The Suffering

Platform

zScore

80%

The Suffering

Developer:Surreal Software Genre:Action Release Date: Download Games Free Now!

About The Game

The Suffering captures the disturbing and terrifying nature of the horror genre in a third-person action/adventure game set in the mature and gritty world of a maximum-security prison. The player controls the prisoner Torque, a hardened inmate in his late 20s, sentenced to die for a murder he may or may not have actually committed. Slightly mentally instable, Torque has flashbacks to the events from his past, throbbing images that depict the events that lead up to the crime for which he was imprisoned. The game features nine levels, frightening character morphs, and more than 10 deadly weapons from the shiv to the tommy gun to aid in the survival of this freakish nightmare.

+Downloadwalkthrough60.8 KB
The Suffering

The Suffering Review

By Monica Bair |

As if prison weren't bad enough, with hazing in the yard, shanking on the row and brutality in the shower room, imagine having to put down a horde of monsters from the bowels of hell in your spare time. That's exactly what you're charged with doing in The Suffering, a brand new title from Surreal Software and Midway Games.

Touted as an action horror game, The Suffering is the story of Torque, a man sentenced to death for slaughtering his family. The moment he arrives in the prison, as the tagline says, "all hell breaks loose." Torque must fight to stay alive in a pitch black penitentiary crawling with grotesqueries, the whole time exploring the events that led to his incarceration.

When The Suffering was announced, those of little faith were already preparing headlines that equated the name of the game with the experience of playing it. But those premature thoughts are far from being true of the final product. In short, The Suffering is a great game, not just a great horror game. It does effectively what all story-based games seek to do—to suspend your disbelief and transport you into the realm of the game. There are jumpy moments and creepy thrills here that will affect most gamers on a physiological level, and tons more to chew on psychologically.

Furthermore, The Suffering proves that games can be made with thick atmosphere, creepy events and tons of gore without having to cinematically focus your attention on each and every detail. You are able to look around at almost any time (there are only a handful of cut scenes, as most of the story unfolds real time). The game does a good job of leading you where it wants you to look, but if you do happen to miss actually seeing an event, you will certainly hear it, and that makes the experience more realistic, and sometimes even scarier.

The game is not without its problems... voice acting is spotty, textures are sometimes weak, especially now in the age of high-res and high quality PC shooters and the frame rate can be suspect at times, but only on high resolutions when there's a lot going on. But overall The Suffering succeeds as both a horrific thrill ride and fun action experience.

Gameplay
As mentioned, the main idea behind the game is survival in a grueling environment full of phantasmagorical creatures, and the emphasis is on action. It doesn't jump right into the splatter, though. The opening half hour or so of the game is thoroughly eerie, with danger lurking around every corner, and hints of the horrors awaiting you. More than any other part of the game, the beginning grabs your attention and cranks the tension to eleven.

That is, once you make it past the opening cut scene. For some reason, the very first thing we see in The Suffering is the most unfortunate. The obscenity-tainted opening movie is the worst part of the game, mainly because the voice acting is so wooden. More on this in the Sound segment of this review. The problem with the opening scene is that it sets up the back story, a mysterious tale of Torque's previous jail encounters and the savage murders that led to his imprisonment. A better presentation would have made the game even creepier. As is, however, gamers will be left thinking, "what the hell was that?" before they delve into the real meat of the game.


Luckily, there's plenty of meat waiting. When the game really gets truckin', it's a frantic, guns-blazing affair through the darkened and decaying corridors of one of the scariest settings in gaming history. The halls of the pen are crawling with evil of every description, and all of it bleeds copiously.

The creatures were designed by Stan Winston Studios, the company responsible for bringing the monsters to life in the Aliens and Predator movies. Each beast in the game is based on a means of torture, and each has its own attacks and AI. The creatures are imaginative and truly frightening for the most part, especially the Slayer which looks like Marilyn Manson's head and torso with arms and legs made of swords. This monster has the ability to walk upright, jump high in the air, scuttle on the ceiling, and surprise attack from above with a swinging blade attack. The variation in attacks makes for some pretty intense fights, and trains you to look at every surface in a room.

The Suffering Cheats

UnlockableHow to UnlockSuccessfully complete the gameMonster ArchivesSuccessfully complete the gameTorque's ArchivesSuccessfully complete the gameTorque's Family ArchivesSuccessfully complete the gamePlayable introduction sequence

The Suffering Game Walkthrough

                                              |ŻŻŻŻŻ|Ż|Ż|ŻŻŻ|   |ŻŻŻŻŻŻŻŻŻ|
                                               Ż| |Ż|   |  Ż|   |         |
                           ___ _ _ ___ ___ ___ _|_|_|_|_|  Ż|   |         |
                          |  _| | |  _|  _|  _|    |  |ŻŻŻ|   |         |
                          |_  | | |  _|  _|  _| Ż / |   | |Ż|   )         )
                          |___|___|_| |_| |___|__)_|__|___|   )         )
                                                   _________    |         |
  Spoiler-free FAQ/Walkthrough by Shotgunnova     //ŻŻŻŻŻŻŻ   |         |
       Email: shotgunnova(a+)gmail(.)c0m         //   /      |         |
                                                //    } )    _|         |
  For hosting permissions, see the legality    /(____/ /_____/            |
   section at the bottom [quicklink: LGLT]   _/         ___________       )
              ______________________________/          |_______)_ _|     /
              )                                        |_______)_ _|    /
              |_____                                   |_______)___|    
                       _____________________________                    _
                    |__/                             __________   ___/__/
                                                                _/

    I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR
   II. TIPS N' TRICKS . . . . . . . . . . . . . . . . . . . . . . . . . THBS
  III. WALKTHROUGH (CHAPTERS) . . . . . . . . . . . . . . . . . . . . . WLKT

       01) The Worst Place on Earth ................................... WK01
       02) Descending ................................................. WK02
       03) Slumber of the Dead ........................................ WK03
       04) Abbott Prison Blues ........................................ WK04
       05) No More Prisons ............................................ WK05
       06) I Can Sleep When I'm Dead .................................. WK06
       07) Everything Beautiful is Gone ............................... WK07
       08) Darkest Night, Eternal Blight .............................. WK08
       09) Oblivion Regained .......................................... WK09
       10) You've Mistaken Me for Someone Else ........................ WK10
       11) Hate the Sin Not the Sinner ................................ WK11
       12) A Lonely Place to Die ...................................... WK12
       13) Dancing at the Dawn of the Apocalypse ...................... WK13
       14) Surfacing .................................................. WK14
       15) An Eye for an Eye Leaves the Whole World Blind ............. WK15
       16) Who Wants to Deny Forever? ................................. WK16
       17) Death Be Not Proud ......................................... WK17
       18) Single Bullet Theory ....................................... WK18
       19) And a Small Child Shall Lead Them .......................... WK19
       20) Last Breath Before Dying ................................... WK20

   IV. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN

       Enemies ........................................................ NMYS
       Weapons ........................................................ WPNS
       Clem's Notebook ................................................ CLMS
       Consuela's Journal ............................................. CNSL
       Push-Button Cheats ............................................. PSHB

