text: Condemned - Criminal Origins - Weapons and Enemies Guide Document Started: June 25, 2007 Last Updated: March 18, 2007 by Alan Chan (joylock @ hotmail.com) The Usual: This document is mine. Please don't rip it off or take credit for it. That being said, feel free to post it on any site you want, provided you a) don't make any changes to it, and b) don't charge money for it. You don't even have to get my permission to post it (as long as it remains unaltered), but it would be nice if you emailed me and let me know (joylock @ hotmail.com). Version History: ******************************************************************************* * * *1.0: Initial Release * * * *1.1: Minor update: grammer corrections, handrail weapon info updated * * * *1.2: Minor reformat for easier reading * * * *1.3: Slightly recalculated weapon stats based on official stats * * Minor corrections to enemy strategies (i.e. Dark Watchers/final boss) * * * ******************************************************************************* The latest version of this FAQ can be found at www.gamefaqs.com. WRITE-IN CONTRIBUTIONS: Teleedude wrote: Hi, I was looking at your Weapons/Enemies FAQ for Condemned on GameFAQs, and I'd like to point out that you don't get the handrail just once in the game - I found two of them in the bathrooms in St. Joseph's School. Just thought I'd point that out, Teleedude Agent JR wrote: Just thought you should know, you can actually find the handrailoutside of that one train car scene. In the bathrooms of the school Imanaged to find at least two. There may be more, but my copy decidedto erase all my saves and I need to start from the beginning again. Cheers!-Agent JR ski4life615 wrote: Hi my gamefaqs user name is ski4life615 and i want to say that your faaq has been very helpful but a tip that would be helpful to add is when telling the location of the Desk Drawer weapon in the boards section of the weapons you say that you only found one in the area where you are with rosa and you get attacked by to addicts. I found atleast 6 Desk Drawers between meeting up with rosa and her being kidnapped, both in desks and on floors. Beatrixgamer wrote: The Desk Drawer weapon is also found in Level 3, so they're not exclusively on level 7. Inside the office where the bird was on the TV. It's from the other desk in the room. jmkfour wrote: i noticed with the weapons in this game that by holding a direction key and attack, the weapon swings a different way. weapons that are not entry tools when pressing left and attack makes the character swing from the left, while pressing attack and back causes the swing to be downward. with entry tools the left and attack makes a quick jab instead and the back attack also causes and overhear strike. just something i wanted to say TABLE OF CONTENTS: - GAME MECHANICS - COMBAT TIPS - WEAPONS - MELEE WEAPONS - FIREARMS - OTHER ATTACKS - ENEMIES - NORMAL ENEMIES - FREAK ENEMIES - BOSSES ***************** *GAME MECHANICS:* ******************************************************************************* - On easy difficulty, enemies do reduced damage. On normal difficulty, enemies do normal damage. On hard difficulty, enemies still do normal damage, but have better aim, making them more likely to strike you in the head and thus do increased damage. - Hits to the head appear to do twice as much damage as normal. You can hit an enemy in the head with melee weapons as well as firearms. Enemies also appear to do double damage when they strike you in the head. - On normal difficulty, your character can survive about twice as much damage as a regular enemy. E.G. you can take about 12-13 hits from a 2x4 Bolts, or about 8 hits from a small pipe. - Health kits restore 50% of your total health. They are relatively common throughout the game, so you usually won't have to worry about running low on health when you're not in the middle of a big fight. - Although your character can run, you have limited stamina and thus can only run for a limited period of time. You can run for about 7 seconds, after which it will take 20 seconds for your stamina bar to recover completely. ************** *COMBAT TIPS:* ******************************************************************************* - Always keep moving, even when fighting an enemy in melee combat. In Condemned, you don't have to just stand in front of your foe and go toe-to-toe with him. Your character is manueverable enough to move in and out to strike at foes whiling dodging their attacks. Your best strategy in combat is to move in, hit an enemy, then back away before they can swing back at you. - Immediately after striking an enemy, back away and always hit the block button. Enemies will often strike back at you as soon as you hit them (especially if they manage to block your swing), so if you get into the habit of automatically blocking after every swing, you'll end up parrying enemy attacks that would have otherwise hit you. - Blocking enemy attacks not only protects you from harm, but will also briefly stun an enemy, leaving them open for a counterattack. Whenever you successfully block an enemy's strike, move in quickly and hit them back before they can recover and continue their assault. - Enemies armed with firearms are best dealt with using the taser. Zap them to prevent them from attacking you, then strip them of their weapon and use it against them. - When dealing with multiple enemies, use the taser to stun one of them, giving you time to concentrate on your remaining foes while the stunned enemy staggers from the taser jolt. - When an enemy is performing a "movement action" (i.e. climbing through a window, or jumping over a fence) a single strike will kill them instantly. ********** *Weapons:* ******************************************************************************* **************** *MELEE WEAPONS:* **************** - Melee weapons are the bread and butter of Condemned's combat engine. You can grab a variety of improvised weapons from the environment to bash enemies with, ranging from 2x4s to pipes to fire axes. All melee weapons in Condemned have 4 attributes: Damage, Speed, Block, and Reach. - DAMAGE indicates how powerful a hit from the weapon is. A weapon with a damage value of 1 (i.e. the Mannequin Arm or 2x4 Burnt) takes about 7 to 8 hits to kill a normal enemy. A weapon with a damage value of 5 (i.e. a Gas Pipe) takes about 4 to 6 hits to kill a normal enemy. A weapon with a damage value of 10 (i.e. a Fire Axe) generally kills enemies in 1 or 2 hits. - SPEED, straightforwardly, indicates how fast you can swing a weapon, as well as how long a delay there is between swings. A weapon with a high speed swings quickly, and also can be swung several times in a short period. A weapon with a low speed swings slowly, with a second's delay between when you press the fire button and when you actually swing the weapon. A low speed weapon also has a delay between swings. - BLOCK indicates how well the weapon can be used to block enemy melee attacks. A weapon's ability to block attacks is highly correlated with its speed. Fast weapons can block quickly and reliably, while slow weapons respond slowly and can therefore be difficult to block attacks with. - REACH indicates the range of the weapon. The further the range, the further away you can be from an enemy and still hit them. - I've also indicated each weapon's frequency, or how often it appears in the game. Some weapons are level specific (only showing up in one or two specific levels) or unique (only 1 appears in the entire game). NOTE: The stat values given in this FAQ are on a scale of 1 to 10, 