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Author Archive for sothothyog

25
Aug

Fallout and about: Game add-on pack 02. Blog 01 / 01

The guide follows the rule of having increasingly more awesome Brotherhood of Steel action poses.

The guide follows the rule of having increasingly more awesome Brotherhood of Steel action poses

Darting through Old Olney, the guide tells you when to fear the Deathclaws, and even reveals more about Kidd and Witt's demise

Darting through Old Olney, the guide tells you when to fear the Deathclaws, and even reveals more about Kidd and Witt’s demise

There's a fully detailed map of Point Lookout, showing absolutely everything you can find. And we mean everything.

There’s a fully detailed map of Point Lookout, showing absolutely everything you can find. And we mean everything.

My Wasteland wandering took a turn for the swampy over the past couple of months when I attempted a meander through the wilds of Point Lookout, and furthered my cunning adventures across the Capital Wasteland in Broken Steel. The information I accrued, including some delicious Easter Eggs never seen outside of the Bethesda compound, are all bundled up nicely in the third (or fourth) official strategy guide, on sale now (August 25th). Naturally I was more than eager to explore every nook, cranny, and deranged Russian bear nest around, and thankfully the good folks at Bethesda were there for the highs (setting fire to an occult tome of fearsome power) and the lows (weeping at the headless torso of a favorite robot), as well as the stuff only the truly deranged would ever find (like that sunken ocean treasure with no buoy marker).

Those with previous Fallout guide experience will be familiar with the format. To start with, there’s an entertaining Foreward written by a Bethesda staffer, then a chapter all about the new entities, Perks, and other matters that affect your character’s ongoing well-being. Tips on all the new Perks you receive throughout your increased level cap are of particular interest, but there’s also complete statistical evidence for every new item, weapon, and inventory piece that sometimes borders on the insanely-meticulous. Did you know, for example, that the Police Hat is the only headgear you can wear with “that scar” on your head? If you did, you’ve probably been playing this game too much, but even so, you’ll still need to add this tome to your collection.

Due to the fact that Point Lookout receives a thorough inspection and trek, the Enhanced chapters are only for the additional items you receive during the two new content releases, which is what this guide is mainly all about; Broken Steel and Point Lookout. When you’re ready to embark on an Enclave-culling campaign, you’d expect there to be copious and detailed notes on every move you can make throughout Broken Steel… and you’d be right. But you’ll also be happy to find newly-updated maps showing exactly how the Capital Wasteland has changed since the invention and distribution of Aqua Pura. Every single new occurrence is logged, as well as all the Miscellaneous and Freeform Quests so you don’t miss a trick. Whether it’s befriending Bandits or shaking down a Ghoul with a bad wig, there’s a wealth of information to share here. So we did.

The gloomy and violent Point Lookout has an atmosphere so thick you could cut with a spoon. So we chartered a Ferryboat and turned over every rock and dived into the ocean depths to locate every single item in this brand-new region. Aside from taking you through the Main, Miscellaneous and Freeform Quests in these parts, there’s an extra-massive Tour chapter with dozens of secondary locations. Need to know the precise location of the downed Jet pilot, and know what was on his Blackbox voice recorder? Maybe you don’t, but we’re telling you anyway. Heck, there’s even a trip back to the Dunwich Building for a certain, supernatural Quest.

We sincerely hope you enjoy perusing through this guide as much as I did blasting Ghouls and Ghoul hunters in Plik’s private safari. After a quick trip around low-earth orbit for an extra-special final guide later this year that could cause a hernia if you lift it, my year-and-a-half rampage through the Capital Wasteland may soon be at an end….

Purchase the original guide HERE or the Limited Edition Collector’s Edition HERE.

Purchase the Game Add-On Guide for Operation Anchorage and The Pitt HERE.

Purchase the Game Add-On Guide for Broken Steel and Point Lookout HERE.

A smattering of never-been-seen-before art finishes off this tome nicely.

A smattering of never-been-seen-before art finishes off this tome nicely.

08
Jun

Prototype Official Guide / Primer / Blog 06/06

Part 06: APPENDICES and MORE: Tables, Poster, and Gallery Primer

BlackWatch Gunships patrol the ominous orange skies of Manhattan. The Gallery of exclusive art showcases the development of the game, and is filled with developer commentary.

BlackWatch Gunships patrol the ominous orange skies of Manhattan. The Gallery of exclusive art showcases the development of the game, and is filled with developer commentary.