    V. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . FAQZ
   VI. UPDATES & CONTRIBUTORS . . . . . . . . . . . . . . . . . . . . . UPDT
  VII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT

_______________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
I. CONTROLS                                                              [CNTR]
_______________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                     ____          |  |          ____
    L2 BUTTON -->   /____/        |  |        /____   <-- R2 BUTTON
    L1 BUTTON -->  /____/ _______|  |_______/ /____  <-- R1 BUTTON
                  /  _    ________|__|________/   _   
                 / _| |_                        _ /_ _   <-- TRIANGLE BUTTON
DIRECTIONAL --> ( |_   _|   [SELECT]   [START] |_|   (_) ) <-- CIRCLE BUTTON
    PAD         |   |_|          [ANALOG]         (X)    | <-- X BUTTON
                )            ____        ____            (
               /            /      __  /                
                        / ____/ /   ____/ /         /
                       /  ______/    ______/         /
                 _____/ LEFT ANALOG  RIGHT ANALOG_____/
                            (L3)          (R3)

 The Suffering requires analog control from a DualShock controller. Buttons
 that have no function aren't listed below.
            ___________ _________________________________________
           | BUTTON    | FUNCTION                                |
           |ŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
           | D-Pad     | Select items and weapons                |
           | Start     | Un/pause game                           |
           | Select    | Toggle current map                      |
           | Circle    | Use xombium bottle (health refill)      |
           | Square    | Toggle first-person point of view       |
           | Triangle  | Toggle transformation (when applicable) |
           | X-Button  | 'Action' button, for inspecting, etc.   |
           | L1 Button | Throw current grenade-type weapon       |
           | L2 Button | Reload current weapon                   |
           | R1 Button | Attack/Fire button                      |
           | R2 Button | Jump button                             |
           | L. Analog | Movement control                        |
           | R. Analog | Camera control                          |
           |___________|_________________________________________|

_______________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
II. TIPS N' TRICKS                                                       [TPST]
_______________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
 Surviving in a demon-infested prison ain't easy but there are some ways to
 make it easier. Like usual, if any reader has some good tricks, send 'em my
 way and I'll put 'em up here:

 • RELOADING/SAVING: know when to do it. Sometimes it's in one's best interest
   to retry from the last checkpoint to conserve health/ammo, especially if
   one's on the higher-tier difficulties. Note that saves don't mark the exact
   spot one uses them on, instead defaulting to the last checkpoint.

 • KNOW WHEN TO RUN. Sometimes it's a hassle to fight foes, particularly those
   who are just stall fights and meant to waste ammo. Many enemies can't go
   through doors (if inside) and some can't climb higher (if outside), so
   there are ways to escape their wrath without lifting a finger.

 • SOME ENEMIES REVIVE. This doesn't come into play early in the game, but it
   does later...and is a huge annoyance. Dismembering (exploding, cutting off
   arms, etc.) works but removing the head is the same. Festers, mainliners,
   burrowers, and marskmen don't revive; slayers can, though. When you have a
   slayer down, such as with a shotgun blast, pop it in the head to make sure
   it stays down. For infernas, destroy their ash pile before they regrow.

 • MISSABLES! The Gonzo Gun and Flamethrower weapon are missables (although
   the latter gets a 2nd chance at construction), while some journal entries
   are as well. Replaying the game is necessary to unlock all pages in Clem's
   Notebook, but Consuela's Journal can be finished in one playthrough...if
   you've got a keen eye.
                                                    _________________________
___________________________________________________/ III. WALKTHROUGH [WLKT] |_
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
01) The Worst Place on Earth                                             [WK01]
_______________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
 This walkthrough is written on 'Medium' difficulty, the default.

   |ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
   | A | D-Block Cells (Start)        | | 1 | Shiv                        |
   | B | Control Station              | | 2 | Xombium Bottle              |
   | C | Showers                      | | 3 | Revolver Ammo (often x2)    |
   | D | Administration               | | 4 | Flashlight Battery          |
   | E | W.C. (Restroom)              | | 5 | Urgent Note                 |
   | F | Locker Room                  | | 6 | Revolver                    |
   | G | Control Station              | | 7 | Flashlight                  |
   | H | Control Station              | |___|_____________________________|
   | I | Infirmary                    |
   | J | Control Station              |
   | K | Witness Processing Foyer     |   |Ż|__________|ŻŻŻŻŻ|
   | L | Control Station              |   |  _____ 22O |     |
   | M | Control Station              |   | |     | 33 |     |
   | N | Gas Chamber                  |   | |      ŻŻŻŻ ŻŻŻ| |
   | O | Control Station              |   |  ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ  |
   | P | Lethal Injection Room        |   | |ŻŻŻŻŻŻŻŻ| |ŻŻŻ| |
   |___|______________________________|   | |______|Ż   Ż| |_|
                      _____               |  _ 33M |  N  |
                     |4   2|              | |_|____|     |  To Basement (Exit)
                     |4 C 2|              | |L33|  |Ż   Ż|   /  _
                     |_   _|______|Ż|    _| |_27|  |_   _|  (__| |-223377
              Shiv   |_____         |   |2      |_ __| |____|__  |
               |     ____  | |ŻŻŻ   |   |44 K    _|______   _____|
       _____  |Ż|Ż|Ż|  B | | |   D  |   |__  _  |       _| |_
      | 744 | |1|A| |_   |_| | 2344 |    | 2  | |  ____|_____|
      |  F  | |START         |______|    |____| |_|23J |     |
      |___  | | | |2|ŻŻŻŻŻŻ| |                |  ______|     |
          | | |_|_|_|      | |                | |  ____|  6  |
          | |     ____|Ż|__| |_               | |_| 2  |Ż   Ż|
          | |    |E23 |  __   _|              |________      |  _____
          | |____|6|__| |45| |                  | G |H2|     |_|3   7|
          |  ___________|4   |_                _|   |2        _   I  |
          |     |        ŻŻ|___|              |    ŻŻŻŻ      | |22222|
           ŻŻŻ|Ż                               Ż|ŻŻŻŻŻŻŻŻŻŻŻŻ   ŻŻŻŻŻ
              |       To Death House A          |
              '-->--->--->--->--->--->--->--->--'

 After the messed-up opening scenes, head for the exit to see a warden killed.
 Enter Ghost's cell and pick up the [Shiv] from his corpse. The other cells
 can't be opened until Torque visits the hallway booth and presses the red
 button. Watching the security monitors gives a faint idea of the mysterious
 killing orce inside the prison. The Death House map is also inside this li'l
 office, although you'll find that what's shown isn't what's necessarily going
 to be accessible. With the cells open, snoop around to see the inmates' fates
 and also a [Xombium Bottle] in an empty one.

 Now, if you're wondering, no spooks are going to appear right away, at least
 until nearing point "E" on the map (restroom). Take this time to explore the
 showers and administration areas, which have a total of three [Xombium
 Bottles], four [Flashlight Batteries], and some [Revolver Ammo]. Down the hall
 there will be another inmate looking for the way out, but that exit caves in
 on him. Enter the small office alongside there to find the door unlock button,
 the [Urgent Note], and two [Flashlight Batteries].

