bogeyman Knife from the Schism body hanging on the wall. Place the knives in your inventory in their spots on the board, and the Bogeyman Knife in the Schism head laying there to cause a third rune to glow around the exit.

Go to the exit and use the door – the house will revert to it’s normal state. Alex will exit.

* CUTSCENE: Elle shows up, and tells Alex she can’t find her mother. Wheeler calls Alex on the radio, and Alex asks him to get them a boat to get to Silent Hill. Alex and Elle talk on the boat as they head to Silent Hill, until the Order shows up and kidnaps Elle. Alex is knocked off the boat into the water, and awakens in a foggy area.

Chapter Nine – Dark Times

Chapter Nine Objectives

1. Find Elle.
2. Search for a way into the prison.
3. Disable the electric prison gate.

* NOTE: You already obtained the map for this area when you found the Map of Silent Hill in Alex’s attic.

Work your way up the stairs, jumping across gaps and climbing the ladder, and duck through the gap to Sagan St. Walk across the street to trigger a cutscene.

* CUTSCENE: Wheeler calls Alex on the radio, and informs him that he and Elle were taken to the prison.

You’ll want to stop at the Bait Shop and duck through the gap to find a box of Pistol Ammunition, a Child’s Drawing, and a Save Point. Head across the plank bridge to the front of the Overlook Penitentiary to find out that the entrance isn’t accessible. Go out the West door to the next section of the map. You’ll see a gate circled on Simmons St., and the Toluca Lake Water and Power building will be circled.

Head to the gate.

* CUTSCENE: Alex calls Wheeler to tell him the rear gate is electrified – the Order is running power directly from Toluca Lake Water and Power to do it, so Alex is going to head there to shut it off.

Head to the Boiler Room.

Boiler Room

Head down the stairs. There’s a Lurker here, so be careful when moving around in the water.

Grab the Health Drink from near the northernmost boilers, and head up the West stairs.

Head West out of the alley, and go through the gates on your left to find a Serum on the bench. It’s the indent of the Alchemilla Hospital. Head North up Wilson St. and into the Toluca Lake Offices.

Toluca Lake Offices

Read the newspaper, and grab the Pistol Ammunition in the top right corner of the Reception room. Head North the Lower Landing, then West to the Office. Grab the Health Drink, then go south and jump the gap to find a Save Point. Hack open the door to continue.

Head into the Kitchen to find the Toluca Lake Water and Power Key. Head back to the Lower Landing, and use the key on the locked door to get into the Toluca Lake Water and Power building.

Toluca Lake Water and Power

There are some Order members here – defeat them, and earn yourself the Out of Order Achievement. Move south and climb up the ledge. Climb the ladder and walk over to the shelf to collect two boxes of Rifle Ammunition. There’s a First Aid Kit in the top left corner of the 2nd floor, so grab it, use the valve for generator bank B, and head back downstairs.

There’s some Pistol Ammunition near the bottom right area of the 1st floor, be sure to grab it. Use the valve for generator bank A, then head upstairs and use the valve for generator bank C. This is the proper order to shut down the systems – use the Turbine Control switch after the short cutscene to kill the power. More Order members will appear, head back out to the Toluca Lake Offices.

Toluca Lake Offices

Stop by the save point to save your game, then head out of the Toluca Lake Offices and back to the Boiler Room.

Boiler Room

Head back through the Boiler Room, defeating or avoiding the Lurker when it appears, and exit through the North back onto Simmons St. When you reach the now-safe gate, a Siam will bust through. Defeat it with whatever weapon you’re comfortable with, and head through the gate.

Overlook Penitentiary, Outside

When you first walk through the gate, be sure to grab the Health Drink from the upper left corner, and the Pulaski Axe from the back of the broken down truck. Head North, and wind your way back to the front of the penitentiary.

Chapter Ten – Prison

Chapter Ten Objectives

1. Find Elle.
2. Find Wheeler.
3. Defeat Asphyxia.

When you first enter, you’ll be in Visitor Security – hook a left and use the Save Point to save your game. Walk forward to receive a transmission from Wheeler telling you that he’s in Cellblock B, so head around the barred reception room and through the door. Head into the Lower Guard Room to your right and pull the lever to unlock the gate.

Hack through the barricade into the Visitors Booths, and grab the First Aid Kit. At the end of this hall is another gate like the first one, but the switches are broken. Break the glass to your left and hop over into the other side of the Visitors Booths. When you exit, you’ll be in a large room with a staircase – the Overlook Penitentiary Map is on the West wall.

Head into the little supply closet to the South and grab the Health Drink, then go up the staircase.

