Saturday, December 3, 2011

Gears of war 3 Notes

As the game boots for the first time a whole host of messages are displayed, suggesting I am getting unlocks for playing previous campaigns.
starting a new campaign I choose Hardcore Mode

The campaigns starts with Marcus in a cell again, echoes of the first game, at first I think this is a flashback, though it isn't. You have to wonder why they would imprison a soldier when the human race is on the brink of extinction.
Anya appears and rips the door open with Jack, Marcus tells her that she is going to get into a lot of trouble for this. She tells him that things have changed, she gives him his uniform and tells him to follow her.

Controls
Left and right analogue sticks for movement and camera as always.
Left trigger is aim down sights.
Left bumper shows your current objective.
Right bumper is reload.
Right trigger is fire.
Dpad changes between four weapons you can carry.

Short cut scene, as we are now in control, quickly into the action it seems. it turns out that this is a dream scene as when Marcus walks towards Anya she starts to echo and fade away, a door behind her opens and we are outside Marcus's house, which we went to in previous games. Adam Phoenix is there and he asks why Dom and Marcus have come to rescue him. He tells them that they need to save his research.
We go down the hill a little and fight against incoming locust soldiers.
This is still a dream and the environment is making itself as we approach, rising like smoke and becoming solid.
The locust evaporate back into smoke when you shoot them.
Marcus speaks while we fight, telling us that his father was always more concerned with his work than him. Saving the work while Marcus saved him.
A corpser appears and I shoot at it. Though this isn't a fight we have to win. The corpser is pulled away into the sky and a cut scene shows a Raven coming in to extract the gang. It is hit by a missile and slams around knocking into the house. A pillar falls and lands on Adam Phoenix, apparently killing him.
Marcus wakes on a ship, a voice is telling him to report to CIC.

Act 1: Chapter one: Anchored.
I start in my bunk, a corridor and some bunk rooms.
A man talks about stalks and polyps, which don't sound like fun.
There is a man blocking the corridor, I find a door that opens and Dom is behind it. A cut scene shows that he has taken to gardening as a side job, explaining that if he doesn't grow it they don't eat it.
Marcus gets him to follow.
Back in the corridor we hear over the tannoy that the raven is coming back, which isn't expected.
I can now go further along the corridor, on the next deck I see a lambent stalk rising out of the water, a twisted tree like structure.
A new Cog is introduced, Jace, an African American man with dreadlocks.
Up on the next deck there are more soldiers and people milling around.
I find Anya and a cut scene starts.
It seems that the Raven has found chairman Prescott, the leader who it seems has been absent for the last 18 months.
Things immediately go bad. A door opens up a head and scorpion like glowing monsters come through killing a soldier.
We are into the action proper. Shoot the scorpions, though a door and up some stairs for more scorpions.
Then up onto the deck proper. Where we find humanoid skull faced lambent creatures. There are also huge tentacles which seem to be depositing the lambent on board the deck.
I have to kill a few of the new lambent and then find that the deck lift needs raised to allow the raven to land.
I do this and a cut scene starts.
Prescott does indeed waltz back in as if nothing had happened, he wants to speak to Hoffman, who has also been gone a while, though he is helping survivors at a place called Anvil gate.
Prescott it seems is a busy boy and has a mission for us. He asks who is in command and wants to speak with them.
Prescott gives Marcus a disk to watch, telling him that he will want to see it.
More Lambent appear in a fairly square fight box area.
Now we have to go up some stairs to get to CIC to view Prescott's message.
Inside the CIC we view the disk, it shows Adam phoenix, he is talking to Marcus, though this is obviously a message he recorded to send to Marcus. He tells us that he is a prisoner of the locust. He understands what is going on, and tells us that the imulsion is the problem. It is infected and the planet is dying. He knows a way to fix things, or so he tells us.
The disk is garbled at the end, Anya thinks she can fix it. A huge explosion rocks the ship, looks like it's time to kill some more lambent.
A new addition here is the ability to click the left stick when zoomed in on an enemy to get your squad-mates to target that particular enemy.
We fight our way back through the same area we have came through to get back under deck.
A fire extinguisher is needed as there is fire blocking the way.
I pick it up and can use it in the normal way.
After putting the fires out, we have to fight some more lambent to the captains quarters. Where a cut scene starts.
Prescott is wounded, the captain dead. The lambent are attacking the hangar deck and we need to go and save the helicopters. Marcus tells Prescott to stay put, he wants a chat later.

Act 1 chapter 2 Abandon Ship
We move though some of the ship corridors, fighting the polyps, then more lambent locust in the ships galley. Now into a store room.
I come out into the hangar bays and fight our way to the control room, past the two ravens.
One is lifted out of the bay by the use of a switch. We are going to help the other when it is attacked by a huge tentacle.
We have to shoot at the tentacle until it vanishes. Then fight our way back up to the lift controls to get back up on deck. We now fight our way through a new area of deck, just off from the one we fought in earlier. This time the deck is on fire and we have to turn water valves to clear the fire.
After turning two valves we have to use the extinguisher again.
As we do a cut scene kicks in. The lambent leviathan rises from the sea and starts chewing the deck. It's tentacles land either side of the gang and the deck gives way. They all fall down and it's lucky that nobody is killed.
They are now down below again and need to get back up on deck to fight.
Cole and Baird come over the radio, seems they are back near the boat and can see what is going on.
We come into an area of below deck and the tentacles rip a cavern through the middle of it. We have to fight some lambent across on the other side of the cavern, then the tentacles send in some scorpions to attack us. After a few waves a barrier drops down and makes a bridge for us to progress. Cole tells us to get the beast towards the front of the ship.
Marcus decides to use something called Silverbacks, which are in the maintenance bay to prod the beast towards the front of the ship.
we have to run before the tentacles crush us up on deck.
Now we get to the silverback bay. These are robotic exoskeletons filled with big guns and rockets. We can move around in them and emplace the silverback to shoot rockets.
The monster appears and starts chewing up the deck.
We have to shoot it in the eye, then the mouth. Driving it towards the front of the ship.
This is repeated a few times, with the monster moving forward a little each time. Lambent and scorpions run interference.
Eventually a cut scene kicks in and we see Baird drop a container full of tickers onto the monsters head from a bridge over the river.
This blows up the monster, along with the front of the boat. Marcus and Dom can be seen running and jumping over the side for their lives.

Act 1 : Chapter 3 : Homecoming.
One hour earlier.
Cole Baird, Carmine and a female called Sam land in a Raven, they are looking for supplies.
We land in what looks like a small town by the sea and enter the desolated place to investigate. There are bodies lying around, it looks like there has been a fight here recently.
We come to a gate and a light shines on us.
A cut scene shows Cole negotiate for food with a stranded, he isn't very friendly towards the COG soldiers. He does offer a side of bacon for Sam however. Cole declines, despite Baird wanting to take the deal.
We are told that there is another settlement along the way. we decide to go and investigate, there are enemies along the way, we are warned.
I find a cap??
Kicking open a gate we head into a playground.
As we go through a huge tentacle burst out of the ground and spews out a large humanoid monster.
There are three sets of tentacles to deal with, all sending out pods with various types of lambent inside.
We climb through some razor wire and into a new area.
Here we fight more stalks and lambent in the car park of the grocery store.
now inside the store.
We make our way through the fairly barren, already long ago looted store fighting locust as we go.
At the rear of thee store there is a large fridge blocking the way, we need to shoot out a crate which is blocking a switch. This opens a room with a Silverback like device, only it has no weapons. It is a version of a forklift truck. We come to a crate of supplies and the loader can pick it up. Now we have to break out through the loading bay doors into the loading bay proper. Here we have another fight. We then have to knock over some cars to make way with the loader. Placing the crate on a smoking beacon brings in the raven to pick it up.
Now we are off to investigate a warehouse, where there may be more stranded we can trade with.
We come to an area which is falling into the emulsion below, it looks unsteady, yet it takes our weight.
Now we come to a large square where lambent are attacking the stranded. We help. There are larger locust which shoot lava balls. Also snake like wriggling things that explode when they get near.
We meet the stranded and a woman shows us inside, she tells us that there is some ammo we can trade for.
We walk through the settlement, we are near the stadium where Cole played at and a lot of people know of him.
We come out the other side at a dock area and find the ammo. We radio the raven to come and pick it up. Now we are going on towards the stadium, which we can see in the distance.
More fighting on the docks. Now we come to the stadium and meet up with some more Cole fans who show us his statue. As we are about to be shown to the boss of the stranded at the stadium the lambent start to attack inside the stadium.
We get to choose the upper path or lower path.
Inside we fight some more lambent.
Now a cut scene, Cole visits his old locker room, there is a nostalgic scene where Cole reminisces about the glories of the past. It turns into nightmare as Cole finds himself on the pitch with a giant lambent stalk.
We have a semi game-play, semi cut scene moment where we have to barge past some lambent, pick up a ball shaped bomb and them slam it into the stalk. Which is then blown up.
Cole is picked up the by the rest of the gang and we are to go and look for the leader of the stadium stranded.
As we do so the radio tells us that the ship with Marcus and Dom on is under attack.
We find the leader, she is a German spoken woman, with a scar on her cheek. She is very unhelpful.
Cole knows a way to the bridge, which we know the ship is going to pass under.
We make our way to a lift, which is, as usual a cage for us to survive in for a minute while they rise up.
Now we get on a zip line and make our way to the bridge.
On the bridge, yes more lambent to fight.
We come to a barrier, thinking it's stranded, the gang approach, however, it's the locust and they open fire.
We enter the fenced in settlement that is the bridge and fight through it. Up on top again we have to get to the where the ship will cross under in time.
Another choice moment, lower deck or catwalk.
I take catwalk, where we fight a few locust and then climb up a ladder and meet the others.
In cut scene we see the culmination of the fight with the leviathan from the other side. Baird is tasked with working out how to kill the leviathan and there is much dialogue from the group who haven't really got a clue.
Baird decides that the locust must have ordinance here, we are tasked with finding it.
we have to fight through an area of bridge filled with tickers, Baird thinks tickers may be the key.
Now we have a mortar crew to take care of. Then a locust zeppelin, which is made from a huge inflated creature appears and we have to take it out.
Mortars are left by the mortar crew which is handy.
We then progress through more of the bridge and come out on top again, here we can see the tickers in a box, that we know will get tipped on the leviathan's head. There are lots of locust in the way. When we reach the box a cut scene shows the gang tip it over the side and the tickers kill the leviathan. The gang are tipped off the bridge which is destroyed in the process.

