Wednesday, March 16, 2011

Dragon Age : Origins Notes

Mages in the distant past tried to do something fairly dodgy and were turned into the Darkspawn.
They came back to the planet and started taking over. Grey wardens fought them and prevailed.
Four centuries later there has been peace. However the darkspawn is stil around biding it's time.
There are few Wardens left and they are not heeded very well. We see one fighting two darkspawn and he knows that they are getting ready to attack again.

Now character creation. Male or female. Dwarf, elf or human. Warrior, mage or rogue.
You can play with your characters appearance in many ways.
Difficulty level is next, I choose normal.

Tutorial mission
I am introduced to our family the Couslands. Our brother is preparing for a fight with the darkspawn that is rising in the south.
Our father talks about the impending battle. My character walks in, we get to speak to them.
A selection of choices is given in this idle chit chat.
A man called Howe is visiting. He has his soldiers with him. They seem dodgy.
Our father leaves us in charge when they go out to war.
The grey warden, Duncan is brought in to chat. He is interested in us as a recruit.
Conversation choices are the usual mix of middle of the road, nice or argumentative.

We are now in control of our character.

Left stick to move, right for camera.
A is interact.
Back brings up a map.

I walk out the door and find a person called Ser Gilmore
He tells us that our Mubari war hound is in the kitchen. We have to go and control it.
On the way our mother interrupts and seems to be trying to marry us off.
I manage to get to the kitchen.

The cook is angry, The dog is trying to tell us something.
There are giant rats in the larder.
I find it hysterical that after the fight the two characters are spattered with blood.
Fighting is a matter of hitting X so far. I am sure it will get more comlicated.
The cook starts of indignant still, then end up giving the dog a treat.

I am back to looking for our brother to tell him to send the army out.
I manage to find the map and get to him.

Fergus is saying goodbye to his wife and son, of course he is going to die soon, he has redshirt painted all over him.
Mom and pop turn up for a family scene.

That seems to be an end to this section.

Mission 1
A cut scene starts.
It's night time. The dog wakes us up barking.
Howe's soldiers are attacking in the absence of the castle troops.
I  have to fight a few of them.
Mother arrives Father is missing.
She joins us as we go looking for him.
Dead bodies can be looted.
There is a complex inventory system. Also in fighting skills can be mapped to the xyab buttons.
At the moment I have a shield bash. Once these are used they have a cooldown period.
Fergus's wife and son have been killed.
When you level up you can spend points on attributes.
The castle is overrun, Mother suggests that we leave and fight another day.
We progress through the castle fighting. A big fight in the throne room.
Here we meet mages for the first time.
Archers also stand apart from the fight and fire into the melee.
Father went to the kitchens.
I fight my way there and find Father bleeding to death.
He is mortally wounded. The grey warden arrives and suggests that they need to leave.
Duncan wants to take us to be a grey warden, that way revenge will come.
Mother stays with father. Duncan and Elissa leave.

Mission 2
We meet a king, who is unaware of Howes treachery.
He pledges to help.
The king seems to think they are winning, he is even disappointed that there isn't any arch demons.
We have a joining ritual to perform.
We are left to explore a little first.
The stat screens are daunting in their complexity at first.
I enter Ostagar and explore.
There are mages practicing that can't be interrupted.
I meet Wynne a mage, she tells us of the fade, which is a realm where spirts dwell. There is a dark city there which is the source of the darkspawn.
I find Duncan and need to find someone called Alastair.
One of the wounded soldiers is despondent after a fight with the darkspawn.
I find a deserter in a cage, he needs fed, I have to ask his guard for food for him. He won't give me any.
The quartermaster can supply us with weapons.
I eventually find Alastair, he is a new Grey warden too, I go back to Duncan with him.
we meet Daveth and Sejury. The joining is a test of skill.
We have to go out into the woods and get a vial of darkspawn blood.
We have also to find scrolls left in an abandoned outpost.

Mission 3
I go out into the Kocari wilds.
I fight some wolves.
I find some soldiers who have been attacked.
I save one and Jury get scared because a whole bunch of soldier got killed, what chance do four recruits stand.
Alastair tells us that Grey wardens can sense darkspawn.
I find a camp filled with them it's a hard fight and once over only one of my team is left standing. The rest get back up but they have injury flags.
I find the archive, a woman appear who is named Morrigan. After much banter she tells us that her mother had the scrolls we seek. She takes us to her, and she gives us the scrolls.
She also fast travels us back to camp.
The joining ritual is explained, Alastair takes us to the old temple.
We have to drink the darkspawn blood and master the taint.
Daveth drinks it and dies. Jory does not want to do it and Duncan kills him.
I then take it and survive. I see a vision of a large dragon.
We have to meet the king next.
I give a flower I found in the wilds to the kennel master to cure the dogs.
I can now buy the meal from the guard to give to the deserter.
I find the king.
The king wants to go on the frontline, his advisor does not want him.
The Orlesians it seems are an old enemy, The king wants to unite with them against the darkspawn, the advisor is a staunch traditionalist.
The king wants us to light a beacon during the battle.
Logain the advisor seems dodgy, or is it the foolhardy king that is going to be the problem.

Mission 4
We have to go to the tower next.
A cut scene shows the army awaiting the Darkspawn attack.
Duncan and the king are confident.
The darkspawn appear in large numbers, snarling and orc like. Giants and dwarves amongst them.
Archers and hounds are set loose.
Then the battle is joined.
We start at a bridge we crossed entering the city and have to cross it under fire.
When we get across we are told that the tower has been taken, the darkspawn came  up through the sewers.
I get into the fight, here i experiment a little more with controlling other characters, I have a mage and ranged fighting is fun.
There are traps here, which explode or produce clouds of gas that slow your character.
After around three floors of tower we come to the top and find our first boss battle.
A large Orge appears and it is a close fight.
A cut scene shows Logain retreating on the signal rather than attacking. We see the king slaughtered by and Ogre which Duncan then kills single handed. He can't win though huge numbers of Darkspawn overwhelm the army and kill them all. We see our gang being attacked and our character being shot with an arrow and falling.
She wakes in a bed naked and Morrigan is there.
Morrigan tells her that her mother saved them. She fills them in on what happened at the castle.

Mission 5
I meet with Alastair and Morrigan's mother who reveals her name as Flemeth.
The dicussion her centres on what to do next. Loghain has obviously betrayed the king for his own ends. Alastair wants to go to the Arl of Redcliffe who was the kings uncle. He thinks that he will bring Loghain to justice.
Flemeth suggests that the Grey wardens have treaties with the elves, dwarves and mages which bind them to aid in times of trouble. Flemeth suggest that an army be raised to fight the Darkspawn.
Morrigan is tasked with joining the grey wardens in their quest.
I now leave Flemeth's hut and come to a world map.
Here we can choose to go to certain places. Though only one of the icons is available.

A cut scene shows Loghain talking to a crowd. Loghain has declared himself regent for the new queen.
A crowd member challenges him on his withdrawal and policies. The queen defends him.
We come to a bridge on which thieves have set up an ambush. I kill them. They inform us that grey wardens are traitors and there is a bounty on our heads.
We have a discussion amongst the party, seems we need to visit the elves, dwarves, mages and human's to seek their help.
I am now in a village. There are arguments amongst villager over food and lots of lost children and begging people stripped of their wordly goods by the flight from the Darkspawn.
I find man called Sten in a cage who it seems will join us if we get him free.
I find a man called Donal who tells us that the Arl of redcliffe is ill. It seems to be a magical poision that is affecting him.Possibly Loghain is to blame.
An urn of sacred ashes might be able to cure him.
I meet the priestess in charge here, she won't give up the Qunari until I exhaust all option other than threatening to kill her. what the hell.
She gives us the key.
I release Sten and he joins us.
I can only have four in my party. I get rid of the dog.
On leaving the village I find some dwarves being attacked by darkspawn.
After leaving a cut scene shows a dragon and loads of darkspawn. It is a dream and Alatair talks to us after we wake. Seems that the dragon is the archdemon.