Work around and jump across the gap to get into the upper-left building. Pull the lever in here to unlock the entrance to the upper wing of Cellblock B. You’ll encounter two Order members – walk slowly enough and they won’t notice you, giving you time to kill the first one with the Mk 23 Handgun, and the other one with a quick melee weapon (two shots to the head will kill them). In cell B5 you’ll find a newspaper clipping about the degradation of Shepherd’s Glen, but nothing of worth is found in B8 – B6. Pull the lever on the wall to open the door to the stairwell.

You’ll be in the lower wing of Cellblock B, head into the room that connects to the Shower Area to find a box of Rifle Ammunition. Head West into the area with cells B9 – B14 to fight two more Order members – they fall easily enough to combos from the Ceremonial Dagger. Wheeler is in a cell here – pull the switch on the wall to release him.

Wheeler will inform you that they took Elle to Solitary. Suddenly, a Siam appears – pull out the Pulaski Axe and beat it down. It destroys the way that you came from, so Wheeler will go unlock another gate for you. Head through the only available path to 2nd floor.

When you get up there, stop in the busted open Upper Guard room to retrieve a Child’s Drawing. Follow Wheeler, jump across the gap, and duck through the gap to find another switch. Pull it to open the locked gate to let you back into the upper wing of Cellblock B where you started. Head back to the room you first entered up here so Wheeler can find the control panel for the prison’s gate system – it magically works for him. He’ll tell you to head around to the door leading to the upper wing of Cellblock A – do so now.

After Wheeler unlocks the door for you, head North through the double doors and continue North – Wheeler will try to open the gate, but it’ll be damaged. Head back inside and he’ll unlock the stairwell leading down to the 1st floor.

You’ll be in the lower wing of Cellblock A. Transmission interference will cause Wheeler to shout for you, and a Needler will appear – take him down. Wheeler will open the gate to the Shower Room, so head that way. Two Needlers will attack, so defeat them (combos from the Ceremonial Dagger work well). The only shower stall with a light has a breachable passage – whip out the Pulaski Axe to break your way into the Boiler Room.

Head North out of the Boiler Room, and up the stairs.

There’s a Save Point here, so save your game. Go north, following the path, and you’ll find a jammed set of double doors. Alex will call Wheeler, who tells him to head back – get moving. Head back to the Save Room, and down the stairs.

There’s a metal gate that’ll slide open here, so head through it. Follow the available path and you’ll wind up in the lower wing of Cellblock A (A9 – A14). Head up the stairs and grab the Health Drink from the shelf, then jump across the gap and enter cell A20 to find a Radio Wire. Head back downstairs, duck into the gap of cell A11, squeeze through into cell A10, and grab the Loose Wire from the headlight. Head back upstairs and use the Radio Wire in the Junction Box in the Upper Guard Room. Head out of the 2nd floor exit, and enter the door on your right to find a Scrap of Wire. You’ll have to head out of the bottom floor exit to find the keypad before you can put the Loose Wire in the Junction Box, so go ahead and do that to find the Penitentiary Wire Puzzle.

* Overlook Penitentiary Wire Puzzle

Just like the one at the Grand Hotel, you’ve got five wires in this order at the top – white, green, yellow, blue, red. The proper order to wire the bottom is (from left to right) – red, white, green, blue, yellow. This restores power to three switches – one in the room with the junction box, and two downstairs. It also restores power to the keypad. Pull the switch in the room with you and jump across to the cell that opens to obtain a Serum. Head back downstairs and use the other two switches to gain some clues – prisoner 110391 can help you, so input 1110391 in the keypad to unlock the door to solitary confinement.

* CUTSCENE: Alex finds his mother on a cross – and has a decision to make.

You’ll need to decide whether or not to kill Alex’s mom – this affects which ending you get. As soon as you pick one or the other, the game will transition to Hellstate.

Hellstate

Exit the Solitary Confinement area, and you’ll find a Save Point – save your game. Head back into what was Cellblock A to find a horrific puzzle – a mound of flesh is blocking your path. There are three dials – from the entrance, set the left dial to the Knight (horse), the back dial to the Coffin, and the right dial to the blank space. Investigate the hole to unlock the puzzle, and the flesh is pulled up and out of your way.

Drop down the hole to meet up with Wheeler. There’s a Save Point down here, so save your game. Squeeze through the hole to the West and head up the northern stairs; follow the path until you trigger a cutscene with two Needlers. Having Wheeler around will make the fight a snap, so just finish them off and head down the path until you find a room to the left – there’s a Save Point and First Aid Kit there, as well as a Health Drink.

There’s another industrial door like the one you encountered when you found Dr. Fitch just outside – open it.