An early look at Alex's Hammerfist Power; an example of the impressive art that fills the back of this book.

An early look at Alex's Hammerfist Power; an example of the impressive art that fills the back of this book.

Another early sketch showing the impetus for the flowing tendrils that Alex can protrude from his form.

Another early sketch showing the impetus for the flowing tendrils that Alex can protrude from his form.

!!WARNING!! Very light Spoiler information is contained below!

An already-chunky book was made morbidly obese with the addition of some final, and incredibly helpful information. In this final Prototype guide Blog, I run through the host of charts and tables at the back of the book, just what to expect when you unfold your Prototype poster (included with the guide), and as you’ve already seen by now, what to expect from the exclusive, art-filled Gallery.

Tables and charts: Hardly thrilling, but an imperative part of every guide, as they allow you to quickly ascertain game information in seconds, without plodding through an entire guide. Fortunately, the Appendices chapter grants you all the information you need, beginning with Evolution Points. The key to Upgrading Alex is to obtain as many Points as possible. To do this, it might be a good idea to provide a massive table showing every Point permutation possible. That’s what I did, so you can find out how many EPs you get for killing a BlackWatch Grenadier (75, by the way), for finishing a particular Event with a specific score total, for finding Collectibles, and for finishing Missions.

This thrill-o-rama continues with an Upgrade chart. The “Holy Grail” of Prototype information, this reveals when every single Upgrade becomes available, and the cost to purchase it. Need to know when you can Body Surf on a bloodied corpse? After Mission 4.04 of course, but it’ll cost you 120,000 Evolution Points. The awesomeness continues with the Events Table, literally showing when each Event is available. To finish, there’s a complete list (with icons and advice) of every Achievement and Trophy, too.

We went slightly bonkers on the Poster you’ll get with the guide, too. For starters, the whole of one of the sides is filled with a Moves list. Every single attack, combo chain, or maneuver is shown, along with the button presses you need. Flip the poster over, and you have a gigantic map of Manhattan showing where all the Collectibles, Hives, Bases, and Events are. There’s also a complete Web of Intrigue showing all Sequences, with locations for every one of your victims.

Finally, it would be a travesty not to add on a 40+ page art Galley, complete with dozens of never-seen-before pre-production sketches, renders, and paintings. There’s prototypes (ahem) of Alex, the various characters, as well as spectacular panoramas of New York under viral attack, the various viral powers that never made it into final production, and special, exclusive biographies of every major character, stuffed into the back of the book as they reveal some major plot points.

I hope you have as much fun reading this guide as I did making it. I’d also like to extend a special thanks to everyone at Radical, Activision, and Prima for making this book so informative.

Purchase The Prototype: Prima Official Game Guide from here.

08
Jun

Prototype Official Guide / Primer / Blog 05/06

Part 05: ADDITIONAL OFFERINGS: Events and Collectibles Primer

Engage in a variety of additional Events, such as this frantic battle against the Military's finest battle Tanks.

Engage in a variety of additional Events, such as this frantic battle against the Military's finest battle Tanks.

The Events soon become massive and frantic fight-fests that are as entertaining as they are brutal. Note Alex's Armor and Blade Powers in use.

The Events soon become massive and frantic fight-fests that are as entertaining as they are brutal. Note Alex's Armor and Blade Powers in use.

This wouldn't be a Radical game without a massive amount of Collectibles to scrounge. Found one!

This wouldn't be a Radical game without a massive amount of Collectibles to scrounge. Found one!

!!WARNING!! Very light Spoiler information is contained below!

With a game as massively entertaining as Prototype, you’d expect there to be a whole host of additional modes and exploration to attempt. And you’d be correct; I devoted a large chunk of this 256-page guide monstrosity to all the additional content available in the game, the biggest of which are the Events.

As you progress through the main Mission structure (or you purchase a particularly brutal Upgrade Power), you’re awarded with an increasingly difficult series of Events. These are usually timed “mini-games”, with a score or time to beat. So that you can master every single one of these Events (and there are around 60 to finish), I spent some thumb-bleeding, eye-straining weeks attempting to score as highly as possible. My conclusions are as follows:

There are Movement, Glide, Kill, War, and Consume Events. For the first four of these Event types, I began with a map of Manhattan. This map shows the starting locations of each Event, along with any associated Waypoints along the way, so that spatially, you can see how far you have to travel. Next comes a table I’m particularly proud of. For every relevant Event, you are awarded a particular “Medal” depending on your prowess. The score or time needed for every Medal (including a Medal not initially available to you) is shown, so you immediately know what to aim for.