Mission 6
I find myself in the county in a small camp.Seems that this is a base hub, it has the two dwarves in it as a shop. Though there gear is expensive.
Naughty Naughty, I find a man offering to send me on a quest to an old warden's keep, after a bit of chat about it I find that it's dlc and get sent to the buy page when I accept the task. Sure have DLC, but only mention it when people have bought it. it's a bit jarring to be given an in game advert for something, especially early in the game.
I take myself out of the camp and have to select my party. There are a lot of options here.
I decide to go to redcliffe to get the human contingent to help.
On the way I am ambushed and have to fight some darkspawn.
Alastair reveals that he is the bastard son of the king. The arl of Redcliffe took him in, until his wife heard rumours that he was her husbands bastard. Alastair thinks the arl will help him now because of this.
I enter Redcliffe, seems that monsters are coming from the castle at night to attack the villagers. We are taken to a leader to learn more.
We meet Teegan, who was the man we saw disagreeing with Loghain.
It seems zombies are attacking from the castle. I agree to help defend the village.
Murdoc is the mayor and we have to go see him to aid the village.
The blacksmith is despondent and depressed and won't help. We have to get him to help.
I have to break his door down and he has been drinking.
In conversation with him we learn that the arlessa is involved with black magic and may be responsible.
The smith's daughter is in the castle and this is why he is so despondent.
I promise to save her and he will do the work.
We have to speak with Ser Perth as well. He is one of the knights sent looking for the urn which may save the arl. I have an argument with the priestess who won't lie to the troops and tell them that the maker is protecting them.
I then trigger the fight with the undead. Night falls and they attack.
A horde of undead come from the castle and fight. Then we have to run back into the village and defend against a flanking attack.
Once done we see the villagers celebrate.

Mission 7
Teagan tells us of a secret passage into the castle which we can use to investigate.
Isolde the Arless appears, she wants Teagan to return to the castle with her.
There is an evil in the castle, a mage released it.
Seems Loghain hired him to posion the Arl.
Isolde and Teagan will return, he wants us to use the secret passage, while he distracts the evil.
Inside the passageway we find some corpses, then the mage in prison. He tells us that he was hired to poison the arl, but has nothing to do with the evil demon.
Isolde hired the mage because he was a disgraced mage, outside circle or apostate.
Just like Morrigan. He thinks that the son has opened the veil to the fade and let the demons in.
I let him out.
Inside the castle there is more fighting with the undead and new enemy, the ghostly lesser shades.
I find the smith's daughter Valena, she goes back to her father.
After some more corridors we come out into the courtyard and find a new enemy, a revenant.
which is killing me dead with ease, hmmmm. I manage it without any real change in tactics, seems luck is a big factor along witht the ai of your enemies and allies.
I enter the main hall and find that Connor the son is possessed by something.
After some chit chat we fight with the posessed guards and Teagan.
Then have a chat with Teagan, the mage and Isolde about who is to blame for all this.
The mage may be able to break the demon's connection.
However, he will steal someones life energy to send another mage into the fade to kill the demon. The merits and demerits are discussed.
There is a way to avoid death, if more mages are sought. I take the option.
Jowan and Teagan will stay and keep the demon at bay.

I go back to camp and organise weapons and armour.
On the way to places in fast travel it seems that ambushes are regular.

Mission 8
I go to the mages tower, a guard gives us grief before taking us across the lake to the tower.
I find the leader of the templars in the tower and it seems that things have gone wrong here as well.
The tower is also brimming with creatures escaped from the fade.
We have some chit chat, the templar agrees that if we clear out the tower he will join us against the darkspawn, of course he does not expect us to live.
Inside I find a mage called Wynne, we met her earlier.
We join with her to go into the tower.
After a fight on the first floor we get to the second and find Owain, he tells us that blood mages are involved and someone named Niall is setting out to fight them.
I find a mage and fight them, once defeated we chat. Seems the mages involved wanted rebellion against the templars and the Chantry.
Aldred is their leader and he has gone mad.
I find a love demon who has a man in it's thrall. It's a hard fight but I kill it.
We are given the opportunity to just walk away here, as it seems like the man is getting everything he desires. Of course the demon will be free to enslave others if we do.
I come to the boss of the baddies here, it's an abomination of flesh, crudely shaped into a man.

Mission 9
It uses magic to get into our minds and tries to make us sleep. I find myself in my dreams.
I find myself with duncan and some other grey wardens in a warden castle.
Duncan tries to make me think that the war is over.
I obviously know not to trust him.
I fight him and the other wardens.
A portal takes us to another place. Are we in the fade?
I find Niall who was also fighting the demon. Seems he is caught in the fade as well.
We have to break through the fade world to get to the demon and fight it for real.
I find a mouse who grants me the ability to shapeshift into a mouse.
I can then enter small mouse doors here in this strange landscpae.
I enter the burning tower and after a few fights find a templar who gives me the power to shapeshift into a fire immune form.
I go through a portal to a place named the mages asunder.
I find mages attacking here, at one point a  bunch of them attack each other rather than me.
Servants also attack, I can pass through fires using the fire shape and also fight with fire.
Lots of loading screens in this game.
There are places here where instat death can easily occur, gangs of mages can hit you with spells that see it impossible to even stand up again and all you can do is watch as your health plummets to zero.
I find a mage under attack by mages and stone golems. Once he is saved he give me his pwoers.
He has the ability to turn into a stone golem, which gives me some good strentgh and health.
I move through the mages area some more and fight more golems and mages as a golem and get some nice loot and bonus stats. Then onto the Templars nightmare.
Now the Darkspawn invasion. I move through more corridors and find a templar attacked by darkspawn and save him to get his power. This is spirit form which is good with magic and can see hidden things in the fade.
I come to a large boss named something the crusher, it's is a big horned demon, running in circles and waiting until your golem powers charge is enough to kill it easily.
They increasingly seem to be taking the piss with the difficulty here.
I find a door in templars nightmare that can only be seen with the spirt form.
This leads to the boss battle with one of the love demons.
I go back to the burning tower, since I have the ability to enter the blocked doors I can now go and find the boss there.
I find the demon Rhagos in the burning temple.
Back to the mages Asunsder to find it's demon.
I do and that is all four guardian demons destroyed.
I can now access the three nightmares that are surrounding the circle of islands on the map.
These are the nightmares of our companions. Looks like we will get them back to help at last if we can release them from their nightmares.
I find Morrigan arguing with her mother. After killing the mother Morrigan vanishes.
Then Sten and Wynne.
Now we can reach the inner sanctum of the demon and have a boss battle with it.
It's a hard fight but I manage it. It takes four forms and each one has a health bar.

In cut scene Niall appears. He tells us to take the litany of Adralla from his body. Niall thinks the demon has been feeding on him for too long and he will die if he wakes.
He does and we find ourselves back in the mage tower.
We fight more of the demons and then find a templar called Cullen in a cage. He is being tortured it seems. The other mages that are left are being tortured as well.
The templar wants us to kill everyone of the remaining mages.
In the tower Uldred is torturing the mages until the turn in monsters in his service.
I have a fight with Uldred who turns into a large demon. Using the Litany seems to prevent his spawning extra enemies.
I kill Uldred and speak to Irving who goes to speak with the templars to tell him that the crisis has been averted.
Gregoir is happy to see Irving and stands the templars down from nuking the tower.
Irving pledges to aid us against the darkspawn.
Wynne joins our party.
I ask for help at redcliffe with the connor possesion.

I go back to Redcliffe to see if the child has been freed from posssesion.

a cut scene is triggered and we see Loghain being given bad news. Seems some people aren't buying his story and are going to stand against him. He is also told by Howe that there is still Grey wardens left. He sends an assassin after us.

Mission 10
Back at redcliffe castle we find Irving and his gang in the throne room.
We get to choose who goes into the fade to kill the demon.
In the fade the landscape is familiar, there are ghostly people wandering about who do us no Harm. I find arl eamann. He is lost in the fade as well.
I find the boy and he turns into the demon and after a little fight it flees.
It makes us run around for a while before seeing that we aren't going to give up.
We then get a boss battle with the demon.
I kill her on the second attempt but it is close.
We see the castle being tided and bodies being sent out on burning boats.
Teagan and Isolde chat, Connor is fine and remembers nothing. Teagan asks what is to be done with Jowan, the mage who poisoned Eamon. I leave it up to him.
We have to find the urn to revive Eamon.

On the way to places seems to be the excuse needed for cut scenes showing exposition.
I see Loghain, Howe and his daughter chatting. The daughter seems to be realising that Loghain is screwing things up. It appears that we are being asked to feel sorry for him, maybe even suggesting that the king got what he deserved for being an airhead. However Loghain is trying in his own way to be in charge and the civil war coupled with the darkspawn seems to be making double trouble which is maybe more than he can chew.

On the way to the next map location the assasin Zevran appears with an ambush and I manage to kill him.
We get to chat, seems he is only loyal to whoever is paying him. Since he has failed his masters the Antivan Crows will kill him anyway. So he may as well tag along with us.
I accept, though I will probably regret it later.

I find the dalish Elves and get taken to their camp by a rather hostile guard named Mithra.
Zaphrien is the leader, he tells us that the elves can't help and shows us why.
Werewolves have been causing them big trouble.
Looks like we have some werewolves to kill. A great wolf called witherfang is the source of the curse. If witherfang is killed and his heart brought back to Zaphrien he may be able to undo the curse.
I explore the elf camp and find that the elves hold deep seated grudges towards humanity. Seems that humans once enslaved the elves. The chantry and the templars freed them and since then the elves have been at war with humans and lost. Over the the need to worship the Maker.
There is an injured animal that seems to be a side quest. along with an elf who might join us later.