Act 2 Shipwreck

Chapter 1 Hanover coast
We find Cole and the gang recovering in the shallows, Marcus and Dom are incommunicado. Cole sees locust heading for the shipwreck and we are to follow them.
We are in a more lush greener area. fighting locust that burst out of the ground as if being shot from geysers.
We fight through some enemies and then find Dom and Marcus. Marcus contacts Anya by radio and she is in trouble with Precsott. Marcus quickly explains to Cole and Baird what is going on and then we are attacked by more locust.
New locust weapons are underground creatures that dig under the ground in straight lines and come up underneath you.
I fight through to a large living siege catapult. Once the grubs around it are downed, we can use it to take out another two, then a brumak that appears.
We fight through to where Anya and Prescott are holed up under heavy fire.
In cut scene we find that Prescott is dying, just when he would have revealed the plot, how convenient, lessons from Lost? Anyway, he tells us that Marcus' father was working at a secret facility called Azura, which the locust Queen, Myrrah has captured in the past few days.
Prescott gives Marcus a hardware encryption key. Baird knows what it is for, a disc that Hoffman stole from Prescott. Baird was tasked with breaking the encryption but could not.
We now have a new goal, getting to Anvil gate and finding Hoffman and the disc.
Locust attack again.
Then a Brumak to take down.
In cut scene we see a portion of message Baird manages to get recovered, it shows that Adam was captured by Prescott and held captive at Azura. He also talks of something called the imulsion counter measure.

Chapter 2 House of sand
We come to the wreck of the gas barge that was shot down earlier. Marcus thinks it might be a good idea to commandeer one to get to Anvil gate.
We fight through a desert like area where a small corpser attacks. Then some more grubs and through a large locust door.
Now we have to run to avoid mortar fire.
Then take out the mortar crew.
we now can use the siege cannon to take on the reinforcements that arrive.
On a ridge the gang can see that the locust are excavating the whole area and seem to be building themselves a new home.
A barge settles down nearby and we set off to hijack it.
Here we have a stealth section, if we can stop the locust sounding an alarm, we can have far less locust to kill.
The sniper rifle is handy for this.
There are three horns, one guard at the first, then two at the others.
I give up and just fight the enemies that come when you get discovered, it's more fun, what is this Metal Gear Solid?
We go inside the locust stronghold.
Here we have a large shootout in an area described as trenches, though it looks more like an old Spanish fort.
Now we see a gasbag come in to land, though it sees us and starts dropping bombs.
We have to run from cover to cover in the trenches, avoiding deadly bomb bombardment.
We see a tower in the distance, Baird has picked up a locust gps device and managed to program it to send the gasbag to Anvil Gate, all we need to do now is reach the tower and get aboard a gasbag.
We come to a ticker assembly area and blow lots of grubs and tickers up.
A grub shuts in a room with a corpser.
Then we come a corpser boss battle. Baby corpsers are hatching from eggs. We shoot them and then the mother turns up. We have to shoot it in the eyes and then some of the medium corpsers appear.
Once all the eyes are shot out, the corpser runs around rampaging and you have to avoid it. Then run down a corridor.
A cut scene starts, we are outside at the gasbag station.
The locust Queen Myrrah is riding a large flying locust.
She sees Marcus and it appears she has plans for him as well.
She sends some smaller bugs to attack us, and flies off.
The smaller bugs are flying tickers.
We fight some more locust at the gasbag station.

Chapter 3 Airborne
Then up on top of the docking ring. Here we fight the crew of a barge and then get on it.
Baird programs the autopilot and we are heading for Anvil gate.
On the way we find a truck being attacked by two barges, it's Dizzy from the second game.
We descend on ropes and join his fight.
After taking out some grubs and theron guards we meet Dizzy, Hoffman is alive and well at Anvil Gate and he has the disc. We have to help Dizzy get some supplies from this depot and then  get back on the barge. However a large contingent of grubs arrives an we have to fight a few reavers that land and shoot at us with rockets.
Back on the barge we go.

Chapter 4 Touchdown.
We are attacked by other barges and then Myrrah turns up on her flying bug. She shoots a huge laser light like weapon at us and the barge is knocked out of the air. It crashes, and everyone is ok. Hoffman appears and we are rescued and taken back to Anvil Gate. The grubs are on the way though in force.

Act 3 Chapter one Untouchable.
We get back to the anvil gate fort just in time to help in it's defense against the grub army.
We fight from the top of the gates for a while, then the gate is breached. Falling back to a second gate we do the same. Then finally in a garage we have a last stand.
The last resort is triggered, a plan which sees a large fuel tank being pushed into the courtyard and we have to shoot it. This blows up a lot of the grubs and the battle is won.
Hoffman and Marcus have their talk now. Hoffman was never impressed by Prescott and is even less so now. The disc is given to Baird to work on and he is also tasked with Getting the hammer of dawn back online.
Sam and Anya are trapped by the grubs outside and we have to go take a truck and rescue them.
we get a choice, to drive the truck or provide covering fire.
I choose to drive the truck, only you don't you ride in the back out to where Anya's vehicle has been overturned. Our truck is toppled and we have to fight our way back to the fort.
Lambent appear and it's a fairly confused chaotic fight.
A berserker lambent appears and Baird uses the hammer of Dawn on it. Only it doesn't kill it. We now have a boss battle with it, in the courtyard of the fort. It has a glowing bit in it's chest we have to shoot.
After a few shots to the chest it starts to leak imulsion, then imulsion gas and finally explodes.
In cut-scene we find the contents of the disc are the location of Azura, the secret facility. Seems that whatever is there is top secret as an artificial hurricane keeps people from visiting. Hoffman tells us of a sub, though we will need to fix it and fuel it.

Chapter 3 Breakneck run.
Marcus leaves Hoffman at Anvil Gate, Cole and Baird are sent to find supplies for the assault on Azura. Marcus, Dom, Anya and Sam head for a town called Mercy to collect fuel.
We have a fairly frantic set of driving sequences now, driving along, we are on the back of the trucks. Dizzy driving the tanker and two smaller vehicle escorts. Reavers attack first, then we have a few pipes to blow up to clear the road. Then we get some corpsers to fight, small ones then a short fight with a large one.
Now we get stuck in sand and have to defend against incoming grubs until we can get free.
Then we cut of a brumak's head using a wire between the vehicles.

Chapter 4 ghost town.
We move through the town, it is indeed a ghost town. We see a bomb on the pipeline, it has a motion sensor. Moving to it and holding X disarms it.
Moving on through the empty town I find and disarm another two charges. As Marcus disarms a third a shot rings out and blows up a pumpkin near him. In cut scene we find an old man who seems a bit mad, he tells us that everyone else is dead of some kind of fever that sent them mad. He runs off. We have to give chase.
I find him dead in the sewers, though we can hear a woman's voice, crying. When we find her, in cut scene she turns out to have turned lambent, suggesting that whatever is happening with the locust and the lambent is now spreading to humanity.
We now have a fight with a lot of lambent humans.
Back up on the surface Marcus tells Dizzy what is going on.
We come to a large square with a fountain in the middle. A man can be seen on a balcony waving to us. As we go over to him the lambent turn up. We have a large vulcan cannon which needs two people to operate, but certainly tears through the lambent. After clearing the ambush of fifty odd lambent we climb the ladders into the man's hideaway.

Chapter 5 Brothers to the end.
The man isn't much help as the lambent burst in and kill him. We are chased out of his hidey hole by another horde of lambent.
Then through the town until we reach a church.
Behind the church Dom finds Maria's family grave, and gives a touching message to her.
We then get the pumps working. This seems to stir the lambent up inside the church and they come spewing out. We have to go through the church and through the crypt. It's the quickest way back apparently.
Dizzy reports that the tanker is too holed to fill after our run through locust fire.
We come out onto the surface near the tanker and find the locust have arrived.
Lambent locust, human lambent and grubs all attack at once.

Act 4 Chapter 1
Ashes to ashes.
We run out of gas at a city which was leveled by the cog using the hammer of dawn in the early days of the war when it was thought that it might stop the locust.
We go in looking for fuel.
The city is filled with ash statues, that it seems were people running for their lives as the hammer struck, they were turned to ash where they stood by the intense heat.
We walk about amongst them and then enter a church, as we do a piano nearly falls on our heads.
Then a gun is rigged too go off. It appears that the people who live here, may be covering themselves in ash and standing still amongst the dead to hide.
We move on through the city and the ash man keeps setting off traps, such as exploding gas canisters.
We come to a point where we are hemmed in by two gun nests. Then lambent locust appear.
After fighting them off for the ash man, he comes to chat.
Griffin is the leader of the settlement and we are to go and see him about trade.
We are taken up in a lift and shown through the sky high township, with cable cars to Griffin.
Griffin is played by Ice T. He isn't happy about the COG at all.
He wants us to go and sort out his fuel supply problem, in return her will give us some fuel.
He holds Dizzy as hostage to make sure we comply.

Chapter 2 Hang em high
We move out into the crater where the hammer burst hit, which is huge.
Lambent attack in large numbers.
After fighting lots of lambent we come to Griffin's second tower.
In the lobby of the tower we have to find a switch to turn on the elevators, which all spew out lambent humans. Then we have to take the stairs.
We find a lift and push a car as a counterweight. Whilst on the lift something called a gunker crashes through the roof and we have to fight it at close quarters.
We get up onto the roof and find that the loaded fuel cable car is undamaged.
A cable is stuck, which is holding the cable car halted at the rooftop. We have to go down into the building a little way and cut the cable, then come back out onto the roof to the cable car. Lambent humans fight us all the way.
As we get back to the cable care Dizzy calls on the radio, Queen Myrrah has appeared with her beetle and is attacking.
She leaves and we can see lots of barges coming in to deliver grubs.
barges attack us as we come down in the cable car.
When we get back to the first tower there are lots of locust and everyone is being massacred. We fight through them and come to dizzy and Griffin. Griffin accuses the cog of being jinxes and storms off in a huff.
We have our fuel and it's time to head back to the shipyard.

Chapter 3 Batten down the hatches.
We arrive at the shipyard, it seems that Myrrah is tracking Marcus, she seems to want to stop him, though i'm not sure she is too serious about stopping him, maybe making a show of it, but secretly wants him to succeed.
She sends some nasty looking new locust after us.
At the shipyard we have to fight our way in through the gates.
Inside the shipyard we find some old ships, there are huge webs covering them which look ominous.
We come out into an open area of dock and a large centipede type enemy is released by the locust.