1 being the worst and 10 being the best. These values are not absolute, but rather relative to the game's other melee weapons. For example, a weapon with a damage value of 6 does more damage than one with a value of 5, but that doesn't necessarily mean it does exactly 10% more damage. NOTE: If you're interested in the real stats of all the game's weapons, IGN Guides has a table showing them. You can find it at: http://guides.ign.com/guides/728997/page_3.html ======= =2x4s:= =============================================================================== 2x4s are basically long, rectangular wooden clubs. They've got decent reach and are some of the fastest weapons in the game, but at the cost of also doing the least damage (with the exception of 2x4 fire). Due to their low damage rating, I generally prefer to use pipes rather than 2x4s, but if you really like quick weapons then 2x4s are great for you. 2x4 Bolts: Damage: 2 Speed: 9 Block: 8 Reach: 6 Frequency: Very Common 2x4 bolts is one of the most common weapons in the game, along with the small pipe. You'll find 2x4s laying all over each of the game's levels, and many enemies carry them as well. 2x4s are very fast, but unfortunately they do very little damage. If you really like speed over power, they're decent weapons, but otherwise I generally recommend using pipes instead. 2x4 Nails: Damage: 3 Speed: 9 Block: 8 Reach: 6 Frequency: Common 2x4 nails is virtually identical to 2x4 bolts, except it does slightly more damage. If you can find 2x4 nails, there's no reason to use 2x4 bolts. 2x4 nails is slightly less common than 2x4 bolts, but you should still be able to find some laying around the environment or dropped by enemies. 2x4 Burnt: Damage: 1 Speed: 9.5 Block: 8 Reach: 6 Frequency: Level Specific 2x4 burnt is only found in two levels of the game, Level 7 and Level 10. It can be found towards the end of Level 7, in the burnt out section of the library, and also is occasionally dropped by Crawlers in Level 10. 2x4 burnt is slightly faster than 2x4 bolts or 2x4 nails, but at the cost of doing less damage as well. In fact, 2x4 burnt does the least damage out of all the game's weapons. I don't recommend it, you really should fight with pipes or 2x4 fire instead. 2x4 Fire: Damage: 7.5 Speed: 10 Block: 8 Reach: 6 Frequency: Level Specific 2x4 fire is found only in the game's very last level, Level 10, although it's very common in that level. It's basically a flaming 2x4. Besides serving as a melee weapon, the flames also provide a decent light source. This is important, because you won't have a flashlight in the last level. 2x4 fire is one of the best weapons in the game. Besides being one of the game's fastest weapons, it also does lots of damage (the only 2x4 that does), and even has decent reach. It should be your preferred weapon in Level 10. ======== =REBAR:= =============================================================================== Rebar are ridged sticks of metal used to reinforce concrete. Rebar is fast and does more damage than 2x4s, but also has rather short reach. I'm really not a big fan of rebar, and generally don't recommend it; certain pipes and even boards are actually just as fast and damaging as rebar, but with much better reach. Rebar Bent: Damage: 4 Speed: 8 Block: 6 Reach: 2 Frequency: Common Rebar bent is the most common form of rebar, although it's actually somewhat rarer than 2x4s or small pipes. Enemies occasionally carry rebar bent, and you can also pull it out of cracks in concrete walls. Rebar bent is fast (although not quite as fast as a 2x4), and does average damage. Unfortunately, rebar bent is also very short, giving it a significantly reduced reach. Due to it's short reach and average damage, I really don't recommend it. I prefer pipes, or 2x4s if you want a fast weapon. In fact, certain pipes, such as conduits or the gas pipe, are superior to rebar bent in every way, so if you can find a conduit or gas pipe, there's no reason at all to use rebar bent. Rebar: Damage: 4 Speed: 8 Block: 6 Reach: 4 Frequency: Rare Rebar is similar to rebar bent, except it's straight instead of bent (duh). As a result, it's longer and has somewhat better reach, although still not as long as a 2x4 or pipe. Normal rebar is probably the most balanced type of rebar, but it's still not quite as good as a pipe (rebar falls about halfway between 2x4s and pipes). Rebar is actually quite rare; it's used to prop open garbage dumpsters, you can occasionally find it stacked on metal shelves, and enemies may drop it once or twice in the game. The only times I remember specifically finding rebar are at the beginning of Level 2 (used to prop open the dumpster next to the cans of developer fluid), near the beginning of Level 8 (stacked on a metal shelf), and in the middle of Level 8 (used to prop open the dumpsters in the outdoor playground area). A conduit does the exact same amount of damage as rebar, but has better speed and reach. A gas pipe is also superior to rebar in every way, except it's slightly (and only slightly) slower. If you can find a conduit or gas pipe (and they're pretty common), there's no reason to use rebar at all. Rebar Concrete: Damage: 9 Speed: 3.5 Block: 1 Reach: 2 Frequency: Uncommon A piece of rebar with a huge chunk of concrete attached to the end, rebar concrete is one of the most damaging weapons in the entire game, second only to the sledgehammer and fire axe. In fact, enemies carrying rebar concrete can kill you in just 3 or 4 hits, making it one of the game's most dangerous weapons. Unfortunately, it's also rather slow (although not as slow as an entry tool), and also has ridiculously poor blocking ability and reach. I don't really recommend it, due to its slow speed and poor ability to block enemy attacks. I suppose it's alright if you use hit-and-run tactics and don't try to go toe-to-toe with an enemy. A paper cutter does the exact same amount of damage as rebar concrete, but has a much longer reach and somewhat better speed. If you can find a papercutter, I recommend using that instead of rebar concrete. ========= =BOARDS:= =============================================================================== Boards are large, flat pieces of wood or metal than you can swing around with 2 hands. Their stats actually vary quite a bit depending on what type of board you're using, although generally they tend to have long reach and average-ness in all other stats. Unfortunately, boards are big and tend to block off a good portion of the screen. They also block the entire screen when you try to block with them, making it impossible to see what your enemy is doing. Because of this fatal flaw, I really don't recommend using them. Sign: Damage: 5 Speed: 6.5 Block: 6 Reach: 8.5 Frequency: Level Specific These metal subway signs are found exclusively on Level 3, the subway platform. Several enemies carry them, and you can probably also pull them off the walls as well. Signs are actually one of the better boards; they have long reach and decent speed and damage, but also have the major disadvantage of blocking your entire view whenever you try to block with it. Because of this flaw, I generally don't recommend it as a weapon. Desktop: Damage: 4 Speed: 6.5 Block: 8 Reach: 4 Frequency: Level Specific A rectangular wooden desktop from a high school student's desk- chair. You can find these in Level 8, the School, where you can rip them from desk-chairs or taken them from enemies. The desktop has above-average speed, but has below average damage and reach. A pipe would be much preferable. Desk Drawer: Damage: 5 Speed: 4.5 Block: 3 Reach: 8 