Mission 11
I enter the brecilian forest and it's only a few paces in when we are attacked by wolves and werewolves. Seems very fable like here.
I come across a bunch of werewolves who want a chat. They are angry sounding and really hate the elves. They seem to be ambivalent towards our gang and give us the chance to go. When I continue to try and chat they seem to be hard of thinking and decide to just attack anyway. After a few second beating them up they retreat telling us that the forest will make us pay.
I find some more werewolves to fight then some ent like trees attack.
One of the trees  is willing to chat an elder oak. It apologises for it's younger more aggressive kin.
his elder oak wants it's acorn back, which was stolen.
I find an empty camp, which is a trap and a shade attacks.
Then I move into another area of the forest. There is a mist blocking a path. entering it makes you come back out the way you came in.
I find a mad old hermit who stole the oaks acorn. With some chat I get it back in return for a silver ring. He won't tell us how to get past the mist though.
I try and take the gear, but he has very powerful magic. I leave him to it after getting the acorn. I find a dying werewolf. It is one of the elves sent here to find Witherfang. It asks me to tell her husband what  happened and want us to kill it. I refuse and it attacks forcing our hand.
I take the acorn back to the oak and it gives us one of it's branches. This will allow us to pass through the barrier.
Inside the barrier I find the werewolves from earlier, they profess that witherfang keeps them safe here and that they are the ones who are being preyed upon. However, they attack us anyway when I make every indication of just wanting to chat about the problem peacfully.
As before during the fight when I am getting the upper hand a cut scene starts. I see a white wolf appear and knock over one of the party and allow the werewolves to flee.
Another set of wolves appear and flee, saying something about going to protect the lady.
I find some ruins and enter.
Inside are werewolves and giant spiders to fight. The werewolves have barricaded a door.
I come to a large church like area and have to fight a dragon, it isn't that hard of a fight though.
There are dead knights and dwarves lying around.
I find a small ghost boy, he is looking for his mother, he does not seem to be hearing us.
Skeletons attack here on mass and it's a hard fight, which is at odds with the ease so far.
I move on through this long and now hard dungeon. Lots of fight, too much loot and eventually a pool of water which I presume we swim under into the werewolf lair.
This is more corridors filled with werewolves.
I come to swiftrunner and he finally seems ready to talk, since we are at the door of his secret then he has no choice. We are taken to meet the lady of the forest, who is a naked half woman half tree. She tells us that it was Zathrian, the elf leader who made the curse of the werewolves. Long ago humans and elves lived in the forest. However, the humans raped his daughter and he took revenge on them by creating Witherfang. The plan worked and the werewolf curse eventually drove the humans from the forest.
The werewolves found the lady and she helped them. They went to Zathrian in the present to ask for his help. However he refused and they only attacked to spread the curse to the elves to force Zathrian to undo his magic.
The lady wants us to bring Zathrian to her, to talk. I agree that this should happen.
I leave the ruin by a new door, and find Zathrian waiting. He is still angry, he tells us that Witherfang and the lady are one and the same.
He agrees to go down into the lair with us and talk.
In the lair the lady reveals that Zathrian needs the curse too, it is tied in to his immortality. He won't end the curse, the wolves are getting restless and the lady has nothing to add. It is down to us, a choice. Killing Zathrian seems to have no point, he is stubborn, however his pain is just. The wolves are talking, but they are still very savage. The lady offers no plan. I can't really choose. I have to though, so I go against Zathrian. Both the lady and Zathrian will die when the curse is ended. This seems the best way.
I challenge Zathrian and have to fight him. Once done we see Zathrian end the curse, her dies and the lady vanishes. The wolves all become human again.
They are happy and leave to go and join society again.
I go back to the elves and they are happy that the curse has been lifted. The new keeper Lanaya, pledges to help us in the battle with the darkspawn.

I go back to the camp.
Morrigan tells us that she read a book we found in the mages tower. It tells us that Flemeth has managed to stay alive for centuries by basically having a daughter then when she dies posessing the daughters body. She is bascially an abomination.
Morrigan is angry and want to kill Flemeth.
She tells us that we need to go to Flemeth's hut without her and kill her. Morrigan will need her grimoire to prevent her return and her own possession.
I go to a new locationa and am attacked by darkspawn on the way. Wynne collapses, she makes light, but tells us that next time we are at camp she will tell us what is going on with her.

I find a merchant named Felix, he has lost his mule. This is more DLC being introduced as a tasks to accomplish. A bridge too far here EA/Bioware.

I go to Denerim, a city. I am to find a scholar regarding the urn.
Brother Genetivi has went missing on the search for the urn.
Weylon tells me he went to an Inn near lake Calenhad.
I go to the inn. The Innkeeper is very dodgy when asked about Gentivi. Nothing seems to work so I leave the inn and am attacked.
Looks like an ambush. Back inside the innkeeper tells us that he was threatened to keep quiet. I don't know what to do next. The quest log tells me I have to go back to Weylon.
Weylon is a cult member he attacks us and dies very quickly for his trouble.
I find a book in his room which tells us to go to a village called Haven.
In the village the guard is very hostile and basically tells us to leave.
Sten decides we aren't doing a good job and challenges us for leadership.
I fight him alone and win, he then gets back in line.
I find the village shop, the shopkeeper gets angry when I look around the shop.
He seems to be hiding something, when I go towards a door he attacks.
After killing him I find one of eamon's knights slain in the back room.
Outside in the village a gang of cultists attack.
I go to the chantry and find their leader, He suggests that they are guarding something important, presumably the urn of Andraste.
They all attack and it's a good fight.
I find Gentivi behind a brick wall that moves.
He wants to help, though is injured.
I go back out and make sure the villagers are all cleared out before taking gentivi with us.
We arrive at the temple, Gentivi lets us in using a medallion taken from the cultist leader.
Inside the temple Gentivi lets it slip that there will be loads of traps, he wisely wants to hang around by the door and lets us do the hard work.
Inside the temple is lots of corridor and dungeon, some keys to find and lots of cultists.
Then we have some caves, with cultists and dragonlings.
There are and awful lot of caves, and drakes and cultist, a bloody army of them.
Now they want to talk, why do they always want to talk after I have killed every one of their soldiers and am about to slit their throats.
The leader here tells us that andraste has risen again. Though a guardian of the urn of her ashes is keeping her at bay. He wants us to kill the guardian and if she drips some blood on the ashes she will gain her full power.
Whether this is really Andraste or not is the question, seems like blood magic and a demon posing as Andraste.
This is an impossible fight, two mages raining fire from a distance and three heavy hitters make short work of my party despite a few different attempts at strategy.
No matter how I play it Kolgrim still survives and kill what is left of my party.
I decide the ony way forward is to choose the other option, to side with Kolgrim.
I do and Wynne and sten disapprove strongly. Morrigan is ok with it though.
Kolgrim lets us pass and we go out onto the mountain top and the temple.
The Dragon is here and Kolgrim stops it toasting us.
I try fighting him here again and it's just too hard. I don't have the correct strength or party mix to kill him.
This game is unsure of it's difficulty curve, easy easy hard easy hard hard. With no consistent system.
I can only go forward, it's either that or abandon this quest line.
I suppose I could go and do something else and return once levelled up a bit.
I decide to try with an alternate save to see what the guardian says in the temple.
Maybe he can get rid of Kolgrim for me.
No, I won't be dictated to by this character, this is a game about choice, and I want to choose to kill this Kolgrim character.
I am leaving to go and do another quest, hopefuly to come back and melt this guy next time I face him.

I go back to camp to heal my many wounds.
Wynne tells me that she died during the battle in the tower, she was saved by a demon and brought back to life. Apparently this spirit is keeping her alive, it may be a good spirit. Wynne reveals that this spirt is weakening and she is living on borrowed time.

I do a side quest where I go and see what happened to a caravan. They are all dead, slain by genlocks.
Then one to help a settlement in trouble.
Another to investiagte what happened at a battle, both armies were wiped out by wolves and bears.