Chapter 4 Bon voyage
We come to the sub we are going to use to try and sneak into Azura.
It has a cracked rotor, so we need the parts, we also need to fuel it.
We get a choice.
I choose to search for the  rotor first.
We go through and meet some wretches and tickers in small room and then some theron guards outside. We have to push down some carts filled with shells to blow up some emplaced guns.
Back inside we go up in a lift.
More fighting and we come to the rotor, we have to use the walker forklift to take it back to the sub.
Locust of course get in the way.
Back at the sub dizzy starts fitting the rotor and we now have to go and get the fuel.
There are some cog tags at the first room you come to after starting the fuel mission.
I  fight through this large room out onto the docks again. There is a ship here and it has the fuel we need sitting on the deck.
We have to storm the locust controlled deck, using a ramp that need moved into position. Then once on board more locust arrive. We have to use a crane to pick up the fuel, then the locust try and blow it. Lots of them arrive from doors and by barge to run interference.
Eventually once they are cleared a door opens up back to the sub.
Now we have to escort the sub out of the dock into the water, a series of doors opens up, each one holds an assortment of locust varieties.
After a last bunch of locust the special queens guard appears.
These guys have special armor that means they need to be killed by explosive fire.
The centipedes join them for a good fight.
I eventually realize that shooting the tail of the centipede kills it. The front sections are armored.
We now flood the dry dock and the sub is launched.
Anya calls Cole, she can't tell them that Dom is dead.
We

Chapter 6 watery grave.
We find ourselves in the sub, manning gun pods on the side of it.
Dizzy is driving.
We are attacked by fish, and have to fight them, then we hide from them in the deep turning off the searchlights.
Now we are attacked by a large fish, it chases us through a minefield, and we have to shoot at it and also the mines.
We are then chased by the leviathan into a cave and have to shoot it in the mouth before it kills us. We then move through the cave and find that the artificial hurricane also extends underwater. We survive it and find that Azura has defenses. Torpedo turrets have to be taken out. We blow open a set of doors we come to then more torpedoes and turrets.

Act 5
Chapter 1
Home away from home.
We find a dock and land, Marcus tells Dizzy to take the sub out to a safe distance and wait, it might be their only way out.
We find that there are a lot of dead civilians in the water around the dock.
I am attacked by lots of locust in the train station. It seems that Azura was to be a safe haven for the elite of Sera, evacuated to this supposedly impregnable facility to live out the war in safety. Seems to have been a rubbish plan as the locust got in anyway.
We fight to the train and then Adam Fenix speaks to us. He is trapped in his lab in a hotel tower. He tells us that the imulsion is a living organism, it is infecting everything like a parasite, locust and human. Adam has a way of destroying the imulsion, however Myrrah wanted him to adapt it to not harm the locust. He tell us that the imulsion is reaching a critical stage in it's life cycle and it will wipe out all life on Sera if left to reach this phase.
He tells us to get through a maintenance tunnel and head along the beach to the hotel tower.
We now come to a trenches like section and fight the usual assortment of locust.
Then into another part of the maelstrom facility. If we can bring down the maelstrom, Cole and the reinforcements can come in.
We progress through the beach and storage like areas of the Azura facility.
Now we reach the maelstrom generator building, we have three generators to shut down in the basement.
We reach the basement and Adam tells us that there are three switches we need to hit in order. Marcus tells him that Dom is dead, Adam promises that they will have a future and everything isn't in vain.

Chapter 2 Blackout
The three switches are switched fairly easily, however the maelstrom continues. Seems that the locust have rigged a backup. Adam tells us to blow the coolant and that will cause the generators to overheat. We will have to get out fast though.
The generator core is a large cylinder, we have five switches to pull. Locust appear around the sides and on the platforms of the cylinder to run interference. Once they are dealt with the switches pulled, we have forty odd seconds to leg it back out of the place.
A cut scene shows the maelstrom building blowing up and the hurricane ebbing away to reveal bright sunshine. Cole and Baird arrive with a navy ship they have picked up. Marcus tells them that Dom is dead to ruin the fun and then they all go to get revenge. Even Jack the little cutting robot is back.

Chapter 3 Shattered paradise
We get air support for a little while here, until it is taken out by a catapult. Also jack moves around shocking the locust to distract them for us.
The catapult has to be taken out so we can use air support. I find it and then some barges arrive, we use the locust's own catapult against them. There are more catapults to be found.
We move through the hotel, there are lots  of dead civilians. The locust killed everyone other than Adam. Adam is about to tell us about Myrrah, but Marcus tells him to wait.
We have to take out another catapult crew, then blow a dam which kills another two catapults.
Inside the hotel again Adam tells us that his weapon is a wave of some kind that will kill of lambent cells in everyone, which are multiplying.
We move down a long corridor and fight a lot of locust.
Cog tags at the end of the long hall with signs for rose station.
We come out onto a terraced area and find the last siege beast.
Many locust later we kill a barge and push the siege beast into the sea.

Chapter 4 Threshold
We come to the tower where Adam is being held. It is huge.
There is a huge ornamental garden out front and we have to fight our way through it.
We then have to defend against the lambent who arrive on mass on our tails.

Chapter 5 Ascension
We are in the tower and have to get to the top where Adam is.
We progress through the hotel for a bit undisturbed, then we meet locust. Fighting through the lush hotel we reach some lifts. Then the lambent arrive while Jack gets the lifts working.
As we go up in the lifts we shoot at locust who are trying to kill us. Our lift falls and we end up on top of another lift. Now up high in the tower we are only a few floors from Adam. Heavy locust resistance is met. Eventually Myrrah appears on her bug, smashing through the window. Nothing I shoot seems to be hurting the bug, so it seems we just have to avoid it for now. Running up a few flights of stairs I avoid being cooked by it's heat beam.
We reach the roof and Myrrah has us trapped, Baird sees a statue on the ceiling that has a counterweight, it seems it can be brought down on top of Myrrah.
We have to release three cables which brings down the weight on the bug, there is no sign that Myrrah was still on it's back.
We are chased into a lift by lambent stalks.
The lift doors are guarded by locust, Adam warns us to take a side exit through service shafts.
There is a cog tag behind some crates just outside the left doors.
we come out and ambush the locust waiting for the lift, then fight some that have a turret in the corridor.
We have to go into two rooms at the side of Adam's lab and disable an electric laser security grid in front of his door.
We finally get inside to Adam.
He starts doing stuff with his machines. He tells us that the imulsion was the original start to the locust coming above ground. It drove them from their warren's.
Baird is upset that it seemed the government knew that emergence day was coming and didn't warn the people. Adam tells him that it was only him that knew. He gives Baird a disc. Seems to be foreshadowing that Adam won't survive for long.
We have to leave as the locust are back. Back out in the corridor there are hordes of them, then lambent. The turret comes in handy and we kill them all. Down the corridor we get into the lift.

Chapter 6 Reckoning
We come out onto the roof of the tower, the device for destroying the imulsion is there. We have a lot of lambent and locust to deal with. Carmine appears on a Raven and he gives us covering fire with the emplaced gun.
Once we clear the roof Myrrah appears and knocks out the Raven.
Now we have to shoot her bug in the mouth. Which seems to damage it now.
We have to wear it down, shooting it in the mouth and avoiding it's heat beam. Then it falls and while on the ground we can use the hammer of Dawn on it.
It also attacks the machine and if not stopped breaks in and Kills Adam causing a game over.
After wearing it down a cut scene starts. Lambent appear en masse. The machine fires and a blue light emanates from it. This kills the lambent stone dead. Adam comes out and tells us that he has too many lambent infected cells and that he will die. He asks Marcus to live for him, then dies, crumbling to dust in his arms.
Myrrah appears from the ruins of her bug and Marcus stabs her.
We see some scenes around Sera as locust and lambent are all killed by the wave.
Marcus appears and takes off his armor and sits down. Anya comes to him and tells him that she is there for him. He asks what is left and she tells him that they have a tomorrow for the first time.

14 hours
355 achievement points

Tuesday, September 20, 2011

Infamous 2 Notes

Infamous 2 Notes

The first option that appears is to continue your Infamous 1 story, with a choice of either good karma or bad.
I choose to continue with good karma.
I get level 1 good karma, extra xp and extra energy storage for having completed the first game.

We get a comic book recap of the first story.
Cole a bike courier is at the center of a blast from a package he was carrying.
The city is quarantined and bad guys start showing up.
Cole meets Kessler, himself from the future, who has come from an alternate timeline, where a huge beast rampaged through the world. Cole wasn't ready for him in that world and came back to toughen himself up in the hope of altering the past.
We are now still in this training process, waiting for the beast to appear and hoping that Cole is ready. An agent named Lucy Quo has arrived with Cole, she worked with someone who was involved with the creation of the raysphere, the device that gave Cole his powers. Lucy wished to aid Cole in his preparations. Zeke, Cole's friend from the first game is also present.

As Cole is about to get on a boat and go to another city nearby with Zeke and Lucy the city starts to explode and it looks like the beast is here early.

Controls
Usual analogue sticks for movement and camera.
L1 is aim
R1 is shoot a lightning bolt or static thrusters while airborne.
X is jump
Square is throw grenade.

Mission 1
I leave the boat and go to see what is going on. I am on a pier and there is a locked gate we have to zap with lightning to break down. People are running everywhere.
A building can be seen collapsing in the distance and a car comes flying out of the mess and smashes into a nearby boat causing a huge explosion.
A few more meters closer to the city we can see the giant flaming beast, he looks similar to the human torch, only one hundred meters tall.
I am prompted to shoot in his direction to attract his attention. He responds by throwing a huge statue at us and coming closer.
We now fight the beast, shooting him in the head with lightning. He makes us fly in the air using some kind of gravity weapon and tries to suck us into a vortex. We get chances to shoot at him in between trying to stay clear.
After a while a piece of his head is blown off and we then get prompted to use an ionic storm by pressing down on the dpad.
This brings a lightning storm down on the beast head and he sinks into the sea.
We are now prompted to go back to the boat. As we do so the beast reappears and uses it's gravity wave to hold us floating again. We are grabbed in it's hand and can only shoot at it. We then get the prompt to use the ionic storm again. This hurts Cole and drains him.

In cut scene we see that Cole was saved by Zeke and Lucy, taken away on the ship.
The beast simply regenerated and carried on.
Cole is devastated by his failure and after some wallowing and angry scenes gets himself together and they flee to New Marais, to hopefully get more prepared for round two with the beast.
Zeke makes Cole a sword like weapon called the amp.