 Through the locked door is a checkpoint, and toward the restroom, the first
 monster -- a Slayer -- appears. Make sure the shiv is out and stab it to
 (un?)death, which isn't hard: avoid its spinning attack, get in some hits,
 and back away when its arms swing around. From the bathroom emerges a guard
 and he can be a temporary ally. When Torque's wife speaks to him (as she does
 now) this often means there is a choice to be made: he can kill the guard or
 help him out. Killing him gets the [Revolver] immediately but that same
 outcome occurs no matter what Torque does. Remember that helping others out
 puts Torque on the road to the "good" ending, while killing them puts him on
 the road to the others. Either way, get a [Flashlight] in the locker room,
 plus two more battiers in the open locker. Head downstairs when finished.

 ---

 If the guard was left alive, he'll unlock a control station containing some
 [Revolver Ammo] that would otherwise be unobtained. Help him kill the next
 two slayers, then take the [Revolver] after he's dead. Check out the nearby
 infirmary for up to five [Xombium Bottles], a [Flashlight], and [Revolver
 Ammo]. Torque should have a nice supply of bullets for now, up to seventy
 if he's been paying attention. Outside, the control station has two more
 [Xombium Bottles] if they're needed...doubtful, though. A makeshift barricade
 fills one doorway near here, and the ammo-less shiv is what Torque should be
 using always for these types of things. Push the cigarette machine outta the
 way to access the adjacent corridor.

 The control station adjacent to the electric chamber has more [Revolver Ammo]
 and a [Xombium Bottle], although only the former may be useful. This hallway
 leads into the witness processing foyer, where Torque can shoot it out with
 a few wall-crawling slayers -- to start the battle, inspect the locked single
 door to the control station. Search the bathroom and small office for two
 more [Flashlight Batteries] and two [Xombium Bottles] -- they really are
 pretty generous on medium difficulty! Now, to exit this place, push the
 statue in the doorway nearby so that it blocks the open door. When Torque
 presses the button in the control station, that door automatically swings
 shut...but if the statue's there, it will just bounce back! Get a [Flashlight]
 and [Revolver Ammo] from the locker and desk before leaving. The Carnate Isle
 map is now accessible, too.

 Down the hall is the control station for the gas chamber, which has even more
 [Revolver Ammo] to take. Torque can choose to gas the guard inside that
 chamber and -- like before -- killing an innocent affects the ending the
 player receives. The outcome is the same no matter what, though. Skipping
 the next hallway door, Torque can find the control room for the lethal
 injection chamber. There's more [Revolver Ammo] and [Xombium Bottles] here,
 although they're not as useful until one leaves -- two slayers try a pincer
 attack!
 
 The door skipped leads to a hallway with two more slayers, then the gas
 chamber itself. There'll be a scene here where Torque is locked in and the
 poison seeps in -- hide in a corner until a slayer breaks through the glass
 panel. Kill the other that appears, plus the one in the hallway, then go
 downstairs. There's a shelf with a bunch of [Revolver Ammo], [Flashlights],
 and [Xombium Bottles] before entering the door down there. That ends this
 first section.

_______________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
02) Descending                                                           [WK02]
_______________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
 From now on, I'll just mark the place of items. So, if you see a '4', it'll
 mean that's where flashlight batteries are. The map gets too cluttered if I
 try to point out exact amounts -- that's what the walkthrough's for!

           EXIT                                       |ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
   Tommy    |   _____ _____                           | A | Boiler Room      |
     Gun  _|Ż|_|  ___|8 3 _|-2                        | B | Water Room       |
     ___|     | |  _|  E _|                          | C | Climb-up Point   |
    |      234 | | | 74 10 |-3                ___     | D | Workshop         |
    | |ŻŻ|_   _| | | |ŻŻŻŻŻ           #######|C84|    | E | S. Confinement   |
   _| |    |_|_| |_|  ŻŻŻŻŻ|  ___     #       Ż| |_   | F | S. Confinement   |
  |_  |   _|         |Ż| D | |3  |#####        |3  |  |___|__________________|
    | |__|_  F  ___|_| |   | |Ż Ż|  __ ___     |4 _|  |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |79 2 _       48 | |   | |   | |10|   |____| |    |  2 | Xombium Bottle  |
    |__|Ż|_  7  ŻŻŻŻŻŻŻŻŻ| |_|  3| |11 B   _     |    |  3 | Revolver Ammo   |
     /     |____   234   |  ___  | |36|  _| |____|    |  4 | Flashlight Btty |
 Official     __|     10 | |___|_| |24| |             |  6 | Revolver        |
 Document    |422ŻŻŻŻŻŻŻŻ Ż      |  ŻŻ| |  #########  |  7 | Flashlight      |
             |3|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|_|    | |  #       #  |  8 | Flares          |
             | |                #     | |_|ŻŻŻŻŻŻ| #  |  9 | Tommy Gun Ammo  |
             |_|                #     |82    234 | #  | 10 | Flash/Bang Grnd |
            START               #      ŻŻŻ|   A  | #  |____|_________________|
                                #          ŻŻŻŻŻŻ  #
                                ####################

 Alright, so we're in the basement now -- check the new maps (select button)
 if you need a general overview. The corner with the old-timey light switch
 has a locker filled with ammo and such, so partake if y'need to. Follow the
 monster down the hall into the boiler room to see the island's three main
 ghosts (won't spoil it here). Slayers will come in one-by-one here, so just
 keep killing them until the "doctor ghost" wants to see Torque transform.
 First, defeat slayers until the insanity meter is full, then press triangle
 to transform and kill the rest. This is mandatory, so waiting too long just
 wastes ammo. [NOTE: Transforming often negatively affects which ending is
 obtained, so if you want the good ending, try not to do it that often...or
 at all.] There's some ammo, batteries, and xombium bottles down underneath
 the walkway, in a dark corner. The adjacent hall has four [Flares], a new
 thing to have.

 Further on, past the watery room, a slayer will open a pipe -- Torque can
 close it by twisting the crankvalve attached. Kill the three slayers that
 appear, then turn on the old-timey light switch to hear an explosion. The
 water room's hole has blown up now to reveal a secret passage with [Tommy
 Gun Ammo], [Revolver Ammo], a second [Revolver], and some [Flash/Bang
 Grenades]. Torque can now dual-wield revolvers for faster killing! Return
 to the far room and locate a climb-up point, which leads upstairs into the
 workshop.

 A new enemy appears here: the Marksman. It's a large enemy with a bunch of
 rifles attached to its back. When it gets on all fours, it's going to shoot
 some of 'em; if it's upright, fire away. Using cover is a good idea for this
 sucker since it has 360-degree firing radius! There's [Revolver Ammo] by
 the doorway and the freshest corpse, too. Enter the workshop proper from
 here (past two more slayers), following a marskman into the solitary
 confinement area. Use the pillar here for cover before filling its rotting
 hide full of lead. Check the lockers for a host of more goodies, including
 some flares and grenades.

 Stock up, because entering the other solitary confinement block will unleash
 a crapload of enemies on Torque. Try to use the doorway as a bottleneck to
 slay 'em, not to mention dual-wielding for quicker disposal. Remember to
 'tactical reload' when enemies aren't around so you're not caught off-guard
 by one showing up! When they're all dead, loot the place for ammo and such.
 The middle confinement cell is the way out, so either turn the crank in the
 small office portion or push the large crate into one of the cells and jump
 up through the ceiling.
 