Better yet, the maniacs inside the QA and Testing departments at both Activision and Radical provided me with a score or time from their very best players. These incredible scores allow you knowledge of what it takes to completely master an Event. This doesn’t “unlock” anything (or even appear) in the game, but is simply for bragging rights. Following that, every individual Event is shown, with screenshots and tactics for obtaining the best in-game score possible.

The insanity doesn’t end there, either! The most closely-guarded secrets of the game get a thorough going-over; the most complicated of which is the Web of Intrigue. Essentially a collection of hidden pedestrians scattered throughout Manhattan, and the main Missions, you gradually build a series of memories to help you understand how you came into being. Of course, finding all of these individuals that hold memories you need is almost impossible; until you read this section of the guide, which shows when and where each Web of Intrigue target appears, and how to find them. I spend a mind-bogglingly long amount of time figuring this out with the help of Radical, and this is worth the price of the guide on its own.

Of course, there’s another gigantic series of Collectibles to find, too. These take the form of glowing keys to the city, and there’s a huge number of them to find. Fortunately, I found them all, plotted where all of them are on the attached Poster Map, took screenshots of every single one, made sure to add a check box and number next to each screen so you know which ones you’ve collected, and then I fell over.

Join me one more time as I get back up, and post Blog 06, which reveals some vital information on the guide’s Appendices, Poster, and the special behind-the-scenes Gallery.

Purchase The Prototype: Prima Official Game Guide from here.

08
Jun

Prototype Official Guide / Primer / Blog 04/06

Part 04: ADVANCE and OBLITERATE: Walkthrough Primer

From the very first moments of this initial Mission, the cavalcade of carnage is accessible, producing some truly disgusting dismemberment!

From the very first moments of this initial Mission, the cavalcade of carnage is accessible, producing some truly disgusting dismemberment!

Not all Missions involve tearing your enemies to shreds. Here, Alex must remain in Disguise, and Consume a Military Commander without being spotted… too late!

Not all Missions involve tearing your enemies to shreds. Here, Alex must remain in Disguise, and Consume a Military Commander without being spotted… too late!

As you progress through the Missions, the Upgrades you're able to purchase, and the enemies that attack you, become more and more impressive. And spiky.

As you progress through the Missions, the Upgrades you're able to purchase, and the enemies that attack you, become more and more impressive. And spiky.

As you’d expect, a large part of this Official Game Guide to Prototype is taken up with a highly-detailed Walkthrough. With 27 Missions (segmented into ten separate “Episodes”) to attempt, and numerous ways to complete each one, this chapter was designed for you to easily “dip” into a particular Mission you’re having trouble with, or to read from start to finish. With a well-designed tabulation system, you can instantly find the name of the Mission, which Episode it is in, and how far you’ve progressed through the Missions portion of the game. But the information overload doesn’t end there….

Whether you’re rampaging through the streets of Manhattan attempting a number of freeform activities, or simply finding a Military Base to infiltrate, you’ll soon be back and uncovering numerous revelations about your past, present, and future. The Walkthrough was designed to keep you posted about these occurrences, but without any major spoilers ruining the surprise. Of course, you need to tame your page-flipping hand, as the larger “Boss” like creatures are thoroughly detailed, with every possible killing technique shown, but as long as you have some self-control, you’ll easily navigate the Walkthrough, and uncover the optimal paths to take.

Each Mission begins with an Overview. Don’t know what the Mission entails? Then read this, and you’ll soon figure out exactly what you’re about to accomplish. Next comes a map of Manhattan; the same one you see in the game, with the same iconography the game uses. Surrounding each map are Waypoints, exactly as they appear in the game, but with the added benefit of an attached screenshot (so you can see exactly where to go), and the Objectives you complete at each Waypoint (so you can effectively complete the Mission without reading through the Walkthrough portion itself). Cunning? I hope so; but the real information continues throughout the rest of the pages:

The detailed Mission Walkthrough section is divided into screenshots and text separating out every Objective you’re given, thus allowing you to pinpoint the area in the game you need help with, and reading about it. Icons for the objective Waypoint markers are shown here too, for extra access. Then comes a variety of (mainly spectacular and large) screens, tips, notes, cautions, and flags when you’re gifted brand new Powers. At the end of each Mission, any new rewards are listed. Fortunately, a more comprehensive series of Appendices (at the back of the book) reveal every single Event, Upgrade, and host of Evolution Points you can receive. The Walkthrough was designed with you in mind, and with constant input from Radical and Activision. The results blend accessibility with entertainment and information.

