Sunday, January 30, 2011

Prince of Persia: The forgotten sands

I can only choose normal or easy. Normal it is.

A cut scene shows the prince enter a portal and arrive in a palace floating in the sky.
He walks up to a bowl of water on a pedestal. A woman scolds him.
He tells her of his history and begs to be  allowed knowledge of a secret.
As he does we see a flashback, possibly of a kingdom under attack.
The prince arrives and clambers around some breaking buildings for the cinematic's of it.
He feels that the welcome isn't what he was expecting.

we get control of the Prince in a third person view.

Right and left sticks for movement and camera.
A is jump.
X is basic sword attack, hold it for power attack.
Right trigger is wall interaction.
Left trigger pauses the water
Left bumper uses the repair scenery power
Right bumper rewinds time
Y is push a guard
B is drop from ledge or dodge when fighting
Dpad triggers powers depending on the direction pressed.

Mission 1 Tutorial
we get a tutorial section where we run around and jump some gaps.
The battle is raging all around in the distance.
We are shown that running at a wall and holding the trigger wall runs or clambers up the wall.
I am dying often here, the controls seem very particular. Not very intuitive at all.
Eventually I manage to learn that jumping isn't a good plan most of the time.
I have a bunch of guards to fight then we get to the clambering on the ledges section.
We have a few more clamber rooms to negotiate
Then we are shown that we can slide down big banners by sticking our sword in and ripping down them.
Bad checkpointing already.
We come to a dias and stepping on it's centre opens a door.
Hitting vases releases red orbs. Which I think are health.
These door controls have timers.
There are smaller wooden beams that can be walked along on top of areas.
We can grab onto prominent bricks and scale walls this way too.
seems like the tutorial is over. We see the Prince's brother in the distance fighting and being forced to retreat.
Eventually after much clambering we reach Malik.
He asks that we open a gate for him.

Mission 2
We have two timed switches to press and then another to open the gate.
There is no way down and we talk to Malik and tell him that we will meet him and he should go on.
We clamber arounda bit more and find that there are now columns we can climb up and shimmy around.
There a poles to swing from and we can jump from wall to wall in small spaces.
We eventually get to a vault.
Malik wants to use the magical power of Solomon's army to prevent the invaders from winning.
The choices are poor. If they don't  use it the power will fall into the hands of the enemy.
Malik triggers the army spell.
Warriors rise from the very sand and kill Malik's men. turning them to sand.
We have to escape the devastation.
As we do we see a portal and end up catching up with the beginning of the game

Mission 3
The girl is a Djinn, she tells us that the army was formed from the sand, and the more sand it touches then the bigger the army grows.
The army wasn't owned by Solomon it was sent to kill him.
The Djinn sealed it away.
The Prince needs to complete a seal to send the army back into it's prison.
The prince is given powers by the Djinn.
We now have the ability to rewind time for a certain duration.
This is metered and we have only around ten seconds of leeway.
Basically if you make a mistake you can take it back to a certain extent.
I come to the stables and the sand skeletons start to attack.
As I am fighting them gold orbs come from them. These give us xp which counts towards upgrades.
The upgrade screen is  found by pressing back and there is a large skill tree.
I buy an increase to the health bar.
Now we have a long clamber puzzle. The Uncharted style of telling you where to go by camera hints is used and it takes the frustration away but also a lot of the discovery and puzzling.
We now have swinging traps of logs and spikes to dodge under.
Now guillotine style swinging pendulums.
We have a room with a slightly harder puzzle, the camera is no help this time.
I buy trail of flame here after fighting enough skeletons to get an xp token.
The trail of flame uses energy and is activated by pressing right on the dpad.
I find some normal soldiers who have been turned to stone, the Prince seems to think they will be ok and returned to normal after the seals are put back in place.
I am shown the location of a hidden sarcophagus, which kind of renders the hidden bit meaningless. Still I suppose they have to tell you about them or you won't know you are looking for them.
I meet Malik across a balcony and we have a chat. He thinks the seal pieces are keeping them from being turned to stone. He tells the prince that they should meet face to face rather than have the Prince toss him the seal piece.

Mission 4
The works
The works are supposed to be the gears that work the castle trap systems.
Basically giant moving platform sections.
Then a puzzle room with a large pedastal that turns in the middle which we need to raise up and then negotiate a timed switch at the top.
I come to another puzzle room with rotating cogs and a pedastal to raise. After fighting some more enemies I get an upgrade and choose stone armour.

Mission 5
The Fortress courtyard
A large devil like creature appears and summons another minotaur like creature. We then get to fight a larger horde of new bigger and better skeleton creatures.
I buy energy slot 5, which gives me a new energy slot for powering my upgrade weapons.
We have a large room with an awful lot of platform clambering. Timed blades in the walls now have two sets to make things interesting.
I buy the whirlwind power.
The minotaur boss can be seen rampaging around knocking down the scenery.
I clamber a bit more and come face to face with it.
The fight is fairly easy, with no real hard work at all. The boss runs around and charges at you. when it does it knocks itself out for a few seconds and you can hit it with impunity. There are some normal skeletons around but the boss's charges take care of them for you.
Now we are moving around a large courtyard.
Rolling logs with spikes and spiked that come out of foor plates.
We come to a gear puzzle. Floor switches and levers move gears and cogs around and we have to free the mechanism and move cogs around to get to where we need to go.

Mission 6
The Fortress gates
We need to shut the gate to keep the sand army out of the fortress.
More busywork then really. Malik will slope for a coffee and a cake while we do all the hard work as usual.
We have to use three levers to move a cog all the way to the other side. Which means you move one lever, make the cog turn then go back and move the lever to move the gears around a little, then rinse and repeat. Soon the cog is in place and the gears are unlocking the gate.
Malik turns back up and tells the Prince that he can feel himself getting stronger with every enemy he kills. The Prince seems to think this is a bad thing. Though he himself is getting xp and new powers as he does so as well. That isn't really making sense, though I presume Malik will get drunk with new found power and go nuts and become the end of game boss. Let's see if i am wrong?
I get the gates closed and then we are attacked by more enemies. In cut scene the Prince goes to the aid of Malik and jumps on a crate held up by two chains.
The chain breaks and the Prince  swings about in the chaos. We see two huge bosses arrive.
Now we have a similar fight as the first boss fight, only two at a time.
Skeletons and bosses, yet this seems easier than the first.
Malik wants to go and kill all the enemies and gain their power. The Prince begs him to wait there. reminds Malik that the power he is gaining is gained because his people have been turned to stone. Malik is relucant. The prince tells him to throw down his amulet. Malik asks the Prince to give him his. The Prince hesitates and Malik sneers telling the Prince that he knew that he was seeking the power as much as he was.
I can now buy ice blast.

Mission 7 the Prison
I find a portal. The Djinn tells us that we have waited too long and that Malik is being affected by the evil power. The Prince has been protected by the Djin Powers.
She tells us that we will need to seize the amulet from Malik if he won't give it up willingly.
She gives us the power over water.
Back through the portal we go.

Mission 8 The sewer
Here we add water spouts that go on an off intermittantly. Running on waterfall walls.
There are new spawn enemies that raise more skeletons to replace the ones you kill. Only way to progress is to target them first and quickly.
I find a sarcophagus here.

Mission 9 The Oasis
A nice palace with water channels on the floor.
A long fight with monsters and three spawners which are hard to get at amongst the throng.
After a few puzzle rooms we come face to face with Malik who sees the Prince using the water freezing. He is now convinced that the Prince wants the army for himself and isn't going to give up his half of the seal for anything.
Malik banishes the Prince and tells him that if he sees him in his kingdom again he will kill him himself.
This oasis main room is a large clamber area.

Mission 10 The royal chamber
Here we have some nice water puzzles.
The out onto a balcony and the devil guy turns up again.
He talks in an unknown language to the Prince and appears to think that he is King Solomon.
This obviously does not endear him to the Prince as he starts chucking firebolts at him.
We have to run around in an obviously scripted but nice chase sequence dodging the bolts and making our way through the ruin of the architecture that the devil is creating as he goes along.
I manage to avoid him and enter a room where he appears to lose us.
Here we have a fight and there is a sarcophagus.
Some puzzles here with the water where the frozen watter gets in your way and you have to let go of the button to freeze it and quickly press it again to freeze it for the next handhold.
Firebolt guy is back for more charging around recklessly.
Another puzzle room or two with more fighting of monsters in between.
Another sequence of devil chase then it runs off. The Prince believes that it was after the seal and if it can't grab his easily is now off to see if it can get Malik's half.

Mission 11 The Observatory
I come to a large structure, which is like a moving map of the solar system.
I find cranks that move it around and make a platform accessible.
You progess around the walls of the room moving the cogs and platforms around to get to where you want to go. Many levers and pulleys must be manipulated.
Eventually the whole thing starts working and spinning around.
You must then make use of the water stopping power to freeze the machine and use it to get to the top of the room.
We have a few more clamber and timing rooms. Then a new boss creature, same as the other before it, just bigger and needs power attacks to hurt it.

Mission 12 The Throne room.
I come into the throne room and find Malik going toe to toe with the devil.
We have to clamber to get to him and as we do he is knocked flying out of the room by the devil.
We then have to fight it.
It's a poor boss fight from ten years ago and we basically have to dodge it and bash it until prompted to do an aerial attack when it is downed.
This makes it lose it's sword and it then runs away and shoots fireballs at us.
I then have to go to it's position while it bombards us.
reapeating cut scenes after a death is a sin.
I get back to the devil and have to fight it plus a load of skeletons.
When I kill it Malik arrives back in cut scene and helps deliver the final blow.
as the devil dies the energy from it goes into Malik and then he flies of breaking down the door on the way out.
I leave the room and find a portal to the Djinn.
She tells us that Ratash has taken over Malik and we must kill him.
I get a new power  which appears to be a teleport to enemy type power.

