Introduction This guide was written for the PS2 version so don't try using it for the X360. If you have the Wii version it's ok. This is my first faq so don't be hard on me. Also english isn't my root language so sometimes something may be shitty. Why to write a guide for a game this bad. A defiance, higher cause. No. I just know that some portions of the game can be a problem. And I thought that some help may be needed. I hope thou shalt find this guide useful. If you have any questions mail me at beavisbathol@gmail.com Contents: Basic info: [1] Blind mode [2] Healing [3] Melee [4] Fire-arms and throwing weapons [5] Combine [6] Driving [7] Climbing [8] Enemies Guide: Episode 1: The Nightmare Begins (1.1) Wake Up (1.2) Vertigo (1.3) Fire Escape (1.4) Collapsing World Episode 2: Close Encounters (2.1) Don't Look Down (2.2) Off The Beaten Path (2.3) Lifeless Reception (2.4) Car Park Nightmare Episode 3: Dark Central Park (3.1) Flat Out on 59th Street (3.2) Life Line (3.3) Blood Thirsty Rampage (3.4) Skyride Assault Episode 4: Sewage Refuge (4.1) Deadly Underground (4.2) Draft to Survival (4.3) Flaming Desire Episode 5: Unexpected Expeditions (5.1) Blood Sucking Chase (5.2) Monstrous Hitchhike (5.3) Mind the Gap Episode 6: The Manic Museum (6.1) Playground Peril (6.2) Egyptian Art...Or Disaster (6.3) Terror Exhibition (6.4) No Forkin' Brakes Episode 7: Seeking Room 943 (7.1) The Maze of Antiquites (7.2) A Mediaeval Execution (7.3) Deeper Underground (7.4) Darkness in Room 943 Episode 8: Location is Key (8.1) Air Crash Survival (8.2) Dead End Track (8.3) The Belvedere...Free Entry (8.4) Astronomical Revelation Episode 9: Concealed by the Park (9.1) Alchemists on our Tail! (9.2) Beat Around The Bush (9.3) Come to Light Episode 10: The Light Carrier (10.1) Light Initiation (10.2) Light Progression (10.3) Light Confirmation (10.4) Revelation BASIC INFO: [1] Blind mode By holding R3 you'll go into blind mode. The screen will go heavy grayscale. You can still see your enemies, but the real thing is that you can see hidden things like barriers, points of interest or enemies' weak points. [2] Healing Available after you find a basic treatment kit in the chapter Life Line (Episode 2). Enter this mode by pressing down on the D-PAD. Using the left analog stick you can „aim” at your wounds. Press L1 and you will disinfect it. Then press R1 to use a bandage to stop the bleeding. By doing so you will regaing some health and stop loosing blood. However, it will only treat your wounds not cure them. This can be done only by finding first aid kits. [3] Melee You can find various melee weapons like: extinguishers, bins, pipes or even an ax. They are all close range instruments of death. They do serious damage if best used. To lock on a foe try L1 (hold). Using the right analog stick you will do different attacks. Down will produce a smash attack – powerful, but slow. Swing left and right will emerge a horizontal set of attacks. Less force, but better speed. And if you swing the right stick fast you will do continous flurries therefore dealing massive damage. Also the bin and extinguisher can do a ram attack if you press up. Good for taking doors down. And you cannot take more than one weapon and you cannot use heavier weapons if low on strength. [4] Fire-arms and throwing weapons The only gun in the game is a 45 caliber pistol. Once you equip it hold L1. You will go into FPP mode. Press R1 to fire. Remember that you can't carry a mass amount of clips. To change clip press L3. The amount of bullets left will be shown. Now hit X to change the clip. Yes change not reload.Also you will auto magazine change if your weapon is dry. There are two throwing weapons. The first is the Molotov's Cocktail. It can be found in the museum. Throw it and your foes will be on fire. A close effect to fighting with a lit chair, but more powerful. The second is an alcohol bottle. By itself it's powerless, but if you shoot it in mid-air it will explode dealing mortal damage plus setting certain things on fire. [5] Combine In the X360 version you can combine a lot of things. In the PS2 version there is only one combo – Healing Spray + Lighter. Equip both and press L1+R1 to deal major damage to foes. It's like a flamethrower, but with lesser range. Remember that using the health spray depletes its storage. Luckily a small amout of it can kill regular enemies. [6] Driving You will have to drive about 4 times in the game. To steer the car use the left analog stick. To accelerate hold R1. To brake and reverse hold L1. The driving model is bad. The are almost no real physics so don't expect a standalone car to be moved even if you go 80 mph. [7] Climbing A vital piece of the game. To jump up press square. Do the