Mission 2
As we approach New Marais a gun battery can be made out. Cole gets out into the swamp and goes to take out the guns so they can approach safely.
We can hover over longer gaps by using static to thrust with, by pressing R1.
Some enemies appear and are easily shot with lightning bolts.
We can recharge our energy from electricity supplies in the environment.
The first karma choice appears. There is a bridge, which we can lower by charging up it's machinery. If we overload it, it will blow up the enemies as well. Also the civilians.
I choose not to kill the civilians.
I am given a good karma opportunity to heal some hurt civilians.
I  move through the small township, zapping soldiers until mortar fire comes from a  riverboat.
Shooting a fuel tank near the boat blows it up and sinks the riverboat.
I now have to make my way across the water using the debris. Cole dies if he falls in the water. His own electricity shorting out.
Someone named Bertrand makes a broadcast, he is the leader of the milita and he is using the threat of the beast to make his own martial law. we see this piece of information on a tv screen.
We now are introduced to the grind wires, which were great fun in the last game.
There is some emplaced guns we have to deal with.
The mission ends when we reach the edge of the city.
Zeke and Lucy bring the boat in. Lucy is impressed with Cole not killing the civilians.

Mission 3
New Marais is a fairly lawless place anyway after a flood devastated it.
The militia are only making it worse.
We can throw electricity grenades.
It isn't long before we are getting shot at in the city.
Lucy is with us and she shoots at enemies.
We have to get a blast shard which is being guarded by milita.
They are on a roof and there are about ten of them. Once they are downed we can pick up the blast shard.
I get the opportunity to save a citizen who is being mugged by militiamen.
When I pick up the shard, Wolf the scientist calls, he is in trouble. A large explosion is seen on the other side of the city and blue trails can be seen shooting into the air.
We now have to make our way there through heavy militia fire.
When we get there we speak to wolf, who recognizes us as Kessler and is confused.
Wolf has made a rayfield inhibitor, which can take away powers the same way that the raysphere gave them. Cole thinks he can use this on the beast to weaken it.
However we need to ingest the power from more blast cores before we can use the RFI.
Cole ingests the blast core that we just picked up and it gives him a new power.

Mission 4
Zeke finds Cole unconscious and wakes him up and we have to learn about our new power.
We now have the ability to pick up objects and hurl them using our powers.
I have to defeat a militiaman using a thrown object and throw a car.

Mission 5
Lost and Found
Wolf is missing. We need to find his carrier position, Which is on top of the clock tower.
Wolf used carrier pigeons to convey messages.
We hear a message from Wolf, seems there are lots of these pigeons to find.
Also the blast shards, which we need to collect three of to progress.
Pressing L3 shows up nearby blast shards.
I go around collecting a few. They give you some more powers if you collect them.
I also find another pigeon.

Mission 6
Mission are seen on the map as white dots. Going to them and pressing R1 starts them.
Zeke tells us that a good and bad character has contacted him asking for our help. This is a simple choice to make, since we are being good, I go to the good character and do their mission.
I have to save some civilians that milita men are terrorizing.

User generated content is introduced. Missions can be created and uploaded by users.
I get to play one made by the creators of the game.

Mission 7
We are to generate new powers by stressing our body in combat.
Here we have to kill six militia men. Then we get pincer bolts which sends out three blasts at once which converge on the target.

Mission 8
I have to meet an electrician on a roof.
He tells me about overcharging. This is where we take on a lot of energy, but we must stay in the air on the grind lines otherwise we blow up.

Mission 9
We think that Wolf has been taken by Bertrand, the leader of the milita.
Bertrand is to make a speech at a church. Cole plans to snatch him and find out where Wolf is.
We attend the Speech, Bertrand is an older man, with a large cutlass. He seems madder than a bag of weasels. He talks about Cole and as Cole is getting ready to snatch Bertrand some monsters turn up and attack Bertrand as well. We have to fight these mutant clawed creatures and then give chase to Bertrand who makes his escape in a limo. We have to chase the limo using grind wires.
Once I catch up with the limo a cut scene shows a relaxed Bertrand ignore Cole and set a helicopter on him. We have to fight the copter and knock it out of the sky with lightning bolts.

Mission 10
New Marais tea party.
Bertrand has supply boats docked, we are to get on them, take out the guards and throw the supplies overboard.

Mission 11
Bomb Scare
A man tells us of an object stuck to the wall of a building. We are to investigate.
As we do it blows up and kills a lot of people. another one is close by. We can defuse it by draining the electricity out of it. We then collect a blast shard from the bomb.

Mission 12
Wolfe hunt
we are to follow one of Bertrands men who is in a Casino.
We chase him across the town to where Wolfe is being held.
We are to take out roadblocks on the escape route and Lucy will go in, get Wolfe and drive him out.
After the first roadblock is taken care of I am prompted to go to the next.
At this roadblock we find all the milita dead. A large insect like creature is burrowing under the ground and popping up to now attack us.
It is called a ravager and we have to take it down.
Once done we go back to Lucy and stand on the back of the truck while they drive away. The milita attack in large numbers and we have to defend the truck. We can get energy from the truck.
As the mission reaches a crescendo a large lorry rams the truck. In cut scene we see that Wolfe is dead and Lucy captured.

Mission 13
Desperate times
Cole is getting despondent again. Zeke has seen something out in the swamp that we should investigate.
In the swamp we investigate shacks. There are some new charging exploding mutant enemies out here. Which are my most hated type.
A new milita type with a chaingun appears.
We go to another shack guarded by all types of enemies so far.
As we search the shack some fighting can be seen nearby.
A female with superpowers is found, she is called Nix and can move very fast.
She also seem to be able to control oil, using it to coat enemies.
She wants us to help her take out some milita.
We follow her around shooting milita she traps in oil. She also wants us to cover banners of Bertrand in oil.
Once we have them all done, we light them on fire.
Now we take out all the enemies. Nix leave and gives us a blast shard.
Zeke asks if it's a good idea to play nice with someone so obviously insane. Cole feels that at the moment their agenda seems to align, though he obviously doesn't trust her.

Mission 14
Storm's coming
Zeke appears in a milita outfit and Cole doubts his spy routine. He is about to absorb a blast core which will knock him out for hours. He ask's Zeke if he will wake in a milita cell?
Zeke tells him not to be an ass, and he thought that their bad history was water under the bridge.
When we wake up we have a new power.
Ionic storm. This is a tornado of energy that we can send out ahead of us. We get it by killing certain milita men, they release an energy which gives us one charge of ionic storm.

Mission 15
Jail Break
A cop wants us to help free some police who have been imprisoned by milita.
We go to a location and find cops in a truck. Lots of milita to kill then open up the truck and the mission is done.

Mission 16
I meet up with Zeke and Nix to discuss the intel that Zeke has gained. He thinks Lucy is held in a nearby plantation. There are lots of other prisoners there and some of Bertrand's best men. Nix wants to load a car up with explosives and send it in the front door as a diversion while they go in and get Lucy. Zeke points out that this will probably roast alive lots of innocents. Zeke suggests freeing policemen and asking for their help. Nix wants nothing to do with a plan involving helping the police.
Looks like if  we want to be good there is no choice at all. It also looks like we will be fighting with Nix soon.
I have two mission starts to choose from. Good and Bad.
I choose the good, to free the police.
There are three trucks to attack, and stop. Then free the police. Now we go to the plantation house. We have to clear the milita, then they start with mortars. We have another wave of milita and the three mortars to destroy then we get to free Kuo. She has been transformed and now looks like she has frost powers. She is not feeling great and we have to protect her as we leave. There are lots of pods and it appears that Bertrand has been making his own brand of super soldier.
We now have to escape to a car that Zeke is driving and the mission ends.

Mission 17
Changing the channel
We have to drain the power from five dishes around the main square so that Zeke can hack in his own signal to the large tv screens to silence Bertrands propaganda.
Simple enough, climb around until you are close enough then drain the dishes to complete the mission.

Mission 18
I am told to investigate the park where lots of milita are dressed as statues????
I fight them all and mission is done.

Mission 19
Crossfire.
I find some milita and mutants fighting and have to take on them both.

Mission 20
malpractice
I take a mission to retrieve some medical supplies that were stolen from a paramedic. There are four packages to retrieve, all guarded by milita.

Mission 21
Tourist trap
I have to take some pictures, of the vertical poles, a mugging and an abduction.

Mission 22
The sidekick

Mission 23
Tough Critic
I meet a cop who wants us to guard a milita man until he can get backup. We have to stand and listen to him abuse us for a minute to complete the mission. Nix calls and tells us to kill him while we are waiting.

Mission 23
those who trespass against us.
The milita are having a party in the cathedral, we have to clear them out.

Mission 24
I meet a woman who kisses us for helping her mother in the first game by sharing food.

Mission 25
Field Medicine
More paramedic supply retrieving.
We have to get a crate and take it back to a drop point. Which is harder than it seems.

Mission 26
Trick Photography
We have to take a picture of sin tower and a movie theatre.
Next a ravager mid charge, a helicopter and a downed milita man.
Of course to end the mission we must fight and kill them all.

mission 27
Going overboard.
More boats to deprive of supplies. This time in the swamp area.

Mission 29 Main Mission
Powering up ascension parish
The milita have broken a power link between transformers. We have to restore it.
We have to fire a tesla missile which acts like a flying vehicle, we can control. I have to guide it to a target some distance away. This seems to send electricity between the two transformers and we then have to activate the newly powered transformer. This is a simple defend the position mission. I trigger the transformer startup sequence and have to defend it while it boots up.
Enemies come in waves.
I have to repeat this, we are deep in the dark part of the city, with no power to refill our energy.
I have to repeat this three times.

Mission 30
Choppers vs Monsters
Two ravagers, monsters milita and a helicopter to take out.

Mission 31
six hostages paramedics need to be saved from milita capture.

Mission 32
Police Parade
Again 9 policemen have been taken by milita and the guarding milita need killing.

Mission 33 Main Mission Sacrifice
I go to a mission marker and a woman is calling for help. I find a woman tied up by her hands to a tree, there are lots of the the wing armed monsters around. I have to free her by shooting at the wrist bindings once the monsters are cleared out.
She tells us that her uncle is in trouble and asks us to help him as well. I have to follow her, along the way the milita and monsters appear at certain points along the journey.
I find her uncle and he is suspicious of Cole but seems reasonable about them having the common goal of getting rid of the milita.
A huge monster turns up, like a rhinobug.
It shoots snot and has a long tail that can latch on to you. It  seems easier to kill that the ravagers though.
Once done the resistance are now on side for the moment.

Mission 34
In the name of science
A scientist wants swamp monster samples for analysis.
We have to go into the graveyard and lure a bunch of ten lobsterarm monsters back to a specific location, then kill them.

Mission 35 not human, conduit main mission
Lucy Kuo is back, she seems traumatized, but she definitely has frost powers. Cole tells her that he can help her.
He encourages her to show him what she knows already. She can fly in a similar way to Nix. Flitting through the air as a stream of frosty smoke.
She can use frost to hold enemies and we can shoot them like with Nix.
She tells us of a blast core that might be located around here, she has a picture and we have to find the location, inside the location is another pic. More monsters to fight.
Find this one then Kuo tells us of the plague that hit Empire city now being in New Marais.
Another photo location to find, then a ravager and some other mutant enemies.
This time the ravager seems to spawn bugs out of pods.
When it's killed we get a blast core from the vault.