Twice now this game has crashed the xbox.

Mission 13 The terrace
Some fighting and clambering in much smaller groupings than usual.
Then up a tower and a fight with two large creatures in a small space inside the top of it.
We then make our way down the inside of another tower. There are sliding plates on the tower that must be negotiated using timed switches.
Now a new enemy, a flying creature that shoots firebolts.

Mission 14 The rooftop gardens.
As we enter this area which is quite aesthetically pleasing a sandstorm is noted to be coming from outside the palace.
We get a lot of practice using the fly to enemy attack to get to where we want to go here.
In the distance in cut scene we see Malik fighting and using the firebot attack. Looks like he is getting far along in the change to Ratash process.
We then have a convoluted timing and jumping process to get through the this complicated area.

Mission 15 : The aqueducts
We see Malik again in the distance.
Then there is some really long flow control jumps to negotiate.
We catch Malik in cut scene and see him kill some more enemies. He gains power and seems to undergo a change. He puts on a golden face mask and stomps off without a word.
We now have vultures made of sand to contend with, though they seem to be a crib from God of war III and are used to get across gaps, jumping from one to the other.
We meet Malik again in an arena like area and watch as he kills enough to finally transorm into a likeness of Ratash, complete with horns.
Now we are chaining the bird and other jumps together for long journeys. There are also moving carts her transporting water which we must jump on and the lanterns are back.

Mission 16 Solomon's tomb
We get to a large plateu of rock and see some palace guards who are still alive.
Malik jumps out nowhere and turns them to stone.
We then get into a boss battle with him. He has similar moves to Ratash from earlier. Though he has a large area attack which is fairly easy to dodge as it's well signposted for you to get into the handily provided cover.
After you get his health halfway down the floor gives way and you end up further down the building.
You then spiral back up around it fighting skeletons and using the birds and poles.
at the top we fight Malik/Ratash again and as we seem to wear his health down he does the area attack and the whole place comes down around the Prince.
We see him get up and tell us that this must be the entrance to the Djinn city.

Mission 17
I enter the heavily trapped Djinn city entrance and come to a large cylinder. There is a puzzle here, but before I can tackle it new enemies arrive. They appear to be flying scarab beetles that attack en masse.
Entrance to Djinn City
I work out that the statues here can be rotated, you have to use the water that is flowing down past them to block the rotation so that the increasing amount of segments of the statues get blocked or allowed to move. When you line up the statue to it’s original configuration the next part of the sequence is triggered. You have some clambering between each segment and then the entire floor of the arena turns to stairs going down. This is a fast ride down the slippery floored steps as they collapse.
We then get some really annoying traps.

A portal to the djinn appears and I go through. She tells us the city is very old and we will have to be careful. She gives us her memory of the city which will aid us.
After some reinforcing that we will have to kill Malik/Ratash I head back through the portal.
Immediately an example is given of this new power. Places that have collapsed are depicted in a ghostly form. Pressing Right bumper uses the power and toggles them in and out of existence. Only one can be conjured at once, sometimes you need to jump from the intransient place you are standing on to the next pressing the button to change them in between.

Mission 18 Ruins of Rekem
The Djinn appears and tells us that we are now in the ruins of Rekem.
There are a lot of big statues here, one of them is our Djinn.
The Djinn tells us of the Djinn history. There were four leaders  of the Djinn tribes.
King  Solomon joined with the Djinn to create great cities in the desert.
Ratash hated humans and created his sand army, The others and Solomon sealed him away.
A large creature appears and the Djinn vanishes.
After defeating the monster she tells us that something is interfering with her powers. Something she hasn’t seen before.
We come through some platforming with the new placing handhold with the right bumper switching task. Much the same as freezing the water only a new button to press.
Some traps signal the end of this area.

Mission 19 The Throne room
This is an extended platform, clamber sequence to open a door under the throne.
Some enemies at the start before the platforming.
Then into some really hard annoying trap corridors.
We come to a door which the Djinn opens after we fight a big monster and loads of scarabs.

Mission 20 The sacred fountain
We  have a fight in a cube which has plant and water in it’s base.
This is a short level, a few more puzzle platforms and it’s over.

Mission 22 the Rekem Reservoir
This is a complex room involving pretty much all that has gone before. Much juggling of  the missing handholds and water timing handholds.
A big room and a lot of platforming.
More traps and sliding spiral staircases.

Mission 23 Solomon’s Hall
We come to a large room with a statue of King Solomon.
Rasia vanishes and we are left to fight the monsters.
Two big monsters at a time with lots of little skeletons then a larger boss by itself.
Then we have a puzzle to clamber on.
More monsters
Now we have a little clamber puzzle to get a sarcophagus. Then a door held back by the water to enter the vault where we will get a sword that will kill Ratash.
Inside the vault the Prince picks up the sword.
Some trap corridors and a portal to the Djinn world.

Mission 24
Rasia puts herself into the sword, this way we will be able to kill ratash using the sword.
Now we have a few simple platfrom areas broken up with a lot of fighting.
Seems what the game is illustrating here is that the new sword really cuts up the enemies.

Mission 25 The Kings tower
A straightforward climbing mission up a ruined tower.

Mission 26 The Palace.
We come to a group of three spawners and have to work out how to get up to them on a balcony or we are fighting an infinite loop.
We have a lot of fighting and some simple platforming.

Mission 27 the final climb
We are to get to the top of a tower where the final showdown is to be.
This is a damn annoying new type of water jumping puzzle. Timing is everything and its hard to get it when you feel this close to finishing the game.
We come out onto a balcony and Ratash can be seen now grown massive. We fight our way up through a dynasty warriors amount of enemies to another room.
We then have another complicated ascent using birds and the annoying waterfall puzzles.
Eventually we reach the top and the showdown with mega Ratash.
We are hurled into the sandstorm and jump from piece of rubble to birds and fight the odd bunch of enemies on the way. Eventually we get to a boss battle with Ratash and it's his upper body smashing and swiping, as well as spawning enemies and firing bolts of energy at us. We have only one aim to avoid and kill the spawned enemies and hit the glowing target on the chest of ratash. Once his health bar is worn down we get a cut scene where the Prince hurls the sword into the beast's chest.
We see the people of the kingdom return to normal and Malik lies mortally wounded at our feet. He dies in the arms of the Prince and the credits roll.
After the credits roll we hear the Prince tell us what happened next. He leaves Malik's kingdom in the hands of his advisors. Takes the inert sword of the Djinn back to the djinn City. The Prince then goes to Baylon to tell his father about what has happened. We see some concept art, looks like they ran out of time or budget for that cut scene.

I play challenge mode which lets you fight against waves of enemies. This basically allows you to mop up any upgrades you didn't get and rack up the enemy kill achievements.

8 hours 30 minutes
570 achievment points

Monday, January 24, 2011

Harry Potter and the Deathly Hallows Part 1 notes

I start a new game and choose hard difficulty

The Malfoy mansion, Snape arrives and goes to Voldemort.
A witch prisoner is killed, Snape tells Voldemort that Harry will be moved that night.
We cut to the scene where Harry is being moved, many duplicates are flying with them and Harry is Riding in Hagrid's motorcycle.
We have to shoot death eaters in the air. Simple controls.
Left stick to move the view.
Right trigger to fire a stupefy spell.
Left trigger locks onto enemies.
A few aerial dogfights and some road and tunnel based sequences.

Harry arrives at the burrow and there is some chat with Ron and Hermione. We are now at Bill and fleur's wedding.
We have to speak with Luna's dad.

Controls
Left and right analogue sticks for camera and movement. Third person view.
B to cast a waypoint spell called fourpoints.
Left trigger to lock onto an enemy.
Right trigger to fire a spell.
Left bumper to cast protego.

After speaking to Luna's dad he tells us that Mr. Weasly is looking for us.
Following the waypoints we speak to Mr. Weasly and he gives us the gifts from Dumbledore.
Death eaters then attack the wedding and we have to fight our way back down to the house.
It is a fairly clunky third person shooter type dynamic.
Death eaters leave potions when they dissaparate away after you shoot them up a bit.
At the house we see all is lost for this battle and leave for London.

Mission 3
In London we have to use our invisiblity cloak and sneak around checking to see if people are muggles or not.
We have to do this twice.
Then we walk to a cafe.
In the cafe we are attacked by four death eaters, there is no room and it's simply stand and shoot until they drop.

Mission 4
We go to Grimauld place.
Here we have to clear out doxies from the kitchen and bedroom. We have to hit them with doxy killing potion and the mechanics of this are muddy to say the least.
We are told about RAB then have to find Kreacher.
He is in the kitchen and tells us that Mungdungus Fletcher has the locket. Kreacher is sent to get him.
We have to go upstairs and fight a dementor which appears from a cupboard.
Then back downstairs to see Mungdungus arrive being grabbed by dobby and Kreacher.
We have to stupefy him. He tells us that Umbridge has the locket.

Ron and Hermione go to the ministry to spy and find a good way in.
We are sent on another three missions. We can do these in any order.
Mission 5
The first is to fight death eaters and free captured wizards and witches in an abandoned power station.
Mission 6
The next it to help in a fight between death eaters and good wizards in a forest.
Mission 7
The next is to escape a cave which is inhabited by a dragon and the odd death eater or two.