Frequency: Level Specific I only remember finding one desk drawer in the entire game; near the beginning of Level 7, the library, inside the first room Rosa tells you to search (the one where things goes black & white and 2 ghost- like trespassers attack you). A loose desk drawer can be found laying on a collapsed filing cabinet near the door. Apparently, you can also find a Desk Drawer in Level 3, the Subway Platform. You can rip it out of one of the desks in the room with the portable TV. You can also rip a few other Desk Drawers out of various desks in Level 7, the library. The desk drawer has long reach, poor blocking speed, and is strictly average in all other areas. I recommend grabbing a papercutter instead; you can find one on the desk right next to the desk drawer. CONTRIBUTOR RECOGNITION: Beatrixgamer and ski4life615 both wrote to me indicating the location of other Desk Drawers. Large Plank: Damage: 5 Speed: 4.5 Block: 4 Reach: 9 Frequency: Uncommon A large wooden plank, this can be found in Level 4, Level 9, and Level 10 being carried by various enemies. The large plank is pretty similar to the desk drawer; long reach, and average in all other areas. Like the sign, it blocks the entire screen when you try to block with it, preventing you from seeing what your enemies are doing. For this reason, I recommend against using it. Locker Door: Damage: 6 Speed: 7 Block: 4 Reach: 9 Frequency: Level Specific This yellow metal locker door is probably the "best" board available. It has a long reach, and above-average stats in all other areas. Unfortunately, like the other boards, it blocks your view when you try to block with it. This is a pity, as the locker door is otherwise pretty decent for pounding enemies with. Locker doors can be found in Level 6 (the Alley) and Level 8 (the School). ======== =PIPES:= =============================================================================== Pipes are probably the most well-rounded weapons in the game. They're decent in all stats, and certain pipes (such as the gas pipe, steam pipe, and conduit) even have high overall stats. Pipes are my favorite category of weapons in the game, and I highly recommend using them. Conduit: Damage: 4 Speed: 8.5 Block: 8 Reach: 6 Frequency: Common This thin metal electrical conduit does slightly less damage than the other pipes, but compensates with greatly increased speed. If you like fast weapons, the conduit is probably one of the best; it's very quick, yet still does decent damage and has above-average reach. The conduit is one of my favorite weapons in the game, just below the gas pipe. I highly recommend using it; they're reasonably common, so you should find them fairly often. Small Pipe: Damage: 4.5 Speed: 6 Block: 7 Reach: 7 Frequency: Very Common The small pipe is probably the "weakest" pipe, in terms of having the lowest overall stats. At the same time, it's still a decent weapon, with average stats in all categories. The small pipe is also one of the game's most common weapons, along with the 2x4, as many enemies carry it. Use it if you can't find a better weapon, like a conduit or gas pipe. Large Pipe: Damage: 5 Speed: 5 Block: 6 Reach: 8 Frequency: Uncommon The large pipe is a slower, more powerful version of the small pipe. However, the difference is relatively small. The large pipe is also somewhat uncommon. Overall, the large pipe is a good weapon, but I'm not too fond of it. Use a gas pipe or a steam pipe instead if you can find one, as they're both superior. Gas Pipe: Damage: 5 Speed: 7.5 Block: 9 Reach: 8 Frequency: Uncommon The gas pipe is one of the better weapons in the game, as well as one of the most well-rounded. It is superior in every way to the small pipe or the large pipe, and better than the conduit or rebar in almost every category except for the fact it's slightly slower (but still very fast). Although it's less common than the small pipe, you can still find a gas pipe in almost every level in the game. The gas pipe is one of my favorite weapons in the game, I highly recommend using it whenever you find one. Steam Pipe: Damage: 6 Speed: 5 Block: 9 Reach: 8 Frequency: Rare The steam pipe is similar to the gas pipe, except it does somewhat more damage at the cost of being slightly slower. The steam pipe is also fairly rare, you'll only find it on a few occasions throughout the game. I always recommend it over the small pipe or large pipe, but you can use the gas pipe or conduit instead depending on preference. ============== =ENTRY TOOLS:= =============================================================================== Besides serving as melee weapons, entry tools can also be used to break open doors or locks. Condemned: Criminal Origins often requires you to find an entry tool so you can break down a door and proceed further into the level (they serve the same purpose as colored keys do in other games). Generally, entry tools are powerful weapons with long reach, but are also extremely slow and poor at blocking attacks. On the plus side, the heavy, powerful swings of entry tools have a chance of breaking through an enemy's block and damaging them even if they successfully block your swing. Shovel: Damage: 7.5 Speed: 2 Block: 3 Reach: 10 Frequency: Rare The shovel does good damage, but is also rather slow and unwieldy. It is also notable for having the longest reach of all the game's weapons, being slightly longer than other entry tools such as the crowbar or fire axe. Shovels are used to break open electrically locked gates. Although strong, the shovel isn't overwhelmingly strong. Several much faster weapons do the same amount of damage or even more, including the stick, the 2x4 fire, the papercutter, and rebar concrete. Overall, I don't really recommend the shovel as a melee weapon, due to its slow speed and difficulty with blocking attacks. On the other hand, if you use hit-and-run tactics instead of going toe-to-toe with your enemies, this is less of a problem, and the shovel's high power swing may be useful. Crowbar: Damage: 7.5 Speed: 3 Block: 3 Reach: 9.5 Frequency: Rare Gordon Freeman is the crowbar messiah. You are not Gordon Freeman. As a result, you swing the crowbar rather slowly, although it does do good damage when it connects. The crowbar is slightly faster than the shovel, but also slightly shorter as well (although it is still longer than any other non-entry tool weapon in the game). Crowbars are used to pry open safes or power boxes. Again, although the crowbar is strong, several much faster weapons actually do the same amount or more amount of damage; such as the stick, the 2x4 fire, the papercutter, and rebar concrete. Again, I really don't recommend the crowbar as a melee weapon. It's faster than the other entry tools, but still slower than any other weapon in the game. Again, if you use hit-and-run tactics and prefer strong, slow weapons, you might feel otherwise. Sledgehammer: Damage: 9.5 Speed: 1 Block: 1 Reach: 9.5 Frequency: Uncommon The sledgehammer does massive damage, being the second strongest weapon in the game. However, it's also the slowest weapon in the game as well. Sledgehammers are used to bash open padlocks. The sledgehammer is decent if you use hit-and-run tactics, but because of the slow speed you'll get murdered if you try to go toe-to- toe. I don't use it, but your playing style may vary. Notably, the fire axe is superior in every way to the sledgehammer, so if you can find a fire axe, go ahead and ditch the sledgehammer for it. One advantage of the sledgehammer is its ability to break through enemies' attempts to block, damaging them. Fire Axe: Damage: 10 Speed: 