Mission 36 main mission
I go to zeke and absorb the blast core, he appears to have a cough and Cole fears the plague.
After the blast core we now have improved static thrusters. We can fly for longer and can use the electricity in cars to jump higher.
We also have the sniper precision aim feature, by holding up on the dpad we can zoom in.

Mission 37 Overcharge
another wire gliding puzzle, rooftop to rooftop without getting off the correct path.

Mission 38 Grave danger
The graveyard is the scene of a battle between milita, monsters and resistance. We step in and take down the monsters and militia helping the resistance.

Mission 39 Life Insurance
A woman starts of a spiel about life insurance then seems to turn on us and set a bunch of monsters on us. I kill them all. Strangely enough the woman gets eaten by one of the big monsters she seems to bring to the area.

Mission 40 Enemy surveillance
I have to follow a fast moving lone enemy back to it's base and fight a horde of monsters.

Mission 41 Good Deed
We meet with Kuo who tells us that an area of the city is being attacked by monsters. We have to follow her to the areas and kill all the monsters.

Mission 42 Firing squad
A bunch of 6 civilians are being lined up and shot on a rooftop. I go up and make sure the milita are the ones to fall off the roof.

Mission 43 Enemy surveillance.
Chase the monsters to their base and fight them again.

Mission 44 Stories of the past Main Mission
We meet Nix, she tells us of how she grew up in the shanties in the swamps, it isn't a fun tale.
She wants to show us something out in the swamp, for this we need a boat. We go to the mansion from earlier, kill lots of milita and steal a boat.
Cole does not seem to think this may be a trap. If nix strands Cole out at sea he will have no way of getting back to land.
Nix drives us through the swamp until we come to a milita outpost on an island. It seems that the milita are dug in here fighting the swamp monsters. It may be that the milita are trying to keep the swamp monsters out of the city. We come to another island after fighting lots of milita and swamp monsters and all the milita are dead.
Eventually the milita killer makes itself known, it's a bigger version of a ravager named a hive lord.
I kill it the same way as the ravager, it has the same attack patterns. Nix then tells us to be still as a whole bunch of ravagers appear out of the ground on a nearby island. We move into fog and a huge monster can be heard in the distance. Nix hides the boat in the fog and the dinosaur sized beastie moves away.
In cut scene Nix takes us to a huge crater in the ground, with a pillar in the middle. It is the same crater as the raysphere made in empire City.
Nix tells the story, Bertrand brought a huge group of people into the blast radius of a raysphere and triggered it with him in the center, this gave him the energy of the people and killed them in the process. Nix survived because she was a conduit as well. This means that Bertrand has powers and may be significantly more powerful than Cole. Nix takes us back to New Marais.

Mission 45 enduring freedom
Four people have been stuck up at the edge of the swamp by the milita as sacrifices to the swamp monsters. We have to kill the milita and save the people. Kuo helps on this mission.

Mission 46 Transferring Power Main Mission
Kuo, Zeke and Nix meet Cole on a rooftop to discuss things. Zeke has found out that the machinery for controlling powers is in fort Phillipe, which is a huge castle like stronghold.
Cole thinks that even with all their powers they could not cope with the amount of militia in a good defensive position. They would need an army. Zeke suggests the rebels. Kuo tells Cole that they would need to win their hearts and minds first to get them to help in such a dangerous assault. Here we are asked to choose good and evil choices. Kuo tells us to steal the medicines from the Milita which they obviously have since none of them have the plauge. Nix wants to go on a killing spree attacking the resistance disguised as milita. Then have Cole come in and save the day making them eternally grateful to Cole and more likely to follow him into battle.
We are given the choice of choosing a diverging mission start, good or bad choice.

Mission 46 Hearts and minds campaign
I start the mission and Kuo drives  out of fort Phillipe with an ambulance full of medicine.
We are chased by milita and Cole has to ride on top of the ambulance killing milita and unblocking the road.
We come to a huge road block with a large monster and then some chaingunners.
Eventually we get to resistance headquarters, with the milita. This does not please the resistance and we have a huge fight with milita here. Eventually I win and The resistance pledge to help in our fight.

Mission 47 Storm the fort
There is a cut scene with Nix, Kuo and Cole discussing the attack with La Roche the resistance leader. He seems to have a thing for Kuo.
Plans are made, though Kuo and Nix are going to have a hard job not killing each other.
Inside the fort is a hige fight, Nix, Kuo, resistance, Milita all in enclosed spaces.
I have to take out machine gun emplacements for the resistance. Then the power is cut to try and halt Cole. Zeke shows us a transformer and we have to use the tesla bolts to link two transformers to restore power to the fort.
Now there are mortars to take out, two of them. Once this is done the mission cuts to a scene.
Kuo and Nix meet Cole at the machine. The machine can swap powers between two conduits. Nix wants to share powers with Cole, and Kuo thinks it's a bad idea, though she is prepared to share power with Cole. We have to choose. Obviously making the other an enemy.
I choose Kuo as being good means no other option.
Nix is angry and leaves. Kuo and Cole strap into the machine which explodes with energy passing between the two of them. Both are knocked out and thrown clear. Cole sees Bertrand getting into a helicopter to escape. He tries to shoot at him but can't stay conscious.
Zeke appears after a period of unconsciousness. Kuo has went after Bertrand, she seems to have no new powers. Cole it appears has though.
Our first new powers is a frost version of the ionic storm.
Spending waves of ice out from Cole.

Mission 48 Ship of fools
A boat is firing into the city. I sink it by chucking lots of grenades at it.

Mission 49 heavy weapons
A helicopter and a devourer to kill.

Mission 50 Convoy
A convoy must be destroyed.

Mission 51 Main Mission Joseph Bertrand the 3rd
Cole finds Bertrand's helicopter crashed just before a bridge. Bertrand isn't inside but the huge monster from the swamp appears and attacks Cole. Milita fight with Cole for the first time against this huge creature. It has five glowing pink points which we must shoot. This is a fun boss battle, not a hard one. It didn't kill me once.
Eventually when it's health bar is down the monster explodes in a cloud of whirling green smoke. It turns out to be a horribly mutated Bertrand. Who is still alive but escapes on a boat to the other side of the bridge, into the inaccessible part of the city.

Mission 52 Powering up flood town. Main Mission
I have to power up around 5 transformers in the flooded powerless city.
We have to fire a tesla bolt at each one and then defend it until it powers up.
The conduit powered troops that Bertrand was making in his underground facility have claimed flood town as theirs and don't want Cole there it seems.

Mission 53 Overcharge
Again a matter of staying on grind lines and working out the best path.

Mission 54 Prescription Strength
I have to move a crate of medical supplies to another location for the paramedics.

Mission 55 the Dunbar Beam Main mission
La Roche and Zeke are found in the shanties, seems that there is no cure for the plague and all they can do is keep the victims comfortable.
There is not even a way to get help through as aid is being blocked by swamp monsters. A motion sensor is triggered and Cole goes to investigate.
Here we find some spotlights, it appears that the swamp monsters are killed like vampires by infra red light.
There is a perimeter of three or four lights around the shanty. we have to run between each light and use it to kill waves of swamp monsters. Then back at camp some more armored versions of the ice men arrive, they ask La Roche for his blast core. Zeke looks upset and betrayed by La Roche who obviously didn't tell him that he had a blast core. We have to fight two of these icemen, they have a freeze ray type weapon that is fairly effective.
La Roche tells us that he will give us the blast core if we do one more thing for him.

Mission 56 Emergency measures
I have to retrieve four medicine packages for a paramedic from the icemen and return them.

Mission 57 best served cold.
Icemen and milita are fighting, we have to take out both sides.

Mission 58 Enemy surveillance
I track some icemen back to their base and have to kill them all.

Mission 59 Double Whammy
Some Icemen are escorting milita prisoners around, we have to take out both sides.

mission 60 Unlikely allies
Kuo has spoken with an iceman who wants to defect and help them. We are to go and meet him.
He says he can take us to some blast shards. I follow him and we are ambushed by monsters on the way, after taking them out he leaves us to defeat the guards of the blast shards.

Mission 61 Burning Wells
La Roche tells  us that four oil wells have been set alight in floodtown, we need to cap them, however there is only one cap, so we will have to take it with us across the town.
Each time we get to one of the wells we have to place the cap on top. However there is trouble at each well. A new Iceman enemy appears named a crusher. He has big icy arms and fires lots of ice streams and chunks at us.
At the last Well I find Bertrand turning someone into a monster. From this we can gather that Bertrand is the source of the  swamp monsters.
There is a railyard that seems to be a center of Bertrand activity. Once the last well is capped La Roche tells us to find Zeke he will have the blast core.

Mission 62 Seek and destroy
Three Icemen have been spying on resistance fighters, I have to chase them down before they can get away and report their intelligence. This is quite a fun mission, but I don't want to many of them. I hate timed missions.

Mission 63 Overcharge
Ride the lines from A to B.

Mission 64 Ray Field Energy (Main Mission)
Cole goes to Zeke to get the blast core that La Roche promised. Kuo is there too, she tell us that she has found out that raysphere radiation is what causes the plague. Therefore Cole is responsible, well Cole from the future who came back in time and blasted the raysphere off in Empire city. The RFI will cure the plague if it is used. Cole absorbs the blast core and passes out. When he wakes he tries to use the RFI but can't, he feels that two more blast cores will be needed.
We now have the ability to fire a rocket by aiming with L1 and pressing triangle.
Freeze rocket and quicker combos are also unlocked.

Mission 65 Icebreaker
Kuo wants us to help her attack a base of the icemen. We have to follow her to two areas where there are lots of icemen and kill them all.

Mission 66 Rail yard intel (Main Mission)
Back at the little base we meet Zeke, Kuo and Nix makes a reappearance. The discussion is about Bertrands behavior. He seems to be making the monsters. Nix tells the group that Bertrand makes the monsters, which them rampage wild. However, after a time he can gain control of them and she thinks he is raising an army of them.
Kuo wants to expose Bertrands' schemes by gathering evidence. Nix wants us to try to control the monsters as she has been able to once before. She thinks they will make us a good army.
The Mission ends and we are given a choice, which again since I am being good this playthrough means helping Kuo.