same to climb up. The release grip press triangle. While on a cord or rope use the left analog stick to move. By pressing square you do a jump and triangle releases the grip. To succesfully perform a rope jump you must gain acceleration. Go left and right and when enough acceleration is gained (you will have to judge) press triangle to release. [8] Enemies Humanz – the most common foe in the game. The zombie-like creatures. They aren't tough, but when attacked by a group it can be a pain. The best way is to shoot the in the head. Melee weapons work good too, but you will have to swing multiple times. You can always set them on fire, but I think it's a waste of items. Batz – you will only find these in the park. They attack in groups so it's mostly impossible to kill them. Run for your life. Ratz – found once in the museum and in the underground. It is best to avoid them 'cause it's hard to kill them all. Killing the little ones won't change much. Attack the big one. Use a shovel, pipe, pistol or anything you can find. Fire works great. Bearded guy – the quick way is to use your mini flamethrower. The standard way is to close your eyes and shoot the bright point. Later when you meet more than one of these i suggest the fire thing. Hichhiker – the same thing like with the bearded guy, but his stronger and can conjure his friend fissure. Use a molotov or flamethrower. Fissure – the underground wrestler. You can't kill him. Only evade. Big mama – two things work here: pistol and explosive bottles. If you shoot her try the belly. An remember blood packs do not affect her. Black water – impossible to hurt. Better avoid contect or your dead in no time. GUIDE: Episode 1: The Nightmare Begins (1.1) Wake Up Once you gain control of your character start going like the guy says you to do. If the screen turns awfully white press R3 to blink. After you are left alone go to the next room that you see. Then just follow the corridor. (1.2) Vertigo Go down the stairs. Wait for the elevator to come and jump on it. After the cutscene go along the ledge and climb the ladder. To the right is a fire hose. Use it and grab onto it. Go down. Watch out for the fans. As soon as you see some shit falling from above hold left on the analog stick and wait 'til it's all gone. Continue to go down. If you see a red door jump to their entrance. (1.3) Fire Escape Go right. You'll encounter a woman named Anna. Once she's done talking head for the next room. Grab the extinguisher and put out the fire. In the next room you will have to knock the door down using the fire fighter tool. Your next objective is to purge the corridor from flames. You know what to do. Further you go the floor will collapse – jump then go left and right. (1.4) Collapsing World Run a while in the room. You'll notice that the whole building is collapsing. Once everything stops head for the black door. If you start falling into oblivion that means it's OK. Episode 2: Close Encounters (2.1) Don't Look Down You find yourself on a balcony. Grab the cord and start climbing. If you see the platform to the left swing to it. Go across the ledge. Once you fall shimmy right and pull up. Jump up and shimmy to the left. Now some more shit will fall from the top so dodge everything. Actually I never got hit by any rust so this may be a script situation. Continue left to another safe place. Another cord. Swing left. When on feet grab the ledge above and start going left and don't you stop! Once on another balcony head for the opening. Go left and grab the ledge of the platform above. Climb and go left to another opening. Here will be a cord. Grab it and start going up. See what happens. Try it three times. Now you can swing to the balcony on the right because the cord is long enough. Go inside. (2.2) Off the Beaten Path Destroy the door. Go through. The floor collapses again. Move the table to the opposite side. Get on it and jump up. Go forward. A man will yell about the incomplete floor. Grab a chair and light it (use the fire nearby) or use your lighter. Now go into the dark. Now you can see the missing parts of the floor. Go to where the man was standing. In the next room there will be another jump over the pit, but watch out for the somewhat pendulum. Go down one level and grab the extinguisher. Jam the elevator door and go inside. (2.3) Lifeless Reception Piggybag Sarah and jump up into hatch. Follow Sarah. You'll find a flashlight. Go to the second elevator. Now you'll be in front of the reception. What a massacre. With the chair in the hand beat the shit out of your foes. In the room to the right you'll find a handgun. When exiting the room a pair of Humanz will attack you. Near Sarah you'll find a keypad. To find the right code you