1.5 Block: 2 Reach: 9.5 Frequency: Uncommon The fire axe is the most powerful melee weapon in the game, killing most enemies in just a couple hits. Unfortunately, it's also very slow, resulting in a slow swing, as well as making it very difficult to block attacks with it. Fire axes are used to chop through locked wooden doors. The same general advice that applies to other entry tools also applies to the fire axe. Its slow speed makes it poor for going toe-to- toe with enemies, but its long reach and high damage make it a decent weapon if you use hit-and-run tactics instead. Like the sledgehammer, the fire axe will often break through an enemy's block attempt and damage them. ================ =OTHER WEAPONS:= =============================================================================== You can also find a few miscellaneous weapons that don't fit neatly into any category.These weapons are generally level-specific objects that only appear in a single level. Mannequin Arm: Damage: 1 Speed: 9.5 Block: 9 Reach: 3 Frequency: Level Specific There's a mannequin arm lying in a trash can about halfway through Level 2. Otherwise, the mannequin arm is only available in Level 5, the Department Store. It's very common, you can pull an arm off any mannequin in the store, and some of the living Mannequin enemies you fight will also drop one as well. The mannequin arm is the 2nd fastest weapon in the game; unfortunately, it's also the least damaging. It also has a below-average reach as well. One advantage of the mannequin arm is that it swings so quickly you can actually score multiple hits on an opponent without them being able to counter-attack. It's also fairly easy to block enemy attacks with it, since its high speed allows you to react quickly. If you like quick weapons, it's pretty good, but if you want something with a little more punch, you'll probably want to try a clothes rack instead. Clothes Rack: Damage: 4.5 Speed: 8.5 Block: 4 Reach: 8.5 Frequency: Level Specific The clothes rack is only available in Level 5, the Department Store. It's reasonably common; you can pull one out of the various empty clothing racks, and it's also often dropped by the Mannequin enemies you fight in that level. The clothes rack is much like a pipe, only somewhat faster than most pipes. It does average damage, and has high speed and long reach. Overall, it's a good weapon, and I generally recommend using it. Handrail: Damage: 5 Speed: 5 Block: 4 Reach: 9 Frequency: Level Specific You get the handrail at the end of Level 3, just as you climb aboard the subway train. The handrail automatically replaces whatever weapon you were holding in your hand, and you can't switch away from it until the end of the level. Surprisingly, you only use it to bash a couple of addicts who tries to climb aboard the train with you. Two handrails can also be found in Level 8, the School, inside the boys and girls bathrooms on the second floor, near the beginning of the level. The handrail has average damage, speed, and block ability, but has a VERY high reach; it's the third longest weapon in the game, next to the shovel and the other entry tools. The handrail has the exact same damage and speed rating as a large pipe, so you can think of it as a very long pipe. I still prefer the gas pipe, however, which is almost as long and has much better speed and blocking ability. CONTRIBUTION NOTE: Thanks to TeleeDude and Agent JR for telling me that you can find a handrail in the School level. Papercutter: Damage: 9 Speed: 4 Block: 2 Reach: 8 Frequency: Level Specific The papercutter is found in Level 7 and Level 8 (the Library and the School). It's basically a 2-foot long papercutter blade, which you can yank out of various papercutter machines laying on desks. It's somewhat rare, but you can find 3 or 4 in each of the 2 levels where it appears. The papercutter does massive damage (as much as rebar concrete), and also has a very long reach as well. On the downside, it's a little slow, but it's still faster than an entry tool or rebar concrete. Overall, I recommend using it on the levels where it's available, unless you really prefer quick weapons. Stick: Damage: 7.5 Speed: 8.5 Block: 8 Reach: 5 Frequency: Level Specific This foot-long metal fighting stick is wielded exclusively by the Dark Creatures, and only appears in the last couple of levels in the game. Since the Dark Creatures are the masterminds behind all the events in the game, it's fitting that their weapon of choice is also one of the game's best weapons. The stick does LOTS of damage (as much as a crowbar or shovel), and is also wicked fast as well. The reach is a little low (shorter than a pipe or 2x4, but longer than rebar), but still fairly decent if you use hit-and-run tactics. The stick is just barely inferior to the 2x4 fire (which does just as much damage, yet is slightly faster and longer), but better than most other weapons you can find in the last couple of levels. I recommend using it, except when you can get your hands on 2x4 fire. ================= =UNIQUE WEAPONS:= =============================================================================== There are also a couple unique weapons, that only appear once in the entire game. Meat Cleaver: Damage: 8 Speed: 10 Block: 10 Reach: 1 Frequency: Unique The meat cleaver is the signature weapon of the huge, insane lunch lady boss (the Butcher) in Level 8, the School. You get it from her after you kill her, about halfway through the level. You need it to cut loose a fire axe being held by a corpse, which you need to smash through a wooden door to reach the school gym. If you want to use the meat cleaver for the rest of the level, backtrack and pick it up after you use the fire axe to smash down the door. The meat cleaver does very heavy damage, and is also the fastest weapon in the entire game. It's excellent for carving your way through enemies, and its high speed makes it great for blocking enemy attacks as well. The only downside of the meat cleaver is it also has the shortest reach in the entire game, but this is compensated for by its high speed and damage ratings. I recommend using it, it's very useful against the many Crawlers that will be coming at you later in the School area. Poker: Damage: 7 Speed: 7.5 Block: 6 Reach: 8 Frequency: Unique You automatically get the poker after a cutscene near the end of Level 9, just before your final battle with Serial Killer X. The only purpose of the poker is for you to fight Serial Killer X with it. The poker's actually a very good weapon, with high stats in every category. Use it to smack down that annoying SKX, then move on to the next level. *********** *FIREARMS:* *********** Although Condemned features assorted civilian or street-grade firearms, they are relatively rare, as the game's primary focus is on melee combat. Additionally, firearms cannot be reloaded, so any individual firearm is limited to whatever bullets are inside the current clip. Firearms have 4 stats: DAMAGE, ACCURACY, and RANGE are all straightforward enough. RATE indicates how fast the weapon can fire. Firearms can also be used as melee weapons, either after they run out of bullets or if you flip the weapon in your hand from ranged to melee mode. Most firearms make terrible melee weapons, however, being small and relatively slow. Additionally, firearms will be damaged after a couple of hits, rendering them inoperable for shooting. Several additional hits, and the firearm will shatter completely. Unfortunately, your enemies CAN reload their firearms (although they don't always carry extra ammo). When dealing with an enemy armed with