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Prima Games Blog

The Prima Games Blog is the place to read about new video games, get expert strategy, tips, downloads,
free walkthroughs, and insider game info by gamers for gamers.

All posts tagged with ‘strategy guide’
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Visiting Egypt in Sims 3: World Adventures

World AventuresYour Sims have toured the town, made dozens of friends, held down fulfilling careers, and developed all sorts of fun skills. Now it’s time to reward them – with a vacation! The Sims 3: World Adventures is the very first time your Sims have been able to leave town and go on exotic travels. In World Adventures, your Sims can visit three destinations: Egypt, China, and France. In each location, your Sims meet new people, learn new skills, and explore dangerous tombs in search of treasure.

While working on World Adventures, I did not develop a favorite between the three destinations. Each location offers something special — a certain unique local flavor. It’s not just limited to the architecture either, which is definitely different for each location. Local identity is also quite personal. You find it in the little things. Egypt, for example, is the only place where Sims can buy a snake charming basket and then start practicing this special ability. The longer your Sim charms, the better they get at it. Soon, they can snake charm for tips and even coax a cobra out of the basket. (The cobra is pretty cool. If you ever get a mummy’s curse, the cobra is one of the surprising cures for the nasty hex.) Plus, you can take that snake charming basket back home when your visa to Egypt expires and play with it there, much to the amazement of friends and neighbors.

Egypt’s tombs can get pretty intense. The first few tombs you explore while going on adventures for locals ease you into a world of traps and trickery. But it doesn’t take long before you are moving deep into dangerous territory, trying to find the right switch to turn off fire traps or poison darts. Usually, the more dangerous a room is, the greater the chance of finding rare relics and valuable treasures. In our guide, we map out every single tomb in Egypt (as well as China and France) so you get the most of each expedition. Some of these tombs are really tough, but with our full-color maps and legends that point out how to open every door and locate every secret chamber, you will emerge from catacombs and tombs laden with awesome stuff. These treasures will look great in your house back in Sunset Valley or Riverview, but if you successfully undertake adventures in each location, you can build up your visa until you can purchase a vacation home. How cool would it be to have a vacation home in France loaded up with gilded relics from Egypt?

Like China and France, Egypt is also peppered with lots of collectibles, such as scarab beetles and new butterflies. Just like our Sims 3 guide, we show you the locations of all of the new collectibles in every destination in our World Adventures strategy guide. Your house will be decorated with all sorts of new insects, gems, and metals. If you are a hardcore collector, you definitely want to scour the new destinations in World Adventures to find the new collectibles. Next week, I’ll talk more about some of the fun things to do in France, which is home of the new nectar making skill and some very cool tombs, like the giant Tomb of Isael under the Nectary. That place is huge!

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Majesty 2: The Fantasy Kingdom Sim Top Ten Tips and Tricks

Check out these Top Ten Tips from Ron Dulin, author of the official strategy guide to Majesty 2! For complete information about the guide, including maps and strategies for each multiplayer mission, head over to PrimaGames.com.

majesty2_01

1. Build Guardhouses near buildings that generate a good deal of tax
revenue, especially buildings situated far from your Royal Palace.
This gives your Tax Collectors a place to drop off your gold quickly
and safely.

2. Occasionally your heroes won’t have enough gold on hand to purchase
better equipment. If so, and you want them to have the best armor and
weapons available, place an Explore Flag with a high reward in an
easily-accessible area.

3. There are no level requirements on equipment or items for heroes.
As long as they can afford to buy it, they can use it.

4. On maps with lots of undead enemies, upgrade your Clerics Guild and
research Holy Attack as early as possible.

majesty2_02
5. Place Defense Flags on low-level heroes to keep them protected
until they have gained some levels. This trick is especially useful
with Mages, who can’t take much damage until they reach Level 5.

majesty2_03
6. There is safety in numbers. Try to build a Level 2 Inn and research
party formation as quickly as possible. When selecting a party leader,
remember that the leader decides which flags a party is interested in.
A party led by a Ranger or Elf will eagerly set out for Explore Flags,
while a party led by a Warrior will be more prone to seek out Defense
Flags or Attack Flags.

majesty2_04

7. You can resurrect heroes from the graveyard in your town or by
using the Resurrect spell, researched at the Temple to Agrela. Using
the spell has a fixed cost, and resurrects your heroes with all of
their items and some of their gold. The cost of resurrecting a hero
from the graveyard is based on the hero’s level, and they come back to
life with all of their equipment but no gold.