must press the keys that have the most blood on them. Then less and less. Well if you still can't figure it out try typing 492. Go down the stairs. (2.4) Car Park Nightmare Head for the other exit. Turn left. Do not fight your opponents. There are too many for your ammo capacity. There will be a door if you follow the wall. Take it. Down the stairs we go. Enter the fissure. Try holding left and pressing X. If you grab a pole or something go to the left side of the level. Try jumping. You may avoid another underground attack. There is a car which you can enter. There will be some ammo in the glove compartment. Exit the car. The other way that is. To the right is an open door. Go there. Snatch the extinguisher. Return to the car. There is another near your position. But it is on fire. Put it out. Resort to the previous room. Go left. Take the long way. At the end will be flames. Take them out. Some of them will remain. That's OK. Holster and return to the car that was on fire. Go straight. You will find a standalone car (follow the right wall). Enter it. A clip can be found in the compartment and a key in the sun visor. Press O to enter TPP mode. Remember the burning car (some time ago)? Drive to it. Close your eyes. See the exposed barrier? The dark yellow colour. Ram it with your car. I am not joking. Now take the long way where the extinguisherproof flames are. After the cutscene. There is another barrier to see now. Ram it as before. In the parking go left then turn right. Almost at the end of the line will be another barrier (to the left). Smash it. Episode 3: Dark Central Park (3.1) Flat Out on 59th Street Your goal is to get to the park. This involves insane evasion. Not because of the obstacles, but the driving model. I encourage you to stay on the left side. You will see more once in TPP mode. After this to the left will be a turn. Watch out for the static car and then dynamic one that will come your way. After them you will see that there is no road. Start turning left to the upper ground. Eventually a cutscene will play showing a jump. (3.2) Life Line You're bleeding pretty bad. You need to find a restroom. Go down. Avoid fighting. In your shape it's suicide. Now look for a little hill. Go up it. Run Forest run. In the far away you'll see the restroom. Once inside grab the ammo near the corpse. Equip your handgun. Aim for the other door's padlock. Bust it. Quickly go inside. Take the spray. Another cutscene. Now it's treatment time. So do something about your wounds. You can't treat all of them so don't think the situation is under control. Go out and grab the bin. Crumble the wall. Go out. To the left will be a cord. Jump and grab it. Swing right to the next one. Now you must jump again, but you can't make any progress. Just press square. If the cord gains length good. If not repeat the jump. Climp up. And to the right. (3.3) Blood Thirsty Rampage A massive amount of Batz will attack you constantly so run as the camera shows. It's not hard just keep going. You will bypass a bus. Go for the house. Sadly the owner will close the door. Head for the second. You are safe. Here you can find a clip and medkit (finally). The Batz are gone so go out and go behind the house. You'll see a car. (3.4) Skyride Assault Push the car and enter it. Soon something will grab the vehicle. Shoot the tentacles. Do it fast 'cause if not it's a quick death. Once you are again on the ground open the glove compartment (ammo). Follow the road. To the right you'll see a worker. Go to him. Take the ladder down. Episode 4: Sewage Refuge (4.1) Deadly Underground Go the only possible way. Turn left on the cross. There will be a small room with a clip and an opened hatch. Go down. This is a maze. It's hard to navigate. You must find another hatch. I'll say only this – more enemies = good path. If the Humanz get to close shoot'em. There's no point in loosing health now. (4.2) Draft to Survival This is bad. It's dark. The flashlight isn't working. The only light now is your lighter. Go all the way forward. Turn right. Follow the wall. Then go left twice. Go to the light. To the right will be a somewhat cell. Take the ladder. On the ground will be a clip. Now move forward and down. Here you'll encounter a hard enemy. Equip the gun. Close you eyes. See the little light on the enemy? Aim at it. After about 4 critical shots he will go down. Shoot the last critical point and his really dead. If you try to blow shots at random you'll get nowhere. On the left side of the room is a small cell. Grab the ladder there (square). You won't be able to grab it unless you kill the tough guy. Climb the ladder. In this room you'll find a medkit (left) and an ax (right). Use it to bust the padlock. Familiar? Go