* CUTSCENE: Alex finds Judge Holloway, and drops Elle’s locket freeing her. She asks where Elle is, and Wheeler is grabbed by an enormous, malformed monstrosity. Judge Holloway escapes, and Alex faces off against Asphyxia.

BOSS: Asphyxia

* YouTube: Silent Hill: Homecoming Prison Boss (Time: 8:29)

Asphyxia has four attacks – it spits gas at you that can knock you down, and spins around to hit you with it’s tail. If it knocks you down, it’ll attempt to body slam you, or grab you and crush you to death. When it grabs you, tap whatever button appears rapidly to escape, or you’ll be instantly killed – all other attacks can be dodged the usual way.

When you avoid Asphyxia’s body slam, hit its tail to cause it to drop down. Immediately use a charged Heavy Attack to inflict some massive damage. The third time you do this, you’ll see the X context button appear – tap it to defeat Asphyxia, and earn the Catch Your Breath Achievement.

* CUTSCENE: Alex sees Josh through the glass window Asphyxia destroyed when it died.

Chapter Eleven – Church

Chapter Eleven Objectives

1. Search the church for anything helpful.

2. Find the pieces missing from the five prongs.

Follow Josh by hopping over the ledge and going through the doors. Run up to him (he’ll run away again), and follow him. Defeat the Smog, and use the valve to open the gate – as soon as you pass through the gate, look to your right for a Health Drink. Move forward and up the stairs to the entrance of what looks like a Hellstate church.

Church of the Holy Way

Use the Ceremonial Dagger on the organ at the front of the building to unlock some gates, and pick up the Shotgun Ammunition. From the front entrance, head left and duck under the beams to find a baptismal font. Use the valve at the back to open it, and defeat the Swarms that appear. Examine the now-open font to obtain the Chalice Plate. Check the bowl on the dresser to collect a photo of Josh, and head up the stairs – there’s a confessional booth and a Save Point.

Use the confessional booth to start a Dialog Scenario – which options you pick determine the ending of the game. Remember, Y options are polite, nice options, with X options being the blunt or mean options. When the conversation is over, collect the Kneeling Man Plate from the booth the confessor was in. Save your game, and grab the Unlit Candle from the shelf in the back room, as well as the Health Drink near the pit.

From the entrance to the Church, head to the right and duck under the beams to find an offering plate – place the Unlit Candle there to obtain the Candle Plate. Head upstairs to receive a broken transmission, and grab the Health Drink. Examine the paintings, and cut the painting of the man to find the Tree Plate. There’s a box of Shotgun Ammunition in the corner of the pews, a box of Rifle Ammunition in the back room, and a First Aid Kit further down the back room hallway. Examine the window of the Knight being stabbed to find the Sword Plate. This will cause a Siam to burst out of the window, throwing you back to the 1st floor, where another Siam awaits. Defeat both Siams, then place the plates in the organ.

* Organ Puzzle

There are five prongs to place the plates, and each has a word on it. They are (in no particular order) – Sorrow, Desire, Vengeance, Penitence, Sacrifice. Place the plates as follows – Sorrow – Candle, Desire – Tree, Vengeance – Sword, Penitence – Kneeling Man, Sacrifice – Chalice. The organ will open to reveal Alex’s father, Adam.

* CUTSCENE: Adam tells Alex that it’s okay that he hates him – and wonders why he still wears his old dog tags. When Alex tells him they’re his, that he’s a soldier, Adam tells him he’s been in a mental hospital since the day he gave Josh the family ring. Alex refuses to accept it, but Pyramid Head appears, and cuts Adam in half.

You’ll obtain the Shepherd Family Ring. Walk forward past the pieces of Alex’s dad to find a Health Drink and a stairwell. Head down the stairwell, and at the bottom, head left to find a mining suit to protect you. Head back through all the gas jets, and push the button by the door.

* CUTSCENE: Curtis, from the junkyard, greets Alex in the elevator. He tells him he now has clarity, and knocks Alex out with a hammer. He then drags him to a cell with Judge Holloway, who tells Alex about the sacrifices necessary to protect Shepherd’s Glen.

Chapter Twelve – Underground

Chapter Twelve Objectives

1. Find Elle.
2. Find Joshua.

* TIP: Be ready to tap buttons rapidly – you’re about to find yourself in the middle of the most intriguing Context Scenario yet.

When the Judge takes the drill to your leg, wait until the context button appears, then tap it like crazy – you’ll break free of the restraints, and Judge Holloway will attempt to drill a hole in your face. When the context button appears, tap it rapidly and you’ll kill the Judge, shoving the drill into her bottom jaw up into her brain. Take a look around the room to find the Lair Map, a Health Drink, the Ceremonial Dagger, and a First Aid Kit.