a firearm, your best bet is to either stun them with your taser then disarm them, or to take cover behind an object while they empty their current clip, then attack them while they reload. NOTE: Funnily enough, enemies can sometimes even reload dropped empty firearms. So be careful where you drop that empty shotgun, because a passing enemy might pick it up, reload it, and shoot you with it. If you want to try reloading an empty firearm, try dropping it, luring an enemy over to it, then tasering and disarming the enemy. Empty-handed, they're likely to pick up the firearm, and may put ammo in it. .45 Cal Damage: Average Accuracy: Average Range: Average Rate: Above Average Clip Size: 9 This M1911 Colt .45 semi-automatic pistol is the first weapon you start with. It's also the most common firearm in the game, and can be found at least a few times in most levels. Finally, the .45 pistol is also the most average firearm in the game. It has good accuracy at medium range, an average rate of fire, and decent stopping power. It takes about 3 to 4 shots to the chest or 1 or 2 headshots to kill most of the game's enemies (6 shots to kill stronger enemies such as Sandhogs or Burned Ones). Headshots are a little tough to score in this game, due to the slightly erratic movement of enemies, so you're often better off aiming for the torso. Due to the .45 pistol's relatively high clip size, you can kill 3 or 4 enemies with it (more if you're a headshot expert) before running out of bullets. Afterwards, you should discard it immedietely, as the pistol is completely useless as a melee weapon. Revolver Damage: Above Average Accuracy: Below Average Range: Above Average Rate: Average Clip Size: 6 A standard police-issue revolver, this weapon is less common than the Colt .45 or pump shotgun, but you'll still find one or two on many of the game's levels. The revolver is slightly less accurate than the Colt .45, but also does more damage. 2 shots to the chest will kill most enemies in the game, allowing you to kill about 3 enemies with it before running out of ammo. Because of the high power of the revolver bullets, and the relatively low clip size, you're better off going for easy torso shots rather than trying for headshots and risk that you'll waste the bullet by missing. Like the Colt .45, the revolver is useless in melee combat, so discard it for a melee weapon as soon as possible once you run out of ammo. Pump Shotgun Damage: High Accuracy: High Range: Below Average Rate: Low Clip Size: 5 This is your standard First Person Shooter pump-action shotgun. Does high damage at close range, but reduced damage at longer range due to the spread of the shotgun pellets. The shotgun's power is great, but not extreme; it often takes 2 shots to the chest to kill most enemies, even at close range. The shotgun is relatively common (along with the Colt .45, it's the most common firearm in the game), and you'll find a few in almost all of the game's levels, often wielded by your enemies against you. The shotgun also actually makes a decent melee weapon, but since it breaks after several swings, you'll want to replace it with a real melee weapon as soon as possible after using all your shots. Sawed Off Damage: High Accuracy: Above Average Range: Low Rate: Above Average Clip Size: 2 A double-barreled shotgun with a sawed-off, shortened barrel to make it more compact. Unlike most FPS double-barreled shotguns, the barrels are stacked on top of each other instead of side by side (using the more modern over/under configuration instead of the old- school, wild west side-by-side configuration). The sawed off shotgun has awesome power; one shot at close range will kill most enemies in the game. Unfortunately, you only have 2 shots before running out of ammo. Due to the sawed off's low ammo capacity, there's not much point in carrying it around, although it can be useful to quickly pick it up, blow away an enemy or two, then discard it. Like the pump shotgun, the sawed-off makes a decent melee weapon, but breaks after several hits. Submachine Gun Damage: Average Accuracy: Low Range: Average Rate: High Clip Size: 20 A low-quality, TEC-9-style street-grade submachine gun. The submachine gun actually doesn't show up until the game's later levels. You'll probably first acquire one in Level 7, the Library. The submachine gun actually does as much damage as the Colt .45, and can kill most enemies with 3 or 4 bullets to the torso. It also has a high rate of fire, but has relatively low accuracy, so you'll want to fire at close range and aim for the center mass for best results. Since it actually only takes a few bullets to kill most foes, you're better off firing in short bursts rather than going full-auto. The submachine gun has a rather high clip size of 20 bullets, allowing you to kill several enemies with it before running out of ammo. This makes it the longest lasting firearm in the game, although you still will run out of bullets relatively quickly. Like the pistols, the SMG is useless in melee combat, so don't try swinging it around. Rifle Damage: Very High Accuracy: Very High Range: High Rate: Below Average Clip Size: 10 A high-powered, semi-automatic hunting rifle; this is the rarest firearm in the game, as well as the most powerful. The rifle has excellent accurate and awesome stopping power; 2 shots to the chest will kill almost any enemy in the game (even the Dark Watchers), and 3 shots will bring down a Burned One. Burned Ones can also be killed with 2 rifle headshots. The rifle's high clip size of 10 rounds also allows you to kill several foes before running out of ammo. Unfortunately, the rifle is also extremely rare. There's one semi- hidden in Level 8, the School, in a recessed are inside the outdoor playground. You'll also find about 3 rifles in the game's last level, Level 10. It's an awesome weapon, so use it on the rare occasions when you find it. **************** *OTHER ATTACKS:* **************** Kick: Besides swinging your melee weapon, you can also perform a quick kick at any time by pressing the kick button. The kick can be used to quickly dispatch weakened foes (i.e. those dropped to their knees from damage or knocked out by the super taser), especially if you're carrying a slow melee weapon or a firearm. The kick can also be used in combination with you melee weapon, as it is slightly faster to swing your weapon and then kick than to swing your weapon twice. However, you really shouldn't rely too much on the kick in direct combat. It's rather weak; it takes about 6 to 8 consecutive kicks to kill most foes. The kick's speed is quite fast (you can kick instantly, with no "wind up" time), but the repeat time is rather slow (your ability to launch multiple kicks is slower than your ability to make multiple swings of your melee weapon). You also cannot block while kicking or immedietely after a kick attack. Taser: Like the kick, the taser is another weapon that is always available to you. Press the taser button to fire a high-voltage electrical probe into your enemies. The taser has excellent range, and can hit enemies from a couple dozen feet away. The taser also has a slight auto-aim feature, so you can nail enemies with it even when the crosshair isn't entirely over them. Being hit by the taser does slight damage, as well as causing an enemy to freeze in place twitching for a few seconds. During this time, you can disarm them by grabbing their weapon, or smack them with your own melee weapon. Note that enemies will recover and resume attacking you as soon as you hit them, so the taser isn't some kind of one-shot-kill crutch. At best, all