Mission 12 possibly?
I go to the frostback mountains. There are bounty hunters outside that are a tough fight.
The dawrves look down on surface dwelling dwarves, though they are needed as ambassadors for the underground dwarves.
I come to the main doors and find a dwarf barring entry to one of Loghains men. The dawrves have lost their king to illness. They are in flux about choosing a new one.
Loghains man gets stroppy and we fight them.
The dwarf lets us in.
Inside the first hall are some statues called paragons, a scholar tells us that the dwarves don't like to be seen to be in disarray by outsiders.
I enter the main area called the commons. In a cut scene we see two sides clash and one dwarf is killed by the others.
There are two sides vying for the kingship, both are using proxies to do their dirty work.
Bhelen is the son of the king who was called Endrin, however it appears that Bhelen is a bad egg and may have organised the deaths of the real heirs to the throne.
Lord Harrowmont appears to be the one who should be king.
A dwarf commander won't let us down into the mines, apparently there are darkspawn down there.
There is a place called the proving grounds where disputes are settled in the dwarf world.
I eventually find the diamond quarter and Bhelen's helper. He wants us to out that Harrowmont has bribed two people to vote for him, with the same money. Obviously he does not intend to pay.
I speak to Dulin, Harromont's aide. He wants us to enter the proving in Harrowmont's name.
I decide to go with Harrowmont.
I go to the proving grounds and have to fight a succession of one on one battles.
Once done I am champion of the proving. The ancestors are now said to be in favour of Lord Harrowmont.
I have to find Dulin at tapsters Tavern, he now knows we are on his side and takes us to Harrowmont.
Harrowmont wants us to clean up the slum called dust town, this will seal his way to becoming King.
Jarvia is in charge of Dust town. I find some of her men after asking around, they try to kill us. I take the key from their corpses to jarvia's hideout. There is a suspicous door in the dust town main area.
Inside the door is a labyrynth of caves filled with carta members. I eventually fight my way through this lot and seem to have murdered more dwarves than there is in the city above.
I eventually come to Jarvia and kill her.
Back at Harrowmint we have more issues. The vote has been asked for and now the assembly is locked for days. The only way we can get a decision forced quickly is to find a lost paragon called brankha, who went into the mines and has got lost down there.
More dungeons to crawl eh!
Brankha's drunken husband Ogrhen wants to help find her.
Brankha was looking for the anvil of the void, which can be used to make Golem's.
I go back into mine door towards the deep roads.
Here I find tunnels that the darkspawn have dug into the dwarf mines to attack them.
This cardins cross is a big area with lots of darkspawn to clear out. New enemies are shrieks, and darkstalker, they are like little dinosaurs.
I enventually find the road to Ortain Thaig which is where branka is meant to have gone.
On this road there are lots of darkspawn corpses, seems the spiders down here have no love for the darkspawn.
I find evidence of a long disused dwarf settlement. A golem attacks here along with indignant spirits.
A dwarf runs away from us and tell us that this claim is his.
I find his camp and he won't believe that we aren't there to steal from him, he attacks and we have to kill him.
I find Brankha's journal and the spider queen for a boss battle.
The journal tells us that she is deeper into the mines.
The dead trenches starts with a cut scene, we see the darkspawn massive army and the arch demon itself. We are in the heart of enemy territory.
I find some dwarf suicide warrior cult down here fighting the darkspawn and help them out.
The dead legion leader isn't much help but does tell us that Brankha is dead.
I come to some large gates which seem to be an old dwarf structure.
we start to see the fleshy growths again which were seen in the mages tower.
I find a mad woman called Hespith, who is reciting a grisly rhyme. She seems to be from Branhka's party.
Looks like something nasty has befallen them.
I come to a shrine, or what looks like a church. There are ghostly dwarves standing around, however they don't react to our presence, yet.
I find a key on an altar and then the spirits attack.
Seems Hespith's pal lauren was forced to eat the males that were with them by the darkspawn.
She became a brood mother and made more Darkspawn.
We see a cutscene and find a monster made out of tits and tentacles.
I kill the broodmother by hiding up the side of it's cave and using area effect spells using Morrigan.
Hespith tells us something about the darkspawn but it's garbled ravings.
seems they need humans to make broodmothers to make more darkspawn. Brankha may have had something to do with the creation of this one.
I come to a new area aptly called the anvil of the void and we meet Brankha, she seems grumpy.
She tell Oghren her husband to turn back and is flippant about the needs of the dwarf lords.
She is preoccupied, in trying to get the anvil. She thinks that it can create an army of golems to aid against the darkspawn.
Seems that the person who made or last had the anvil has set a lot of traps.
Brankha has been making darkspawn using the broodmother in order to get past the traps.
The traps include a room full of gas and golems. Which need the gas valves to be switched off before you can survive long enough to fight the golems.
Then a room with loads of golems.
We then reach the anvil. It is a large lyrium vein with four anvils around it. Enraged spirits appear and fight you, once they are downed you use an anvil and it shoots at the stone statue that appears to be producing the spirits. It seems you have to do this an awful lot before winning. I used a glitch which sees the spirits leave morrigan alone if she was far enough away.
I enter a room with a lot of golems, their leader approaches. He is Caridin, one of the dwarf Paragons.
Caridin tells us that he was once a dwarf who created the anvil. The anvil turns anyone put on it into a golem. The king of the time used volunteers for his army at first, however soon people were forced into it. Caridin was as well, however he retained his mind as he has no control rod. The anvil was sealed away by Caridin, now a powerful golem, and he has sought to destroy it. He asks that we help him destroy it. Brankha is nuts, she may have wanted the anvil for good reason, but her means have not been good.
I decide to help Caridin destroy the anvil. This of course puts us at odds with Brankha.
***********************************************
Brankha fight is very very hard, she has a huge amount of health. She has around four golems on her side. My team are decimated almost entirely in seconds.
There is no way to go back out of here and come back at a higher level for the fight which is a cardinal RPG sin. Bioware should know better.
I work on my strategy and try hard to defeat Brankha, she just kills my team as quick as I can heal and revive them, I am not taking her health down fast enough.
This is an admission of defeat and it makes me hate the game, but I have to lower the difficultty level to get past this fight and progress. I turn down the difficulty and win the fight almost without trying.
*************************************************
After Brankha is defeated I speak to Caridin, he makes a crown for the king of our choice. I then destroy the anvil and he jumps into the lava.
I find a golem registry which shows the names of all the dwarfs who were turned into golems.
I take a tracing as Oghren thinks it will be valuable.

In cut scene back at Orzamar we see the assembly
I get to choose who to give the crown to, I choose Harrowmont.
Bhelen tries to fight his way out of losing and he gets taken down easy.
Harrowmont pledges to aid us against the blight and we get a staff from him.

I go back to the guardian on the mountain, hoping to kill Kolgrim, however, I can't fight him as he is locked out of conversation. I have to go and speak to the guardian.
The spirit asks about our parents and is happy when I say I am guilty about leaving them to their fate.
Sten and Wynne and Morrigan are asked questions as well.
I pass the guardian and then find a locked door and eight spirits who have riddles for us.
If you get the riddle wrong you have an enemy to fight. Correct answers open the door without a fight.
Inside the door I meet Elissa's father, who gives a gift.
We then have to fight invisible versions of ourselves.
Now we have to make a bridge appear by placing party members on floor tiles.
We then have to get naked and walk through a fire.
I come to the urn and take a pinch. There is no way I am going to do what Kolgrim wants.
I come out to meet and enraged Kolgrim and it is very satisfying to takje him down.
I have a go at fighting the high dragon and it's too much.
I find Genetivi at the door and tell him that he can share the discovery with the world.
I go back to Redcliffe and meet Teagan, he starts a cut scene where we see Eamon being woken and told about what happened.
He pledges support and gives us a shield. He then discusses the future. He feels that a campaign against Loghain is a waste of life and counter productive when darkspawn are attacking as well. He suggest alternative means other than direct conflict.
Loghain's sister has claim to the throne, however Alastairs is much more direct.
He suggests a meeting of the nobilty, where the matters of who is to lead can be judged in strict council.
We also have to decide Jowan's fate, the blood mage who started all this. I play for his life and Eammon sends him to the mages to decide his fate.

I decide to go back to Flemeth's hut and do Morrigans quest. No I won't, she turns into a dragon that is beyond me to kill.
I go back to the mages and do small small bits and bobs, telling the mages of the dwarf that wants to study magic etc.

The Landsmeet
I go back to the main plotline and we see Loghain meet with us in denerim.
There is a tense meeting, Howe is there and I tell him I will have revenge for my family.
Loghain tells us that we are dividing the country and that we should essentially watch our backs.
I find myself in denerim at Eamons house there.
One of the queen's maids who is Loghains daughter by the way come to eamon and tells him that the queen has been imprisoned. It appears that  Loghain is going to kill his own daughter and blame it on Eamon.
We are to go and rescue the queen.
On the way we meet one of the crowes an old friend of Zevran, he turns on us and we have to fight a large number of assassins and Zevran.
I arrive at the place and we have to sneak around back.
Some soldiers to fight then we have a hide and seek bit where the elf maid distracts the guards and we go inside.
We are disguised as guards and can move freely. Inside we come to the place where Enora is being locked up. A spell has been cast on the door. We need the mage who cast it to undo it.
Looks like scerecy is out the window.
I go to the dungeons and we find a grey warden imprisoned. I let him out and he goes.
I go through the dungeons and eventually find Howe and kill him.
I get his key to the door. Anora comes out, and is ready to come with us.
I meet a templar horde just outside. The fight is over in seconds. I am about to curse the game for yet another uneven difficulty bump when a cut scene kicks in.
The warden has been captured and Anora goes to eamon with the rest of our party somehow.