Sector 2

There’s a Save Point in the room with you, so use it to save your game. Head to Sector 2, and enter room 212 – defeat the Order member and obtain the Steel Pipe from the cop’s corpse. Break the glass into room 211 and defeat another Order member.

There’s a box of Shotgun Ammunition, an Mk 23 Handgun, and the Sector 3 Key. Head back out of room 212 to the Sector 2 hallway, and head towards Sector 3, defeating Order members along the way. Use the Sector 3 Key on the door to gain access.

Sector 3

Pry open the second door on the right, and head down the hall. Defeat the two Order members, duck under the gate, and watch the cutscene with Curtis and Elle. You’ll need to hurry here – climb up the wall on the left of the door, push the fridge out of the way, and pry open the door with the Steel Pipe. Curtis will spot you and begin his attack – avoid his thrusts and pop him with the Steel Pipe to take him down without taking any damage. Finish him with a Heavy Attack when you stun him, and begin your escape with Elle.

With Elle in your party, head back to the first Sector 3 area, defeat the two Order members (one carries a shotgun, so be careful), and go to Sector 2, heading North to the hall where room 114 is. With Elle in your party, you can open the gate to Sector 1.

Sector 1

Enter room 113, and break the glass to find Wheeler – you’ll have two options, which will affect the end of the game. Head through the door to room 111, which will cause a short cutscene to play, and exit into the hall.

At the end of the hall is a Save Point in the room below room 108, so save your game. Head into the large circular room to find the Lair Puzzle.

* Lair Puzzle

Use the Ceremonial Dagger to unlock the pillars – this will tell you which family belongs to what two symbols. The symbol at the top of the window and the symbol above the pillar lock go to one family a piece – rotate the rings until the symbol for “Man”(between the bug and wind) is in the place where Doc Fitch left his pad, and rotate the outer ring until the symbol for “Eye”(between the triangle and the scales) is behind it. It’ll unlock the door’s lock, letting you mess with it.

Rotate the symbols until the two symbols for the Shepherd family (water and a trident) are lined up on the door to unlock it.

Find the Shepherd family altar and examine it to discover that Alex was to be sacrificed.

* CUTSCENE: Alex will have a flashback of him and Joshua on a boat – and discovers he’s the reason for everything that’s happened.

BOSS: Amnion

Amnion is a bit more difficult than your other bosses – it has several metal legs holding up it’s soft, vulnerable body. Stay near the center, where the grating is, and dodge it’s attacks until you get an opening to whack the soft bits. Keep doing this until it flips over during a cinematic.

In it’s second stage, it’s a little faster, but not by much. Again, stay in the center, avoid it’s attacks, and it’ll get it’s legs stuck in the grating during it’s smash attack. Whack the soft bits until you finally see X pop up as a context clue, tap it and defeat Amnion to obtain the Head Above Water Achievement.

Congratulations! You’ve completed Silent Hill: Homecoming!

Posted: December 29th, 2009
Categories: games, walk through, xbox, zombies
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BRIDGE OVER TREBLED SLAUGHTER (30G)

This is an easy 30 gamer point achievement for Left 4 Dead 2 on the Xbox, I’m reposting these individually from the compiled version for maximum SEO to save folks who, like me, don’t xbox near their PCs and certainly don’t want to sit through 10 minutes of some 13 year old kid squeeking and explaining it on a YouTube video when it can be summed up in a few paragraphs.

This achievement starts in The Parish level 4 finale, you need not complete levels previously before attempting this, and it is best carried out with 4 player-characters as the AI will always balls this up for you. Ensure that all team members are savvy and not mad spray and pray 13 year olds who like to tell you “Cool story bro…” stories over the headset, they’re a sure fire way to blow any achievement.

To begin the game start it on Expert Mode, the reason for this is, you want friendly fire before you leave the safe room. Grab a gun and execute any AI that are in the room with you, then call a vote and switch it back to Easy Mode. You will not complete this with AI alive, they just get in the way. Another alternative is to console kick them, but killing them is just as simple. You can also spam for the achievement where you have to help up 10 survivors under the speed effects of adrenaline by spamming the above process of killing then ressing the AI on Expert Mode. I digress.

Grab adrenaline, a medi pack, the auto shotgun (I never use this aside from this situation where it’s essential and built for the job), you need stopping power. Also grab a melee weapon, these are usually shit but knocking the enemies off is all you want to do here, you’re not out for kills.

When you go out, hit the button on the right and rush down the left hand side of the bridge, swing right when you can and adrenaline shot when you get to the white trucks, swing out right again on the scaffholding to avoid mobs, do the “Omfg get off me dance.” of spinning around and right and left triggering we all do whenever you get slowed and simply GET TO DE CHOPPAH. It’s easy to do in under 3 minutes, well, was the first time I got it, need to get it on my new profile after Microsoft dicked me.

