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Atack of the fisherunwashed heathen
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AOTF |
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Can u please tell me to how pass "Atack of the fisermen" level?I cant move the huge closet of the door fast enough!
Thank u and sorry for bad english! | |
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masuunwashed heathen
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re: AOTF |
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Attack of the Fuching Fishmen
Flee! Once the axes start falling, head into the second room next to yours and bolt the door shut. Since you bolted the two doors, you can start by shoving the book case aside in the second room to reveal a doorway to the third room. Bolt the door behind you in the third room and push a book case to block the door to the main hall in the third room. This gives you the time you need to push aside the bookcase to reveal an window in the third room to escape (and pick up a box of shotgun shells, if you're fast). Note that without stealth on, you can strafe-push bookcases while facing the window or door you need to open to save time. Jump across from the first building's balcony and to the building on the other side. On the second building, head through the door, close it behind you and push the clock inside to block the door. Duck and move (stealth is not an issue for now) quickly under the windows to avoid being shot to death. Turn left at the end of the gauntlet for the next door. Head down one floor and enter the next hallway, turn the corners past the screaming half-Deep One woman to locate a window leading outside. Jump across to the other side and climb the ladder. At the top of the fire escape ladder, walk across the plank to a short landing -- quickly evade the pursuing half-Deep Ones and take a second ladder (on the left) to the rooftop of the warehouse. On the warehouse roof, follow the glass panels to a hole on the roof. Climb down the ladder carefully and before jumping to the Elder Sign save point, head along the upper catwalk to nab a medical box. If enemies see you, grab the box anyway and head for the Elder Sign save point -- they cannot follow you there. Inside the Warehouse Save the game here if you did exceptionally well (not shot, grabbed some ammo). Otherwise, consider getting killed and re-doing the escape. There are a lot of items here you can save for later, and it is a shame to waste it here. Stealth was discussed earlier when you tried to break into the First National store, but here is Call of Cthulhu's stealth system. Rapid movement, jumping, landing, weapon fire or reloading will trigger noise. Noise attracts enemies (human or otherwise). Stealth movement is done (standing) by clicking the stealth toggle. This lets you move slowly and silently while standing. If you duck in stealth mode, you can't move, but you can peek over or around objects. Ducking makes you harder to see (stealth or not stealth). Ducking and moving slowly is sometimes acceptable since if you can only move stealthily while standing (makes you easier to see). On the scope of falling and landing, ducking and falling off is quieter than standing and falling off. Lastly, jumping is only done by standing (stealthed or not). Jumping is loud and messy (unless you're stealthed) so stealth, then jump if you're trying to get on top of boxes while enemies are next to you. Head out around the boxes and watch for the enemy. The enemy moving has a flashlight. He spots you after shining his flashlight if you move out. Wait for him to move (or after he talks to his partner) with his back towards you before going for the set of boxes on the side of the warehouse. Just like in Thief, patience pays. Wait behind the boxes next to the stationary enemy and when the moving guy makes a speech again, move along (ducking non-stealthed) to the next set of boxes. Wait for the flashlight to turn off and then stand, stealth and move over to the boxes in the corner. Jump onto the boxes (stealthed), unstealth and duck. Move to the boxes on the side and exit the warehouse through the open window. If spotted, make haste to the window and duck near the warehouse wall. No other enemies are present on the roof. Head to the air vent and drop in. Save if you like. The next part involves some keen and fast thinking between moving ducking, running and moving stealthily while standing. The vision shows you a hole in the floor that is the exit for this section. You need to get to it without being killed or losing too much health. While ducking, drop from the vent and stay ducking. Drop off the boxes near the stairs and move underneath them. Avoiding enemies is key here. ^>From under the stairs, move to the boxes across. From there, move around the boxes and keep them on your left to find the hole. Drop into the hole (ducking) and go under the floorboards to the accountant's office. The next step (after saving) is to leave the warehouse of death through the open front doors. Save in the accountant's room and take the medical box. Exit the room and don't alert anyone or more enemies respawn. Follow the path down and around the boxes (ducking) stop when you see an opening and stop again when you see the hole you dropped into earlier and wait for a clear window to go past the patrolling enemy. Stop by the boxes in the corner (still ducking, non-stealth) and wait for another clear opening to the next set of boxes. You should be able to see the open doors (exit) from the boxes in the corner. To the Streets Leaving the warehouse is dangerous. You should be aware that there are enemies outside to the left and right -- the exit is to the right of the warehouse's open doors. It is the tunnel leading to a side alley. Go through the area quietly or quickly -- if spotted, you can jump onto some boxes that show up in a small alley. Jump down into the fenced off area and wait. The enemies will slowly return to normal and you can go about sneaking again. Not terribly great, but effective. Past the first fenced off area is another enemy patrolling a deadend. Locate a second tunnel to duck into and be quiet. An enemy will be patrolling past the second tunnel and stops mid-way up the alley. Hide in the entryway to the second tunnel and follow (standing stealth, so you can jump) the enemy down the alley. There are boxes and an overturned cart at the end of the alley. Stealth-jump over the cart tongue and hide behind the boxes until the enemy turns away and lets you go past him to a safe building. The screaming will alert you about where the safe building is. There's a save spot where the dead body is. Save in the building here. The next part is not about stealth, but speed. Go out the building and head right (up) the street to the parked meat truck. Quickly knock off the wheel block under the