Mission 8
Now we are going into the ministry.
I have to sneak around using the invisibilty cloak and zap the three people we are going to imitate.
Once done we enter the ministry.
Now we have to find out which lift takes us to Umbridge.
We have to go to a security office. The polyjuice wears off and we have to use the cloak.
Now we know which lift to take we end up in the offices and have to search Umbridges office and six others to try and find her.
we then have to go to the court. The way is long and filled with guard patrols.
We then have a kind of boss battle with Umbridge and death eaters then Dementors.
We get the locket and now have to escape.
This is a fairly bad pantomime of  third person shooter. The death eaters are the same two models. They walk into walls and still shoot at you from inside the scenery. They usually stand still and shoot from anywhere, ignoring cover. They run around sometimes at random and appear to be running past Harry Potter rather than trying to get at him.
The shooting mechanics are unsatifsying and very inaccuarate. All but one of the spells I have earned so far is any use at all. Ron and Hermione get in your way all the time, just as well your spells pass right through them.
Eventually after repeating the same few areas a few times we escape the area.

Mission 9
we appear in a forest and can hear a voice which we are told belongs to Dean Thomas. We are to follow the voice.
We are attacked by death eaters, spiders and doxies here.
We have to dodge whomping willows, which is very hard to do as you can really see their attacks coming, seems like a random death generator really.
There are some ruined caravans and houses to pass through.
We come to some skeleton types that can't be killed, they have to be avoided. They are inferni, and they grab you, you have to press A quickly to escape.
I begin to level up quickly here as we are fighting a lot more.
the accuaracy of the spells is improving as I level up.
This is surely a poor game mechanic. Make people think your game is broken until they play halfway through? Are you sure most people will stick around to the halfway through point?
I get to a rock wall, which is impassable, we have to backtrack a little way to get a new spell.
We then have a cut scene of Ron having a strop and leaving.
Then we have to backtrack yet again almost right across the level.
We already saw this area in the three side missions, it's getting repetitive.
We reach an arbitary spot, which earlier was full of inferni and set up camp.

Now we have three more side missions.

Mission 10
In the ministry we have to rescue prisoners. Use of the cloak makes this easier, as it's quite hard without it.
Mission 11
We have to run around in a dark nighttime forest and avoid snatchers and spiders to find three wizards.
Mission 12
we have an arena like quarry area where we have to survive waves of death eaters.

Mission 13
We are now at Godric's Hollow. we have to sneak through the streets to find the cemetry.
Here we have to find The Potter Grave.
We then follow Bathilda Bagshot and have a stupid waste of a good chance of a boss battle with Nagini. You basically have some cut scenes interrupted with an unsatisfying few sections where we have to shoot Nagini in the face as he strikes.
Eventually it's over.

More mini missions.

Mission 14
We have to save four wizards from a snatcher camp.
Mission 15
Here we have a ruined castle and waves of enemies to survive, I struggled with this at first until i found a flight of stairs which seemed to confuse the ai no end.
Mission 16
is a stealth mission around Godric's hollow where we have to save prisoners  under the noses of the death eaters.

Mission 17
We arrive at the forest of Dean.
I am told to patrol for patrols? Anyway I go for a walk in some nice scenery and see the silver doe patronus. I am told to follow it, we meet some spiders and whomping willows.
Eventually we come to a cut scene and Harry jumps in the icy water and gets the sword, as he is trapped in the ice ron rescues him and they open the locket and fight what is inside.
This is a boss battle with the portion of Voldemort's soul.
Snakes and spiders emanate from the horcrux and we have to keep on hitting them until a cut scene starts.
Ron is reunited with Harry.

Mission 18
We have to go back to the camp and meet Hermione.
Usual spiders, death eaters and doxies between us and them.
Oh and the really annoying whomping willows.
Back at camp eventually after much backtracking Hermione tells us that we need to go and see Luna's dad.
After a quick romp through the forest we arrive at Luna's house and her father tells us the tale of the three brothers from Beedle the bard.
We learn of the philospers stone, the elder wand and the invisibility cloak.

Mission 19
We are attacked at the house and have to fight our way to freedom.
We have to survive three minutes inside the house. We then have to backtrack through the last level. We get to an arena like area with a castle ruin and then fight the snatchers for a time period.
We then get captured, Hermione disguises Harry. They are taken to the Malfoy mansion.
In the dungeon Dobby arrives to help.
We then have a little trip through the mansion fighting death eaters, Then the shortest boss battle ever. We confront Bellatrix, Lucious, Malfoy and a few other death eaters in a small room.
The fight lasts a few seconds  before the cut scene kicks in and we see Dobby help the gang escape and pay for it by being stabbed by Bellatrix.

7 hours for first playthrough.
575 achievement points

Tuesday, December 14, 2010

Blood Stone 007 Notes

I choose Agent difficulty which is hard, the veteran is locked.

M speaks to Bond on the phone, he is on a plane. M wants him to get onto a boat which terrorists are using. Greco, an arms dealer plans to attack the G20 summit.
A general tells M that she is wrong and no attack is coming. she still sends Bond to the boat.
Bond parachutes onto the boat.

Controls

Left and right analogues for movement and camera, third person view.
A to use cover.
Left trigger to aim.
Right trigger to shoot.
B to use ladders etc.
X to melee attack.
Left bumper to use focus aim.
Right bumper is reload.

Mission 1
We start on deck with only one man to shoot.
Cover can be got into by pressing A. the usual sliding around and moving out of cover rules apply.
I kill the guard and progress inside the boat.
Another man shot and we are told to take a ladder to the lower deck.
We see Bond sneak close to an enemy and are told use a takedown.
These give us focus aims.
I take out another two guards and then move into a room and a cut scene shows Bond finding Greco and attacking him, he gets away and two machine gun armed guards shoot at bond.
I kill them, get their guns and go after Greco.
I run back up onto the deck. A cut scene shows Greco firing a missile from a smaller boat as he flees. The missile hits the yacht, Bond jumps overboard and commandeers a smaller boat to give chase. We are now in a boat driving sequence chasing Greco.
This is suitably filled with explosions. We shoot at smaller boats and have to stay with the bigger one. A helicopter comes to join the fun and we shoot a fuel tank near it to get rid of it.
Bond Crashes the boat into the jetty and then continues the Chase of Greco and his men.
I enter a hotel, nice touch is the fleeing civilians.
We have a little bit of fighting with Greco's men in the hotel then in a bar find Greco.
Bond asks where the bomb is and Greco is defiant. A car drives off and Bond realises that the bomb must be in the car.
Now a driving sequence.
We chase the car and ram it to disable it.
The bomb goes off.
Bond appears in cut scene talking to M at the summit.
We then get a rather smart Bond style title sequence.

Mission 2
We are to find a missing scientist. He has gone missing at a construction site where the builders have uncovered some archeological remains. The scientist may have defected.
We go down a street and into the site. Here we are told to use our smart phone. This puts us into a diagnostic view. which is very similar to that of Heavy Rain's VR goggles.
We can see evidence highlighted. we have to scan two laptops and the handler tells us over the radio that they will clone their hard drives.
We are then met by a worker who tells us to follow him.
This is a trap and we are told to wait in a cabin. The cabin is then picked up by a crane and dropped down a deep shaft.
We escape by jumping and swinging onto a hook of the crane in semi cut scene.
Now we are into the fight proper here. Through the building site taking out enemies. We can use the smart phone here as a tactical view. We can see enemy indicators. Where explosive environmental hazards are and where dropped weapons are to be picked up. There is also waypoint data as well.
We are also shown that environment triggers can be seen on the smart phone as well.
I shoot a gantry and make a way down to the lower level.
More people to shoot and we seem to need to get a train to move.
I move forwards and find a switching point for the tracks, I now have to go back to the train and start it moving.
We use the train to go deep into the catacombs.
We are then chased by a drill machine. We have to jump and clamber to avoid it.
We then have more fighting with enemies and find a scientist. Seems the bad guys are after bioweapons.
I have a long fight with soldiers and there is little checkpointing here.
We eventually catch up with the Bad guy named Bernin or something like that and he is torturing Tedworth for the password to the usb drive with the bioweapon research.
He gets it and kills Tedworth just as bond arrives.
Bond gives chase and we get back up onto the streets and into a car chase scene.
This is long and spectacular, filled with bangs and explosions and lots of car chase cliches.
Eventually we wreck the car near the destination of the bad guys and start giving chase on foot.
We go through a large ruins type area fighting all the way. Eventually we come to a crane which needs a block kicked out to let it drop and make the way forwards.
A helicopter comes around and seems to be waiting hovering. We follow Bernin until he gets to the chopper and hands the usb stick to the pilot who takes off. Bond catches him and asks for a name.
Stefan Pomerov is the buyer, M talks to Bond and researches him.

Mission 3
We go to Monaco, and meet an agent named Nikki.
She is deep cover as a jewellery designer and can get bond close to Pomerov.
We go to a casino where she will provide a distraction which will let us get in to Pomerov's safe. We have to sneak into the casino. This is a nice section where we get to knock out guards and snipe them with our silenced pistol.
I come to a security camera which can be disable with the smart phone. We have a little button pressing mini game with a rotating dot which passes through button symbols. These must be pressed at the correct time to disable the camera.
We have a long stealth or not stealth section if you please to get inside the casino.
We then have to obtain three codes from security guards to get into a locked off lift.
It does not matter if these people are alive or dead the smartphone can get it from their unsuspecting or lifeless bodies.
We then have a little pseudo stealth section, don't worry you can't fuck it up even if you stand in front of Pomerov as he talks to Joss Stone.
You sneak past him and out a balcony then into his private office where you have a button pressing mini game to open the safe.
You see the scientist from earlier on video telling the interrogators that they were making an antidote to anthrax and smallpox for use in the field.
We now have to get out, the alarm goes off and we have  to fight our way back out of the casino.
where Joss stone is waiting to drive us away.
M tells us that Pomerov is buying up chemical manufacturing components.
We have to go to where the equipment is in Siberia.