 Either way, proceed through the WWII-era office and up the stairs to where
 the [Tommy Gun] is found! The small stairway here has a shelf underneath, and
 it contains a host of refills. Climb the ladder atop the stairs to end this
 stage.

_______________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
03) Slumber of the Dead                                                  [WK03]
_______________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
            _______ 
           |       |      ____         |ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
       ____|_  _   |_____|   _|        | A | Lethal Injection Chamber |
      |START  |_|  | 366  26|          | B | Scaffolding              |
       ŻŻŻ|Ż A  |  |2    873|-B        |___|__________________________|
          |ŻŻŻŻŻ|  |   __ 10|          |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
          | 2      |  |_  __|_         |  2 | Xombium Bottle          |
           ŻŻŻŻŻ|  |  |   |36 |_       |  3 | Revolver Ammo           |
                |   __|        _|-Exit |  6 | Revolver                | 
                |__|  |_______|        |  7 | Flashlight              |
                                       |  8 | Flares                  |
                                       | 10 | Flash/Bang Grenades     |
                                       |____|_________________________|

 If you check the map, you'll notice you're back on Death House's 1F, at the
 very top hallway connected to the lethal injection chamber. Speaking of
 which, that's the very first stop to visit. Once locked inside, view the
 security monitor for a scene. Exit back outside and try the previously shut
 door to meet up with...another inmate, Dallas! This is another one of those
 choices Torque can make, where killing his ally is a bad decision and helping
 him goes towards the good ending.

 Either way, visit the lethal injection room from the outdoors and pick up
 some [Xombium Bottles] if y'need 'em. Afterwards, slayers and a marskman
 will appear, so be prudent in taking 'em out. Dallas has a gun of his own,
 luckily, but won't do the main share of the killing. Through the opened
 fence, two more marksman will be down in the hills' valley, only to be
 followed by some more slayers. There's some [Revolver Ammo] and two more
 [Revolvers] here, in case you missed dual-wielding earlier. When all's said
 and done, locate the wall with scaffolding on it. There's some ammo and
 such around the ground and a few more on the planks, including yet another
 [Revolver]! Use the scaffolding to jump over the fence, which leads to the
 entrance to the prison's east wing. Go inside to end the chapter.

_______________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
04) Abbott Prison Blues                                                  [WK04]
_______________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
              |ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
              | A | Restroom        | | 1 | Revolver             |
              | B | Lounge          | | 2 | Revolver Ammo        |
              | C | Control Station | | 3 | Tommy Gun Ammo       |
              | D | Control Station | | 4 | Flares               |
              | E | Shower Room     | | 5 | Flash/Bang Grenades  |
              | F | Library         | | 6 | Xombium Bottles      |
              | G | Infirmary       | | 7 | Flashlight           |
              | H | Cell Block V    | | 8 | Flashlight Batteries |
              | I | Loading Dock    | | 9 | Tommy Gun            |
              |___|_________________| |___|______________________|

       __________       ###################    Map
     _|_   ___   |_ _   #           ______#_____/_|ŻŻŻŻŻ|ŻŻ|ŻŻŻŻŻŻ|
    |11287|  |     | |  #  ___ Map-|245678|     D |  2  |     E   |
    |1 B  |  |  C  | |  ##|_  | |ŻŻŻŻŻŻŻ Ż   |____|  _  |__|      |
    |_   _|_ |_   _| |______| | |Ż   Ż|________   __|_|___    |_  |
    |_   _  |  | | |          | |         |    | |  |        Ż|   |____
    |6 A  | |  | |_| |Ż |Ż |Ż | |_   _|Ż| |    | |__|_______|________ 1|-8
    |_____| |  |17   |  |  |  |   |_|  _|_|____|  72 |   9  |    16  |1|
    |_______|   ŻŻŻŻŻ ŻŻ ŻŻ ŻŻ        |     |   ŻŻŻŻŻ|  613 |          |
       /                          ,-  |_   _|  __ 56_|  125 | |Ż   Ż|ŻŻ
     Start                 Yard -{    |_  |  __ _   ___   __| | 1 7 |
                                  '-  |27      | 1 1 |          2 8 |
                                      |________|_____|________|_   _|
                                                Chico          _| |_
                      ##################          _______    _|     |
    _______           #                #     ____|4 ___  |  |       |
   |       |_______| |ŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ| #    |  ____|  ___|__| |_____|
   | |ŻŻŻ| |   1   |  Ż|  G          | #    | |826_      __     |   
 |Ż235Ż|_|_  11111 |___|2 6   _|_____| #   _| |__|_     |  |  F | Flamethrower
 |  I  |56     H   |_  46|Ż   6  |     #  |      |_     |__|    | Instructions
 |     |124|__________|17|_______|     #   ŻŻŻŻ#Ż|______________|
  ŻŻ|ŻŻ ŻŻŻ            ŻŻ              #########
   EXIT

 Follow the corridor and shiv the barricade to break it up. Down the hall is
 a shut restroom with a [Xombium Bottle] on a sink; opposite there is a small
 lounge. Inside are some [Revolvers] and ammo for 'em, as well as another
 [Xombium Bottle] refill. Check the lockers for more revolver ammo and 
 flashlight batteries, too. If you don't need 'em now, remember the spots in
 case you do later! Down the hall is a control station where the two can get
 a safe exhibit to where all those ghoulish syringes are coming from...

 Around the corner and down the cell-block stairs, we'll get our first
 encounters with those mainliners, the syringe monsters. They appear from
 blood puddles on the floor and are rather weak, but often come in packs. When
 one dies, it emits toxic fumes so stay away until they disappear. Check the
 nearby control station for the ECB North Map. Now, there are two ways to exit
 the prison here, both leading into the "east yard": (1) through the shower
 room (2) over the electrified puddle. For the former, the shower room is so
 full of mainliners that one's liable to run out of ammo! It's not worth it
 to fight them, so exiting toward the control station and shooting the fire
 extinguisher to put out the flames is the best idea. The exit's right there.
 For the latter method, shoot the fusebox across the puddle to de-electrify
 it, and just exit outside. That method's easiest.

 ---

 Once out in the cellblock yard, preferably from the electrified pool area,
 kill some slayers/mainliners and head around the fences until meeting up with
 some other inmates walking around in a corner. Dallas and Chico have some bad
 blood and end up fighting, so kill the would-be allies and take their two
 [Revolvers]. One poor guy just had a shiv...haha.

 Enter the agricultural garden nearby -- there's corn stalks here -- and kill
 some more slayers and mainliners. On the other end of the yard, where Torque
 and Dallas would have started if they went through the shower room, is some
 more mainliners guarding a cache of ammo upgrades.

 So, how to exit the yard? Find the shack in the agricultural area (which has
 some goodies inside itself) and push the crate alongside it, then climb up
 to the guard tower catwalk. There's some [Tommy Gun Ammo] up here, but the
 main reason is to lower the ladder to Dallas via the crankwheel. The tower
 itself has a [Tommy Gun] and ammo for it, 'case you were runnin' low, and
 the East Cellblock South map. Enter the far upper door when finished looting.