right to where the electricity cord is. Cut it with your chopper. Dump it. Go forward all the way. You can get some ammo and first aid in another cell. If you follow the right wall you'll find it. The only problem here is opening the door. Shoot the green light. At the end of the sewers is a ladder. (4.3) Flaming Desire Head for the building. Take the bin and knock the door down. Take the gas (blue). There is a little fire here (cooker). Use the gas to create a flamethrower. Now create a small arson (left wall with windows). Ignore the Batz. Just keep burning. Once a part of the wall crumbles jump out of the building. Run forward to the gate. 911 has arrived. Episode 5: Unexpected Expeditions (5.1) Blood Sucking Chase Your main goal now is to keep the Batz away from the ambulance. You can either shoot them, thrown a bloodpack (to the right) or try throwing an alcohol bottle (above bloodpacks) and blast it in mid-air. Nice explosion. Soon the big mama will come. Don't waste bullets. Try the bottle thing. More Batz will come. The explosion maker is the best strategy here. After a while the big one will fly up. (5.2) Monstrous Hitchhike Turn around. Go up the roof. You don't have any bottles around so only your handgun counts. Shoot her in the belly. Watch out for a hitchhiker. A bullet will make him fall off. If you need extra ammo the paramedic will give some to you (look down and X). (5.3) Mind the Gap Go forward. The road will fall. Turn around and run. Here you will find a truck. Shoot the red part at it's rear. Push the car. Not working? Then go just like the road is. Here will be another car. Enter it. Open the panel. Now you must do the old wire trick. You change wires by pressing up and down on the analog sticks. Now press right (left stick) and left (right stick). This will make the wires closer. If they are close enough hit R1 to start the car (the button will be shown). As I later discovered the wire color combination is random so the combination may vary. Nice. Noticed that a bunch of Humanz just appeared. You can ram them, but your real goal is the do the jump. Remember the big truck? You must drive there and use it's platform as a kicker. Remember that with little to almost naugh acceleration it's impossible to make the jump. Episode 6: The Manic Museum (6.1) Playground Peril Enter the playground that's near your starting position. The fissure will attack so the jump strategy will come in handy. Make your way right to a little round place. You're safe here. Now look for a square icon. You must jump to that hook. After the short cutscene go up. Press the button on the yellow panel. The elevator will come. In it is another switch. Use it. After the elevator stops go into the opening. If you go near there door (which you must) a beardy buy will attack. Same thing like in the sewers only there's less room. There is a bin here which can be used as a weapon. If the tall guy grabs you try left/right on the right analog stick. This will cut his face nicelly. In the room to the right is a medkit. All you need to do is bash the door. (6.2) Egyption Art...Or Disaster Protect Sarah. Deal with the Humanz with a melee weapon (bin, chair). In the room to the right is a clip and some chairs. Take one. Now you must light it. Go to where Sarah is and burn the planks. Now jump over them. It's a good idea to run deeper and snatch the spear next to a column. It's a good weapon. After the brawl go to the elevator. To the right is a switch. Inside the lift is another. Press it, but don't forget to take the clip on the floor. (6.3) Terror Exhibition The hitchhiker is back. This time with his friend fissure. You can shoot his critical points. Slam him with a pipe (to the left), use the alcohol bottles (upper right) or burn him with a homemade flamethrower (my choice). Burn the tentacles covering the ladder and climb it. Another beardy guy. The flamethrower is again the best and quickest way. More tentacles to burn if you follow the corridor. Take the stairs down and follow the corridor. To the left will be a room with some stuff (medkit, ammo, 3 Molotov's Cocktails). After taking everything go the opposite way. In this big room there's a door. It's locked. The only way to open it is to enter the right code on the keypad next to it. Go to the upper right portion of the room. There will be a painting (number 23). Close your eyes and the code will appear (you will encouter another hitchhiker here – use the new flaming bottle). Enter the code (6288) and follow the new corridor. In the room touch the palm scanner. After the cutscene take the opened path. There will be a button just ahead. Inside the elevator is another. (6.4) No Forkin' Brakes Nice floor. Well the three boxes