it does is give you one free hit before you enemy starts counterattacking. I recommend against disarming enemies, as they have a tendency to leap on you with their berserker attack when unarmed. You should use the taser to disarm firearm wielding enemies, though, since they can shoot you even when you pummel them with a melee weapon. The taser is also helpful when two or three enemies are attacking you; stunning one of them will buy you time to deal with the others. You have an infinite amount of taser shots, but it takes 10 seconds for the taser's battery to recharge between shots. Super Taser: An upgraded taser you acquire near the beginning of Level 7, the Library. The super taser delivers a much stronger jolt that does heavy damage and also will actually cause an enemy to collapse to the ground for several seconds. While they're on the ground, a single hit from any weapon will kill them. Even if you don't bash them, the shock from 2 consecutive jolts from the super taser will also kill most enemies. The super taser is an awesome weapon, and its ability to quickly dispatch enemies will make the last few levels of the game much easier (although to compensate, you'll be facing more enemies at once after you get it). Berserk Attack: This attack can only be used by your enemies. When an enemy is without a weapon and you get too close to them, they will sometimes attempt to leap on you and headbutt you to death. Once they latch onto you, the only way to stop them from bashing you to death is to shake them off by quickly shaking the controls (either the mouse or the d-pad, depending on whether you're playing PC or console) left and right. The worst part of the berserk attack is that enemies can leap back onto you a second after you shake them off, and you'll often be so disoriented from shaking your view around that you won't be able to dodge or avoid them. If you do manage to shake off a berserking foe, it's best to back away from them as quickly as possible before they can leap on you again. Ironically, the berserk attack actually makes unarmed enemies more dangerous than enemies carrying weapons. To avoid it, it's best to keep far away from unarmed enemies, and wait for them to pick up a weapon before approaching. ********** *ENEMIES:* ******************************************************************************* - Enemy AI in Condemned isn't limited to charging at you and bashing you in the head with a melee weapon. Enemies can also run off to ambush you later; either by hiding around corners and jumping out when you get close, or by taking an alternate route to circle around behind you for a surprise attack. - Enemies have relatively sophisticated melee combat behavior, and can block attacks or counter-attack after being hit. They can also feign feign an attack to get you to block at the wrong time, leaving you open to a follow-up hit. - Enemies with firearms can take cover behind objects and even fire from behind cover (although in practice, they seldom do so). - Enemies can use any weapon in the game that you can; they can also grab weapons from the environment (such as ripping pipes out of the wall), or pick up weapons that you've dropped. ================= =NORMAL ENEMIES:= =============================================================================== Most of your enemies in Condemned are normal humans who, due to some unexplained phenomena, have been driven into insane, bloodthirsty psychos. They have a disheveled appearance, crazy eyes, and often make insane screams and groans, but otherwise appear completely human. They fight with normal attacks, and their behavior and tactics are more or less standard. Addicts, Vagrants, and Trespassers will sometimes work together in fighting you, although they also sometimes fight each other. They are also usually hostile towards the more freakish/mutated enemies, such as Rejects or Mannequins. Addicts: Appearance: Scarred fellow wearing dark leather jacket and pants. Health: Below Average Preferred Weapon: Varies Addicts are the first enemies you face in the game; they're also one of the most common enemies you'll be fighting, and you'll find several of them in most of the game's levels. Addicts have slightly less health than the other normal enemies (Vagrants and Trespassers), but otherwise behave more or less the same. They know all the basic enemy moves and tricks, and will use them all against you. Variants: In the sub-basement area near the end of in Level 2, a female addict comes at you with a fire axe. Vagrants: Appearance: Unclean fellow wearing white shirt, blue denim jacket, and jeans. Health: Average Preferred Weapon: Varies Like Addicts, Vagrants are very common, and you'll face them often in most of the game's levels. They first appear in the game's second level. Vagrants are probably the most "basic" enemy type; they have no particular strengths or weaknesses, and are average in all areas. Like Addicts and Trespassers, they're pretty standard foes, but are still dangerous since they know all the tricks. Variants: Instead of wearing street clothes, several Vagrants wear bulky green coats and have crazy beards. There's also one female Vagrant in the game, at the end of Level 3, fighting with a couple of Addicts using a subway sign. Trespassers: Appearance: Angry fellow wearing bulky brown coat and backpack, either with crazy beard or a mask of bandages. Health: Average to Above Average Preferred Weapon: Varies Like Addicts and Vagrants, Trespassers are a "basic" enemy type that uses standard tactics and moves. They first appear in the game's fourth level, and you'll face them fairly regularly in several of the game's levels. Notably, Trespassers are very common in some of the game's later levels, particularly the Library and the School. Trespassers appear to be slightly tougher than Vagrants; occasionally, you'll find that it takes one more melee hit or bullet to kill them. Still, the difference is really not noticable. Trespassers also appear to be more "militant" than Addicts or Vagrants; they seem more likely to carry firearms (especially in the later levels), and are also the only enemies seen using some of the more high-end firearms such as the submachine gun or the sawed-off shotgun. They also seem to work together in groups more than the other psycho types. Scavengers: Appearance: Taller than average, chubby guy wearing a suit made of garbage bags and used jars. Health: Above Average Preferred Weapon: Varies These enemies wear suits made of garbage, and can be found in the game's later levels. You'll fight several in Level 8, the School, as well as Level 9, the Farm House. They carry a variety of weapons, but have a tendency to be equipped with heavier weapons like shovels or crowbars, especially on Level 9. Scavengers are slightly larger and tougher than other normal enemies, but the difference is not significant. It generally just takes a couple more melee hits or one more bullet to kill them. Other than their slightly higher than average health, Scavengers behave just like any other normal enemy. In Level 8, you'll often find them fighting against the Trespassers, but in Level 9 they seem to work together with the other enemies attacking you. Farm Hands: Appearance: Angry man wearing green farming overalls. Health: Average Preferred Weapon: Varies Farm Hands are the last "normal" enemy type you'll encounter. They show up in the game's last couple of levels, Level 9 and Level 10, inside the Apple Orchard farm. In Level 9, Farm Hands will assault the farm house along with Addicts and Scavengers after you've revealed Serial Killer X's secret