 This southern cellblock route leads first to the [Flamethrower Instructions],
 which require a Flare, Gas Can, and Bike Pump. Although we can't have one for
 quite awhile, having those three items in the inventory will automatically
 make the item, and it gives those crappy flares a use! Anyway, enter the
 library and do away with the mainliners shootin' up inside. Afterwards, the
 far adjacent office can replenish some ammo and xombium bottles. Take the
 stairs afterwards -- which has a slayer infestation -- and pick up [Flares]
 at the bottom if y'need.

 This path leads to the block infirmary. Some mainliners appear near the
 gurneys, and two are in the bathroom (including one on the john -- c'mon,
 we expected a scare tactic like this the entire game!). The operating room
 has some more plus a meager [Xombium Bottle] for the trouble. Out the door
 near the desk, this leads into the next cellblock. The prison warden will be
 here in loco mode, firing a machine gun emplacement at Torque and Dallas,
 plus four guards who join in. Get out of the warden's line of fire and take
 out the cohorts, then fire a bit at the 'boss' to make him come out swinging.
 He'll be just like a normal guy at that point and doesn't take much to kill.
 The reward: six [Revolvers], plus the stuff inside the warden's station. Jump
 on the emplacement at this point and mow down the slayers that infiltrate.
 This is particularly easy if you point the gun through the doorway, which'll
 get about 90% without any aiming.

 When the killing's done, fill up on revolver ammo in the station and follow
 Dallas through the cellblock exit to the loading dock. Climb up a dumpster
 and onto a catwalk to reach the 2F, while Dallas is downstairs. At the fork,
 go "right" to the control station and flip the switch for Dallas, then loot
 the place for ammo. One of the lockers has the [Recreation Yards] map, which
 helps for the upcoming level.

 Since Torque can't follow Dallas, it's time to leave. The bathroom has some
 [Xombium Bottles] and [Revolver Ammo], although opening the door cues an
 otherwise avoidable monster fight. The heavy-looking door exits the level.

_______________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
05) No More Prisons                                                      [WK05]
_______________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                                            |ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    Shotgun                    ___   Start  | A | Recreation Yard A    |
       /     Exit             |4  |____/    | B | Recreation Yard B    |
 |ŻŻŻŻŻŻŻŻŻ|-'    ___ ____ _ _|7| 34   |    | C | Recreation Yard C    |
 |    C    |_____|  _|    | |1 1|ŻŻŻŻŻŻ|    | 1 | Revolver             |
 |___________   _ 7|27 A    |      2 5 |    | 2 | Revolver Ammo        |
       | 26      |_|_   __| |_  |______|    | 3 | Tommy Gun            |
       |______ 95|        |2579        |    | 4 | Tommy Gun Ammo       |
              |27  B      |ŻŻŻŻŻŻŻŻŻŻŻŻ     | 5 | Flares               |
              |__|________|                 | 6 | Flash/Bang Grenades  |
                                            | 7 | Xombium Bottles      |
                                            | 8 | Flashlight           |
   NOTE: Rest of recreation yards not       | 9 | Flashlight Batteries |
         accessible in this chapter!        |___|______________________|

 Torque starts on a 2F catwalk near a guard tower, which has a [Tommy Gun] &
 ammo for it inside. Follow the stairs down to where some inmates stand, then
 take their two [Revolvers] after the gassing. If more [Revolver Ammo] or
 Flares are needed, get the ones through the gate at the guardtower's base.
 Near the burning car are some more health and ammo refills.

 Head on into 'Recreation Yard A' when ready. Kill the guard on top of the
 tower (hey, he fired first!) and back out of the fence opening to lure the
 slayers into the bottleneck for easier removal. The marksman will remain in
 the fence area, though the upper guards may take him out for Torque. You'll
 notice that any other slayers/marskmen who run in from the basketball courts
 will pass through the searing light beam, which makes them catch on fire.
 This'll be important later. When all marksmen are defeated, hop on the
 machinegun turret immediately and start mowing down the slayers who come in.
 If you choose manual fighting, it'll just waste most ammo. Those green crates
 around the area are filled with grenades, and if they explode, they're likely
 to OHKO Torque, so be careful with your aiming! Eventually the b-ball courts
 should be cleared of opposition.

 When you near Recreation Yard C, there'll be a scene where some shotgunner
 guards are killed. Pick up the [Shotgun] near the burning picnic benches,
 which should dispose of slayers pretty easily. These ones will get back up
 if the shotty doesn't blow 'em apart, though, so when they fall down, give
 'em another shot in the face to kill 'em "for sure". You'll notice Torque's
 cut out from the rest of the map (baseball field, comm building, etc.) so
 it's time to head inside the west cellblock to end the section.

_______________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
06) I Can Sleep When I'm Dead                                            [WK06]
_______________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                                                      |ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     Shortcut Tunnel (Bypass Laundry Room)            | A | Control Station |
                                                     | B | Control Station |
  ___     _______   |Ż|Ż|Ż|ŻŻŻŻŻŻŻ|                   | C | Control Station |
 | 6@|   |  ___  |  |       |  J  |                   | D | S-Block Cells   |
 |Ż   ŻŻŻ  | 61| |__| 56I!1  ŻŻŻ|Ż                    | E | Restroom        |
 |  G 7  |  4H |____        |Ż|5|  From Laundry       | F | Visiting Room   |
 |_   ___| |___|    |_|_|_|_| |!|   Room ("L")        | G | Cafeteria       |
 |  _____|_|  ____ ___________|@|    ___/             | H | Control Station |
 |     |     |    |       127 |7|   |  _|             | I | R-Block Cells   |
  ŻŻŻ| |     | 17   4 7 |_  L |9|   | |   ___         | J | Control Station |
  ___|F|     |____|_____| |_____|  _| |__|   |        | K | Laundry Rooms   |
 |_   _|__________     _ _ _ _    |______ 72 |        |___|_________________|
 |_   __   _____ 1|___| | | | |        |_   _|        |ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
 |  E 49|   B1| | C |         |         _| |_         | 1 | Revolver        |
 |______| | !9| |679|     D   |-Exit   |___  | |Ż|##  | 2 | Revolver Ammo   |
  _ ____| |ŻŻŻ   ŻŻŻ|   7 9   |            | |_| | #  | 3 | Tommy Gun       |
 | |1 A |  ŻŻŻŻŻŻŻŻŻ|         |####        |_____| #  | 4 | Tommy Gun Ammo  |
_| |_   | |ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻ    #                #  | 5 | Flares          |
START     |                       ##################  | 6 | Flash/Bang Grnd |
ŻŻŻŻŻŻŻŻŻŻ                                            | 7 | Xombium Bottles |
 You'll see why the amazing suicide rate is spoken of | 8 | Flashlight      |
 right inside...kinda macabre, huh? Check out the     | 9 | Flashlight Btry |
 control station nearby for a [West Cellblock Map].   | @ | Shotgun         |
 The quick route to the S-Block is shut right now, so | ! | Shotgun Shells  |
 use the control station at point "B" to open up the  |___|_________________|
 gate -- [Shotgun Shells] and a [Revolver] are inside
 as well. From the bifurcation there, slay some slayers and head for the
 control station overlooking S-Block at point "C". Open the door here will
 let Torque get some goodies at the end of the level, but aren't necessary
 for anything. Note the gaping hole in the ground...hmm...