block your way. So get into the fork-lift truck that's in this room. Hold down (D-PAD) so the fork will lower. Grab the box. Hold up. Now reverse (L1). Lower the fork and leave the box. Go between the two left boxes. Ride through the fire. Follow the right wall to evade death now to the left. Now comes the hardest part. Driving almost blind. Watch out for crates and stuff. Once it get's too dark exit the truck (or you can drive the rest of the way). Turn on your flashlight and go as you can. But watch for the holes in the ground (FPP may come in handy). In the next big room follow the right wall and go down. There's a clip on the boxes. Take the ladder. Run forward. Now don't fight the pack of enemies unless you wan't to (there's a pipe and a shovel here). Press the button next the the big door. Once it opens enter the elevator. Here is another button. Episode 7: Seeking Room 943 (7.1) The Maze of Antiquites Take the sledgehammer that is to your left. Enter the room to the right. A pack of Humanz will attack you, but with the hammer there not much of a challenge. Holster and take the extinguisher in this room. Go to the next chamber. You're caged. Put out the fire. Press the button next to the entrance. Now you must cross to the next room avoiding laser detectors. If you use the extinguisher you'll see the lasers. If you trigger the alarm again use the switch next to the entrance. The same thing with the second room. Remember that these lasers are a little tricky. They are random. (7.2) A Medieval Execution Too much orange I'll say. Jump over the pitfall. Go through a triad of rooms. In the big room you'll be attacked by the hitchhiker and some Humanz. The best way to deal with this commotion is to burn the claw guy. Try a Molotov or flamethrower. Once all foes are dead a cutscence will play. Deeper in the room is a statue with an ax in the hands. Take it. To past the palm pad bars you'll need the palm of the guard. Yes chop it off! Take it and return to the palm pad. If you need health the second locked room has two medkits. Once prepared use the corridor to advance. (7.3) Deeper underground You'll find yourself in a room with no doors. You have two options. Shoot the padlock on the hatch or go up using another, grab the pipe and slam the lock. Now get on the rope. Go down. Don't go all the way down. Once above the door use jump to bash it. The way is obvious. The cutscene will show you a black matter. You can only cross if it's away from you. If not you're doomed once you touch it. To see more use the flashlight. (7.4) Darkness in Room 943 More shadow matter. Go right. You'll find a panel. Here you must make the lights blink. Try moving left or right on the left analog stick. If the top bars turn green hit X. Now go down the ladder. Another panel to screw with. Run with Sarah to the last panel. Holy shit it's not working. Look down and the option „Open Panel” will appear. Try turning the cables so that some sparks will show. Hold this position for about 4 seconds. Now the power is back. If you do the panel thing follow Sarah to a door. It's locked, but shoot the lock and you're free to go in. You are in room 943. The old man left a little riddle here. Close your eyes. Try pressing X next to these points of interest that you'll see. It will take some time before Carnby and Sarah put everything together. It's only a matter of time. Now you'll see your dead friend. After the chat go to the right side of the room. Here is a brick to push. Then the mechanism to the right. The next chamber will be revealed. Take the paper here. Turn around and go to the door with the odd symbol. If it's not open try using your flashlight. If it's open take the ladder up. Episode 8: Location is Key (8.1) Air Crash Survival Take the rope to the right. Go up. If something falls try avoiding it (holding right or left). Climb up until the helicopter falls. Now you must jump to the cablecar on your left. Remember to gain good acceleration. Once hanging climb up. Now a cutscence will play. Climb the rope. Find the opening. The amount of enemies and quality is deadly. Don't even try to kill them. Go left. Up the stairs. Take the corridor (medkit). Run. Don't try fighting. (8.2) Dead End Track Run as the wind into the cablecar. Go forward. There is an opening in the roof. Climb up. Go down on the tracks. Go to the platform on the left. Now onto the new track and into the cablecar. There is another opening in the roof. Once up on the roof jump down. Don't take the stairs. Shoot the thing linking the cablecars. Now take the little stairs. To start the engine press up on the left stick. Don't be surprised to see Carnby crashing the tram. Go outside and to the right. Here is a cord. It's a little