lair. They fight with the same moves and attacks as all other normal enemies, and appear to be of average durability. Towards the end of Level 10, you'll encounter a pair of Farm Hands equipped with rifles. These guys can be deadly, especially since you no longer have a taser to disable them at long range. Fortunately, there's a rifle inside a horse trailer nearby, which you can grab to snipe them with. ================ =FREAK ENEMIES:= =============================================================================== Some of the enemies you encounter in Condemned, although once human, are clearly transforming into... something else. Hideous and deformed in a variety of ways, these enemies often have unique behaviors that distinguish them from the "normal" enemies you encounter in the game. They are often hostile towards the more human psychos whom they share territory with. Freaks are often unique to a single level, and will only be encountered on one level of the entire game. Rejects: Appearance: Anorexic, green-skinned fellow with white eyes, wearing torn white shirt. Looks a lot like an Evil Dead Deadite. Health: Low Preferred Weapon: Small Pipe Rejects are the first "abnormal" enemy type that you'll encounter. They first appear in Level 4, the Subway Tunnels, and they can also be found in the flooded basement area of Level 5, the Department Store. These slimy and ghoulish enemies are usually equipped with small pipes or 2x4s, although like any other enemy they can grab any weapon laying around. Rejects are never equipped with firearms, although they can acquire firearms from the environment. Rejects are unnaturally thin, and also have greenish skin and pupil- less eyes. They also often crawl around on all fours, instead of walking upright. They can still harm you while crawling around, however, as they will strike at your legs with their melee weapon. Rejects can also get up on two legs and fight you normally. They make zombie-like moaning sounds and attack with jerky, floppy movements, but otherwise use the standard attacks and moves used by all the game's other enemies. Rejects are somewhat faster than "normal" enemies such as Vagrants or Addicts, but they also have less health. Often, simply being zapped with the taser or kicked in the face is enough to kill a Reject outright, especially if they're crawling around on the ground. Some Rejects can survive a few hits before dying, but are still noticeably less durable than a Vagrant or Trespasser. Variants: Several female Rejects are encountered in the game. These attack normally instead of crawling around, although they still appear slightly faster than normal. They also require multiple strikes to kill, although they still have somewhat less health than average. Sandhogs: Appearance: 6.5-foot tall, muscular guy wearing fireman coat and respirator. Health: High Preferred Weapon: Sledgehammer Larger and tougher than normal enemies, Sandhogs appear exclusively in Level 4, the Subway Tunnels. These large, muscular, and psychotic firemen have twice as much health as normal enemies, and can take quite a beating before going down. They also tend to carry heavy weapons; most carry sledgehammers, and others are equipped with items such as shovels or large planks. Although they are never equipped with firearms, they can sometimes steal a pistol or shotgun from a fallen enemy. They seem to be slightly slower than other enemies, but not significantly so. However, their tendency to use heavy weapons does mean that their swings are slow and fairly easy to see coming. It's pretty simple to wait for them to swing, dash in and hit them, then dash out again before they can counterattack. The ones equipped with sledgehammers tend to swing twice before pausing, so keep that in mind. Their slow attacks are also fairly easy to block if you have a weapon with decent speed. Just be cautious, since their attacks do lots of damage. Sandhogs are incredibly hostile towards all other enemy types, and you occasionally find them battling Rejects or Vagrants/Trespassers as well. There are 7 Sandhogs in the game, 4 of them armed with sledgehammers. Mannequins: Appearance: Living mannequins with plastic-like skin, wearing blue suits. Health: Average Preferred Weapon: Varies Mannequins are found exclusively in Level 5, the Department Store. They have plastic-like skin and wear the same white shirts and blue suits as the store's real mannequins, allowing them to blend in amongst the dummies. Their plastic skin falls off as you hit them, revealing the mutilated, skin-less visages underneath. Mannequin behavior is quite unique. Instead of hiding in shadows or behind corners, Mannequins often attempt to blend in among the many department store dummies found throughout the level, standing completely motionless as you pass by them, then attacking you when you don't expect it. On the plus side, if you strike them while they're mimicking the real mannequins, they die instantly. Unlike every other enemy in the game, Mannequins cannot run (except in 1 or 2 pre-scripted sequences involving Mannequins with shotguns). Thus, they are limited to a brisk walk, even when attacking you. This works out to you advantage, as their relatively slow speed allows you to see them coming, as well as to outmanuever them in melee combat. Although their movement and hiding behavior is unique, Mannequins use the same normal melee combat moves as most other enemies. Variants: You'll fight 2 or 3 female Mannequins. These characters behave more like normal enemies; they run around at normal speed, and attack and hide normally instead of trying to impersonate the store's real mannequins. Crawlers: Appearance: 5.5-foot tall, emaciated man-like creature wearing black pants and barbed wire. Health: Low Preferred Weapon: Small Pipe or 2x4 Bolts Although Crawlers don't show up until the later levels of the game, they're actually one of the most common enemies in the game's last few levels. Crawlers are short and emaciatedly thin; their disfigurement looks like an early form of the Dark Watchers, with whom they appear to be associated with. Crawlers commonly carry small pipes or 2x4s. They never seem to use firearms, except for one Crawler in Level 8 who attempts to grab a shotgun when he spots you. Like Rejects, Crawlers will frequently crawl around on all fours instead of attacking you normally. Also like Rejects, Crawlers are fast, but also weak. Most will die after a single shot from the super taser or one good whack from a decent melee weapon such as a small pipe. Although Crawlers are individually weak, they often attack you in large groups of several at a time, which can result in intense fighting. Because each individual Crawler is relatively weak, you're better off fighting them with weapons that balance speed and power (such as pipes or the stick), rather than using a slow, high-damage weapon against them (such as the fire axe). Burned Ones: Appearance: Bulky, 7-foot tall guy with red, burnt, melting skin. Health: High Preferred Weapon: 2x4 Fire Burned Ones only appear in the game's last level, Level 10, the Apple Orchard. They are, however, the most common enemy you'll face on that level, with a total of 17 of them appearing throughout the level to fight you. They almost always carrying 2x4 fire as a melee weapon. Burned Ones are huge and powerful. Like Sandhogs, they can survive twice as much damage as a normal enemy (it takes 8 to 12 strikes from a 2x4 fire or fighting stick to kill one). Their use of 2x4 fire as a melee weapon also gives them strong, fast attacks. Overall, they're some of the toughest enemies in