Mission 4
Joss takes us to siberia to the refinery.
We are playing the role of her bodyguard and have to wait in a cabin outside while she goes to speak to Pomerov.
We activate his alarm on his car to get a guard to open a gate as he comes out to see what is going on.
Inside we can wander about unmolested.
We have to go into the office type area and hack the door too the server room.
We are trying to retrieve the data from the computers.
Inside the mainframe room we find that the data is not stored here.
We have to get to a separate system. To do this we need biometric data from Pomerov. we need his fingerprint and a voice sample.
We find his fingerprint on a glass in the bar.
Then record his voice from a small cinema type room showing a presentation from him.
We then get into the restricted area. another wander around this more secure looking area. We have some guards to take out.
Then into a computer room.
We have to wait for about three minutes while the data is uploaded. The alarm is triggered and we have to wait the three minutes under heavy guard attack.
We then are hemmed in by doors and have to escape gas that is being pumped into the room.
Then we have to fight our way back outside.
We now have the mission to destroy the refinery.
I move through the area fighting and stealth killing guards.
Then to a control room.
We have to knock out override valves which will cause an explosion.
I fight my way to the first wheel then have to fight my way back through an alternate route.
We arrive back at the control room and take the other door which leads us through some fight boxes to the other wheel.
Here we have to make our way through freezing gas to escape.
This is a long run through gantries with soldiers looming out of the gas using shotguns.
We then get back to the control room and trigger the chain reaction.
We ask Nicole to meet us outside with the car running.
Here we have a large fight box, an open arena really. Where we have to survive for what feels like hours until Nicole brings the car around.
We then have a driving sequence where we chase the train loaded with bioweapons. we need to negotiate a road then a frozen river with a helicopter chasing us.
There are huge holes in the ice which make this a memory game.
At the dock Pomerov gets away in a plane, a sea plane.
we then give chase on a large hovercraft.

Mission 5
We are on the large enemy occupied hovercraft and looking to lighten the load so we can chase Pomerov.
We have to clear the upper deck of soldiers then move into the garage like interior.
Here we must make our way along the bay avoiding guns on tanks. we also have soldiers to deal with. The buttons need to be pressed to eject the tanks and lighten the hovercraft so it can catch Pomerov.
We then go back above deck for an emplaced gun section where we shoot out Pomerov's water planes engines and shoot incoming rockets.
Next we have to jump aboard the pane and go inside.
Inside the gas is escaping from crates which seems to be making a danger indicator go up.
We fight through the plane to the cockpit and fight with Pomerov. We kill him and stop the plane.
In cut scene we see the Russian authorities cleaning up the bioweapons and a Russian agent joking with Bond about there being no weapons and shagging Nicole.
Bond speaks to M about something that was nagging him. He feels that they were tipped off about this by someone who wanted Pomerov neutralized. Bond wants to know who and why.
He has M sorts something out about finding a number that was on a cell phone he found.

Mission 6
We are speaking with a Colonel Ping who is in Bangkok, seems he might be the mystery number.
he wants to meet us at an aquarium in Bangkok.
We go into the lavish huge aquarium and have to find three bugs, we use the phone mini game on them and then have to jam the transmitter with a sample taken from them.
Now Ping appears near the whale tanks.
he tells us about a  man named Rak who deal in secrets for money.
Ping is shot by a sniper. We have to give chase.
We make our way through the aquarium and out onto the roof, fighting all the way up the stairs.
We then have to chase the sniper in as sort of Mirrors edge style.
We then meet some of his pals and have to fight through them.
Then we corner the sniper at the top of a building. He jumps off onto a large bulldozer. Which he then proceeds to drive off with.
Bond gives chase in a truck and we drive through Bangkok devastating half the city.
Eventually we crash onto the truck's bonnet and it crashes.
Bond wakes up and asks M to look into Rak.
We are told to go to a nearby nightclub. We do this with another set of stealth rooms.
At the nightclub a cutscene shows Bond meeting with a man named Silky. He seems to be a sleazy vice lord. Silky tells Bond where to find Rak, but bets he won't get to him.
After Bond leaves Silky warns Rak that Bond is coming.
We have some nice fight boxes, some new weapons and eventually Bond catches up with Rak.
Rak fights with Bond and seems downed, however guards appear and Rak sticks Bond with a syringe.
He wakes up in a torture chamber in Burma and Rak threatens to torture him for his secrets.
Rak is disturbed and has to leave, Bond is put in a cell.
we find ourselves handcuffed in a cell. we have to press B rapidly to break out.
Then we have to kill some guards and get our gun and phone back.
Then outside for some guards and armoured vehicle fun.
We then escape the compound and find we are in a jungle and cave type environment with soldiers.
We fight through the base and have to take out an APC to progress. we get plenty of grenade launcher ammo to do this.
In cut scene Bond takes a plane and chases Rak. Rak however shoots him down.
We then have to escape the crash site.
We fight our way through the jungle and come to a dam. Here we have a helicopter attacking and we must use a crane to whack it with the load. Once done we climb along the crane and onto the helicopter wreckage to get inside the dam.
We now fight through the dam.
There are many areas little fight boxes. One large one where we have to lower a bridge and snipe enemies from the other side. We get snipers attacking us for the first time here.
The usual beams from their rifle tell us where they are.
We get to the top of the dam and have to fight Rak only he has a helicopter. We have to hit four pressure valves which hem the copter in. Then hit him with a crane boom.
This leads to a fight in cut scene hand to hand. Bond has the advantage and rak is holding on by his fingertips over the edge of a large drop. Rak pleads for his life and tells him that he will tell him who he is working for, yet Bond lets him drop. Rak is saved by the copter we then have to shoot him in a bullet time sequence.
Bond has already guessed who is the master villain. It is Nicole and he sends her Rak's knife to let him know that he is onto her.

Mission 7
Nicole runs for it in a sports car, Bond is ready and we give chase.
Eventually after much driving we run her off the road.
Nicole tells us that she did it for love, she was only helping her lover who asked more and more of her. She tells Bond that he is bigger than MI6 and is watching them right now. A predator drone shoots Nicole and leaves.
Bond calls M and tells her what has happened.
The credits roll.

Tried the multiplayer, alright but nothing special.

7:10 hrs for first play through on agent difficulty.
305 achievement points.

Wednesday, December 1, 2010

Call Of Duty Black Ops Notes

I choose Hardened difficulty
Controls
Usual movement and aiming with analogue sticks.
B is crouch or go prone.
Y is change weapon.
X is reload.
A is jump.
Left trigger is iron sights
Right trigger is fire.
Left bumper
Right bumper is lethal grenade.
Left bumper is smoke or other type grenade.
Dpad swaps weapon attachments.

The game start with a cut scene, a man named Alex Mason who is strapped in a chair and being tortured with electricity by a man in the next room. His voice is muffled to protect his identity. The torturer asks about numbers and a Russian.

Mission 1
He is asked about Cuba in 1961, the bay of Pigs. A man named Dragovich who it seems was involved with Mason to kill Castro.
We flashback and are into the game engine seeing four men discuss the plot, which involves an attack on an airfield as a distraction to get the two men inside the location where Castro is. They are in a bar and soldiers come in, we kill them and get a gun.
We now have to fight our way down the street. What seems new here is that vehicles will explode if shot enough.
I get to a car and get in with the others.
There is a shot semi on rails cut scene like sequence where we drive over a few cops and then drive over some more. The scene fades and we are back in the torture chamber. The interrogators mutter a bit and the scene shifts again.
We are high on a hill over the compound and planes attack. We now use the chaos to sneak in on zip lines.
We have to garrotte a guard and sneak around.
We then move from room to room fighting soldiers until we come to the room with Castro, we have a slow time sequence where we shoot him in the head.
Now we have to escape.
The mansion gates are heavily guarded and we are aided by someone named Carlos and his men.
we then run into a sugar field.
Then Rappel down a hillside to an airfield
Here we simply run to the plane and have an emplaced gun section from the door as we taxi to the runway. The runway is blocked and Mason jumps out and uses a large canon to clear it. He is left behind, sacrificing himself so the rest of the team can get away.
He is captured and taken before Castro, seems it was a double they killed.
Castro gives Mason to Dragovich, who is in league with Castro.

Mission 2
Dragovich takes Mason to Russia and sends him to the Vorkuta labor camp which he spends a year in before teaming up with a man named Reznov to escape.
We see Reznov and Mason takes keys from a guard and start a riot.
We then join in the escape attempt with a knife as our only weapon.
We make our way to a lift knifing a few guards on the way.
We get a gun from a dead guard that Sergei, a giant of a man impales on a pickaxe.
We then have to advance up a hill that has an emplaced gun which is tearing anyone in the open to pieces.
We have to hide behind a mine cart as it is pushed up the hill and shoot any guards trying to flank it.
At the top the gun is blown up.
We then move through some more of the prison, Sergei is tasked with breaking into the arms locker while we use a slingshot and Molotov cocktails to take out some more emplaced guns.
We go back down and get a shotgun and are into more usual territory storming around the prison with guns while armed guards try and stop the riot with deadly force.
We come to a roof and a helicopter is making life hard. We use a harpoon gun which is handy to harpoon the helicopter to the railings and bring it down.
We then storm the next building. New here are large metal shield plates that are moved along the floor and guards hide behind shooting from this movable cover.
We are trying to get into the heavy arms locker. Reznov gets some welding gear to cut the doors open and we have to protect him. There are heavily armored guards here who need almost a whole clip emptied at their heads to bring them down.
We have to hold out against assault until the doors are open. we then get a mini gun with which to blast hell out of the place.
We advance along the alley between buildings towards the gates and then tear gas stops us in our tracks. We cut back to Mason in the torture chair who tells us that Reznov never left him behind, he saved him. We are back to the game and Reznov and Mason are getting onto motorbikes.
We have a short motorbike riding sequence where we can shoot enemy bikes and jeeps. We then jump onto a truck with an emplaced gun. Reznov drives and we shoot. This goes on for a while then we have to jump for a train. Reznov does not make it and is captured. Mason escapes.

