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Your tormentor, Lionel Starkweather, has instructed his goons you drop you off at the Darkwoods Penitentiary, with the overall objective to get the inmate waiting at the tower, and placing him in the guard room.

Reaching the greenhouse[edit]

You first need a weapon, and the one available is some wire that is placed behind you. Next, you need to attract the inmate by flipping the switch next to the occupied cell. Hide in the shadows (either in the nearby cell or further down the corridor), and the inmate will approach the switch to turn off the electric therapy. You may now execute the thug as he returns to his starting location.

Starkweather unlocks the next door, allowing access to the courtyard. Outside are a group of inmates that patrol the outdoor area, with one equipped with a firearm standing on the walkway overlooking the door. They will lock the door if you're detected, but it will unlock after they lose track of you.

Entering the first tower[edit]

The greenhouses have a few inmates patrolling around - the ones of concern is the one inside the far greenhouse, and the few enemies that wait near the exit gate. These three seem to be more reluctant to leave their local area to investigate noise, but it is still possible to execute them with normal tactics.

Retrieve a firearm from one of the enemies, and go through the gate. You should see one of the towers, but first need to eliminate the single enemy that hides behind cover to the right.

With all enemies killed, you can retrieve the gas can that's found in the second greenhouse, and move it to the weaker section of the tower. Shoot the can with the pistol to blast open the tower.

Enter the tower and head to the top. You will encounter enemies on the way. Flip the switch at the top floor to unlock the gate below leading to the second save point.

Reaching the guard tower[edit]

The rest of the level will be firearm-focused, but there is no guarantee of cover.

When you go through the first door, you will most likely be attacked from two directions at once. You will have to use the door as cover, while you fire upon the enemies that your first see. After the first two are killed, fire upon the ones approaching from the left doorway, then turn to the right and shoot the last hostile. There are two paths here, both of which contain a painkiller, but both of which converge to the same room with only a minor difference in approach.

The second floor has the inmates attack from the far side of the room, coming in through the door. Getting through the door requires a bit more timing, trying to watch when the enemy is turning away, and charging in when the back is turned.

There are two enemies that approach when you get through the top door floors. Your goal is the Smiley gangster in the gown that's on the guard tower. After killing him, bring either his body or his head into the nearby guard room. Starkweather will instruct Cash to leave his weapons behind...