wheel, then go up the butcher shop landing and hop into the back of the truck. If you miss, reload your game. This is the only way into the sewer filtration plant. Into the Sewers After the truck crashes, head for the right lit alcove and pick up the sturdy metal bar. The obvious thing is to use the bar on the fan to escape. Face the fan's hub square on to use the bar from the inventory. Once the fan is broken, duck and wait for the opening or you get cacked just like in Cyberia (whoa - slice-o-matic!). Hehehehe. Move past that fan and you're into the next section! Heal yourself past the fan if you're shot. It should be relatively safe in the next section, in the sewers at least. Stay out of the water. Trust a veteran Mythos investigator when that's mentioned. Head into the sewer room with the curious organic matter. It is corrosive, so steer clear of the black masses as best you can. Head up the stairs and save. Starting now, you're on a timer (the simalcrum has no intention of finding out for your sake). Go into the next room and take the medical box. You find two large water pipes. The left one should have the switch vertical (on) and the right pipe should have the switch horizontal (off). Go into the next room and use the turncrank (no square-crank here, you Raccoon City bitches) and clear the drainage basin of the effluvial slime. Turn off both pipes in the room before and use the turncrank once more to open the floodgate. Exit through there. In the vertical sewer room, head up the ladders quickly and go through the door. Pick up the medical box in the next room and leave via floor trap door. This leads to the last part of the sewer (there's a save point in the next area). Explore this area for a hole to drop softly off into. Safely drop off to the save point -- the scorpions will not come near the Elder Sign. Once you're safe, you need to quickly run past all the scorpions on the floor to the next room. Jump to avoid being bitten and don't stop until you're clear of them to use antidote if you've been bitten. To escape the sewers, you need to lure the enemies near the exit away. Fast climb the ladders to the barred manholes near the street and the enemies will come running to investigate. What you wouldn't give to have a handy Colt 1911 right now ... In any case, once the enemies are lured to the farthest point from the open manhole, run back there and climb up quickly. Head down the alley way (yes, towards the enemies) and turn right into the dead end. Speed is the key to avoid detection, so fuch the stealth. Climb the fire escape ladder at the side of the building in the alley and enter the building. Safe! For now at least. Get to the next part by staying low and using the turncrank to move the box. Go down the stairs and either sneak or speed across the first floor to the now unblocked door. Head inside and continue on. Before heading out, watch for the patrolling enemy past the fence. Wait and move on down the alley to relative safety. Open the door and take the ammo. You are now in the Lawrence residence. Before speaking with Rebecca (first door on your left once inside the house with red wallpaper), head upstairs and investigate the bedroom for the Preacher's Diary (clue). Once you meet Rebecca, follow her to the church's front door and head in regardless of consequences. Once you go inside the church, you're safe again. Church Sanctuary Before Rebecca's hot preacher daughter's body was made unavailable for you to sow your seed into, she gave you a postcard and combined with the minister's diary, should help you find the secret tunnel and escape the church. The diary's answer to open the secret tunnel refer to the bellsabove the save point and to the bells' placement, not their tone. Face the altar and quickly yoink the middle, left, then right ropes in that order. Immediately climb down the ladder to reach the secret tunnel (next to the altar) before it closes. You're safe for now. Head into Pious Augustus' -- I mean Minister Lawrence's secret chamber and take the Record of Births and Deaths (clue). Investigate the random number pattern on the desk and place the postcard Rebecca gave you to get the safe combination. It is read reversed: 3-1-5-7 and start clockwise, and turning the other way when you hit each number. Get the stone cross item so you can get the hell out of Dodge. Enter the sewers (again) and explore the tunnels for a medical box. The save point near the ladder can help you recover sanity. Your character needs to be calm for the next section, so calm the fuch down. Climb the ladder and turn left. The closest set of double doors is your exit. It is the bank. once you enter it, be quick and climb the fallen timber in the in middle of the first floor's large room to go over into the cashiers' area. This places you safely out of sight from enemies below, at least until the timbers start cracking. There is a save point in the bank's main vault. Use it if you like (it's a good idea). Head upstairs and use care not to fall off the holes in the floor. The burning areas of floor are damaging and dangerous. Stay away from them. Escape the Bank On the second floor, duck move over the planks and stay still if your character gets woozy (it's not smoke, but sanity loss). Jump over the ledge pillar to the caged area and locate a fallen beam to beam-walk to the corner where the exit is. One fall will kill you though alerting enemies will not be much of a problem -- they are too far down below to get in an accurate shot. In any case, once you locate the exit at the highest point of the bank lobby, you're safe for a little while. To stay quiet, simply stealth-jump but duck-move. You should be undiscovered until you're right near the exit. Once past the beam walking bullshit, jump over to the broken flight of stairs (one-way) and take flight to the next area. The Water Tower The next area is the final challenge. The exit is one level below you and you need to cross through the water tower in the center twice while avoiding detection from the pissed off half-Deep Ones on the ground. Falling to the ground is death. Head down the fire escape ladder by one level and fast-jump across to the ladder on the water tower. Climb it to the top and move around on the top to the next available landing. Follow the hallway down and duck-move back outside. The next destination is the rooftop with the two dormer windows. Head inside from the external landing for a medical box and the way forward. Head up the busted window shutter to the balcony outside. The next obstacle is the final run past the water tower (second time) to the other side. There's an open doorway across from where you came out. Run across the water tower's mid-section and enter the hallway. Take the ammo and meet up with Mackey. The exit to the next chapter is through the window. | |
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