Naturally, there’s much more to Prototype than a critical path; come back for Blog 05, where I rampage through all the “additional” gameplay elements you can take part in.

Purchase The Prototype: Prima Official Game Guide from here.

08
Jun

Prototype Official Guide / Primer / Blog 03/06

Part 03: ANTAGONISTS and OPPOSITION: Entity Encounters Primer

Pedestrians, whether they're innocents (or in this case, Marines) can be Sprinted through with appropriate Powers; in this case, the Armor.

Pedestrians, whether they're innocents (or in this case, Marines) can be Sprinted through with appropriate Powers; in this case, the Armor.

This chapter also reveals some of the more hideous viral infections that are rampaging through the city, such as this massive Hydra.

This chapter also reveals some of the more hideous viral infections that are rampaging through the city, such as this massive Hydra.

You can engage in vehicular manslaughter by hijacking a Tank, and using it in a variety of destructive and entertaining ways.

You can engage in vehicular manslaughter by hijacking a Tank, and using it in a variety of destructive and entertaining ways.

Gaining a visual representation of the many individuals that population the mean, mutating streets of New York City is as important as being tooled up with the latest in blade-arm sinewy growths, and this compact but thoroughly useful chapter doesn’t disappoint; giving you all the information you need for tackling (or fleeing) from the forms you encounter during Prototype. These are broken down into separate types:

The largest entity group are the Innocent, confused and bewildered individuals that pose no threat to you, but are useful to your cause in a variety of (increasingly unpleasant) ways. I show you the best ways of obtaining “help” from the New York populous, although this usually ends in a health increase for you, and a gory mess for them. A complete list of interactions you can try between the Innocent and Alex is noted, before the next type of entity is revealed; the Infected.

Shambling through the day, drooling and moaning incoherently, the freshly Infected may share characteristics you’d normally associate with New Yorkers, but have an added bloodlust, and constantly trudge their zombified way towards you. The guide shows you where the highest concentration of these fiends are, along with battle-tested, Radical-approved combat tactics to try. Just what are the Infected useful for? You’ll find out, along with information on the more terminally-afflicted; harder, faster, and more thoroughly disgusting Infected variants that cause no end of problems if you don’t know how to dispatch them. Naturally, this is covered, too.

Perhaps the most grotesque creations that the viral infection that rages through Manhattan has created, are the Hunter forms. Giant, lolloping beasts that tear and rend flesh, cut down Tanks with a few swipes of their massively muscled arms, and provide a real challenge for Alex Mercer. That is of course, unless he reads the bit of this chapter devoted to killing Hunters in a variety of unpleasant, but Activision-approved ways. Our attack patterns aren’t limited to the initial Hunter forms too; the more hideous mutations get a good going-over, both in this chapter and during the Walkthrough.

The other major faction of Prototype are the Military, and it is important to know how to interact with them, both to gain access to their hardware, their bases, or know their weaknesses to exploit them. Military personnel come in two types; those trained by the BlackWatch special forces, and Marines themselves. Notes on the weapons they carry are supplied, along with tactics on tackling their Commanders, and infiltrating their Bases. There’s even knowledge on the SuperSoldiers; truly frightening man-mountains that can cause considerable problems later in your adventure. This chapter is all wrapped up with visual identification of various machinery and vehicles you should be aware of, and how to best defeat, or even drive them.

Come back for Blog 04, where I give a spoiler-free look into Alex Mercer’s massive and enthralling 27 Missions to find out the truth about his powers, and much more.

Purchase The Prototype: Prima Official Game Guide from here.

08
Jun

Prototype Official Guide / Primer / Blog 02/06

Part 02: ATTACK and OBFUSCATE: Upgrades Primer

The Upgrades chapter gives blow-by-blow accounts of your greatest attacks, such as this second hit from a Claws Combo chain.

The Upgrades chapter gives blow-by-blow accounts of your greatest attacks, such as this second hit from a Claws Combo chain.

Upgrade Powers such as the Whipfist introduce longer-ranged attacks, which can be useful when you're hoping for a ride from a helicopter.

Upgrade Powers such as the Whipfist introduce longer-ranged attacks, which can be useful when you're hoping for a ride from a helicopter.