To view other simple Achievement walk-throughs that aren’t YouTube videos (I game in a different room to any PC’s, so I use my iPhone to check walk throughs and 99.99% are videos. :/) check out my Guardin’ Gnome achievement which unlocks the Depeche Mode t-shirt avatar reward.

Posted: December 15th, 2009
Categories: games, L4D2, walk through
Tags: , , , , , , , , ,
Comments: 1 Comment.

VIOLENCE IN SILENCE (30G)

This is an easy 30 gamer point achievement for Left 4 Dead 2 on the Xbox, I’m reposting these individually from the compiled version for maximum SEO to save folks who, like me, don’t xbox near their PCs and certainly don’t want to sit through 10 minutes of some 13 year old kid squeeking and explaining it on a YouTube video when it can be summed up in a few paragraphs.

This achievement starts in The Parish level 3, you need not complete level 1 or 2 before attempting this, and it is best carried out with 4 player-characters as the AI can sometimes balls things up for you, but not always. Ensure that all team members are savvy and not mad spray and pray 13 year olds who like to tell you “Cool story bro…” stories over the headset, they’re a sure fire way to blow any achievement.

It’s best to stick to melee weapons unless you trust your team enough for firearms, avoid red cars, head for white only, watch for witches and chargers as they can end it all for you in a heartbeat.

To view other simple Achievement walk-throughs that aren’t YouTube videos (I game in a different room to any PC’s, so I use my iPhone to check walk throughs and 99.99% are videos. :/) check out my Guardin’ Gnome achievement which unlocks the Depeche Mode t-shirt avatar reward.

Posted: December 15th, 2009
Categories: games, L4D2, walk through
Tags: , , , , , , , , ,
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SOB STORY (30G)

This is an easy 30 gamer point achievement for Left 4 Dead 2 on the Xbox, I’m reposting these individually from the compiled version for maximum SEO to save folks who, like me, don’t xbox near their PCs and certainly don’t want to sit through 10 minutes of some 13 year old kid squeeking and explaining it on a YouTube video when it can be summed up in a few paragraphs.

This achievement starts in Hard Rain level 2, you need not complete level 1 before attempting this, and it is best carried out with 4 player-characters as the AI can sometimes balls things up for you. Ensure that all team members are savvy and not mad spray and pray 13 year olds who like to tell you “Cool story bro…” stories over the headset, they’re a sure fire way to blow any achievement.

Head through the sugar mill, use common sense and avoid witches, when you get to the cane field (you’ll know it) the best way to navigate is to all line up with the pipe on the ground and head forwards in unison. Stay together, walk around witches, and bam, 30 gamer points.

To view other simple Achievement walk-throughs that aren’t YouTube videos (I game in a different room to any PC’s, so I use my iPhone to check walk throughs and 99.99% are videos. :/) check out my Guardin’ Gnome achievement which unlocks the Depeche Mode t-shirt avatar reward.

Posted: December 15th, 2009
Categories: games, L4D2, walk through
Tags: , , , , , , , , ,
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WING AND A PRAYER (30G)

This is an easy 30 gamer point achievement for Left 4 Dead 2 on the Xbox, I’m reposting these individually from the compiled version for maximum SEO to save folks who, like me, don’t xbox near their PCs and certainly don’t want to sit through 10 minutes of some 13 year old kid squeeking and explaining it on a YouTube video when it can be summed up in a few paragraphs.

This is a relatively easy achievement if done correctly, it starts in Swamp Fever campaign at level 2 and best played with 3 AI, you need not do level 1 beforehand and it can be done on it’s own; do not use pills or adrenaline anytime before popping the hatch on the downed airliner you will come across as these are temporary health and will reduce over time thus being considered ‘damage’ by the game. Arm yourself with a melee weapon (I normally advise against ever using melee weapons, as you should be using your handguns to kill infected through levels and only switch to main firearm when you’re dealing with a zerg rush).

First on arriving at the aeroplane examine it closely and remove any petrol cans or gas containers nearby, there’s often some in the water too, piss them right off because these going off will lead to you having to repeat it all over again. Pop the hatch, about-face (right bumper) and run to the plane wing, zig zag a little and do it in one swift movement. You need to get with your back up into the corner between the planes engine and the wing, crouch (left bumper) and switch to melee and hold your right trigger (swinging wildly), your team mates will crowd in in front of you and be your meatshield.