Mission 67 Exposing Bertrand (main mission)
Kuo tells us that she has seen a way into the railyard occupied by Bertrand.
We have to sneak around the back and go into a place where she has fed the guards sleeping drugs. Now we are in the railyard and the guards are lying around sleeping. We have to move around various railcars which have been turned into cages and take pictures of people and monsters kept in them. Finally after about five sets of pictures, we are told by Kuo that Bertrand is there. We have to climb onto a warehouse roof and take a picture of him through the skylight. Once I do a cut scene starts. It shows Bertrand turning a civilian into a monster. Kuo takes our footage and broadcasts it to the city. Now we see Bertrand spotting us and running. We have to free the civilian prisoners.
I free two carriages worth of civilians, jumping on the roof and prying them open. Then a cut scene shows Nix arriving with her monsters in tow. She appears to be wanting to help, though it seems that the inevitable fight against Nix might be coming soon.
I now have a ravager to kill and one more set of civilians to free. No more sign of Nix.

Mission 68 Stay frosty
Kuo tells us that our iceman ally wants to meet, she warns us that he is changing, they all are.
When we meet him he is bulkier, and pretty monosyllabic compared to last time.
I have to follow him to the railyard, and kill some monsters.

Mission 69 The Beast draws near (Main Mission)
Zeke has been spying and has found a missile. He thinks that they should use it on the Beast which is getting very near and a glow from it can be seen on the horizon. We have to clear a path through fighting factions in the city for Zeke to drive the lorry. Boats attack us while we are on the bridge. At the dock Zeke parks the lorry with the missile and we have to climb a crane to get the targeting done.
When I get to the top of the crane icemen attack. We have to kill them all so we can get a clear shot at the beast.
Once done the nuke is launched at the beast. In the aftermath there is great wind and yellow cloud everywhere. The beast seems to be gone. Zeke is hurt, a container has fell on his legs. Blown by the winds from the blast. We have to get it off him. Then help clear his path back to the truck. On the way there is some glowing and sparking at the crane we just came from. It seems the beast may not be down after all.
I get to the truck and in cut scene we see zeke drive off.
The screen goes black and tells us that the beast is in New Marias.
It may be that the nuke damaged him though, as his isn't rampaging around destroying everything. Zeke thinks he has went to the gasworks.

Mission 69 battle by the bay.
A citizen tells us that militia and icemen are fighting in the bay.
I get there and have to kill them all. Swamp monsters turn up as well.

Mission 70 Action shots
I have to take some pictures, why, don't know, but I do.
First the beasts footprints, then the crane it destroyed when it seemed to teleport in or reform in New Marais.
Next a swamp monster eating a dead man.
Next some icemen, in midair on their ice towers and a hive lord laying the eggs that spawn the little fly like creatures.
Then you have to kill em all.

Mission 71 Powering up the gas works (Main Mission)
We have to power up the gaswork area of the city.
Firing tesla missiles we can see some crusher icemen and take them out with the tesla bolts.
Then hit the transformer and go to it.
Defend it while it charges, and then shoot at more icemen and another transformer to defend.
Again we have more icemen crushers to kill, about five or six. Then the transformer, some pretty slick flying is needed.
The last transformer I go to starts a cut scene.
It is a trap, huge metal gates swing down and trap cole in the area with the transformer.
Bertrand appears with milita men.
He asks us to team up with him to take down the beast. Cole refuses and Bertrand orders the militia to shoot him.
We have to survive in the cage for a time, then Zeke comes and saves us.

Mission 72 Cold snap
We have to take out a bunch of icemen with milita prisoners, then two crushers attack when I do.

Mission 73 The Gauntlet
The blast shard bomber has called Zeke and wants to meet. This is the man that is making the blast shard bombs which seem to be random events which can improve your karma.
Seems he wants to give himself up. I doubt it.
I go and find a bomb which nearly blows us up. The bomber runs away from nearby, and we have to chase him. He uses a sequence of bombs to try and slow us down.
Eventually I get to him and we have to defuse his bomb by absorbing it's energy and kill him.
Otherwise civilians he has herded close will be killed.

Mission 74 Ice tea party.
I have to go to a battle between milita and icemen over their boat supplies to kill them all.

Mission 75 Forced Conduits (Main Mission)
Zeke sends us to a warehouse, where he has been told there is a blast core. We have to search a warehouse for a crate with a milita symbol.
I have to blast at crates until I find a safe hidden inside one of them.
Inside the safe is deeds to three other warehouses. I have to search them all.
I search the three, each one is a dud, though one does give blast shard.
At the last warehouse a titan attacks. This is a bigger boss ice creature.
It goes down fairly easily. This one has a little twist in a God of war style. When it's health is low you have to go up to it and lever off a bit by mashing a button. Then kill it.
After killing it inside the safe is a blast core. And info that those Bertrand was making the monsters and the Ice men to sell as weapons. Cole wonders what Bertrands motivation is?

Mission 76 The harder they fall.
I fight an ice titan and a swamp titan, that are fighting each other. Also some smaller enemies.

Mission 77 Special delivery
La Roche tells us about an Iceman courier heading to a warehouse, we have to follow him without letting him see us.
Then at the warehouse kill all the enemies, including a crusher.

Mission 78 The Big chill
Our Ice soldier ally wants to meet us.
He has turned into one of the giant crushers monsters. Though he still has his personality and wants to help us. We go into a warehouse full of icemen and kill them all. Two try and run for it and we have to chase them down.

Mission 79 Mercy kill
The ice soldier has succumbed to his new beastly nature and went rampaging. Kuo and Cole have to take him down.

Mission 80 Ice storm.
The warehouse we liberated earlier has been reclaimed. La Roche asks for  our help in retaking it.
Icemen and a crusher, with some rebels to help.

Mission 81 Easy Going (Main Mission)
Cole and Zeke have a fun buddy moment, then Cole uses the Blast Core. He wakes and we now have lightning tether, this makes climbing easy, point where you want to go within range and lightning zips out and drags you there. Press L1 to aim and then R2 to use the tether.

Mission 82 Proud Warrior
Zeke wants us to hack some satellite dishes again.
Five or six to find and drain. Then Zeke plays a video taking the mick out of Cole on the tv's in the area. Suggesting that Cole is looking for love and gives out his cellphone number.

Mission 83 Overcharge
Ride the lines to the end.

Mission 84 Biohazard
Icemen have stolen some volatile chemicals.
Three of them to chase as they make a run for it.

Mission 85 Coast Guard
The milita are shooting at the rebels from two boats, we are asked to help.

Mission 86 The face of change
Bertrand has a boat full of his weaponised conduits ready to ship. Zeke tells us to sabotage it. It has electric anchor winches, which we can break.
I go to the first ship and fight some icemen. Then disable the boat.
On to the next, a crusher is the boss fight here on this boat.
When we disable the anchor here a cut scene starts.
A man named John appears behind Cole, He is wearing a suit, with no shirt, his chest looks torn up and he has scars on his face. His name is John. Cole knows him from Empire City. He thought he was dead.
John explains that the raysphere explosion killed him, but also made him a conduit. In a blatant rip off of Dr. Manhattan's origin story from Watchmen we learn that John pulled himself together and is alive again now. It is fairly obvious that he is the beast. He wants to show Cole something, it does not appear to have hit Cole yet that John is the beast. Cole Allows John to touch his forehead and give him a new power.
John has given us the ability to see those infected with the plague. He tells us that the plague will stretch across America if not checked. He tells us that nothing can stop it. Unless they can find a specific woman.
I go to a plague ward, which is basically a gathering point for those about to die.
I find that now R3 makes the humans appear as if x-rayed. Seeing a glowing red in their belly if they are infected. One woman has a spidery yellow thing at her heart. John asks Cole to heal her, he can't. John tells Cole that he can, but at a cost. Cole asks him what it is and John tells him that he will show him. John starts to glow and reveals himself to be the beast. His energy blasts the warehouse apart.
Cole wakes across the street where he has been blown. The woman who had the yellow spider walks towards him, she is healthy and she suddenly flies straight up into the sky. She then blasts off in a white glow like Kuo does. Seems that the plague isn't killing humanity off but evolving it. Those with the right genes are changed into super-beings, the rest die. John tells us that he can save what he can of humanity, but a huge percentage will die.

Mission 87 Photo Finish
Take pics of the beast detonation site.
Take a picture of the ice tower.
Then an ice titan using its powers.
Then kill the ice titan.

Mission 88 Main Mission
Bertrand plans to leave New Marais by helicopter. Zeke, who is sounding sick, has sabotaged it. We can find Bertrand for a showdown at the helicopter pad.
When the mission starts we meet Bertrand on the helipad. He tells us that he wants all conduits destroyed, that is why he is making them and selling them. He wants the world to know they are evil and rise up and destroy them. Cole tells him that he is just sour because the raysphere turned him into a huge maggot instead of a shining superhuman.
Bertrand threatens to change into the beast again. Cole doesn't care, it's time for a showdown.
Bertrand leaps off the helipad and changes.
Zeke tells us to get onto a truck.
We are driven by Zeke to a point where La roche has set up an ambush. Nix and Kuo also help fight Bertrand.
We have to shoot his glowing pink spots a lot. little monsters run interference.
At a halfway point we are picked up by helicopter and have to shoot at the monster from the air. Eventually we are dropped back of and resistance and conduits alike take out Bertrand.
Nix is pleased and even Kuo gives her a little kudos.

Mission 89 Death Toll
Zeke has seen the icemen in possession of a blast core. We go into their stronghold to get it from them.
Zeke has the plague.
I fight a lot of icemen and then one of them runs with the blast core.
I chase him to the tower and up to the top of it.
The blast core is encased in ice.
We need to activate some valves to open the flow of gas and burn the ice off the top of the tower.
Three valves and many icemen later the top is blown off  and the blast core goes down to the ground again.
Now we have to fight another horde of icemen and eventually the blast core is ours.
during this mission we have the ability to power up anywhere, due to a lightning storm that is going on.

Mission 90 The final Piece (Main mission)
Zeke and Cole chat and he then absorbs the blast core.
We now have Ionic storm power.
Which calls down lots of lightning

Mission 91 the final decision (main mission)
We meet with Zeke, nix and Kuo.
Cole tells them what he knows about John and his plan to save conduits.
Cole starts to use the RFI. It begins to kill Cole, Kuo and Nix, zeke stops the process.
It seems to be up to a big choice, use the rfi and wipe out all conduits or let John save only the conduits.
I choose to use the RFI and save humanity at the cost of conduits.
The rfi has been broken, it needs a new power regulator.
Zeke fixes it but it needs charged again. Nix is to take it to power stations and we are to protect her. The beast is after us.
I am led to a boat where we start fighting the beast.
I have to use tether to get back to land, then get to the sub station and charge the rfi.
We fight the beast again, and Nix sacrifices herself to hurt it.
Kuo attacks us and we have to knock her out.
We have to take the rfi to the last sub station and it's charges up. Cole uses it's power to zap the beast one last time. Then Kuo appears and apologies. Cole fires the RFI wiping all conduits from the world.
A cut scene shows all conduits die, and the plague is cured.
Zeke is seen taking Coles body on a boat. Lightning strikes it. So maybe there will be an Infamous 3.