hard to see it if you're using a LCD. Take it up. (8.3) The Belvedere...Free Entry Head for the Belvedere. Take the stairs. You'll see Peter up on the roof. To get there you must head for the opening. Unlucky for us it's guarded by another black matter. Walk the right side until there will be no way to go. Jump forward. Don't stop once on the black matter. Inside take the stairs. Grab the extinguisher and put out the fire. Go up and bash the door. (8.4) Astronomical Revelation Use the scope to the left. Point at the X. After the cutscene turn around. There is a rope here go down using it.You'll need to press triangle to release. I know there's no ground to see, but trust me. Episode 9: Concealed by the Park (9.1) Alchemists on our Tail! Enter the car on your left. You must do the wire trick again, but this time you need to do it fast. Time for some driving. The rain makes poor visibility, but the road is wide enough and not too difficult. You don't need to drive like there's no tomorrow. Drive safe, but not too slow. Before you enter the third tunnel watch out for the car on the right. The next turn is right (it's easy to go forward). Later there will be a falling tree. Don't get smashed. After it falls you're safe, but you still need to drive to the park. The road is long, but not hard. Just do not speed too much and watch the road. That's all. (9.2) Beat Around The Bush Follow the lights on the right. Move forward until you'll see a fallen tree on the left (use the flashlight if you can't see it). Turn right and go. After a while you'll encounter some stairs. Take them and into the building. (9.3) Come to Light The message on the wall said „Extend the path of light”. To do so you must equip the flashlight, point it at the light source in this room. See what happens? And as the path in the wall goes point your flashlight you must. Episode 10: The Light Carrier (10.1) Light Initiation Go forward as the path enables you. Now onto the moving platform. After it stops advance. Here is the first riddle. You have to use the column to break the beam. A door will open. The next part is constant going down. Jumping from platform to platform. In the next chamber is another light riddle. Move the column as before, but break the light on the left side. Press triangle to ungrab the column and run for the platform in front of the entrance to this room. Now the platform will go up. Go forward. To the right is a way down. There will be a rope. Grab it and go down, release and shimmy left, release grip. Continue down. On the second rope gain acceleration and jump right. (10.2) Light Progression This next puzzle is nice. The basic idea is to extend the path of light (on the right). Grab the stone object and start breaking the light between the small poles. There's just a small problem here. The path you are walking on is guarded by spikes. But if you „hit” the light when the spikes are in the floor they won't come out. Keep this in mind when revolving the room. Once the light reaches the other end of the room the door will open. Forward. The next riddle might be a little tricky. Take the object and stand on the brown platform. You'll start moving. To avoid the blades hit X and you'll stop. Press X again to move again. When the blades come? You can hear then or when you see a vertical hole in the wall. Once on the other side move forward (stone bridge, round path, another stone bridge). (10.3) Light Confirmation Move the pillar to the second switch (on the floor). The pillar will start to burn. Break the light with it. Leave it and stand on the platform in front of the entrance. Wait for the pillar to turn into ash. The platform will go up. There's only one way so you can't get lost. Go down to the right. You'll find a rope. Go down, another rope. Next room is a massacre. Why? Try to find the floor. And the other side is far away. What to do? Close your eyes. Now you'll see the right path. Once you go through the first beam of light the roof will start to lower. Run to the next beam to stop it. Your next stop should be on the other side. The last thing to do is to use the stone bridge. (10.4) Revelation Caged again. Equip the flashlight and find a symbol that looks as a three. There are two to light. After this operation climb the platform that's in the center. Get your hands on the statue and turn it so the light will illuminate the second door. In the next chamber grab the stone and smash the wall nearby. While the cutscene plays you'll be given a choice to shoot Sarah or do nothing. The choice will affect the ending. ----------COPYRIGHT---------- This guide is for reading only. Any form of reproduction is forbidden. If you'd like to put my faq on your website contact me via email.