 Head down the hall toward the restroom, which is full of mainliners, and also
 [Tommy Gun Ammo] and a [Xombium Bottle]. In the visiting room across the hall,
 a new enemy will appear and kill a guard. The blood pool on the ceiling will
 drop a hangman down -- these are weak creatures but they can get the drop on
 Torque (no pun intended) since they appear in annoying spots. Kill any slayers
 that appear after the visitation scene and head for the cafeteria.

 Once inside, Torque's locked in and some of the room catches fire. First,
 shiv your way into the sprinkler access room and take the [Shotgun]. Twist
 the sprinkler handle on to flood some of the cafeteria, then pull a machine
 onto the drainage cover to put out the rest of the flames. Kill mainliners
 who appear, then in the newly-opened hallway, destroy the projector to unlock
 the way back (in case you need to for whatever reasons). Use the control
 room there to unlock the door, and fill up on [Shotgun Shells] or [Xombium
 Bottles] if you need 'em.

 Down the hall, after you shiv a barricade, is the R-Block cells. Kill the
 hangman inside and take the officer's [Revolver], then stick it to a few
 slayers who show up. After opening the door via the control station, there's
 a few more of those types in the hallway to the laundry rooms. Naturally,
 mainliners have made this place their base of operations...those slippery
 goofballs! Use the lockers and storage here to reload ammo and enter the
 2nd laundry room, which has a few more slayers and hangmen. That dripping
 blood belies their presence, remember. There's not much to scrounge up here,
 so find the 3rd room and kill the mainliners there. If Torque jumps over the
 gaping hole, he can find a small stash of weaponry and ammo. Take the plunge
 when ready.

 This underfloor basement isn't that fun to go through. Continue along to a
 small room with a stair, killing the slayers and mainliners there. That's
 basically what the rest of the small tunnel is, too, with a [Revolver] here
 or there. Eventually, climb up and out into...S-Block?! Yes, apparently that
 was an escape tunnel of sorts. Searcing the cells -- if Torque opened them
 back at the "C" control station -- can give [Xombium Bottles] and [Flashlight
 Batteries] as a reward. To exit the level, go up to 2F and climb onto the
 bunk beds, then onto the roof via the fresh hole. Find a [Scrawled Note] up
 there, too.

_______________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
07) Everything Beautiful Is Gone                                         [WK07]
_______________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

      |ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
      | A | Roof Stairway Access   |
      | B | Baseball Diamond       |         |ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
      | C | Communication Building |         | 1 | Revolver               |
      |___|________________________|         | 2 | Revolver Ammo          |
               _                             | 3 | Tommy Gun              |
       _______|7|_____________               | 4 | Tommy Gun Ammo         |
      |_ 6 ___________ 2 ___4A|        ___   | 5 | Flares                 |
      |            |  |7| @ |7|       |  _|  | 6 | Flash/Bang Grenades    |
      |  7   B     |   Ż|___  |__ ____| |_   | 7 | Xombium Bottles        |
      |____________|____|     47 |@7 START|  | 8 | Flashlight             |
      |!@      |   | 4  |ŻŻ|26|ŻŻ|Ż| |ŻŻŻŻ   | 9 | Flashlight Batteries   |
      |ŻŻŻŻ  |7|  _  _ 7|__|9 |__|Ż _ Ż|     | @ | Shotgun                |
      | EXIT |4| |9C@!| |________  26|1|     | ! | Shotgun Shells         |
       ŻŻŻŻŻŻ Ż| 7ŻŻŻŻ  |        |  Ż  |     |___|________________________|
                ŻŻŻŻŻŻŻŻ          ŻŻŻŻŻ
 From this rooftop perspective, Torque can survey the recreation yards he
 passed through two chapters ago. Get the [Shotgun] and [Xombium Bottles] by
 the dead guard, then jump down to the guard tower for a [Revolver]. The
 inner tower will have noxious fumes, so get the [Revolver Ammo] quickly if
 y'need it. The ladder here will provide better rooftop access. Jump across
 to see a scene where a scared guard hides in a building. Follow him into the
 roof-access stairway and duck into the first room there for a [Shotgun]. At
 the bottom, talk with the guard underneath the stairs. This is another one
 of those "kill him for bad karma, save him for good karma" deals as we've
 had so far. Torque will have to protect this one though, as he has no means
 to fight back! Exit onto the CO walkway when ready.

 Outside, immediately man a fluorescent light and shine it at the nearest tree
 to stop infinite slayers from pouring out. For the 2nd light, aim it betwixt
 the two trees so that slayers jumping out will have to go there. For the 3rd
 and final light, point it at the hellish hole in the baseball field below.
 Note that if you're slow in doing any of this or can't figure out the trick,
 the guard can die and that counts against Torque! When the creepy crawlies
 are smoldering, push the large crate down the ladder hatch to blow the wall
 open. To go down the ladder, face the extending part and press X-button;
 Torque dies if he falls through, hilariously.

 Out on the baseball field, it's only expected that a bunch of muscle-bound,
 steroid-enhanced meatheads -- marksmen, that is -- appear to play, although
 that's after a slayer appetizer course. Explode the grenade boxes to kill 'em
 en masse. There's plenty of [Xombium Bottles] around here for the marskmen
 part. If the guard is still alive, escort him to the communications building,
 which is an enemy-less stroll. There's more health refills around this little
 shack, plus a [Shotgun] and shells for it inside. Find a [Quarry Map] and an
 [Urgent Note] after learning something is running radio interference...

 The guard won't leave the building so we can finally leave the chatterbox
 behind! Climb into the roof and jump the fence, onto the flaming awning of
 the workshop next door. [Xombium Bottles] and [Tommy Gun Ammo] can be found
 under the eaves, plus a [Shotgun] and shells in the alley. Entering the
 workshop ends the level.

_______________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
08) Darknest Night, Eternal Blight                                       [WK08]
_______________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                                   Workshop   START     |ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                                          ____| |      | 1 | Revolver       |
 EXIT                                _____| @A76 |      | 2 | Revolver Ammo  |
  |Ż|                              _|     | 92!3 |___   | 3 | Tommy Gun      |
|Ż%95Ż| Pit    _______   Guards  _/ |     | |ŻŻŻŻ  6 |  | 4 | Tommy Gun Ammo |
| 287 |  #1   /   459|       _/   |        1 2 ____|  | 5 | Flares         |
|_   _|   __(_  _  __|      _/     |ŻŻŻŻŻ  ŻŻ|      |  | 6 | Flash/Bangs    |
  | |_   _|       )%)       |    7  | Cemetary _|____|  | 7 | Xombium Bottle |
  |_  |_|   @6! _/ /       _| 11182 |_____   _|    __   | 8 | Flashlight     |
    |2%59 | 1 _/ _/       /  _____  |_____| |_____/%5|  | 9 | Flashlight Btr |
     ŻŻŻŻŻ|__/ __       (  /     __________________|  | @ | Shotgun        |
          /4_ (______  / /                            | ! | Shotgun Shells |
         /2/     2568 / /                             | % | TNT Sticks     |
         ŻŻ   _____    _/                              |___|________________|
                    __/

 Inside, scramble to the 2F ladder and kill the balcony slayers, then a few
 mainliners below. There's a [Shotgun] inside the small control center plus a
 [Tommy Gun] on the roof above it. Other useful things are around as well.
 The exit outside is on the catwalk here, which has yet another [Shotgun] in a
 locker. Visiting the small cemetery portion on one side unlocks a historical
 page in Consuela's Journal (if you're interested in that type of stuff).
 When getting to the road, take the "left" path to find some [TNT Sticks] by
 a flare deposit. These work like flashbangs, except they explode stuff. I
 hope their use is self-evident!