I find myself in a cell, there is another prisoner nearby. A guard comes by and we can tempt him to come in. I end up bare knuckle fighting with him and get his keys.
Our gear is nearby in a chest.
Occasionally there are long long load times after a death.
ooohh look a big difficulty spike, suddenly along my warrior can't take on two dogs and a guard without dying like a wimp.
*****************************************
Again I have to knock the difficulty down to the insulting casual to take out two dogs and a guard!!!! This is how to make people hate your game!
I get to put on a guard uniform and walk about unmolested.
I find a door with two guards at it. They want a password.
Here we are supposed to find a guard commander who sends us to a patrol and then we go with the patrol. However I broke the quest by killing the two guards I was meant to patrol with.
Stupid stupid game.
I manage to get an autosave a little while back by pure luck.
I get to the commander and he sends me to the guards, the guards have done something wrong and need the quartermaster to give them their blades back.
He won't no matter what I say. looks like fighting is the only way out, so back to casual difficulty as there is no way otherwise.
There is still no way, even on casual difficulty I can't fight past the four guards that attack in the courtyard.
I officially detest this stupid game.
I go to a map location and find a brothel. I meet a duelist in here, who want to play cards.
I do some small chantry quests, which basically see you go around small areas of the city and kill gangs.
I find a gang of blood mages hiding under the city in a hideout as well.

I manage to defeat the guards at the Howe estate this time, which I only mangage due to the fucked up a.i. I hide my warrior at the end of the corridor and they all stay in the room.
I manage to lure one at a time and kill them that way.
Back at Eamons house we speak with Anora, she tells us of his madness.
Seems we will still need to get more of the nobles on our side. The elves in the alienage are all stirred up and it seems Loghain may have a hand in this.
Anora wants us to join with her and keep her as Queen. Eamon thinks that Alastair is still the better choice. Though if they were to marry and he become King with her as queen then the bloodline would be maintained.
I speak to Anora, she wants us to support her at the Landsmeet.
I try and get her  to marry Alastair.
Alastair on the other hand isn't having any of it.
I enter the Elf alienage, which seems to be a chinatown style ethnic district. There is a plauge here however. The elves are being treated by Tevinter's who have came to cure them.
There is some doubt that any curing is going on however.
I try and enter and am barred, not for long as I kill all the guards.
Inside is empty but for a few more guards to kill, a note suggests that people are being taken as slaves.
I meet ser Otto, a blind templar sent to investigate what is going on here.
I go into the back alley and find an elf who tells of the soldiders taking loads of elves away.
I find out that the Tevinter Imperium soliders have been told to come in and take the elves. They have Dispensation, maybe even from Loghain.
I cut through the many rooms and eventually find their leader. He tries to deal, I don't and take him down.
I let him live though.
I find a pool of blood that smells of rotten eggs. A beggar is rambling about bad men in the orphanage. I think this is what Otto was talking about.
I talk to him and he wants to go to the orphanage.
Inside the orphangae are rabid wardogs and ghostly children.
Oh and some demons. I clear out the demons, Otto vanishes, maybe he died.
I go back to Eamon and tell him of Loghain's involvement with the slavers.
Now It's time for the landsmeet to take place.
It does not go well. Loghain refutes our claims with some actual sense. Calen was stupid to charge the blight head on. Did Loghain really save a good portion of the army by retreating.
He also questions Alastairs lineage.
The crushing blow comes when Anora comes in on Loghains side and tells the gathering that we kidnapped her.
Thing go pear shaped and we have to fight. It's a hard fight but it seem to end if you concetrate on Loghain himself.
A cut scen shows the fight being stopped by the chantry and they suggest single combat should be the way forward. I get to choose who will fight Loghain.
No saving allowed so you can backtrack and choose a better fighter, in case Loghain turns out to be super powered.
No worries actually, Loghain is a pussy and falls to Morrigan quickly.
We get to choose wether he lives or dies, actually I really want to kill him as he has done his best to kill me and screw up the world. He really does deserve it along with his daughter.
Fuck it, it's a game, why not do the wrong thing once in a while.
Riordan the Grey warden intervenes and suggests making him a grey warden.
The joining would either kill Loghain or make him at least sympathetic to the cause against the darkspawn.
Alastair disapproves of even thinking about it. I am trying to navigate an good path here and it seems there is no winning if you try and be merciful. Time for Loghain to die.
I name Alastair as king, then execute Loghain.
Alastair locks Anora up rather than execute her.
He makes Eamon regent until after the darkspawn. Now It's time to take on the blight.

I go to Redcliffe and find the darkspawn already there.
At the castle we have a big battle in the courtyard.
Inside we meet Riordan and Eamon. The horde are  not heading to redcliffe. They are going to Dennerim.
The archdemon is at the head of the demon army.
We now have a choice. Worry about redcliffe, March to Denerim with army we have? Is it possible to reach the city in time? Do we even have enough forces to do the job.
I ask a side question and Alastair decides anyway.
Looks like we are going to Dennerim to take the blight on head on.
I go to meet with Riordan, who tells us of the Grey Warden's real role in ending a blight. It seems that the Archdemon can body hop when it's body is slain. If A grey warden does the Killing then they can absorb the Archdemon's soul. The Grey warden will die in the process finally killing the Archdemon. If anyone else kills it then it will come back again.
I go to my room as directed and Find Morrigan waiting.
She gives us a new option, she can perform a blood magic spell which will see her having sex with alastair and conceiving a child with him. This child will have the taint as it is Alastairs, essentially a grey warden. Morrigan is convinced that the child in her womb will be chosen as a target by the free soul of the Archdemon. She thinks that the child will kill the Archdemon and not be destroyed itself. She then thinks that this child will grow to have the power of an old God.
Morrigan reveals that flemeth planned this from the start and that is why Morrigann is with them.
I agree and am urged to go and speak with alastair.
Who takes a little Persuasion but the deed is done.
A little cut scene shows Morrigan climb into bed with alastair and blow out the candle.
A cut scene shows the armies gathering and leaving for Dennerim.
Then alastair  making a rousing speech, we see the battle start and our group enter the city.
Inside the city we fight alone with lots of allies against a horde of Darkspawn.
after that we speak with riordan and he tells us the plan. The army won't be able to take out the darkspawn horde, it's too big. The Archdemon must be the target adn quickly.
The plan is to lead it to a fight and kill it. It will call it's generals to it. If we take them out first then we may have a chance.
I get to choose my party.
Now inside the city we fight hordes of orges, however we can summon around 12 of each army to help us in the fight.
I then switch to the other three team members who are guarding the gate and have to stop an influx of darkspawn.
A cut scene shows Riordan jumping on the archdemon's back and stabbing it before falling to his death. He has wounded it severly though.
We have some large scale fights leading up to the royal palace. Then onto fort Drakon.
Inside are some more fights, what would you know, I never expected that.
After much fighting we come to the  roof of fort drakon and the Archdemon. Inn cut scene we see it making a mess of about twenty soldiers.
Now it's our turn to fight it.
Boy this is going to be hard, even on casual.
Each time I get so far and it calls in some aid. I thought I had taken out the aid. Obviously not.
The question is will I be able to go back and get them or am I stuck again. This is casual you know?
No I can't get back out of fort Drakon, again unexplained and unhelpful design has ensured that I can't progress.
I manage to find a glitch, if you get yourself far enough away from the battle the a.i. stops, if you can't see the fight then it isn't happening. This means that the horde of darkspawn and soldiers are simply paused.
I use the ballista to pound the dragon, it takes ages and eventually it goes down.
We see some congratulatory scene's Alastair gives us a wish. I ask to keep on keeping on.
We go down the hall chatting to everyone then out to meet the adoring public. A series of images accompanies text telling us what happens next. While some of it is good the dwarves seem intent on making a mess of things.
The credits roll.