8. In single-player and multiplayer missions where the goal is to
destroy an enemy building, make sure you have a large number of
Dwarves with the Destruction ability.

9. The expert class of weapons, researched at the Level 3 Blacksmith,
gives significant attack bonuses to all hero classes, but three
classes benefit the most: Blademasters, Mages, and Archers of Helia.

majesty2_05

10. Heroes hired at Temples do not have to buy new abilities; they
learn their abilities automatically as they gain experience. For this
reason, it is always best to promote a hero when you can afford it.
Promoted heroes retain their level, and automatically learn all
relevant abilities for their new class, though they lose all of their
items.

Pick up the complete strategy guide to Majesty 2 today!

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the sims 3: sunset valley or riverview?

Sunset Valley or Riverview: which town should you settle into? Although both Sunset Valley and Riverview hold some of the same features such as a stadium for Sims to begin the athletic career, the two cities you can choose as a hometown for your Sims have very different vibes. Riverview is much more laid back than Sunset Valley, it has the atmosphere of a small town that was once a simple farming community. Progress has certainly moved into Riverview as evidenced by the industrial waterfront, but the citizens have taken great pains to make sure their burg maintains some classic charm. That’s why the downtown area in the heart of Riverview has a walking plaza lined with quaint features like a reading room and antiques museum.

Sunset Valley, on the other hand, is more of a metropolis. It has a central park that is the social focus of the city, but its buildings are not only larger, but much more spread out and connected by wider, busier streets. Whereas the science center in Riverview is nestled on the waterfront right next to the stadium and military base, these three buildings are on completely different sides of Sunset Valley. The military base in Sunset Valley is pushed back into one of the hillsides that help define Sunset valley as a valley. The science facility in Sunset Valley is much larger than its Riverview counterpart. Because it needs more space, it is also set up into the hills above the city.

Four Bridges Park is a major part of downtown Riverview's plaza.

Four Bridges Park is a major part of downtown Riverview's plaza.

There are some substantial differences between the Sunset Valley and Riverview, too. Riverview does not have an oceanfront like Sunset Valley; instead, Riverview is defined in large part by the freshwater river that snakes through the farmland surrounding the downtown area. Without any way to catch saltwater fish in the wild in Riverview, Sims must instead visit the hatchery to reel in these beauties. Riverview has far fewer lakes and ponds than Sunset Valley, too. But there is no shortage of freshwater fishing thanks to the lengthy rivers in Riverview.

The locations of collectibles like butterflies, beetles, and gems are also completely different. If you’ve already exhausted the discovery of rare collectibles in Sunset Valley – how many rainbow gems do you have? – then move into Riverview and start the grand hunt all over again. Just make sure you give your Sims a day or two for collectibles to appear in Riverview before searching them out. After a few days (which you can easily fill by starting a career, meeting Riverview citizens, and developing a skill or two), then start scouring the town to find the goodies. Prima is publishing the location of all of the collectibles in the upcoming The Sims 3: Neighborhood Resource & Map Pack.

However, let me give you a little Brownie Bite before that’s released. In the shadow of the Jones mansion above the waterfront, you will not only find aquas, emeralds, yellows, tanzanite, and diamonds, but also the super-rare pinks. The minimum value of the smallest pink gem is 1,200 Simoleons. That’s quite a payday. You’ll find cool tips like that and more in The Sims 3: Neighborhood Resource & Map Pack, which I just finished writing earlier this week and is coming soon.

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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.

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MvC 2 TMNT

Marvel vs. Capcom 2I’ve now completed video strategy guides for the Xbox Live Arcade and PlayStation Network release of Marvel vs. Capcom 2. Having viewed all of the videos, I’m pleased with how they turned out. The Street Fighter IV video strategy guides were the first I’ve done, and I think that experience, plus the fact that MvC2 has been out for a long time, enabled me to create a significantly better product for MvC2.

Moving away from MvC2, I received my first TMNT Smash Up build last Friday. I’ve been playing through the game to get a feel for it, and as you’ve probably heard from the E3 hands-on articles, it’s very similar to Super Smash Bros. Brawl, but it’s different enough to feel like a new game.

I will have my outline done today as I kick things into high gear and start hammering out this guide. More updates soon…

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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.

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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.

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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.

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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.

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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.