 Up the road is a gathering of surviving guards -- their convo is interesting
 if you let it play long enough. Eventually, kill 'em before they kill Torque;
 their deaths herald a flock of slayers. Each carries a [Revolver] and there
 is a crapload of ammo and health cached near 'em too. Keep truckin' down the
 road to see a weird thing burying underneath...hmm... Eventually, in the area
 with a bunch of lamplights and a tree corpse, some marksmen appear to wreak
 havoc...typical. Down the road is a shack overlooking Pit #1, which you'll
 notice is now visible on the Quarry Map.

 As the player can see, Pit #1 has enemies already moving around inside, so
 the best course of action is to just bolt for the ladder and put these goofs
 behind. The quarry page should be unlocked in Consuela's Journel here. Kill
 some slayers further in, then find a hapless guard who, like usual, is used
 to introduce a new monster: Burrower. When it emerges from the ground, its
 spike chains spin around it, cutting up anything in its radius. It's very
 easy to avoid though. Climb onto the red stairway to exit the pit area, then
 turn around and look for a cache by a roadside/fence corpse. Go through the
 fence hole to exit the level.

_______________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
09) Oblivion Regained                                                    [WK09]
_______________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                               EXIT
                               _|Ż|  Pit #5    Lynching Hill
                             _|  _|  ___/_      __ ____
                            |   | |_| 4 ! |_ ___|  |%279|-Ammo Shack
                    Pit #6 -| 79|  _  7%5   |  _    ŻŻ 4|
                            |  Ż  | |     |___| |_____| |
                             ŻŻŻŻŻ   Ż| |Ż          / /
                       _ _ _     _____| | ________/ /
                      |7|%| |___| 961  _| __________/- Pit #5 Upper Route
                      |  9  267   !%7 |
                      | | |_|Ż|_|_____|
                      |  Ż|        |
                  ____) )Ż      Pit #4  |ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                 /2%   /                | 1 | Revolver             |
                /37/  (_                | 2 | Revolver Ammo        |
             __(__(___  )               | 3 | Tommy Gun            |
            |8  279_/ /                | 4 | Tommy Gun Ammo       |
         ___| |ŻŻŻ   /                 | 5 | Flares               |
        |65%  |___ ŻŻŻ                  | 6 | Flash/Bang Grenades  |
Pit #3 -| 29  65%2|-Cave-In             | 7 | Xombium Bottles      |
        |_   _|ŻŻŻ  Journal             | 8 | Flashlight           |
          |7|_         Page             | 9 | Flashlight Batteries |
          |_  |_/ŻŻŻ                   | @ | Shotgun              |
          |75%   /Ż) )                  | ! | Shotgun Shells       |
           ŻŻŻŻŻŻ / /                   | % | TNT Stick            |
                START                   |___|______________________|

 Up the road, see two little girl ghosts -- a harbinger for the burrowers &
 slayers that appear. Burrowers normally suck but are utter nuisances in the
 company of other monsters...hope yer evasion skills are above par. This
 scenario repeats down the trail, too. The cave at the end leads to Pit #3,
 and its first cavern has some mainliners here. There's an easily missable
 journal page here called "Cave-In" -- to open it, shiv the barricade near
 the pond to see a scene; it also cues some burrowers. To get out of this
 pit, shoot the TNT barrel near the upper spotlight, creating a climb-up point
 from the rubble. Use the upper walkway to get outta here, or climb down the
 ladder for more ammo n' such.

 The next tunnel is lined with TNT boxes, which is useful in taking out the
 slayers and marskmen who show up for no apparent reason. Just remember to
 shoot ones farthest away to set off a chain reaction, not nearby -- that'll
 just make a pictograph with Torque's blood! Head outside for more burrowers
 and cohorts, then look for a hill corpse that died despite having a crapload
 of good stuff, like a [Tommy Gun] and [Revolver Ammo]. Similar stockpiles're
 up the road, too.

 Eventually Torque comes to Pit #4, which has some cussing guards at the
 bottom, trying to fend off some enemies. They'll all eventually die but one
 can try to be helpful by jumping on the crane controls and swinging the
 boulder into the cliff, knocking another boulder into the slayers' emergence
 hole. That stops the infinite number of 'em from coming out. Collect the
 loot -- [Revolvers], [Shotgun Shells], and the like -- and jump over the
 closed pit, toward a cliff exit. Torque can jump up there but it can be a
 little difficult; try moving around if he can't vault out.

 At Pit #5 is pretty unspectacular but marks the first time Torque should use
 the TNT plunger, by a crate pile. This blows up the detritus blocking the
 mine entrance. Also look for [Shotgun Shells] and [Tommy Gun Ammo], neither
 of which we've had in awhile! The excavated cavern leads to the hill where a
 bunch of COs were lynched -- naturally this precedes burrowers and marksmen.
 The shack near the fenced-off pickup has a bunch of ammo upgrades as well.

 The rest of Pit #5's up the road. There'll be an inmate here wanting help,
 so use the crane to lower the boulder and make a stepping stone for the guy.
 This is a "good action" where endings are concerned. Use that same method to
 get to the rest of the red catwalk. Pit #6 is directly adjacent, and after a
 scene, use the crane to displace the water tower, dousing the cave's flames.
 The exit's over yonder.

_______________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
10) You've Mistaken Me for Someone Else                                  [WK10]
_______________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
       (ŻŻ     (ŻŻ|             |ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
        )9 __   ) |_________    | 1 | Revolver             |
       /        | |      @29|   | 2 | Revolver Ammo        |
     _|  /Ż   |_|   |  |ŻŻŻŻŻ|  | 3 | Tommy Gun            |
    /9   )267   _  |2|  |     |  | 4 | Tommy Gun Ammo       |
    _  (___)  | |  9|  |_   _|  | 5 | Flares               |
      |   9    | | |5|2!  |_|7|  | 6 | Flash/Bang Grenades  |
       ŻŻŻŻ) )Ż  | |_|_  _____|  | 7 | Xombium Bottles      |
       ___( (    |     %6)      | 8 | Flashlight           |
      |3756 __  Ż____/ Exit   | 9 | Flashlight Batteries |
      |_____   _|                | @ | Shotgun              |
      |@27%59   |                | ! | Shotgun Shells       |
       Ż| |ŻŻŻŻŻ                 | % | TNT Sticks           |
      |Ż _|                      |___|______________________|
      | |
     START       NOTE: Once you jump over the wall, you can't go back!