Hold that right trigger, watch your health, and should it drop by a single point hit start, vote, return to lobby and repeat until you get your 30 gamer points. All you have to do is not take a single point of damage until the zerg rush is over. Caution though, sometimes you get unexpected spawns of chargers, smokers, spitters, or tanks which can cause a complete abort.

To view other simple Achievement walk-throughs that aren’t YouTube videos (I game in a different room to any PC’s, so I use my iPhone to check walk throughs and 99.99% are videos. :/) check out my Guardin’ Gnome achievement which unlocks the Depeche Mode t-shirt avatar reward.

Posted: December 15th, 2009
Categories: games, L4D2, walk through
Tags: , , , , , , , , ,
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World of Warcraft Content Update 3.3

The latest content patch for World of Warcraft is quite an epic patch as far as size and application goes, with a lot of changes. Some classes get a buff or ten, others get massively nerfed. Hunter took a big hit, shame because I miss playing a hunter, Death Knights (which my main character of interest is, simply due to farming abilities) however get mad buffs and the coolest armour I’ve seen in a while. It’s nice to see they’re finally updating armour rather than just repainting old tier sets too! Here’s an excerpt summary of changes from the WoW site itself.

At last. In the Fall of the Lich King content update (3.3), the great doors of Icecrown Citadel will be forced open. The mightiest heroes of the Horde and Alliance will confront and finally defeat Arthas, the Lich King — but the lord of the Scourge will not easily part with his sword, his life, or his frozen kingdom.

This update includes an all-new raid and winged five-player dungeon; numerous interface improvements, including detailed quest tracking and instant cross-realm dungeons; scores of new quests and achievements; the epic tier-10 armor sets, and numerous class and system updates. You can find specific info, patch notes, and extensive details on all of the additions below.

The price of victory in Northrend grows higher with each passing day. Charge the gates, and bring an end to the wrath of the Lich King!

Icecrown Citadel: The Frozen Halls
Looming over the stark wastes of Northrend, the Icecrown Citadel awaits those who would see the Lich King and his Scourge brought low and the threat they pose wiped from the face of Azeroth. The heroes who venture within will face some of the greatest challenges and horrors yet seen. But before you burst in the front door of the Citadel itself, an alternate means of entry awaits you, with an epic journey into the new five-player dungeon, Icecrown Citadel: The Frozen Halls.

Journey with us into our preview of Icecrown Citadel: The Frozen Halls to find out more of what’s in store.
Read More…

Tier 10 Armor Sets
As the threats within Icecrown Citadel continue to take shape, so do the rewards for the brave souls who seek to face them. Check out high-resolution images of the tier-10 armor sets that wait to be acquired within the halls of Icecrown Citadel.
Read More…

New Quest Feature
We’re making several improvements to the user interface for tracking quest objectives in our 3.3 content update. These new features will serve to improve the questing experience for players through a multitude of new tracking options.
Read More…

Silent Hill 2, The Play

Silent Hill 2, the play, will be premiering in Sweden on the 17th of December, 2009. With material posted on a member of the production teams deviant art account it looks like they’re going ahead with production! They swear they’ll release it on YouTube and DVD also, but state it may be delayed for English subtitling as it will be in Swedish and to expect it around January / February.

The cast is made up of unknowns, Torbjörn Karlsson as James Sunderland, Rebekka Robertsdottir as Angela Orosco, Peter Joelsson as Eddie Dombrowski, Peter Jacobsson as Pyramid Head, Joy Jonsson as Laura and Madeleine Olsson as Maria. Don’t expect quality though folks, the play is written and directed by Anna Råberg as university project, nothing more.

In other news, whilst this story is old it’s batshit insane and deserves a mention; back on the 13th of October, 2009 a 35 year old man suffering psychiatric illness flipped the hell out and shut down power to a hospital in the Netherlands for over 45 minutes, leaving doctors and nurses to manually support the lives of patients in ICU.

The kicker is, he believed that by ‘pulling levers and throwing switches’ in the right order he would win ‘a toothbrush’ which was required to help him solve a puzzle in Silent Hill. Yep, you read right, he thought he was playing a game, and was actually wigging out in a hospitals maintenance room. Needless to say, the court found him not guilty on–you guessed it– Posted: December 9th, 2009
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general, lifestyle, news, zombies
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AC2 Treasure & Feathers Guide

Treasure I understand, feathers … not so much, but regardless, Assassins Creed 2 is a collect-a-thon of rubbish to make the game gods happy, many of which are a mongrel to find unless you have a map. Treasure maps you can buy in game, but feather maps are a dime a dozen and most are incorrect. Below is a compilation of the most accurate maps I’ve found (hand verified dozens from each map) and should make your adventures in medieval Italy much less daunting.