Mission 3
Mason is sent back to America and the Pentagon.
He is led through the corridors of power to meet the President. He sees a woman who it seems works for the torture chamber man. On meeting President Kennedy he is given the mission to kill Dragovich.
It seems that a group of scientists, poached from Nazi Germany called the ascension group are building advanced nuclear rockets. The Americans are trying to sabotage the project.
Mason is sent to infiltrate the Baikonur Cosmodrome.
We start with a man named woods on the outer edge of the base.
A man named Weaver is already inside the base, it seems he has been captured and is now being tortured by Dragovich's second in command named Kravchenko.
We move up and knife two guards and take their uniforms.
We then move into the base walking slowly and blending in with the other soldiers.
Things start going crazy and it seems that the bodies have been found. We make our way to the comms building and start shooting to clear it out.
On the roof we are to protect the other two team members using Crossbow bolts that have explosives in them.
We shoot at the enemies that are pinning down the other two and then fire a zip line into the building roof that Weaver is inside. Using the zip line Mason goes down and in through the window. We have a slow time sequence where we shoot three guards in the room as we burst in through the window.
With Weaver rescued we now have to fight our way to a secondary control area to stop the missile launch. We have to do this against the clock.
When we get there we plant c4 to blow a hole in the wall, we then go in and Weaver Finds that he can't stop the missile.
It launches and we then use a rocket which we can guide to shoot the missile down in flight.
We then go inside the complex on a hunt for the ascension group scientists.
This is a long corridor based run like FPS of old. The endless respawning seems to be back as well.
WE get to the end of the corridor and Mason wigs out again. We see flashes of what happened next and it appears that Dragovich might have been killed in an explosion.

Mission 4
Back in the torture chamber the interrogator asks about Vietnam and a man named Hudson.
This triggers another flashback.
We are in Vietnam with Woods and Hudson, who is from the CIA. The camp we are in is bombed and Hudson is injured.
We have to carry him to a relatively safe place then start defending the base from huge enemy attack.
We progress through trenches, there are flamethrowers, napalm strikes and all hell is letting loose.
We come to a large sandbox area and have to fight waves of soldiers then shoot up three tanks.
We then follow Woods into a tunnel.
We come out onto a hill where the Vietnamese are trying to ascend. We have to hold them back.
It is not explained well but you have three barrels that you must set on fire and knock down the hill. Otherwise you can't progress.
A marker directs you to a spot in the middle of the barrels but does not tell you what to do. A little frustrating.
You then have to ascend a hill, which is hard work. At the top a cut scene shows you Woods being nearly killed and you have to save him.
Then inside a building and out through the other side. Now we have to get into a jeep. We use guided missiles to take out six tanks, driving around the base to each set of tanks. We must fend off small arms fire from Vietnamese as we go around.

Mission 5
We are now in Hue city where a soviet defector has an important dossier on Russian involvement in the war. We are to find him and extract him.
In grand style the chopper we are rappelling down from is shot down and we crash through the side of the building through the windows.
We progress through the building fighting soldiers. Then into the sealed area which has been compromised and is swarming with Vietnamese soldiers. We go on deep into the bunker and eventually find Reznov who it seems managed to escape from Vorkuta. Reznov tells us that Dragovich is planning an attack on the West, even the Kremlin does not know his true plans or have a leash on him.
We move out onto the streets looking for extraction. We have to get to a distant Landing zone.
We move out into heavy street fighting and have air support of a chopper. We can designate targets for it to hit with it's machine guns and also a tank for it to take out for us.
We then encounter an anti aircraft gun and have to take it out.
We flank the gun and place c4 under the floor of the gun to bring it down. The chopper then takes out a tank that is holding us pinned down.
We then get to the LZ. The wounded are taken first and we have to hold the LZ until more choppers arrive. We have claymores and are swarmed with enemies. A tank arrives and we have to use the target designator to paint it for air support. a boat comes in and extracts the gang.

Mission 6
One of Dragovich's men has been captured a scientist named Clarke. Hudson is torturing him for information about Dragovich's plans.
Clarke is more scared of Dragovich than the CIA. Dragovich's men arrive to tie up loose ends which means they were going to kill Clarke. we shoot at them and gas escapes from large canisters. This is Nova six and it kills very quickly.
We escape through a roof hatch and climb up fighting onto the roof.
Then jump from roof to roof until we come to a safe house armory of Clarke's. Clarke is with us and suddenly on our side. seems being double crossed will do that to you.
We then start fighting through Clarke's planned escape route, which is of course swarming with Dragovich's men.
We find out along the way that the Nova six project relies on the numbers, which we still don't understand.
We fight on through more ambushes and stands until eventually we end up dangling off a rooftop holding Clarke by the wrist, he start to tell us about the numbers then is shot in the head. The numbers are a key to something.
We then escape and are extracted. The next move is to go after a scientist, a German named Steiner who Clarke named as his contact.

Mission 7
We are now flashing back even further, to a tale told to Mason in Vorkuta by Reznov. He is a young soldier in Russia during the second world war. We are apparently going to learn what kind of man Dragovich is and why he must be stopped.
We learn that Dragovich left Reznov's unit heavily outnumbered and ignored their requests for reinforcements.
We are following Reznov as he is tasked with securing a defector named Steiner from a German base.
We storm the camp with the aid of mortar support. We have smoke grenades that show which target we want hit by mortar fire. when we come to something that is hard to get past we chuck a green smoke grenade at it and watch it go away.
eventually we get to Steiner and he is arrogant and insulting.
The next scene shows Steiner, Dragovich and some soldiers including Reznov of course entering the wreck of a german u boat.
We progress through the grisly remains of german soldiers to a room where the Nova six is kept.
This was to be a strike to end the war. The Germans planned to launch Nova six missiles at Washington and Moscow from the boat. Allied bombers had destroyed it in the nick of time.
Steiner shows Dragovich Nova six in action on some of his own men. Reznov is about to be killed also when British Commando's show up to get Nova six for themselves.
We now have to fight both sides and blow the ship and escape. This is a short breathless sequence but great fun.

Mission 8
We are back with Mason,Woods and Reznov trying to escape Vietnam. They are shot down and we have a semi gameplay cut scene sequence where we escape from the crashed helicopter, swim underwater then jump up onto a vietnamese boat and hold one hostage while we shoot the others.
We then stealthily approach a village and plant C4 in a few places.
Triggering the C4 we then all out attack.
The village is in chaos with air support and all out attack and defense going on. The vietnamese are popping out of holes in the ground.
We then progress to one of their bigger tunnel systems and go in to clear it out.
The tunnel is crawling with VC who jump out when you least expect it.
We come to one of the Nova six research labs and Resnov learns more about the nerve toxin.
We escape as the tunnels come down around us.

Mission 9
The interrogator tells us that the numbers are being broadcast to us and we have been brainwashed. The world is also on the brink of war.
A plane with Nova six has been shot down and we are to go in and investiagte the contents for clues.
Now we have a boat driving section. We can shoot missiles and fire a machine gun. There are also other soldiers on the boat shooting as well.
We steer using the Halo method.
We come to the area we want to explore, the crash site and have to go on foot. Here we have the charging nutters and snipers in the trees that were in World at war.
We come to the plane and find that that Nova six has been taken.
There is a handy map left behind though which shows the location in Laos of Cruchenko's compound.
We start shooting at forces out of the wreck of the plane and are then shot up pretty badly. The plane starts sliding down the hillside and we are crawling from the wreckage as Dragovich and his men arrive to capture us.

Mission 10
We are told that Hudson went on to try and find a station which was broadcasting the numbers in the Urals. We see a blackbird take off and are using it to see down to Earth to guide the team.
This is fairly novel, if you haven't played Raven Squad. Let's see if it's better.
We have to move the squad towards the base, a patrol comes by road and we have to get the men to hide in a house. The patrol comes in and we zoom down to earth to take control and shoot them.
We then move on and have to use the right stick click to make the men hide as a patrol passes.
Next we move to a building and come down to earth and take control as we breach and clear the building and plant c4 on the comms equipment.
We then move out and go towards a large pylon.
Back on the ground we watch as a large patrol go by. We then move in and rappell down to a base and jump in through the windows.
We then move down to a base and storm it. There is the same attempt at stealth gameplay as Modern warfare 2. Make the alarm and you get more people to shoot.
We enter the main compound and using the explosive crossbow again get to shoot lots of soldiers before breaking a radar dish.
We then have a scripted moment where we are shot at by a rocket. One of the team is killed and we then have to run for it through the beginnings of an avalanche and then base jump off a cliff to the lower part of the mountain.
Which just happens to be the base.
We fight our way inside, the soldiers seem to be destroying evidence and setting the place up to be blown up. We fight to the control room and find maps of the USA with lots of targets on them. Steiner's voice can be heard talking about activating the agents. Seems that there are Russian's in the USA ready to be part of the plan. Are they brainwashed agents? Is Mason one of them?
We have two minutes to get out of the base before it is blown sky high. We run and shoot past some troops and get to a truck. we have to defend the truck from an emplaced gun on it's trailer as it is hotwired.