 Emerging from the cave, Torque can find a pickup's workbench filled with all
 the essential tools: [Flares], a [Shotgun], a [Tire Iron]...okay, not a tire
 iron. Loot it all and look for a break in the fence, partially disguised by
 the beautiful autumn foliage. A corpse there repeats some of the goodies
 just obtained, although this is probably different on harder difficulties.
 The cliff footpath leads to a high stone wall, which Torque can jump over.
 It's a one-way trip, though, remember...

 After the drop, Torque will be by a pond, actually quite near the condemned
 Carnate Institution. The [Asylum Map] is by a corpse near that wall, too,
 and it's very easy to miss it. There's a crapton of [Flashlight Batteries]
 around here for some reason, perhaps since they'll be useful coming up. If
 enemies attack, remember that our protagonist can't bust heads if he's in
 really deep water. The pond's gazebo has some ammo and whatnot inside.

 Up the road is Carnate Institution proper, and if you've been playing and
 haven't been unsettled yet, this might do the trick based on imagery alone.
 Approaching the building's front cues some burrowers and slayers, although
 it's not too tough if you're shotgun-powered! The main entrance is locked
 but one door has some debris and a pushable crate near it -- that's the real
 way in. Level over!

_______________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
11) Hate the Sin Not the Sinner                                          [WK11]
_______________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                                                        |ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
 NOTE: Rooms not accessible are removed from the map    | 1 | Revolver        |
                                                        | 2 | Revolver Ammo   |
                            |ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|  | 3 | Tommy Gun       |
 NOTE: Projectors can be    | A | Kitchen            |  | 4 | Tommy Gun Ammo  |
 destroyed only if Torque   | B | Dining Room        |  | 5 | Flares          |
 can see them. Those that   | C | Study              |  | 6 | Flash/Bangs     |
 are peering through holes  | D | Foyer              |  | 7 | Xombium Bottles |
 and wall/floor cracks're   | E | Operations Theater |  | 8 | Flashlight      |
 either never destroyed or  | F | Theater            |  | 9 | Flashlight Btry |
 destroyed only when found  | G | Library            |  | @ | Shotgun         |
 elsewhere.                 | H | Cells/Hallway      |  | ! | Shotgun Shells  |
                            |___|____________________|  | % | TNT Stick       |
                                                        |___|_________________|
             ############<-- ONE WAY <---#############
             #                                       #
             # ###################################   #       [2F]
   ______ ___#_#___ _______                      #   #   _____
  /    | |        _|_      |                     #   #  |  2  |_____
 (   E | | |  D  |   |  C  |                    | |  ###| 7G9 | 1 7 |
      |  _|_   _|___|_   _|___                 | |    _|_   _|_   _|         
   )_  | |   |4|   | 7   |     |             ___| |   |             |
   )_____|___|!|   |ŻŻŻ|    B7 |            |_   _|   | |ŻŻŻŻŻ|ŻŻŻŻŻ
             | |   | 7   |_   _|       _____|_  |     | |_____|
         |ŻŻŻ   ŻŻŻŻŻŻŻ        |      |  |      |     | |     |
         | |ŻŻŻŻŻŻŻŻŻ| |ŻŻŻ    |_     |__  |ŻŻŻŻ      |   6 9 |
  [1F]   | |         | |   | A   |    |  | | [2F]     | |_____|
         |           | |___|___|_|    |__  |          |_____| 
         | |    F    |_____|    |     |! |H|               #
    _____|_|         |   #    Start   |__  |               #
   |       |_       _|   #            |8 | |               #
   |  5 7            |   #            |__  |               #
   |_______|_________|   #               |_|               #
                         #                |                #
                         #            To Attic             #
                         #                                 #
                         ###################################

 This place is an annoyance, but there aren't too many monsters, surprisingly.
 I'll do this place in a step-by-step basis since it's got a lot of nagging
 puzzle-solving elements to it. Torque starts on the first floor, inside the
 kitchen.

 #01 - Destroy the projector on top of the stove, which removes the lock on
       a door. Go through there to find the stairway to 2F.

 #02 - Enter the library and find the pot-smoking Russian guard. You can
       kill him if y'want, but this would be a "bad action". Also, he's more
       interested in chilling than killing. Loot the room for goodies and
       open the adjacent door, which leads down into the institute's foyer.

 At this point, there'll be a scene where Dr. Killjoy invites Torque to come
 to the final room, the Operations Theater. But not yet, he says before just
 vanishing. A bunch of projectors are casting a "lock" symbol on the door, so
 before we can get in, all of them will have to be destroyed.

 #03 - On 1F, go down the hallway to the bifurcation and go "left". One should
       be hearing grunting noises and such from a monster somewhere. Enter the
       door right around the corner to see the monster in a cage. Pick up the
       [Patent Application] and press the yellow button to see some stuff.

 #04 - The room in #03 has a big hole in the bottom. Jump through to reach the
       basement. Kill the mainliners that appear, then pick up the [Fire Axe]
       laying against some debris near the movable crate. Pulling the movable
       crate out will unlock the door here, going back up to 1F. Before going
       however, destroy PROJECTOR #1 shooting up through the ceiling (the
       foyer floor). The door leads back up to the basement, although Torque
       will have to axe the boards before this.

 #05 - Okay, we're back on 1F. Enter room "C", the Study. After the scene,
       destroy PROJECTOR #2.

 #06 - Visit the 1F Theater and go on stage with the Fire Axe equipped. There
       will now be a scene where monsters kinda pour in. Look for a wall
       fixture with a suspended painting hung around it -- break that, and
       the picture will obscure the projection, letting Torque escape into a
       corner room.

 #07 - Okay, with all the projections destroyed in the basement and on 1F, it
       is time to tackle the final one upstairs. One of the cells up there'll
       have a movable crate inside, plus [Shotgun Shells]. Push this into the
       hall and to the far door, which should give Torque enough ups to get
       into the attic.

       One of the cells has a detorsofied (yes, I made that up) body, and
       killing it will be a good choice, impacting which ending is obtained.
       Killing the thing because of the annoying sounds it makes is also an
       A-OK suggestion.

 #08 - In the attic, find the corner where a wierd machine can be lowered with
       a crank; this puts it in the 1F Operations Theater. Kill all mainliners
       that appear thence, and remove the attic hatch lock by pulling the
       encaged projector out until it stops working. The Operations Theater
       on 1F opens after destroying PROJECTOR #3 in one of the corners. There
       is a bunch of [Xombium Bottles] in the attic so stock up before going.

 Okay, so the Operations Theater is unlocked, huh? Save before going in,
 although there's a checkpoint anyway. The way to finish the level is to just
 destroy all the projectors in the room. Some are in plain sight and can be
 shot, one is suspended in a cage and must be dropped, and one is on a balcony
 and is broken when its fusebox is smashed. Killjoy will resurrect any slayer
 who is defeated, so make sure to do the projectorcide fast.

 Destroying all the pages unlocks Dr. Killjoy's journal page and kills all
 slayers. At this point, press the yellow button to lower the machine, then
 once again to get 'rebirth power' temporarily. Use it on the chained monster
 and it'll jump out the window; follow it to end the level.

_______________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
12) A Lonely Place to Die                                                [WK11]
______________________ 
                    

Games You May Like...