Surf conditions are currently bloody, with a slight chance of disembowelment: The Body Surf is both entertaining and gruesome.

Surf conditions are currently bloody, with a slight chance of disembowelment: The Body Surf is both entertaining and gruesome.

Part of the excitement of Prototype is rampaging through the streets, throttling the Infected, crushing skulls, and beating down anything that moves with a variety of sharp sinewy mutations and blackened tendrils. With this in mind, I went about this gigantic chapter (filled with close to 500 screenshots) by comprehensively benchtesting every single move in the game. This allowed me to separate every single one of Alex Mercer’s moves, and write about their effectiveness, either for combat or maneuvering. The results are a thorough and exciting romp through Alex’s madcap techniques, but never confusing, as the information is presented exactly as it is read in the in-game menus. Alex has a variety of Upgrade types at his disposal, and spending Evolution Points on the right ones is the key to ultimate enjoyment of the game.

By far the most deadly of Alex’s Upgrades are his Powers; if you’ve seen video of Alex tearing through enemies using a prehensile blade fused to his arm, you’ll have seen a Power at work. After a chart showing exactly when in your adventure each Power becomes available (and its cost), every one of the Power’s techniques receives attention, taking the form of a moves list like a fighting game guide. For example, with Alex’s Blade Power, all of the techniques he can muster, such as Blade Combo Chains, the Air Slice, the Blade Frenzy, and the special Consume animations he does when grabbing a victim are shown, with a screenshot for each hit in a Combo, or each technique itself. Then comes a Tactical Overview; essentially running through every particular technique and its effectiveness, along with when to use it in a combat situation.

The Blade, Claws, Shield, Armor, Hammerfist, Whipfist, Musclemass, and Sensory Powers all receive this meticulous going-over. Then comes Movement Upgrades, which are techniques that allow you to leap and glide from building to building without touching the ground, Diverolling to avoid ground attacks, Sprinting increases, and Jumping upgrades. Then comes information on Survivability Upgrades, increasing your Critical Mass, Health, and Regeneration. All of this sounds confusing, but the guide shines a light on the exact techniques to cherry-pick and use first, and which to save for a later purchase.

There are normal Combat Upgrades too. This provides a host of additional offensive moves to your arsenal, including the disgusting Body Surf, the always-helpful Flying Kick, and crowd-clearing ground pounding such as the Bulletdive Drop. Next comes Area Effect attacks, which include Devastator attacks; the strongest and most impressive offensive skewering available. Next are Disguise Upgrades, allowing you to quicken your Consuming, or even attempt Stealth Consumes without anyone spotting you. There’s even information on calling in massive Artillery Strike firepower, and fooling the enemy with a Patsy move.

The final sets of Upgrades to learn are those involving Vehicles; you’ll learn how to hijack a Tank, skyjack a helicopter, and learn the techniques needed to reach an airborne chopper to maximize your maneuverability. There are Upgrades to increase your effectiveness inside vehicles, and finally, a series of Upgrades for using the Military’s array of weapons, from Missile Launchers to Assault Rifles. Emerge from this chapter fully capable to challenge the most fearsome (and not to mention, mutated) foes!

The mutated foes in question are alluded to in Blog 03, which shows off the guide’s entities, from the shambling to the shredding, and including frightened humans as well as frightening and many-tendrilled beasts. Check back here for the information.

Purchase The Prototype: Prima Official Game Guide from here.

08
Jun

Prototype Official Guide / Primer / Blog 01/06

Part 01: ADAPT and OVERCOME: General Training Primer

One of the first gameplay revelations to discover: You'll be spending just as much time moving vertically as horizontally. Alex Mercer gazes over a maze of concrete canyons above Times Square.

One of the first gameplay revelations to discover: You'll be spending just as much time moving vertically as horizontally. Alex Mercer gazes over a maze of concrete canyons above Times Square.

The action also occurs on the mean streets of Manhattan. Certain zones are filled with the shambling Infected; recent victims of a contagion afflicting all of New York City.

The action also occurs on the mean streets of Manhattan. Certain zones are filled with the shambling Infected; recent victims of a contagion afflicting all of New York City.

A not-so wise guy shoves Alex, and pays for his lack of respect. Alex feeds off humans, the Infected, and uses this Consume poIr to don the disguise of his last victim. After a punch through the heart, naturally.