430 Achievement points
48 hours on the in game timer. Though I think it may acutally be more than that.

Monday, February 21, 2011

Dead Space 2 Notes

On booting the game I am prompted to enter the code from the back of the manual that allows multiplayer to be played. This is to discourage second hand sales.
Next I choose to start the game. Interestingly I am given the choice to watch a recap movie of Dead Space 1.
I choose normal difficulty, I remember how this works. You are expected to earn upgrades on one play through and then go back for the harder difficulties with an upgraded Isaac.
Controls
Left and right analogue sticks from camera and movement. Third person view of Isaac from behind.
Right bumper is run.
A is interact.
B is use.
Y is stasis
Right bumper is stomp.
Left trigger is aim.
Clicking the right stick is a waypoint indicator.
Mission 1
First images are of a communication from the Ishimura from Nicole.
It shows a video call between Isaac and Nicole, she tells him that she is glad he pushed her to take the job on the Ishimura.
The call is a flashback that Isaac is having as a psychologist talks to him in his office.
We see Nicole's ghostly figure behind the doctor injecting herself to commit suicide.
The doctor tells us that Isaac went to the Ishimura on a rescue mission and asks what he found.
Isaac sees the marker and Nicole in front of it. She is bloody and jumps up on the desk and screams at him, her face lights up from within as if there is a fireball inside her head.
Isaac blanks out.
He comes to in a different room and another medic is shining a light in his eye. Things don't look so good now though. It appears the trouble has already started.
The medic tells Isaac that they have to be careful. He is speared from behind by a necromoprh and it sticks spikes into his head. In seconds he transforms into a full necromoprh and attacks. Isaac knocks it aside and still in our straight jacket we are told by a female voice over the radio to run.
There are necromorphs of various shapes and sizes running around everywhere and there is only one safe path we can run through to get away. Getting to a door we are grabbed automatically.
Pressing A fast makes Isaac kick away the necromorph attacker and it gets caught in the door and cut in half.
We now stand up in a hospital bay type area and find a save point.
In the next room some other humans attack us but are killed by necromoprh tentacles from the ceiling.
A video plays showing someone being experimented on by a doctor. Seems they have been fiddling with something they shouldn't. This room is above cells, like an observation room.
We can see that the people in the cells are all dead now.
In the next area we meet the doctor from the video. He is standing etching something into the glass with a scalpel. He grabs Isaac and gibbers madly. Isaac asks him to free him and they can both get out of here. The doctor frees him and tells him that there is health in a locker.
In the locker is a health pack and a torch. The torch is used like a weapon.
The doctor slits his own throat and dies.
Someone called Dana calls Isaac and tells him to meet her. she says he has a form of dementia that will kill him unless treated.
Isaac asks why he should trust her, she tells him that she isn't shooting at him.
Which is a fairly good point.
we come through a fairly unsettling dark room, using the flashlight to see.
I expect things to jump out, but it's only the television which scares me.
save point.
In a room full of pipes that make us jump by splashing water occasionally Isaac has a vision, he sees shadows of Necromoprhs. Is this the dementia that Dana Mentions.
We get to climb into an air vent, which is new. Potential for scares is ramped up by nothing happening this time.
Then we fall out through the bottom of the vent into a room.
A body is held floating above what looks like an operating table.
Dana asks us what happened, Isaac and her bond a little.
We can't get out of this room. There is a panel on the machine. I open it and Isaac reaches inside and pulls out some wires. This gives us kinesis grab powers.
We can pick up certain items and then holding them in front of us hurl them through glass.
This allows us to smash the glass wall and get out. Necromorphs attack and we have to spear them with a supply of handy spears.
In the next area we do the same.
We come to a room where a necromorph strapped to a table blocks the way. In a confusing fashion he can't be meleed.
We go into a room where a man is undergoing surgery. Poor timing as he has been left abandoned mid procedure.
We start to grab a plasma cutter out of the machinery as more Necromorphs burst in.
Now we are talking, back to the usual shooting off the legs and limbs of hordes of necromorphs.
I move on past the blocking necromorph who is easily shot with the plasma cutter.
save point.
I come into a reception area and the fire extinguiser system scares the shit out of me this time.
Three necromoprhs attack. Stamping on their corspses drops loot.
I make my way through a few rooms, all have loot to pick up, med packs and ammo.
I come to a door which has an alarm blaring, something about unauthorised personnel. Really, no, I never noticed. Inside a man recognises Isaac and tells him to follow him.
I follow the man from the video earlier to a security grill which comes down and seperates us. He tells us that he is patient 5 and to remember. Dana calls and asks Isaac what is happening. He tells her that he is stuck by the security lock down. She gets angry and Isaac. Isaac tells her that he can take care of himself and doesn't need her. She tells us to get on with it then. Five necromorphs burst in. I kill them. Isaac thinks better of it and begs Dana to speak with him again. She gives him a new route.
I move along and find a save point.
In the next area we have to hack a machine. This is done by rotating the left stick until a dial goes blue then pressing A. Moving the stick the wrong way slows you down and you only have a limited time to hack.
This gives us stasis power. Which is handy as a new Necromorph appears that can kill you instantly with one hit. Using Y to slow it down gives you time to kill it.
We are shown that there are stasis packs to pick up, stasis stations to recharge it. It also recharges itself slowly.
A security door can be opened with a switch, however walking close by sets of an alarm as we are not in the doors pass through list. Shooting the door when it is open before approaching it makes it close to slowly to prevent us passing.
I am introduced to new vomiting necromorphs which spray acid at you.
I get into a lift and during the lift ride the lights go out. We see Nicole as before with the glowing eyes, she is singing twinkle twinkle little star. She screams and lights up again and we are back to normal. A vision.
In this new area a window breaks and vents the atmosphere to space. Isaac hangs on for his life. I am told to shoot a lockdown switch, which brings shutters down and stops the leak of atmosphere.
I find a shop and we can finally get Isaac into his armoured suit.
Which is just as well as the next area is decompressed and open to space. We have 100 seconds of air to negotiate this area. Which is uneventful and done in under half that.
In a large open room which looks like a transit station for passenger space ships we are attacked by the first boss.
A mushed amalgam of necromoprhs it has two long arms to leap around on and a nondescropt body.
We are told by Dana that Isaac has been imprinted with the marker signals which are self replicating in the brain and will eventually reach a level that will kill Isaac and i presume turn him into a necromorph. We have to get to Dana quickly and she can stop the process.
We go through a vent and at the other end of it we are told it's chapter 2
Chapter 2
Here is another store where I buy the line gun. There is also a bench where you can use the nodes to upgrade equipment.
In an airport like area we see a video of the leader/bad guy. Tiedmann is declaring martial law.
I enter an area with a lot of people being attacked and killed by necromorphs. There is a room here that needs a power node to open. This seems a folly to use your nodes to open doors, however, the loot inside is worth it.
I go down in a lift and see the other test subject across the way trying to talk to us again.
We are now in a residential building which is also full of necromorphs.
There is an area where we get trapped in with a lot of necromoprhs for the first time.
Progressing through the building is fairly straightforward here.
Going down in a lift Dana tells us that Tiedmann built another marker.
We find some new monsters here, they have large glowing yellow orbs on one arm. This is an explosive suicide attack. Though you can shoot it when the enemies are away from you to blow them up.
I come to a subway station and have to take out a necromoprh spawner that will turn the dead bodies on the gorund into more necromorphs if left unchecked.
We then have to get on the train and activate it. This turns into a runaway train ride through zero g with lots of necromorphs to kill.
When the train finally crashes we are left hanging by our foot as a bunch of necromorphs converge. Once they are dealth with a large one appear and you have to shoot it until it retreats.
The train nearly crushes you and then you are left asking Dana for a new route.
In a new shopping type area I am attacked by necromoprh children.
We progress through a shopping mall like area unmolested and enter a unitology recruiting centre.
We have a decompression to avoid and some children to kill here.
Then through an air vent.
We come to a waste processing facilty, there are huge machines clunking around.
I find a switch which turns off the machine. This allows us into the crusher area where we get to use zero G. You turn on and off your magnetic boots by pressing in the left stick.
Left bumper also boots you with jet nozzles on the suit.
I get to fly around here and explore. Nothing attacks you which is good.
I find a switch which turns on the huge feeder fan, we can then fly against the wind to a new area.
Here we have to replace a power unit in it socket to turn on the door systems.
We come through some untiology dwellings, filled with marker worship lore.
A childrens room sees another vision of Nicole.
Tiedmanns men are tracking Isaac using a small ship which can be seen at time outside the windows.
We move down through the building to a large square with a statue of the marker.
Here we have a big fight with a bunch of the necromorph types we have met so far.
Now we enter the unitology church proper. Tiedmanns gunship starts shooting at us and we have to get through the decompressed hall quickly.
We then make our way through the gothic church like interior fighting necromoprhs and spawners.
We have a room where we have to move two small power nodes to the right places on a junction box. We then have to get past a broken rapidly slamming door using stasis.