I still find the whole parkour thing amusing, but at the same time terrifying due to the whole heights thing. I’m one of those lamers who twitch, or duck IRL when my character does something similar in game unfortunately, so something like Assassins Creed 2 drives me nuts! 😛

Anyway, good huntin’!

FLORENCE
• Treasure Map
• Feathers Map
• Feather Locations, San Giovanni District
• Feather Locations, San Marco District
• Feather Locations, Santa Maria Novella District

MONTERIGGIONI
• Treasure Map
• Feathers Map
• Feather Locations

TUSCANY/SAN GIMIGNANO
• Treasure Map
• Feathers Map
• Feather Locations

APPENINE MOUNTAINS
• Treasure Map

ROMAGNA/FORLI
• Treasure Map
• Feathers Map
• Feather Locations

VENICE
• Treasure Map
• Feathers Map
• Feather Locations, San Polo District
• Feather Locations, San Marco District
• Feather Locations, Dorsoduro District
• Feather Locations, Castello District
• Feather Locations, Cannaregio District

Posted: December 7th, 2009
Categories: assassins creed 2, games, walk through
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Finally, Depeche Mode T!


Finally, Depeche Mode T!

Originally uploaded by BaSH PR0MPT

Good solid teamwork is essential for this award, no wonder it takes forever to get. I noticed a friend of mine, hebebebe was playing L4D2 Dark Carnival, I wasn’t intending on touching the xbox today at all, but I had to give it a shot.

His team was full, so I grabbed a random campaign of Dark Carnival with noobs, ran them to the end so they could get their 20G for finishing it, I joined late and they didn’t grab the gnome.

Figured I’d try one more time, but his game was full and I landed in the last part of the campaign with someone carrying a gnome lurking in a corner. Worth a shot I thought, so I threw out the fireworks and petrol and fell back to a defensive position laying down a supressive fire across the rear of the stadium, the other players to my shock did the same! They knew basic tactics and teamwork. WTF?!

Long story short teamwork made the difference, with our backs to a wall at all times we put up a hell of a fight and I emptied my klash three times into the horde before the chopper landed. At this point you get a huge rush of zeds and a tank pop out, I ran straight to the best pull zone and molotov’d the lot and got the tank on me asap, went down pretty fast but bought enough time for the team to retreat to the evac chopper! I knew that as long as the gnome got on board we’d all get it, but I was still shocked to see (30G – GUARDIN’ GNOME) appear on my screen!

So much effort for something so trivial, but hell, it’s a depeche mode shirt, how awesome is that shit?

Big congrats to BeatsTheBear and RedSox4Ever23 for the epic win, one more victory in World War Z! 😉

Click here for the walk through on how to get it!

Forza 3 Garage

Added a Forza Garage to my pages on this blog so bored people can keep up with my shiny cars. Some of them have custom paint jobs, some don’t. If you want a copy of any custom jobs I’ve done just let me know and I’ll stock them in my Forza storefront as a free sale item.

RS3 [765]
#25 BRITEK MOTORSPORTS 2009 FG FALCON



S [677]
2007 FORD GT500



A [598]
2007 SEAT LEON SUPERCUP




B [488]
2009 FERRARI CALIFORNIA


C [424]
2009 FORD FOCUS RS


Posted: December 3rd, 2009
Categories: forza, games, general
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Guardin’ Gnome


Guardin’ Gnome

Originally uploaded by BaSH PR0MPT

I’ve had a lot of emails and visits to my gnome related pages for L4D2 so I figure a better walk through is in order as I only vaguely touch on how you get / find him.

The Guardin’ Gnome achievement is gained by carrying out a mini-quest within the game, it rewards you with the depeche mode t-shirt, but involves a lot of screwing around with a gnome named Chomski.

The quest begins in the Dark Carnival campaign, on the second level (after the first safe house) you will find a shooting gallery in the fair ground, blue button over the button on the stand and it will commence the game. Targets will move past, one being moustachio (who gives you 100 points), one being the peanut guy who deducts 100 points, then there’s two kinds of skeletons, ones with red sacks (10 points) and ones with blue sacks (20 points).

Many sites incorrectly explain the above, or say you need of points to get it, the game TELLS you how much you need to get, 750 or above. It’s much easier if you have a friend helping and grabbed the two 15 round handguns as opposed to the lame 8 round deagle. After a bit of screwing around, the light around the box to the left of the shooting range will swirl and it will open to reveal the bane of your existence, the gnome you have to lug around with you.

You can drop him and pick him up again, just remember to get into the safe room with him in your hands. Make your weakest player (kills wise) carry the gnome, it’s obstructive and a complete screw around so you’ll need to keep your better players free to clear a path. During zerg rushes I recommend using pipe bombs, so everyone grab one when you see them. General gameplay style of the usual ‘use secondary weapons for standard zombies, pull out main weapon when zerg rush / special undead / stuff gets hairy’ routine is effective during this phase too.