A not-so wise guy shoves Alex, and pays for his lack of respect. Alex feeds off humans, the Infected, and uses this Consume poIr to don the disguise of his last victim. After a punch through the heart, naturally.

After working on the Scarface Strategy Guide with Developers Radical Entertainment, it was a real thrill to team up and write the official guide to their latest game. Created over a two-month period, where I trekked over every inch of Manhattan Island, I’ve created a monstrously detailed guide to Prototype, printed on thick glossy paper, and with the regulation depth and ease-of-use that Prima guides are known for. Over my next six Blog posts, I’ll work my way through the various chapters in the guide, so you know what to expect. I’ve chosen some amusing (and usually violent) in-game screenshots (which appear in the guide along with hundreds of other pictures) to compliment my ramblings.

The Training section of the Prototype Guide isn’t a rehash of the instruction manual. Far from it, in fact. After showcasing the different Menu options, I charged straight into the action, explaining the Heads-up Display features so you know exactly what all the icons are on your screen, and how useful they can be when you’re searching for foes, or under attack. Every single major activity is covered, including ones you earn as you progress through the game. After that, I went for a spot of sightseeing around the city, detailing all the different ways you can approach the game. This includes advice on Missions, freeform exploration, Bases and Hives, Combat (both on-foot and vehicles), and specific gameplay features too cool to reveal just now.

As you may have gathered, combat plays an overriding (and extremely messy) role in your adventure, and it’s worth knowing exactly how to advance your skills. Fortunately, I revealed how to increase your Evolution Points – the unit of currency with which you can upgrade your poIrs. Every single method of accruing points is shown, from Killing, Consuming, Culling, completing Events, and finishing Missions. There’s a load of useful information on maintaining your Health, too; whether you’re clamped to a thrashing beast, consuming it in a mass of black tendrils, or barraging through crowds of the Infected using your prehensile shield. It’s all in there!

Finally, as a prelude to the second chapter (which showcases your Upgrades), the guide gives you a frame-by-frame account of the dozens of combat attacks and general maneuvers you can try. Need to know how to climb and jump from a wall, or throw vehicles? Want to see the various disgusting and grotesque ways to Consume a human? Need to perfect the dozens of punch and kick combo chains? Well, you’ve come to the correct chapter. To finally wrap up the Training, I listed over 20 Prototips; general advice for making your chaotic stay in New York City that much more violently enjoyable. And this is only 14 pages of the way through this 256-page guide….

Check out Blog 02, which shows off every single Upgrade (and there are dozens) that Alex Mercer can take advantage of. Need to know how to dismember a dozen Infected with a single strike? Want to know how to take down a Tank? Check back here for the information.

Purchase The Prototype: Prima Official Game Guide from here.

26
May

Fallout and About: Game Add-On Pack 01. Blog 01 / 01

 

Look for the menacing Brotherhood of Steel member on this guide's cover, along with a variety of guide information on the back.

Look for the menacing Brotherhood of Steel member on this guide's cover, along with a variety of guide information on the back.

For those seeking details on every Wasteland weapon, there's an Enhanced Encyclopedia with stats, weapon profiles, locations, and an action shot.

For those seeking details on every Wasteland weapon, there's an Enhanced Encyclopedia with stats, weapon profiles, locations, and an action shot.

An example of a Walkthrough chapter; in this case showing the optimal route to collect Steel Ingots during your sweaty stay in The Pitt.

An example of a Walkthrough chapter; in this case showing the optimal route to collect Steel Ingots during your sweaty stay in The Pitt.

In early February 2009, I was lucky enough to venture into the Capital Wasteland and beyond for a jaunt through Operation: Anchorage and The Pitt. The fruits of my latest expedition can be digested today (May 26th), as the Official Game Guide to The Pitt and Operation: Anchorage hits stores. Having charted the topography of the original game, we employed many of the same elements to this new tome, which couldn’t have been possible with out the help and continued support of Bethesda. I mean, who else would have found the secret Morse code radio signals that no one’s figured out yet, right?