Mission 11
We are back in Laos with Mason, Bowman and Woods. The vietnamese and the Russian have them prisoner. Bowman is beaten to death in front of Mason and then Woods is forced to play Russian roulette. We are to take a turn, but shoot the guard and grab his gun.
We are now chasing the russian through the caves.
We catch him up and fight our way to the surface where we come to a helicopter.
We kill it's crew and take it.
Now we have a flying mission, we can shoot rockets and machine gun from the helicopter and control it by using the analogue sticks. Altitude is done for us and keeps up low to the terrain. We have to deal with ground forces and other helicopters. A sam site is hard work and we have to take out around four targets in a large enemy base. We then get two helicopters to fight at once.
We then land and go on foot into Kravchenko's compound.
We fight into another cave system and find some prisoners. Resnov is one of them.
We then fight to a control room where Kravchenko is hiding. We see a cut scene where Woods and Mason fight with Kravchenko, he beats up Mason badly and is stabbed by Woods. Kravchencko pulls the pins on around five grenades and Woods chucks both of them out the window and saves Mason. Mason sees a silhouette figure of Woods which resolves into Resnov. It looks increasingly likely that Resnov is a figment of Mason's brainwashing.

Misson 12
The USA and Russia are at the brink of nuclear war. The nova six is in place on US soil waiting for the trigger from Dragovich. Mason seems to be the only one who can shed any light on the plan. The interrogator wants to know where the numbers are going to be broadcast from. Mason is asked why he went rogue to Rebirth Island off the coast of Russia to kill Steiner.
We flashback and find Resnov and Mason sneaking into the base on Rebirth Island. We start in a cargo crate and sneak out and kill a worker.
We then have to sneak around following Resnov's instructions. We climb onto the roof and sneak in through the elevator shaft.
The CIA have arrived in force and are trying to capture Steiner alive. We want to kill him.
We fight our way through the lab and confront Steiner. Resnov shoots him shouting that he has his revenge.
The interrogator tells us that Mason shot Steiner not Resnov. Further confirming  that Mason is seeing things and probably working to Resnov's agenda not his own or the CIA's.
We flashback twenty minutes to Hudson who is coming to the island to stop Mason and get to Steiner so the CIA can find out how to stop the Nova six attack.
We start in an armoured vehicle. Which I was finding hard going until I realised it had a rocket as well as a machine gun.
The armoured vehicle is knocked out by a helicopter and then Nova six is used. We have to get into hazmat suits and then fight in the fog. We have a gun with a scope that can see heeat signatures. This allows us to see in the smog.
If you are shot too much in the nova six your suit is ripped and you die from the gas.
Playing as Hudson we fight through the other side of the base that Mason went in from and eventually find ourselves in the same corridors he fought through.
We burst into the room where Mason is confronting Steiner and there is no Resnov, just Mason. We watch as Mason shoots Steiner and then subdue him.

Mission 13
The interrogators are revealed to be Hudson and Weaver and we are in the CIA building.
Hudson comes to free Mason and tries one last time to reason with him. Mason knocks Hudson out and is free.
We wander the corridors staggering around seeing numeric hallucinations.
Eventually Hudson punches us and we see the truth. Steiner and Dragovich tried to brainwash Mason in Vorkuta to kill president Kenneday. The programming took to a certain extent  but could not be fully trusted. Dragovich sent Mason back to his cell and was going to leave him to rot. It seems the Resnov used the vorkuta techniques to implant his own programming in Mason and had him complete his revenge for him, to kill Steiner, Dragovich and Kravchenko.
The programming is broken. Mason is freed from Resnov and Dragovich's orders. He listens to the numbers broadcast with a clear head and finds that the numbers station is a ship named Rulsalka which is moored in Cuban waters.
We approach by helicopter and blow the crap out of the ship. We then land some soldier on the ship and have to give them air suport. A hind turns up and we shoot it down then land our damaged helicopter on the ship. We then fight along the  ship killing two hinds with rockets as we go.
We get to the lower decks and fight until we meet up with Weaver's squad who are pinned down.
A cut scene shows that the ship has a moonpool, which presumably leads to a submersed facility.
Hudson and Mason go down to investigate. They are warned by Weaver that the air force are going to sink the Rulsalka in fifteen minutes wether they have came back or not.

Mission 14
We start diving down to the huge underwater base. It is a staging post for russian submarines that would be used to invade the crippled USA after the nova six attack.
We enter through the moonpool and start fighting our way through the facility.
Eventually we get to the numbers control panel and break it. Dragovich appears and we fight and end up choking him to death. He tells us not to be so sure that he has failed and dies.
We escape and see a scene of Mason swimming up and being rescued by Weaver.

We see Mason in Dallas Texas as President Kennedy gets ready to go on his fateful drive.

The credits roll with Sympathy for the Devil playing. Sumblime music choice.

Game over

8 hours
355 Achievement points

Sunday, November 28, 2010

Fable III Notes

The game starts with Theresa's voice narrating over a rolling grassland and a misty middle distance.
The kingdom is in turmoil, but who will be the hero.
We get to choose between a male or female hero.
I choose a female.
It's fifty years since the last game, we are the child of the hero from Fable II.
A rather nice cut scene shows a chicken revolting against it's killer and running around albion trying to escape. It gets into a  factory and is almost turned into a teapot by the industrial machines and dozy workers. It is shipped to the palace, where it's eventuaally shot by the cook.
The narration tells us of a dark shadow on the kingdom, the shadow of a tyranical king.
Theresa asks who will save the kingdom, who will be the hero?

Controls
Left and right analogue sticks, camera and movement.
A is run and use.
B is magic attack.
Y is firearm attack.
X is melee attack.
Right trigger is look at point of interest.
Left trigger is used to hold hands with people.

The game proper starts with the princess in bed being woken by her butler Jasper.
She is in bed with the dog who is also introduced.
We get control and have our first choice. choose a big dress or a practical outfit.
We now have to follow the golden trail to meet our friend Elliot.
Elliot is a soldier and in love with the Princess. He tells her of a factory worker executed by The King Logan.
Elliot asks that we have a word with Logan.
We go into the kitchen and find a group of servants gossiping about Logan.
We have to give them a little speech, which can be harsh or encoouraging.
I then meet Walter who wants to take us for training.
We meet a group of people here to see the king. They want us to sign a petition.
We have to practice fighting with Walter, Holding X  blocks, charging it and pushing in a direction does a heavy attack.
Elliot bursts in and tells of a mob that has arrived outside.
Walter thinks that things are going to be ugly.
Elliot thinks they should go up and find out what is going to happen.
We are to go to the war room.
Logan tells the men to shoot the crowd. Elliot urges you to intervene.
In cut scene the Princess goes in and tells Logan to back down.
Logan takes her prisoner and takes her to the throne room.
Logan gives her a choice, seeing as she wants to get involved with the hard decisions.
Execute the leaders or Elliot. If she does not choose then both will die.
I choose elliot.
Logan sends the Princess back to her chambers.
Walter comes and with Jasper in toe we leave the castle in the dead of night, going to the catacombs.
In the catacombs at some tombs and a statue, walter pushes a hidden block and gives you a guild seal.
When you pick it up it glows and transports you to a misty place, a long road filled with locked gates.
The princess finds Theresa, who tells her that she must go on a journey along this road to rule.
This is basically a visual skill tree. Once we get  through a gate we find the chests filled with the upgrades for each level.
We use guild seal points to buy them. These come from combat.
The first chest gives us a fireball spell.
We go back to the catacomb with our new spell.
Here we walk and talk. Seems we are to be the leader of the revolution.
What we need to do is rally the people around us.
We get to shoot some bats with our fire spell.
Eventually we come to a teleporter and we come to our sanctuary.
Jasper finds a book which tells him about the sacnctuary which has a good teleporter system.
Firstly Walter want us to go to Mist Peak and ask the dwellers to help.
Jasper is going to stay in the saanctuary and get to know what it can do for us.

Mission 1
Walter the Princess and dog appear on Mist peak.
We are told that interacting with the villagers can give us guild points.
We are to speak with Sabine their chief. Walter asks that we find some more appropriate dress.
We go to a shop and buy a dweller outfit.
Jasper talks to us through the guild seal and we can also use it to teleport back and forth on the same spot.
This means that we can go to the dressing room in the sanctuary and change clothes.
Basically the sanctuary is a visual menu system.
I change and then we have to go back to Walter.
We meet sabine and Boulder. Sabine is angry about Logan and distrustful of the Princess.
Sabine needs proof, he wants us to get a relic from our mothers chamber under Brightwall.
Slay the mercenaries and get Brightwall residents to share food with the Dwellers.
Walter goes off to find out about the mercenaries, we are to go to Brightwall to find the tomb and the relic.
The dog sometimes goes off and finds treasure chests, also dig spots where we can dig up buried loot.
I get to Brightwall and come to the run down academy.
I show the librarian the guild seal, he shows us to a door which can be opened by it.
I open the door and go down into more catacombs.
I come to a switch, these can only be activated by shooting, hitting or magic.
We have to go back to the sanctuary to get a melee weapons. Jasper has opened up the armoury.
I get the hammer.
We come to a room and get attacked by hollow men, spirits that float in the air and fly down into the ground and animate corpses to attack you.
I come to a large floor grid which only rises when you stand on an arrow, you make your way across the room in a strange pattern and get some treasure along the way.
I come to a dive point where you can dive into water far below.
There are also water based treasure spots.
I find a corpse with some notes. Reading them I am told of braziers, which are all around, lighting them all opens a door and I get a silver key.
Eventually after much hollow man bashing we find the music box from Fable II.
We get back to the road to Rule.
Theresa shows the Princess a vision of Logan ranting.
He talks of albion submitting to his will or falling.
Theresa tells us he must be stopped.
I am now onto the next gate of the road to rule, here i buy:-

Magic level one which does more damage with spells.
A shock spell
Melee level 1 which does more damage with melee weapons.