One important part is surviving the crescendo of Dark Carnival, which is the Midnight Riders rock concert pyrotechnics display to signal the helicopter. A lot of people balls up on this part. The problem is, the Z’s zerg rush, non stop, until you get on the chopper. The way to survive this is to get your back into a corner, squat, and pull our a sword or axe as a melee weapon and just hold down your right trigger. You may have to shuffle along the wall due to spitters, or get knocked back by tanks or chargers during this phase, but keep your back to a wall, stay calm, and stay close together and you will survive.

Unfortunately, I’ve still yet to get this achievement, mostly because I’ve yet to have a team that follow any tactic other than run around solo and spray’n’pray at things. That’s just part of the game I guess, but I really hope this assists all those folks who’ve emailed me asking for more info about it.

As an aside, there’s also a whack-a-mole type game and a strength tester on Dark Carnival too, the trick to the whack-a-mole is to use a guitar and spam at it (blue button to turn it on) and hit ‘continue’ before your score expires, get 41+ and you get 10 achievement points; the strength tester is easier, grab a melee weapon, grab a shot of adrenaline, head on over to it, bust the shot into yourself and guitar at it side on, another easy 10 gamer points right there! Good luck!

Btw, if anyone finds the pink Depeche Mode t-shirt IRL, please email me and let me know, or contact me somehow. I seriously want it so, so bad.

EDIT: I have now enabled comments on all posts, so if you find any post of interest or useful, please post a short comment and I’ll ensure more content stylised along that genre for you in future! 🙂

Posted: December 2nd, 2009
Categories: games, L4D2, xbox
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Comments: 4 Comments.

Assassins Creed 2 Review




Assassins Creed 2 Economics

Originally uploaded by BaSH PR0MPT

Assassins Creed 2 presents as a typical over the shoulder button mash combat game mixed with lashings of lame free running / parkour and horrible polygon graphics. The kicker is, you’re an escapee from some mental home where they run experiments using a freaky virtual reality system that appears to insert people into the time line reliving history. On escaping, for no apparent reason (see: tl;dr cut scene I vagued out during) you’re roped into doing the very same for a break away group of Buffy the Vampire Slayer back up team drop outs.

There is however a reasonable RPG side to it, far from as expansive as the historical cities through which you play, brawling and swashbuckling your way to infamy. You can purchase new weapons and armour, albeit at a trickle feed of restriction raises as you progress.

You encounter various quest givers, and have run ins with guards depending on your notoriety (which you can lower by assassinating critics, bribing pages, or ripping down your wanted posters) and the overall feel is very GTA sandbox with better graphics and a less complex RPG aspect.

You do, however, look shit hot in your fathers assassin robes and can customize your looks with armour upgrades and dyeing your robes, although such customisation is horribly limited (four colour schemes in total, boo!) but still, your character does look pretty cool no matter what he wears.

There’s a lot of collect this and that, hidden treasure and mini quests in it. There is also the macro economics of running your uncles garrison, a small walled city a short horse ride from Florence. Upgrading and refurbishing buildings from banks to brothels, sponsoring and developing arts and medicine, all of which ups the net worth of the town and subsequently the income generated, assumedly, from taxation which you get a percentage off every 20 minutes.

The economcs, overall, is uninspired. A chest plate can set you back 10,000 florens, whereas upgrading the bank costs 3,000. I dunno, I think building a bank would cost a bit more than a bit or reinforced leather. I might be wrong.

All in all it’s an addictive and immersive little game. Far cry from what critics make it out to be. However it lacks zombies. 🙁

Posted: November 29th, 2009
Categories: games, xbox
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Assassins Creed 2


Assassins Creed 2

Originally uploaded by BaSH PR0MPT

So I’ve had this game a while and never got around to playing it, it’s reasonably fun! I have one issue though, I can’t be stealthy. I keep confronting guards rather than avoiding them and I perpetually loot and pilfer cash off innocent civillians.

It does, however, seem the easiest way to make money, period. I’ve got spiffy scarlet dyed robes and leather spaulders equipped, and a nifty sword I just picked up after your original sword (which you only get when your father is arrested along with your initial white robes) is disarmed and taken from you in a cut scene by some very serious business looking guards in platemail.

I’ve racked up about 100 achievement points doing very little for my xbox account though, they make you feel like gaming has a purpose other than wasting time. Speaking of the time, it’s nearing 6 AM. :/

Posted: November 28th, 2009
Categories: flickr, games, general
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