   If you’ve seen the original (or chunky hardback collector’s) guide, you know what to expect: There’s an initial chapter devoted to the new enemies, Perks, and other gameplay elements that affect your ongoing game. For those excited by statistics, there’s a whole lot of them, listing abilities for the new enemies, weapons, and items. Later into the book there’s a complete Walkthrough for Operation: Anchorage and The Pitt, complete with those fabled flow charts, specific decisions you can make, and all the different outcomes listed. Naturally, we went a step further, too: 

  All of the new locations also receives a Tour inspection, which allows you to peruse through the full-color maps just like the first guide to pinpoint weapon caches, concentrations of enemies, and other places of note. Aside from detailed overview maps that show at least twice the data of your Pip-Boy’s World Map, there is specific and exclusive cartographical information for every place you visit. If you need to check out the crisscross of scaffolding of the Downtown suspended walkways in The Pitt, we show you where everything is, floor by floor. This means the book can be utilized in two ways, whether you’re investigating the Abandoned Apartments of Pitt Uptown during your Quest, or at your leisure. Collectibles also make a sporadic appearance here too; and they are duly noted in the Appendices at the back of the book.

   As an added bonus, this book has two Enhanced Encyclopedias. One shows every piece of armor, outfit, and headgear that you can find, and the other details every single weapon, along with a profile picture of the gun, knife, stick, or mangling machine in question. There’s a picture of each weapon in action (usually being forced down the gullet of a Super Mutant), as well as statistics, and where they are likely to be located. This includes every Custom and Unique Weapon too. Think of these as catalogs of impressive Wasteland warrior-wear and attack implements that you can view before you trek to locate them.

  I haven’t even enthused about the Gallery section at the back of the book either; this features exclusive, pre-production art from both Game Add-Ons, as well as some fantastic, non-irradiated versions of many of the in-game posters. Would you like a pristine advert for the Statesman Hotel or Radiator King, without any rips, dirt, or Raider blood? Then peruse the back of this book.

  We hope you enjoy checking this guide out. Now if you’ll excuse me, the Swamp Folk at Point Lookout are getting restless and preventing my Punga Plant picking… where did I put my Microwave Emitter…?

  Purchase the original guide HERE or the Limited Edition Collector’s Edition HERE.

  Purchase the Game Add-On Guide HERE.

This is the second (or the third if you count that heavyweight hardback collector's edition) official tome. Also check out an example of a Wasteland poster.

This is the second (or the third if you count that heavyweight hardback collector's edition) official tome. Also check out an example of a Wasteland poster.

02
Mar

Halo Wars: The Official Guide / Ready for War / Blog 06/06

Part 06: Appendices and Extras

!WARNING! Some extremely light Spoiler information!

Anders and Forge enter the Forerunner structure, full of trepidation. A similar feeling may occur when you first view the back of our guide….

Anders and Forge enter the Forerunner structure, full of trepidation. A similar feeling may occur when you first view the back of our guide….

Covenant Jackals. Hated by all (including many of the Covenant's own troops), they are a long-range nuisance. Art taken from the guide's Gallery.

Covenant Jackals. Hated by all (including many of the Covenant's own troops), they are a long-range nuisance. Art taken from the guide's Gallery.

Two Grizzlies on maneuvers. One of the many impressive pieces of concept art crammed into the Art Gallery at the back of this book.

Two Grizzlies on maneuvers. One of the many impressive pieces of concept art crammed into the Art Gallery at the back of this book.

Finishing off the guide with a bang, not a whimper, are the two chapters at the back of this weighty tome, the first of which has a number of useful Appendices. First of all, every single Xbox Live Achievement is listed. This isn’t just some table though; there’s a description of what each Achievement is, the points it is worth, and more importantly, which part of the game (the Campaign, Multiplayer, etc) it relates to. Need to know how to complete 100 percent of the game? Check this Appendix out. There’s also a list of Achievements that are specifically related to each of the 15 Campaign Missions. Fortunately, information on how these are completed is contained in the Walkthrough too, so you’ll never finish a Mission without the choice of completing one of those related Achievements, too.

The next two Appendices are simply entitled “Skull Locations”, and “Black Box Locations”. Could I tell you more? Certainly, but lose certain portions of my anatomy in the process. Let’s just say there are some amusing and useful secrets, and the Appendices (not to mention, the Walkthrough) hold the keys to unlocking them. The final Appendix is a complete Timeline, charting official Halo canon from 16 Janurary 2498 (the opening of the Arcadia Colony) to sometime in 2552 (an Edict of the Office of the High Prophet of Truth). Many of these Timeline notes are locked, and fortunately, this Appendix also tells you how to open them.