I appear back at the librarian.
That is the first of the three things Sabine wanted.
We now have to go to walter for news of the mercs.

Mission 2
We meet Walter and he tells us the mercenary leader is an ex soldier he knows.
He has got a mercenary drunk and we are to steal his clothes to get into the fortress like camp.
Once I get his clothes we need money to buy a false beard and tattoo.
We have to do a job.
i do some pie making and lute hero. Both are rhythm button pressing mini games.
I hate them already.
I now have the money to buy a beard and a tattoo.
I go to the sanctuary and dress as a merc.
Now up to the mercenary camp to meet with saker the captain of the Mercs.
The disguise works and I am let in.
After a little while one of the dimwits eventually sees through the disguise.
We now have to figt our way through the camp.
Then we get to a boss battle with saker in a little arena.
He is aided by some mercs and it's a long fight.
I am given the opportunity to kill or spare him.
I spare him.
We then go to the road to rule and can open another gate.
I buy Ranged level 1.
Magic level 2

Mission 3
Back to Brightwall to meet Walter.
Walter and the librarian have a plan to help the dweller's food shortage.
If we can improve Brightwell's position then they will be better disposed to helping the Dwellers.
We have to gain followers.
Back at the sanctuary we are shown that our map when zoomed in on a place shows people who are in need of our help.
I choose one and it's a man who is waiting for a delivery that hasn't arrived. we have to go and look for it.
The trail leads too a wrecked coach which has been attacked by bandits.
I kill the bandits and have to take the gargoyle back to brian.
Brian casts a spell and the gnomes have life breathed into them.
I now have to find a lost play for some actors.
I go and find the book, but a ghost does not want us to.
We are sucked into the book and have to act out the play to get free.
We have to wear a costume and declare love.
Then a chicken suit and tickle a king to make him laugh.
Then we have to die in battle.
Now we are released from the book and give the play to the actors.
These good deeds give us enough followers and we can go and meet elliot the librarian.
He gives a speech and the crowd are behind us. He also sends aid to the Dwellers.
He asks us to promise to reopen the academy as well.

Mission 4
I go back to the dweller camp, a cut scene shows Sabine recieving the music box and aid. He pledges support, but asks for a promise to protect the dwellers rights to live in the mountains.
We are teleported to the road to rule for more upgrading.
I get a few more upgrades including the lower level stuff like being able to own houses.
I meet a trader who wants an escort to Brightwall. This uses the hand holding feature and we have to take him to Brightwall. Bandits interfere and he gives us five guild points for the trouble.
I do a side mission to rescue a missing child.
Into a cave in the hills, shooting some wolves and back to the mother with the little girl.
I go to the monorail station and meet Walter.
The monorail arrives. It crashes down into the chasm. Walter wants to go and see if there are any surviours.
We go down in a lift.
Hobbes are swarming over the wrecked monrail car and there are no survivours.
I kill loads of hobbes in the caves, there is a summoner hobbe who is making a barricade we have to flank at one point.
We come to some underground ruins and an arena where we are ambushes by hobbes.
After completing the ambush we are taken to the road to ruin where another level is unlocked.

Mission 5
After exiting the caves we come to Mourningwood, a swampy area.
We arrive at Mourningwood fort.
The troops garrisonned here are trying to get rid of an infestation of hollow men.
They aren't having much luck.
We have to take a turn as gunner on a mortar. Hollow men arrive and we have to shoot at them.
They then break in the back door and we have a fight in the courtyard. A boss hollow man appears and we have to fight him and a horde of the normal ones.
Eventually I kill him and Major Swift joins the team. I promise to appoint him as captain when I am Queen.
We are now to go to Bowerstone.
Here we are to meet the resitance.
I go through the swamp and through the sewers into the industrial heart of Bowerstone.
We encounter Reaver from the last game, who was the annoying crack shot who famously killed the last boss for us.
He is being his usual annoying self and is in charge of the workers. Which he is shooting for taking breaks.
We obviously have to do something about him.
We go to the sewers again to meet the resistance.
The resistance are a shoot first ask questions later bunch. We meet their ruler Paige who want to believe we can help but needs proof.
We need to do side missions in Bowerstone to win her trust and support.
I meet a woman named Linda who runs a shelter with her husband Gerald. Gerald has been kidnapped by one of Reavers men named Ferret. We have to go and meet Ferret on the pretense of paying the ransom. We then kill his men and hold him at gunpoint.
Gerald is in the sewers and we have to go down, fight some bats and Hobbes to rescue him and bring him back.
Next quest is to help some wizards who are playing a game. They give us an orb that shrinks us to fit on their game table.
We then join in their table top game as the player.
We are in a small location, a village. We speak to cardboard cut outs.
The players chat and argue amongst themselves with lots of in jokes about RPG design.
We go through the village, into a castle and fight wolves and hollow men.
We then fight demonic chickens.
Out to face the baron and his personal hobbe guard. We then kill the baron with one hit and kiss the princess.
I now go to Mourningwood and help Sam and Max get a book called the Normanonmicon.
we have to dig it up from their mother's grave. Hollow men make it hard, there is a boss hollow man as well. Then back to Sam and Max with the book. They use it to summon a ghost party.
I now have enough guild seals to make an impression on Page about our sincerity to doing good deeds for the people.
She hatches a plan to rescue some people from Reavers mansion. He hosts a party there and we are going to sneak in as guests.

Mission 6
I arrive at Reavers' mansion and meet Page who is similarly dressed.
On entering I am met by a butler, voiced by Johnathan Ross.
He shows us in and apoligises for all the drink being gone, he tries to interest us in an orgy.
We are shown to a room and the butler tells us that we can rescue the resistance members by going down there. An obvious trap, but there is no option.
We go in a a cut scene shows Reaver with his guests on a balcony watching as a resistance man in a cage is used as bait. He then spins the wheel of misfortune and it looks like we will have to fight an awful lot of enemies.
a room full of hobbes a room full of hollow men, then some mercs.
Some sand furies, which are new monsters.
Then we find that Reavers guests are all Balverines and we have to fight them.
We then see Reaver leave annoyingly.
Page now trusts us fully and pledges the support of the resistance for the coming revolution.

Mission 7
We now have to go to the palace to hear a royal decree from Logan.
Swift has been captured and is executed in public.
I go and do a quest where I capture chickens for a thick farmer who has lost his chickens.
We have to wear a chicken suit and go and find three groups of three chickens, then bring them back.
We then witness an argument about chicken rights and have to decide to kill or save the chickens.
I go back to the gnome guy, his gnomes have run away. We now have to gather them all up for him. shooting them sends them back to him.
I meet a woman arguing with her husband. Seems he married her for her money and is being a prat. She wants us to seduce him and get him to divorce her. Then we walk away.
I seduce the man, which means we do lots of minigame chatting, pat a caking and dancing.
Then give him a gift, go on a date. Which means taking him by the hand to the bridge.
Once there we kiss and he tells us that he will divorce the wife.
I go back to the house and he tells the wife he is divorcing her and gives her the papers.
The husband is shocked when the wife tells him what has been going on. He is a callous one and asks us to kill her and prevent her filing the divorce. This means he will have all her money and will share with us. I decide to leave them to it.
At resistance headquarters the last communication from swift before he was caught told us to go to Aurora to look for help.
This seems to be a long quest as we are told to finish up buiness before going.
This is usually game code for things are going to change and you won't be able to do some stuff when you get back.
I deliver a pacakage for a dweller woman who found it when she was digging in her backyard.
We have to take it to her cousin at the Brightwall academy. He tells us he will examine it. We should check back later and he may be able to tell us what it is.
I speak to the librarian who wants all his important books back.
We have 30 to find scattered around the world.
I go back to the chicken couple, who have made a chicken racetrack. You get to bet and play a little gambling mini game.
I meet an animal liberation fan who wants us to go to a pie factory which is experimenting on chickens. She wants us to free them. I go there and have to figt a lot of mercs then pull a lever to free the chickens.
I save a woman from balverines, she wants us to get something for her. I travel to the location and dig up a letter which I take back to her. She changes status to being our friend.
I give a man a letter from someone called Arthur. He has been on a mission to insult everyone in Albion and this poor man in Brightwall is the last one.
I meet a man who wants to restore a historical bridge. He wants 750 gold to do so. I give it to him.
I have started to buy up houses to rent and businesses. These give you steady income and allows you to buy more and more property.
Discounts at shops you own are given.
A bunch of people at an eco commune wants us to clear some islands of Hobbes so they can live on them. I go to the islands and clear out around six groups of hobbes.
I go and do a mission where a gambler who has been diddled wants the card shark killed.
I don't think this will help my moral standing, I do it anyway and murder the man in the pub. The police start to call me a murderer.
I find another quest like this and decide not to bother.
Another dubious quest sees a gambler wanting to flee to Driftwood, that is the islands we cleared out for the hippies. I take him and find that the hippies have built a camp on the island and bridges across to it.
There is also a sequence of orb keys that we can now reach the start of but not the end.
I have to get the hippies a carpenter and go all the way to silver pines to deliver the letter to a carpenter there inviting him to come live in Driftwood. He is only to glad to leave the balverine infested silverpines. Maybe he will build a structure on dfiftwood that will help me get to the end of the orb chase. Nope, it gets me further but I still can't get to the next orb along the line.
I find an obsessive Reaver fan who wants me to steal his dirty underpants.
I go to his manor and inside hi bedroom we find a bookcase which opens leading down to a bedroom kitted out with cages and other torture chambe type gear. His underpants are there and I take them back to the woman.
A man named James has lost his wife's ring in the sewer.
A quick trip through mercenary infested sewers to find a dig spot with the ring.
I find a quest where I have to escort a widow to her hubsand's grave. Hollow men attack on the way.
I find Sam and he has lost Max, we have to follow him. I chase Max around the cemetry, he is drunk and enjoying his freedom from mummy. After many fights with hollow men he comes to a giant organ and keeps on summoning hollow men and ghosts to fight us.
We have to kill all his supply of wisps, we can thenn grab the normanomicon off them. We use it to summon their mum and that puts them out of trouble.