We are told after the credits that time has been wound back. We can go back and do any side missions still remaining. Also we are reminded that we can go back and choose an alternate path, the evil one this time.

20 hours
35% of trophies on first play-through

Sunday, July 31, 2011

Duke Nukem forever Notes

A little montage of scenes from the first game is shown over pounding rock music.
I am surprised about how much and how little I remember of it at the same time.

New Campaign and let's rock or Normal difficulty.

Usual analogue sticks
Click Right stick to crouch.
Click Left stick to run.
Right trigger to shoot
Left to zoom.
Up on dpad for Duke Vision.
Down on dpad to drink beer.
A to jump.

Mission 1
Start off urinating into a urinal. Duke is in what looks like the shower room of a football team locker room.
I move into a large room and there are some uniformed police or soldiers standing around a whiteboard. They are planning how to attack a large monster. Their plan seems to be simply to charge.
There are wounded lying around.
I go out into the corridor and the monster can be seen under fire from the cops. I go towards it and it blows up the cops hurling Duke back down the corridor. The Way is blocked so we have to go back and go down the stairs.
I move through some corridors and see soldiers fighting aliens.
I move through an area with fighting, though as soon as I get in the area the soldiers take out the aliens. A gun is left behind. As I pick it up I get taken up on the lift I am standing on.
I am now facing the giant monster that was blowing things up earlier on at the football field itself.
The boss has rockets, a rush attack and an ground based energy weapon. Ammo for the rocket firing gun you have called the devastator runs out quick but is dropped in by air support. The alien has a health bar. Once it's worn down you have a little QuickTime to hurt the alien and kick a field goal with it's eye which pops out.
Then the scene cuts

Mission 2
We are in the real world now, seems what has went before was a game Duke was playing. He quips that it should be good as it has taken 12 years to make.
Two girls are pleasuring Duke while he plays the game.
The news reports show that alien ships have arrived and are hovering over the city. The president is in talks with the aliens. There is speculation as to whether these are the same aliens from the last time 12 years ago.
I can play pool just like the last game.
Looking in Mirrors and playing pool increases your ego, which means you can take more damage.
The alien ship can be seen out of the window of Duke's Penthouse.
I move through Duke's Penthouse filled with pictures of him climbing Everest and other outrageous feats. Then into an elevator.

Mission 3
Downstairs we are in the tv studio of a late show a like. I have to sign an autograph for a kid and then go on stage. However the show is canceled as the aliens have arrived in a Dukeburger nearby and all the news crews are covering it.
Duke decides to go and investigate.
Backstage a guy is giving a Christian Bale style rant, we can knock him out for an achievement.
Inevitably the aliens have started shooting, explosions can be heard and the ground is shaking.
I take another lift.
It seems that we are stuck and  the emergency button opens the lift roof which we can climb up onto.
The doors to the next floor are forced and I come out into a Duke Museum.
The museum is full of statues and pictures from the earlier games.
A throne is available to take pictures on. A kid is sitting in it, he won't move until we take his picture and we have to press a button to make it happen. He then moves and we sit on the throne which is a lift to a secret areas.

Mission 4
The Duke cave
In the Duke cave, which is filled with computers and screens. The old bios screen on bootup isn't lost on me.
The President and a general appear on the screens and tell Duke to sit on his hands. The president is in talks with the Cycloid emperor and does not want Duke to start shooting them up yet.
The general it seems reluctantly agrees with the President.
Duke's computers flash a warning about intruders. Through a door in the back of the room we see the aliens are inside Duke's complex.
In the next area an alien is coming through a door trying to hit us. I punch him and he goes back through. On trying to open the door a computer voice tells us that we need a red keycard. Duke tells us that he doesn't need a keycard and we force open the door with QuickTime.
Now we can chuck objects at aliens and kick them to execute them.
I go through a hatch into a crawlspace.
Then things go dark and we have night vision, aptly named Dukevision.
Now we are meeting more aliens and get a gun to shoot back.
The reactor has three pods that have been removed. Two are found in the room of the actual reactor. The last is two rooms away and we have to use a remote control car to get it out of a room. Basically a little puzzle and skill test to push it from one place to the other. Back in the reactor room we  turn the power back on.
Now we run along some corridors shooting the aliens. We get a pistol in addition to the alien plasma weapon we have been using so far.
I run along the corridor until I come to a gun type emplacement at the centre of a lift.

Mission 5
Going up in the lift Duke Activates the gun. We come out on the roof of the skyscraper under the alien mothership.
This is an emplaced gun section. The mothership needs shot in the guns that protrude out of it's shield. There are ships which attack with lasers and sent out jetpack troops.
There is long loading every time you die and the enemy ships are two hit kills.
After wearing down the ships health it's main gun blows up. Duke's gun is hit by debris and he is knocked out. The elevator takes him back down and he wakes up four hours later. We crawl through some vents.
Now we have to stop an elevator from falling, we pull the emergency brake, but it heats up and fails. I struggled with this mini game to understand what the hell I am meant to be doing. Again a long load after a death in what seems like a tiny area of game.

Mission 6
I eventually learn that you have to keep it from overheating.
Now we come out of the elevator and get shrunk by a crater of alien goo.
We meet the kid from earlier that we gave and autograph to. He lets us have his remote control car to drive.
Now there is a long driving sequence where we take the remote control car through the hotel.
Lots of jumps and we can see aliens kidnapping women using teleporters.

mission 7
After a load we progress through the casino halls until we come to a door the car can't pass under.
I find that duke can get out and crouch to get under. we now need to climb on stuff to get to the door switch.
Now we have more driving, charging aliens try and stomp you.
We come to a gate, the two girls from earlier are behind it with soldier.
We have to move a luggage trolley next to the switch and then jump on furniture to get to the switch.
Now we meet the girls and get back to full size.
Alien start teleporting in, we get the shotgun and it's a fun time taking out waves of aliens with the shotgun. Eventually the babes are teleported away and Duke is angry now.
I have to force open a gate then go along the corridor we just drove along fighting the charging pig aliens.
Next we have a wave of all variety of aliens coming from a hole in the ceiling.
Now another large room, we seem to be going back along the track we took with the car, why?
You  can play the fruit machines.

Mission 8
We come to a statue of Duke, we have to move it so that  it is pointing to a man above us on a balcony. The arms have to be moved up. We then have to pull down a city structure that is around Duke and then climb on it to climb onto the statue and up it to get to the balcony.
Now we get a quick tutorial on trip mines. How to duck under and over them. Also to shoot them when we can see the actual mine.
Fires are shown to us and also the fact that we can shoot fire extinguishers to put out fires that are blocking the way.
We meet some soldiers from the Earth Defense force.
Then a boss battle with a fat flying creature. It shoots rockets and is backed up by some pig cops.

Mission 9
The general speaks to us. The aliens have made a wormhole by the Hoover dam. They are using it to bring in reinforcements.
The aliens are taking women to the Dukedome.
We go outside and meet a gung ho soldier. Every second word is a curse from this man. In the back of a supply truck is Master Chiefs armor, which Duke pronounces is for pussies.
I get the ripper gun, which if I remember was a staple of old Duke.
Now we have an emplaced gun section out on the streets.
Waves of pigs and flying teleporter pigs.
A new alien beam weapons and an rpg here.
Now we are moving through the streets, also some emplaced guns and waves.
I come to a large crater and after some waves of enemies a large boss appears.
I shoot it a lot with rockets and it dies fairly easily.
It shoots lasers and rockets at you.
Once downed yo enter a sewer tunnel.

Mission 10
I move through broken up sewer, avoiding electrified water by jumping on pallets, another fire to put out with a fire extinguisher. Now up a ladder.
He we end up in a construction yard. builders tell us to get in a container and they will lift it over for us. We are now in a kind of vehicle section where we get moved around and have to take out the waves of enemies.
Same barrel throwing dude kills me three times in a row, four and it's off.
I manage it by only shooting a pipe bomb into the place where he runs from.
Eventually the crane is toppled and we are back on foot.
I enter another construction yard area, then the front of the Dukedome. Aliens are toppling a statue of Duke.
Now we enter an area where there is a button to press to open a gate. Only there is no power on. We have to make our way into a portacabin, through the roof and switch on the power.
while we are inside the aliens attack in waves. Eventually the cabin is overturned and we can get out again.

Mission 11
I come to an area where there are containers which must be filled with barrels to make them tip and then jumped on to get to the next area. If this Half Life 2?
Now we must find a battery to get a crane working.
The crane's mast must be scaled to get into an adjacent site to get the battery. A dropship attacks and must be shot down with rockets.
Back at the crane we must bash a hole in the side of the stadium to enter.
We must position the crane so we can run up the mast to enter.

Mission 12
Now we are inside the stadium.
The alien hive is filled with organic matter. Orifice like doors and little bugs.
We have to hit a bug which rolls up into a ball. If the ball is rolled near a grabbing arm an orifice door is unlocked.
Now we see women cocooned and mutated to give birth to the aliens.
Little jump pads that shoot you up, in sequence like a human pinball.
Duke find his two girls mutated and they are killed by bug like aliens in front of him. This makes him angry.
Now we have puzzle, to get a door open we must find a ball, however it's far away down a dark corridor, enemies run interference.

Mission 13
More ball rolling to open a door.
Quite a bland level, sensing a theme.
New monsters that Duke seems to think are shaped like dicks. They shoot white goo.
No comment.

Mission 14
I come into a more human looking area again, part of the stadium. A door is locked and there seems to be an obvious way around the obstacle but I can't seem to jump up to the ledge where there is a way around.
You can throw a pipe bomb through and detonate it on the other side.
Now the queen. She has thick armor, and three breasts. We have to make her dazed by hurling a pipe bomb onto the jump pad which sends it over to her. She hits at us,and send the small monsters in as well.
Once the queen's health is low the octobrains arrive and they shoot your rockets right back at you.
Eventually I kill it and Duke is injured as it dies.

Mission 15
Now we are in what seems to be a dream sequence. Duke is in a strip club.
He is approached by a stripper who asks him to find three items. A dildo, a condom and a bag of popcorn.
Once we find them, in a locker, in the break room and in the toilet we are to go and get a lap dance.