With the Appendices out of the way, the final pages feature a host of exclusive pre-production art pieces direct from Ensemble Studios, with captions from the team themselves. Here, you’ll find some truly impressive dioramas, character studies, and action set-pieces. There’s studies of different Covenant infantry units, including a particularly cool painting of a Brute Chopper and a group of Jackals. Then comes some Spartan art, Covenant buildings, and more UNSC paintings and renderings. The alien worlds you visit are also revealed in all their majestic glory, including the Shield World, and the infested Flood badlands. Ingenious wildlife is revealed, as well as The Creep (including their cool, white, black, and red insignia-daubed Warthog variant). There’s some disgusting Flood mutations to grimace at, and some rather splendid action shots to round off the guide.

A personal thanks to everyone at Ensemble Studios that helped me create this guide. This would have been impossible without your support.

Blog complete. You are officially Ready for War!

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28
Feb

Halo Wars: The Official Guide / Ready for War / Blog 05/06

Part 05: The Skirmish and Multiplayer Modes

Spartans Alice and Douglas get a jump on the enemy, tussling with two Covenant Elites on the Shield World. Expect no mercy in Multiplayer Mode!

Spartans Alice and Douglas get a jump on the enemy, tussling with two Covenant Elites on the Shield World. Expect no mercy in Multiplayer Mode!

The Covenant make a classic mistake, leaving the UNSC to built up their Grizzly tank forces for too long, and paying dearly for this error.

The Covenant make a classic mistake, leaving the UNSC to built up their Grizzly tank forces for too long, and paying dearly for this error.

A Brute Chieftain makes short work of a group of Creep soldiers guarding a critical Hook on the Multiplayer Map 2v2: Beasley's Plateau.

A Brute Chieftain makes short work of a group of Creep soldiers guarding a critical Hook on the Multiplayer Map 2v2: Beasley's Plateau.

 

Perhaps the most important, and certainly one of the most entertaining aspects of Halo Wars is challenging friends to online battles ranging between small skirmishes between dueling players, to all-out war raging between two sizes of three players each. With the propensity for confusion and disaster always at the forefront of a Halo Wars general, a sizable chunk of the guide was given over to this extremely important game mode, with a general emphasis given to ensuring battlefield domination. Blogs 02 and 03 deal with aspects of the two warring Factions present in the game, and they provide thorough knowledge regarding specific unit usage. For the Multiplayer chapter, we visit every single one of the Multiplayer Maps, from the instantly recognizable 1v1 Blood Gulch, to the sprawling 3v3 Fort Deen. Each of the maps receives a thorough inspection, beginning with a map itself.

Taking almost an entire page, the Maps are worth the price of admission on their own, as they instantly reveal the topography of each level, allowing you to plan attacks accordingly. If your friend chooses to play “1v1 Chasm”, for example, you can instantly see the cracks in the tundra, the dotted rock islands, and the narrow passageways. Only after close study of each map can you easily recognize where you are in the game, the shortest point to your foe’s base, and the numerous features designed to help or hinder your progress.

Hooks are vital to gain the upper hand against your opponent while challenging them to online skirmishes, and are structures, usually Forerunner in origin, that house large Supply Elevators, or Reactors, that (when overrun by your forces) give you the appropriate economic or technological bonuses. After study of the maps, you can then figure out whether spending resources on a UNSC Reactor is worthwhile, compared to claiming one already built, and freeing up a Base socket for a different building in the process.

There are a range of hooks to learn about too, and include Forerunner Relics that can release Flood hordes to pillage your opponent’s troops, a Mega-Turret that can lay waste to entire tank detachments, and even a Life Support station that can increase the total population cap of your army. Knowing which maps house these advantageous places, and how far they are from your starting base, is critical to your online ranking. Simply put, the Multiplayer maps alone shave weeks of learning, and second-place finishes in battle, as you quickly ascertain the right battle tactics that vary from map to map.

Also of relevance on the battlefield are the locations of empty bases, and Neutral Bases, which are guarded by groups known as The Creep. They don’t response well to light attack strategies, but quickly overpowering them with heavier vehicles or artillery allows you to take over their base of operations. But do you try this, or head for an early Rush and beat your opponent quickly? It all depends on the Map, which is handy, as there’s copious tactical information gleamed from Ensemble Studios lead designers and QA department; this is a distillation of the months of strategizing they completed.

Join us one last time, when hint at some game secrets, and peek behind the exclusive Gallery, filled with Halo Wars artwork.

Head here, for Ready for War video Overviews, guide purchasing options, and the chance to win a Bungie-signed Halo 3 artbook.