After a save point we go through an air vent. After emerging from it the ghostly Nicole tries to stab Isaac with a syringe. He suddenly finds that he is holding the syringe himself and driving it towards his own face.
We come down into a circular area with large statues. A door is smashed as we approach by something big can be seen lurking around the statues staying out of our sight.
These new monsters are called stalkers. They are bigger necromoprhs of similar design, however they use a charging battering ram style attack that is fairly deadly if you get caught in it.
I kill the four that attack and then hack a panel and up in a lift.
We come to a funeral chapel and are attacked by more necromorphs and the little annoying things in large numbers.
Chapter 5
We are now in what is called the crypt. There are lots of frozen people in chambers. Possibly dead or just cryogenically frozen.
We are attacked by necromorphs here and then move into a puzzle area.
Here we have a door near ther ceiling which we need to get to. However the gravity device is offline and we need to fix it.
We have to use stasis on a series of concentric spinning rings to trap the rings and use kinetics to bring clamps down. When all is clamped zero g is started up in the room and we can use stasis to stop a huge fan and get through the door.
Dana tells us that they are using a mobile device, probably on the gunship to block their signal.
I come to a shop and buy the security suit and javelin gun.
Also a bench and save point. We see the small bug like aliens from the first game here.
We are now in a much more ornate part of the unitology church.
This is from the demo, a large church with balconies around the side.
We are attacked by a huge monster in the church which waves it's glowy yellow haemorrhoid at us until we shoot it enough.
Then we get a bunch of the children in large numbers.
Then more necromoprhs around the balcony.
We get another message from Nicole, more jibberish and the idea that Isaac is trying to kill himself.
We come to a viewing gallery with a nice view of the Sprawl.
Dana is waiting, as we walk in we are grabbed by two men.
It seems that Dana is a unitologist scientist. She reveals that Isaac built the marker for the unitologists. The drop ship arrives and shoots up everyone but Isaac, and that is only because of his armour. He dives down a vent shaft in cut scene and we come face to face with the large monster from earlier, when we were hanging from the train.
We have to shoot it's yellow point then avoid it running down a corrior. The gunship arrives and shoots everything to hell. Isaac is sucked out into space as is the monster. Both grab onto the gunship and we are held by the monster on the gunship.
We have to shoot explosives that are flying around being knocked off the gunship and it blows. Isaac is shot off into the Sprawl and flies through a window.
We are contacted by Isaac and it seems that the new objective is to get to the marker now and disable it.
chapter 6
A dea soldiers has a video playing on a loop. A soldiers is saying that the endgame is in effect and contingencies are in place for lost assets.
We are back in the residential area we were in before.
We backtrack a few areas and there is new loot and in the large area with statues of woman and the marker we are attacked by the scorpions and new butterball type enemies.
In the next area we find explosive mines, well the necromoprh version, lumps of pulsating flesh that jettison yellow explosive lumps when you go too near.
I find a node door here.
We then come to a large open area which has no gravity.
There is also a huge fire we can't get past.
There are three oxygen stations in the room which are rapidly trying to restore atmosphere.
We have to to turn them off. Each one has a battery to remove.
Once done the fire is starved of oxygen and we can proceed.
There are two of the little bug necromorphs here.
We then have to put a working battery in the lift, the batteries from the air stations will do nicely.
We come to a large area filled with storage crates. The stalkers are back here.
We come back onto the childrens, shopping mall type area and find another human fighting the necromorphs and doing better than the usual cannon fodder. She tells us that her name is Elle and she is deeply distrustful. She leave in an eleavtor and tells us not to follow her.
Folloeinh her anyway I go down the elevator and find a large area filled with the mine poppers. This area is a challenging cluster of monsters, arriving from front and back at the same time.
We are now in the nursery area. Were we have a quick lesson, we see a woman try and coax a baby necromorph to her. It comes, she cuddles it and then they both explode.
We are then attacked by the babies which simply home in then blow up.
We move through the school until I come to the school hall which is set up for a play.
We go to the stage and hack a panel, this lets in a horde of child and baby necromorphs.
Through the school some more, finding the flamethrower schematic in a classroom that isn't on the route.
I also find a power node or two hidden here, in a doorway and a rocket in the playground type area.
This is the end of the school area and Elle appears on the videophone, she has Strauss. Isaac pleads with her to take him to the hub, which I am presuming is where the marker is.
I come to a large room with a balcony above it. Elle and strauss appear on the balcony.
As they Chat Tiedmann calls directly for the first time.
He cuts the power and the necromorphs arrive. Elle annd Strauss have some oridnary ones, however we have a brute to deal with. It's a simple home and charge variety of boss. Using mines in it's path and stasis to avoid when it gets close make an easy fight.
Isaac explains to Elle that the marker is the cause of the trouble and was created from data extracted from Isaac and Strauss's heads. She reluctantly agrees that the only way forward is to destroy it.
The route is blocked becuase Tiedmann has turned off the power and life support to the whole section of space station. We need to do game type stuff to proceed basically.
We come to a new enemy, a mass on the wall that spits out smaller masses that wave tentacles around. If you don't kill the big mass first then you have loads of smaller ones to deal with.
I get in a lift and am asked to insert disc 2 here.
Chapter 7
The docking pod to the solar array is off it's rail. Isaac needs to fix it.
I enter a large room and have to shoot gas vents which makes them fire, all you have to do here is get the large lift to move up to the ceiling where grapple beams hold it in place.
I then get into the lift. The ride up is a long one and the large necromorphs obviously like shiny lifts. Three or four large ones bash in the windows and try and scoop you out.
Basically all you need to do here is survive until the top of the ride.
I am finding glowing barrels here than can be picked up and shot, they put what they hit into stasis for a longer time than usual.
I come to a new room in the solar array and an a.i. holopgram meets me.
Up in the solar array paltform the lonely curator had a liking for birds and there are still many in cages alive and well.
The a.i, well computer really as it's thick. Won't open the door for Isaac, but will for the curators corpse. Further on she wants a verbal password, when none is forthcoming she turns on laser tripwires.
Further in we are hemmed in by tripwires and attacked, of course the necromorphs don't notice the tripwires and blunder straight in sending the whole place up in a bang. The window is blown out and we have to shoot a red point to slam down the shutters.
I then have to hack a panel to make a lift work.
Up in the lift we have to move a panel aside and bring down a platform using kinesis.
We then enter a corrdor, the computer vents the air and we have to hack a panel to restore it. Necromoprhs attack and you are against you airs clock.
Now we are at the mainframe, Tiedmann speaks and tell us that we can't be allowed to restore power to the sprawl. He tell the computer, named anti to lock down the mainframe.
We now have to get her offline to progress.
I enter a crawlspace and in a room have to put four fuses into sockets, there is a helpful display of the pattern nearby.
This brings up a panel that shuts down a portion of the machines.
You have to go back out and rotate the crawlspace with a switch here and then do the same in another room. This brings out lots of enemies and opens the door to the a.i. core.
Shooting all the fuses brings her offline.
We now get into the actual solar array control room.
Here we can get out into space at the actual slar mirrors and panels to aling them manually.
We have to move two mirrors into place and avoid a large necromoph which shoots thing at us from a distance.
Once done Elle and Strauss are in trouble, they need to take the transport quickly as hordes of necromoprhs are arriving.
Isaac need to get down to them quickly. He uses an ejector seat from the station to power himself back down, we end up flying down through a debris field. Which is exhilarating.
We then are back where we first spoke with tiedmann in the balcony room.
Here there are lots of explosions and we are plunged into airlessness.
Loads of necromorphs arrive and we have to stay alive until Elle gets a door open for us.
Chapter 8
I fight through some rooms and find a power node room. After a few corridors I come to a room with a door and glass viewing window into the next area. Strauss and Elle are in the room. However the door is jammed by previous occupants who were trying to keep out the necromorphs and failed. Isaac will have to pass through the processing plant to get to them.
We come to a puzzle with a door wedged half open, Isaac can't get through, however there is a loose thruster in the room, we can attach it to the other side of the door and shoot it to force the door open.
In the next room are lots of gears with teeth. Tiedmann appear on the comm and tells us that he is turning it on again. We now have to get through the moving jaws of hell.
There are several puzzles and tests of skill here, flying around in zero g with only hairs breadth between you and whirling death.
A few doors need opened with thrusters and some of the small shooting necromorphs appear.
A large mass of flesh is at the end of a long tunnel filled with jetting flames. A few mines make quick work of it as it fires blobs of missile like organics at you.
We come to a door and find the room where we were just a minute ago cut off from Elle and Strauss. The next room see the three finally meet up. Strauss is losing it even more than usual and we still need to get to gov sector. There is a train the gang can use but it needs to be activated. Isaac is the volunteer to go do that of course.
Chapter 9