Mission 16
Duke wakes up from his dream of lapdances to find he is in a helicopter heading for the Hoover dam.
The helicopter is shot down and we are on our own again.
We have to climb down from the tower we have crash landed in.
Lots of little ledges and tentacles to negotiate, ladders and some interference from alien jetpackers.
I find a crashed helicopter and have a little emplaced gun shooting to do at alien ships buzzing around the tower.
Then we get a gun called the devastator which is a rapid fire missile launcher.
A large ship needs to be taken down with it.
An alien jetpacker teleporter guy grabs Duke and takes him out into the air. Duke Punches his head off and then crashes through the window of the tower with the flying corpse.

Mission 17
We have crash landed in a duke burger, There is a puzzle with an electrified area blocking out way.
We have to get small and crawl through a hole, turn off the power then get small again and climb up and into the walls. We then make our way through the inside of the walls to the next area.

Mission 18
We now have tiny shrunk aliens to deal with, they hide under drink cups.
Little platform puzzles in the Duke Burger to make our way through the area.
We then have large enemies to deal with while shrunk, the trick is to lure them onto shrink pads so you can kill them.
We then have to clamber our way up the larder. Who told these people that platform games were fun in first person shooters?
Next is a marathon clamber around a kitchen that is filled with electrified water.
This is not fun at all.
I just got burned on a grill and have to go back for miles of non-fun jumping.
Eventually after much puzzling with a toaster I get past this awful area.

Mission 19
On the roof we have to wait for pickup from the military. Five minutes on the roof with monsters incoming. I get the shrink ray which is fun at least.
Once the aliens are shrunk you can stamp on them by running at them looking down.
Many waves and two large flying bosses are quite fun, for once.
This game is too stop start, you just get going with the gunplay and then it's back to wandering around and climbing stuff.

Mission 20
We have to fire from a helicopter gun too clear the landing zone at the dam.
Then we have to drive a monster truck. Nothing happens here though, just a drive along a track.

Mission 21
More driving here, we get to run over enemies and jump large gaps by using boost.
Eventually the truck runs out of gas and we are back on foot.
I have to clear the road and kill some waves before being allowed to move forward due to a barrier which is cleared for us by the enemy. Now we have the same puzzle as earlier. Get into a building via the skylight.
I get the gas can and have to go back to the truck. Some more road driving with bits of road being blown out by ships from above.

Mission 22
More road.
Then a town and yet another gas stop.
We have to clear this western town and then puzzle it out in a barn with pulleys and ladders to get the gas can. Turning a winch to move a platform and letting a ladder down.
More fighting in the town and then back to the truck.
Through the town and into a tunnel on the other side.
I get the holoduke here, which makes a holoduke that runs around doing stuff distracting the enemy. I am invisible while it is working.

Mission 23
More driving. This time we have trucks with barrel throwing enemies on the back to get past.
When we do the road runs out and all of us come crashing down.
The car is ok and we move on.

Mission 24
No gas left again.
Now into an abandoned mine.
We have a lot of enemies outside the mine. Then a dropship brings more in. Then we have to fight the dropship.
Now inside the mine for some puzzles with little mine carts. We have to get the mine cart to move with us in it to jump gaps.
Once I get the gas there is some platforming.
Then a mine cart ride out into the open and back to the truck.
Now we jump the truck over some bridges and into another tunnel.

Mission 25
Hopefully the last of the driving?
No, but not for long at least, we are near the focus of the action. A large spire or organics that seems to be sending a beam of electricity up into the sky causing a large cloud formation.
The president meets us here after we ditch our tuck in the water.
He isn't happy and still seems to think that he can negotiate with the aliens.
Duke is stoic and carries on where we meet up with some military for a firefight.
We fight along the dam until one of the big monsters from earlier appears.
This time it needs to have it's health worn down twice. It gets angrier and more deadly after the first QuickTime event.
Once he is downed Duke Rappels down the side of the dam. We have to go and find the general inside the dam's tunnels.

Mission 26
We meet some workmen and an EDF soldier downstairs inside the dam. The men have barricaded a door and there are lots of aliens behind it. They say they will open up a lock on the far side of the rooms beyond if we go in and clear out the aliens. I do, I get the freeze ray for this. Does what it says, hose the aliens and they freeze, run up and punch them and they shatter.
The door is opened and that is that.

Mission 27
Now we come to a section where there is alien growth blocking the way. We can turn valves which lets out steam which kills the growth. We have to move pipes by unlocking them and twisting them to make the steam reach an area of growth.
Now we fight some more and come to a shrink patch. Shrunk I now have to enter vents after clearing away rats. In the vents air is bowing fast and we are buffeted around and taken on a ride. I have to clear a brush from a fan to make it move to get carried upwards.
Now it gets complicated, inside the gears of a diabolical machine this is real first person platform gaming and a good example of why the genre doesn't work
Long reloading after death does not help here at all.
I eventually get through this nightmare. Considers stopping playing for a bit though.
Some electric switches and pistons to avoid at the top of the gears nightmare.
Now into a room with some small aliens attacking. Then another large alien while you are small scenario.
This seems to be the boss for this area.

Mission 28
We come out into a control room and have to open a door to get out onto the top of the dam.
Now some tentacle monsters who fly around hurling barrels and crates at you.
a lot of them and an emplaced gun.
Now a large one called an octaking. This is a fairly easy boss. It's attacks don't seem to harm me on the emplaced gun. It runs away, so I am sure we will be seeing it again.
I progress into a room where there are lots of waves of enemies then a puzzle involving a forklift to get up to a ledge. Into an elevator and mission is done.

Mission 29
I come out onto the generator room of the Hoover dam. The alien tentacles are infesting it.
This is a platform puzzle. I make my way up using the dam structure and the tentacles to the top. Then a man in a control room starts a large lift platform moving. This is a survival box and waves of flying aliens come before the octaking makes it's next appearance.
Here we have limited cover while the octaking and three octo aliens attack
This seems impossibly hard until you realize that the three octo aliens don't respawn infinitely. The boss is too hard with them shooting at you as well as them. So use pipe bombs to take them out until they stop respawning. Maybe around four sets of three. Then take out the octoking. Once his health is down a little he will take out your cover anyway which makes it impossible to survive with the other little octo's flying near you.
Once he is dead the lift goes to the far end and you climb down behind him into an elevator shaft and have to drop down into water.

Mission 30
We land in the water and have to climb out into another part of the dam. Putting out a fire lets you move forward.
Now we have a little puzzle where a spinning fan blade attached to a huge pole is blocking the way. Large metal toolboxes can be pushed into it from nearby and once three are in the fan stops.
Now we move through this huge generator machine room to a set of ducts.
Dropping into a room ends this mission.

Mission 31
Here we have more underwater fun.
Air bubbles like the ones from old sonic games refill your air.
we have to open a door with a wheel and a turbine gives us current to fight against.
Now we meet lots and lots of the little ocatababies in the water. The almost kill you instantly. Lesson one off terrible game design is don't give people tasks that are dull, like opening a stupid wheel door and swimming around for a few rooms before an annoying instant death moment. This game has been an exercise in masochism from near the start.
I hang back and retreat, and use pipe bombs and trip mines and manage to get past these annoying enemies. I can see humans fighting a large alien, one we have fought before.
Now we have an area of darkness. Some normal alien to fight. Ammo is running scarce here, a new tactic?
We start heading down into alien hive territory.

Mission 32
Now we have some fighting in more corridors. Then a large area. Here we have a scaffold on wheels that we must push to a point to make the way forward open. Taking out some crates that block the way.
A crane type boom seems to move when I shoot some barrels near an enemy standing on the pivot point.
It seems that the mission here is to get the boom to pivot until you can climb on it and get out of the area. You have to find barrels which can be placed in the basket of the crane and weigh it down. You need about five barrels. Once you find enough enemies start to come in in waves after each new barrel. Eventually two flying bosses arrive. Once dealt with you can climb the boom and leave the level.

Mission 33
We find a room full of aliens, a fight and a little puzzle to jump up and around the room to get out. Now we come to a large room,a pool in the middle is flooded and there is electrified water in the way. We have to jump on stepping stones in the water, accessed from the right side of the pool. Once across we come through some rooms climbing some stairs and come out above the pool. The EDF soldier is badly injured and tells Duke that the plan to shut the power of has not worked. The new plan is to blow the dam. Duke is given charges and the soldier dies.
The only way forward is to go down the ladder beside the soldier, which seems to be backtracking but never mind.
I have to move a platform, as we do so, octaflyers attack.
This bit is a pain in the ass as there is no cover and the octaflyer's attack has large splash damage.
there is around 40 seconds loading time each time you die.
Once the five octaflyers that attack almost all at once die you move the grate, flick the switch that is controlling the electricity to the pool. Now you can dive down into it and get a wheel turned to open the way out.

Mission 34
Now we pass through large underwater areas, always mindful of the need to keep close to air bubbles.
There is a large flooded area and it seems we have to plant two charges. I find the first one following air bubbles. Octaflyers attack and it's even harder now that you have air to worry about while fighting them.
Following the pipes and opening valves gets you forward. I find and plant the last bomb and a large eel like creature attacks. It's called an energy leech and it's annoying, it trashes you and shoots electrified darts at you. It also tries to suck you in.
In places like this where you die frequently you spend half your time waiting to respawn. Why, it can't possibly need to load the area again?
I eventually kill the worm with the bomb. swimming through the door the worm came from ends the mission.

Mission 35
Now I have an escape the dam mission. The place is blowing up and flooding. You have to stay above the flood water and keep moving. There is a broken bridge, which can be got past by using some red pipes to the side.
Now I go up some steps and barrels are flying down them at you.
Some more enemies to deal with at the top of the stairs, then some more running around breaking up stairs and walkways. Finally into a large pipe, water spills along it and we are washed out of the dam in time to see it breaking up.

Mission 36
Duke is resuscitated by an EDF soldier. The dam is blown, the portal is closing. It looks like the invasion is denied by Duke again. Nobody has seen the cycloid emperor. The president isn't happy.
He appears to have been on the cycloid side all along. The president tells Duke that he has called in a nuke and it will kill Duke. However the emperor is pissed and appears and kills the president. We are now into the final boss battle.
This is a repeat of the start of the game, only we are in the broken dam front rather than a football field. Strangely enough it's the easiest boss battle since the first one. I have to use rockets that we get from the pig cops that help the emperor. Once the emperors health is down he falls and I have to rip bits off him in QuickTime. Do this three times and it's over.
The general appears and picks Duke up in a helicopter. On the way out the Nuke goes off and the copter crashes. A computer screen tells us that Duke is KIA. Then we hear his voice telling us that he will be back.
The credits roll.

570 achievement points
16 hours on normal difficulty