Mission 8
That seems to be a good portion of the side missions done. It's time to go to Aurora.
I go back to resistance HQ and have to follow Finn. We fight some of Logan's soldiers and head for the docks where we get on a boat.
A cut scene shows us setting sail. We are chased by one of Logan's battleships and blown out of the water. We see Walter and the Princess washed up on a deserted rocky beach. No sign of Finn. I get control back and we enter a cave. Some ruins can be found and there is a glowing pool.
There are skeletons beside the pool, which seems to be a staircase leading down covered by a force field.
The skeletons have a book which warns of dire trouble. Walter reads a passage which seems to be a spell and the force field vanishes.
Down the well we come to a corridor, then into a temple.
We have to pull a lever to extend a bridge.
Another force fields is opened by walter and his book of incantations.
We come to a large area filled with darkness, Walter lights a torch and a disembodied voice can be heard taunting us. It seems that the voice belongs to Darkness incarante. We are attacked by winged shadows.
Walter sees a monstrous creature and starts to lose it. We walk through the caves being attacked as we go.
Walter throws his torch at  the creature and it seems to hurt it.
We come to a ledge and Walter tells us to jump down first. He is then swallowed up by the darkness.
There are pools of black tar oozing around.
We come to Walter who appears crucified by the black tar.
We have to fight lots of shadows and then statues that come to life.
We then get Walter out of the tar, however he is blinded. We leave the temple and come out onto the ruins in a desert.
We have to leave walter who is blind and can hardly walk.
We walk is the desert and are taunted by the darkness. eventually everything goes black.
We are then saved by Finn and a native woman.
We are taken to the Auroran village.
The leader of the Auroran is called Kalin and she tells of the darkness which attacked them five years ago and has been making their lives a living nightmare since.
We are told to go and explore the Auroran city to see what she means.
It is full of dead and dying and memorials to the dead.
Kalin tells us that Logan came there four years ago. He promised to return with an army but has not.
Kalin asks for a promise to help her and allow aurora a place in her kingdom.

Mission 9
We are sent to the road to rule and theresa tells us that the time is ripe to take Bowerstone castle.
A cut scene shows the gang planning the attack on Bowertstone castle.
Now we have a fight through the burning city. Lots of soldiers and some appearances from the cast of characters.
We then reach the castle and in cut scene see walter and the Princess arrest Logan. Logan claims he had reasons to do what he did. Walter isn't interested in hearing them.
We see the princess being crowned Queen.
Walter introduces us to Hobson who is our royal aide.
We have a busy first day. The first job is to preside over the trial of Logan.
Logan tells us that Theresa came to him and told him the darkness would attack Albion.
He claims to have been building an army to fight it.
We are given the chance to kill or pardon Logan, I choose to pardon him.
We go to Theresa, she tells us that the darkness will come and Logan wasn't the man to lead.
We are told that we can be benevolent and loved, yet there will be a price. We can be a tyrant like Logan and be hated and save more people.
The choice is ours.
We are shown the royal treasury.
We are given the option to keep taxes as they are lower or raise them.
We can donate our own gold to the treasury.
Our next job is to go and meet Reaver.
We are given the choice to build a school or keep the children at work.
I choose to build the school.
We are then given the choice to rebuild the old quarter which was burnt to the ground by the battle.
All of these choices are putting a serious dent in the treasury and will leave our preparations for the fight against the darkness in financial need.
We are now to choose to raise lower or leave the guard budget.
We get to choose decor for the castle, pretty blunt here, good or evil.
We then choose to keep our promise to Kalin and Aurora. Reaver posits that we should exploit them for the coming war.
A rare diamond is reported in Aurora. We go to the docks and trvel to the rebuilt Aurora.
Aurora is now much larger, a city and a large desert area.
I find a palace full of cog like structures in the desert and eventually a huge diamond inside it. There are lots of sand furies to fight.
After escaping the desert I return to the castle and give the diamond to the treasury which gives as a nice sum.
We are then asked if we want to return a child benefit policy to allbion. I do and lose yet more from the treasury.
It seems we need to get the treasury up to 6.5 billion within the year otherwise an equal number of our citizens will die in the attack.
Another audience in the throne room, Page wants the shelter renovated, Reaver wants to turn it into a brothel. I rennovate of course.
We next have a choice to make regarding the building of a sewerage plant or just dumping it mourningwood. I build the sewerage plant.
Our last apppointment for this session is to meet with Page at the old rebel headquarters.
Page tells us that Ferret has taken over the criminal underworld and is causing an awful lot of trouble. Page has inside information that Ferrets men are going to attack a pub looking for protection money. We are to go and see if we can find any information that will lead us to Ferret. I do find information of course, a note and a key telling the thug leader about the new secret hideout. With the location secured we are to go and find Ferret.
I find him in his hideout and have to fight a lot of mercenaries. We get a choice, to put Ferret in jail, or take his million bribe. That would mean that a million citizens would be saved. Tough call. I reject the bribe. Hopefully I can make the sum by the time the darkness arrives.
Our next royal choice is to set the rules about alchohol. I can outlaw it entirely, keep a limit that Logan had installed or remove the limit allowing the people choice.
I remove the limit.
We are given the choice to restore Brighwall Academy, I restore it there seems little choice.
I find a demon door that opens for the monarch, it gives me a million in gold which is handy.
The next choice is to dam the river that feeds Bower lake and to mine the lake bed which is rich in minerals. Reaver argues for the money which is well needed. Page asks to keep the countryside intact.
I use a time slow potion which slows time for enemies and keeps you moving at normal speed.
I try the summon help in a fight potion which brings ghostly balverines to fight for you.
I go to the academy and find the the artefeact I delivered earlier is a key to a room in the dungeons of the academy. We have to escort the researcher Saul down there.
We take him down through hoards of hollow men to the door and open it. Inside is a room full of bookcases. There is the start of an orb trail here as well.
The orb trail takes a winding path to a door which is opened by gold keys. It takes us to a place called the Prism by teleporter.
Seems the best we can get here is a highwayman costumes, not worth the bother really.
Saul has read some of the books and unleashed an evil prescence.
We have to go down there and clear them out.
There are hollow men to kill then back to Saul.
There is a temple in Aurora where you place the flowers you find once you collect enough of each type.
I decide I finally have enough money or don't care any more and decide to get back onto the main quests.
I go to Millfields to meet with a wealthy patron, she has decided that her priceless family heirloom won't be much good if she is dead. However someone has stolen it from her just as she was going to donate it to the treasury, she asks that we go and recover it from the thief who has fled into the woods.
In silverpines we are to follow a  white balverine.
The balverine leads us to the village in silverpines. Here we are told of the village defences, they burn silver nitrate in their torches around the village.
There is a man called Connor who let one of the torches burn down on his watch. He was punished and then left the village in a strop telling them that there would be a reckoning.
I follow the balverine again and it leads us to a clearing with some ruins. We meet Connor here and he is flanked by Balverines. Seems the statue was mystical and the key to controlling the balverines.
He gives us a choice, put out the torches and help him and the balverines get revenge on the village. In return for this he will give us the statue. The alternative is to attack him here and now.
I do so and he goes to attack the village and sends some of the balverines to attack us. I kill them and head for the village, after much balverine slaying, Connor appears and we fight him. When he is dead we have the villagers thanks and the statue. We have to go back to Muriel the patron. She gives the statue to us which is worth half a million. I give the money to the treasury.
Next descision is to bail out the economy. We need to spend half a million. Easy come easy go.
Kalin comes to us to ask for a desert fort, one that can defend Aurora from the darkness.
Reaver speaks against the fort.
Sabine, the dweller leader comes asking for the ownership of his lands.
I give him ownership.
The time passes and we are now at the day of the attack. Theresa summons us to the road to rule and tells us that we will fight the darkness in our true from. We grow angel wings from our back.
We then are tasked with defeating the darkness, a task that we were groomed to replace Logan to do so that it would work out for the best.
When we go through the portal we are in the castle and the gang are all there. We go out into the streets and fight with the dark forces. There are all sorts of illusions and explosions going on, sand covers the streets.
We fight until we come to the main square and walter is posessed again by the creature.
We have to fight Walter until we knock him down.
Once he is down the darkness is defeated, however Walter dies in your arms.
We skip to the aftermath where the gang all congratualte each other around a large statue in the palace grounds of Walter.
The credits roll

31 hours on the in game clock
580 achievement points.