We enter a large factory area with huge moving machinery. Moving through this area we are attacked by large numbers of all the varieties of necromoprhs.
I come to a transport carriage which won't release. We need to work out a small gear puzzle, finding three parts of the system from the room around us.
The car is then activated and we can trigger it to move.
The car takes us via a nicole vision to Elle and Strauss.
Elle programs the car to take us to where we are going. On the way through the windows Isaac sees the Ishimura docked at the sprawl. Elle tells him that it was sad about what happened on board and tells Isaac that it was a terrorist attack. Isaac informs her that what is happening now started on the Ishimura.
The car is rocked and stops. Isaac dismounts to see what is stopping them.
In the next large warehouse like area there are lots of varied necromorph attacks.
I buy the vintage suit after a corridor filled with flesh nodes and necromoprhs.
We come to the blockage, large tentacles have filled an area. There are also pods filled with explosives in the area. I shoot one of the tanks with exploding barrels and it blow clearing the blockage.
Isaac wants to set of the rest of the explosives for some reason and Elle is dubious.
As we start a three legged beastie appears. Seems this is their nest.
That is why Isaac wants to blow it up.
We have to avoid the beasties and shoot the explosives with the barrels.
When done we have to leg it up in a lift then into the car.
In the car Tiedman calls as we are in space passing the Isimura. He sounds pleased with himself and sure enough a large cutting beam smashes the tracks in front of us. Isaac tells Elle to park the car by the Ishimura. Isaac thinks he can use it's beams to take the car where we need to go.
chapter 10
Elle thinks this is a bad idea. Isaac goes on alone back into the Ishimura and we enter the area form the first games first level, only it is under repair after the damage it took in the first game.
The trip through the old game is nostaligc, passing through areas that are burned into memory from the original, just altered, under repair is nice. Though hoepfully it won't go on too long.
The tension builds as you pass through a great deal of unpopulated area. Of course a scare is coming. A large creature jumps from behind a pile of boxes and is a pain to kill.
We are down on the rails of the trains that run around the Ishimura. Here we are attacked by loads of necromorphs, brutes and almost all varieties at once. This is very hard to survive.
I manage to hack a lift and get up to the train station.
Now I know the game is playing for time, making stacks of enemies in tight spaces.
Now we are back in a room we had in the first game, the gravity control room.
We have a puzzle, a pipe flowing along a central pillar has bits missing. We need to find the bits and put them in, in the right order. The gravity centrifuge in now online.
We do this without necromorph interference, which is strange.
On the way back through the empty decontamination room I passed through earlier I am ambushed.
Back to the train station and there is a tram. I get on. Strauss has got madder and has bit Elle and now isn't talking to her at all.
The train stops at the medical deck as there is an obstruction. Getting too much Ishimura now.
A few glitches here, Isaac was wading hip deep in the train for a few seconds and I got knocked into a wall and could continue shooting while the death animation played.
The medical deck is glowing blue with strange glowing graffiti.
Here we have a large room that fills with necromorphs and then after hacking a door fills again.
We have the scanner suite now, which as last time has the moving boom arm and loads of necromorphs.
I come to a store and save point, I buy the force gun.
More corridors and I find myself on the bridge of the Ishimura.
Some fights as usual and down into the captains nest.
Here we activate the gravity tethers that will send Elle and Strauss on their way.
Isaac tells them he will use one of the Ishimura's escape pods and meet them at the governemnt sector.
Teidmann calls and sounds angry, telling Isaac that he will tear the whole moon apart.
Isaac gets in the escape pod and is troubled by Nicole visions again.
The pod is hit in flight and crash lands. Isaac has a vision of Nicole when he is unconscious.
When he comes too Strauss is trying to drive a screwdriver into Elle's brain.
Chapter 11
We crash land in a docking airlock of some kind, descend down a long ramp filled with dangers then into corridors, the place is falling apart here, possibly the gravity beams we triggered are causing this. strauss calls, seems he has killed Elle though I am not so sure.
It seems we are inside the mining operation of the asteroid chunk.
I come to a large mining area with lots of open area to fight in.
After killing lots and lots of necromorphs I replace a dud power unit in it's socket and go through a door.
Elle and Strauss appear, Strauss has her eye on a stick, but she isn't dead.
Isaac is grabbed by a tentacle and thrown out into space.
Here we have a tentacle spitting at you to kill then some laser pods which are blocking the way into the interior. You have to attach thrusters and move the pods to get in.
Of course you have to find air to survive.
Inside Strauss and Elle are split up. Elle thinks that Strauss is now after Isaac.
We progress through a large room with lots of fights. Feels a bit fight boxy here.
As I open a door in cutscene Strauss grabs Isaac and tries to kill him with the screwdriver.
Isaac ends up killing him with it.
We then take an elevator ride with some miner necromorphs.
Nicole appears again, She asks Isaac if he is hanging onto her because he loves her or wether he feels guilty about her death.
He tells her that is he lets go of her he will have nothing left.
She changes back to normal from glowy mouth and eye Nicole and tells him that step 4 is acceptance.
I can afford to get the advanced suit here.
Chapter 12
We find Elle at a huge drilling machine. Isaac tells her that Strauss is dead. She isn't sorry. Elle asks what happens next. Isaac tells her that he is ready to destroy the marker.
We have to find a power cell to get the drill working.
One I find the power cell I have to find a circuit board. Then hack the machine.
Now elle turns it around and we have to get on the lift under heavy attack.
Once on the back of the machine. This is a small square of death really.
Hordes of necromporhs attack. After the worst we ride on through the guts of the biomass that the marker seems intent on creating.
Eventually we reach the government sector.
Elle wants to plough on in with the drill. Isaac reminds her that he is riding on top of it.
We burst in and Isaac is shaken but not hurt.
Chapter 13
Now that we are in the gov sector it's time to find the marker. Hopefully.
Elle finds a working gunship.
Isaac heads for her and he then sends the ship away with her in it. He tells her to get out of the sprawl and escape. Nicole appears and he tells her that he can save Elle if he couldn't save nicole.
Tiedmann appears on the comm and tells Isaac that he had 200 soldiers between him and the marker.
I find my way back into the large room where the drill crashed in. Here we have a hoard of necromporhs to survive and the door to hack to get in.
Inside is a security centre and if you simply walk in you get blasted to pieces by guards behind a security shutter.
You have to stasis them and run to the side, where you go through vents.
I go up a few stairs and pull out a power cell. This lets the horde of necromorphs into the security area. The guards are quickly overrun.
Now we can progress into the marker lab.
Inside the lab the scientists seem to have been analysis what the marker actually does. It broadcasts codes and blueprints, some people can see them, most go mad.
I come to a room where it looks like a marker is being built, or grown. Lasers are circling it. Is this a marker manufacturing area. why would you build one, let alone lots of markers?
I have to circle the marker, avoiding the lasers, stasis does not work on them. In each room that you can use to hide in monsters attack.
I go to another area and have a huge horde to fight.
A brute attacks. I hack the door and enter a huge cylindrical area. We are on the outside, there are lots of bridges going across to it.
Chapter 14
I can see necromorphs in the distance heading for it too.
I am sensing a boss battle soon. Health, bench and save in one room.
In the next room is a marker,though it's about 200 metres tall and seems to be glowingly organic and alive. All the Necromoprhs are gathering around it for convergence.
Tiedmann tells us that it wasn't meant to be like this.
The marker starts firing a beam out into space.
Nicole tells us that they must work together. Isaac has to go into a machine in which we have to guide a needle into his eye.
Then Nicole tells him to go to the marker.
Now we meet regenerating invicible necromoprhs.
We have to shoot it to bits and hack a door while it's in stasis to progess.
Now we have a dash to get down to the marker. It seems to be a mad one as some of these new necromoprhs are invincible. I come to a door that needs a body to open and have to findd it and take it to the door under fire.
Then some more corridors with a mix of necromorphs.
Down in a lift.
Then some more fighting in rooms with mixed invincible and normal necromoprhs.
Then we have a zero g section avoiding big moving door, blasts of fire and big necromorph fire.
Another shop, save and bench combo.
Chapter 15
Now we are at the base of the marker. And all hell is let loose. There are loads of necromorphs and the invincible one that is chasing us. Running for it and shooting from the hip seems to be the best way. Using stasis and shots only to slow them down and make a path.
Eventually I get to the marker itself. Tiedmann is there and we have a quicktime sequence. Well mashing A sequence until we shoot him with a javelin gun.
Nicole embraces Isaac and then takes him into the marker in some kind of vision.
She reveals that she isn't Nicole merely a creature of the marker.
She attacks. telling Isaac that he will be absorbed.
We have to shoot her, avoiding being grabbed, otherwise it's an instant death animation as we see Isaac commit suicide. When we shoot nicole enough the marker opens and we can shoot it's heart.
Do this enough and it's over. The marker is destroyed.
Isaac sits down as the credits roll.
Ellie comes in on the gunship to get him.
Oh it's not over we have to fly Isaac to the ship. The station explodes.
We see a close up of Isaac and dread what is going to be found when we pan to Ellie. However, she is fine. A little in joke for those that finished the first one.
The true credits roll.
New game plus is unlocked which allows you to start the game with your powered up character from the last playthrough.


535 achievement points on normal difficulty level.
11 hours 30 minutes

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