the entire game; you'll need all the melee combat experience you've learned throughout the game to fight them. Burned Ones also tend to attack you in groups of 2 or 3 at a time, forcing you to deal with multiple opponents at once. To top it off, you no longer have a taser or flashlight in the game's last level, taking away your ability to stun enemies. The 2x4 fire is probably the best weapon to use against them; not only is it fast and powerful, but it's also the only source of light you'll have in the last level. You should also try to take advantage of the fact that Burned Ones attack you in groups by getting them to cluster together and hit each other with their melee swings. This way you can get them to fight each other instead of you, although they'll often stop fighting amongst themselves and return to attacking you after several seconds. Dark Watchers: Appearance: Tall, man-like creature wearing torn black robes, with metal devices attached to their jaws, chest, and spine. Health: High Preferred Weapon: Dual Sticks DESCRIPTION: The Dark Watchers are the creatures responsible for all the chaos that is happening throughout the game, including the conversion of the city's transient population into bloodthirsty psychos, as well as the madness of Serial Killer X. They stalk you in psychic visions and cutscenes throughout the game, although you actually won't fight them until the game's last couple of levels. You'll fight a total of 3 Dark Watchers in the game; 1 in the farm house's attic in Level 9, and 2 in the Apple Orchard in Level 10. They're fast and agile, and use martial arts-like moves. They also cannot be stunned with your taser, or disarmed of their weapons. Dark Watchers also fight to the death, and will never flee when injured. ATTRIBUTES AND BEHAVIOR: Dark Watchers are quite tough; they are somewhat resistant to melee damage, and can survive more hits than any other normal enemy in the game. It takes about 9 to 12 strikes from 2x4 fire or a fighting stick to kill one. They are however vulnerable to firearms, and can be killed with a surprisingly small number of bullets (2 rifle shots or 4 Submachine gun rounds should bring one down). They are also quicker than normal enemies, and can easily chase you down if you try to retreat from them. Unlike every other enemy in the game, Dark Watchers fight with a unique fighting style. They wield a short metal fighting stick in each hand, and attack with fancy martial arts kata attacks based on Fillipino Escrima stick-fighting. Their kata attacks involve quite a lot of spinning and flips; they can be quite unpredictable due to how completely different these attacks are from the standard moves used by the game's other enemies. Their kata attacks allow them to chain several strikes together in a single smooth movement, which makes them very dangerous at close range. Their attacks are also quite powerful, and can kill you in 6 or 7 hits. Because they make multiple strikes in one kata attack, they can bring you down from full health to almost dead in a single combo chain. KILL STRATEGY: Dark Watchers have a couple weaknesses. The fighting sticks they're equipped with are relatively short, giving them a limited attack range. When fighting Dark Watchers, it's a good idea to keep your distance. At a distance, you can anticipate their kata movements and dodge or block their strikes. At close range, however, they can strike you with multiple hits in a single combo chain, often killing you in just a few seconds. Although their fighting style is different, basic combat strategy works fairly well against them. Dash in, strike them, then dash back out again before they can retaliate. Use block while retreating from each attack to defend against any sudden strikes. If you can, try dashing in and blocking one of their strikes to break their combo chain and briefly stun them, allowing you to step up and strike them. ========= =Bosses:= =============================================================================== The Butcher: Appearance: 7-foot tall, huge, fat, insane cleaver-wielding lunch lady. Health: Extremely High Weapon: Meat Cleaver DESCRIPTION: This huge, cleaver-wielding psycho appears early on in Level 8, the School, to taunt you and send Crawlers to attack you. You finally confront her about halfway through the level, inside the school's large walk-in freezer. The Butcher is the largest, as well as the most durable enemy in the game. She can survive about four times as much damage as a regular enemy; it takes about 17-19 hits from an average melee weapon (i.e. a gas pipe or conduit), 7-8 pistol headshots, 5 shotgun blasts, or almost a full clip of SMG fire (about 14 bullets) to bring her down. The Butcher is also unaffected by your taser; she'll flinch when zapped, but won't be stunned or slowed down. She also can never be disarmed of her weapon. The Butcher's cleaver is also very powerful, and can kill you in just 3 to 4 hits. On the plus side, her cleaver has a very short range, so she'll have to be fairly close to you to hit you. The Butcher fights with standard combat moves; however, her huge bulk prevents her from using leaping attacks, limiting her to basic swings with her cleaver. KILL STRATEGY: Despite being incredibly tough, the Butcher is actually relatively easy to kill once you figure out her attack pattern. She often swings her cleaver wildly even when you approach her, even when you're out of her attack range, and she'll pause for a split second after each attack. So, all you have to do is strike her between attacks. Take a few steps towards her, dodge back when she starts swinging, dash in and strike her when she's done swinging, then dash out of her reach again. The Butcher often does a double-swing (first left, then right) so to be safe you should wait for her to swing twice before dashing in. The Butcher can take a lot of hits, but she'll go down eventually. To take her down more quickly, bash her in the head to do double damage. In the room where you fight the Butcher, there's a gas pipe as well as a conduit on the walls that you can grab as a weapon. Either of these pipes make a good weapon for fighting the Butcher with. Serial Killer X: Appearance: Mullet-haired evil criminal mastermind wearing either orange overalls or denim jeans. Health: High Weapon: Rebar Bent (Chapter 2), Small Pipe (Chapter 9) DESCRIPTION: The main villain of the game, you'll spend the entire game chasing after this guy. You'll finally confront him at the very end of Level 9, the game's second-to-last level. Serial Killer X fights like a normal enemy, but he's the most skilled normal enemy you'll ever encounter, using all his available moves to optimum effect. DESCRIPTION (Prologue Fight): You'll actually fight SKX briefly in a short nightmare sequence near the end of Level 2. The screen will turn black and white, and SKX's shadow will attack you with a piece of bent rebar. He can't be stunned with the taser, but otherwise the fight is fairly normal. SKX has about twice as much health as a normal enemy, but shouldn't be particularly difficult to defeat. Strike him several times, and the sequence will end with yet another bizarre vision. DESCRIPTION (Main Fight): The main fight with SKX takes place at the end of Level 9. When the fight begins, you'll automatically be equipped with the poker, while SKX will fight with a small pipe. Instead of confronting you directly, SKX will run off, and you'll have to chase him throughout the house. During the chase, SKX will often attempt to circle around and sneak up behind you. SKX is much faster than you are, so you have no hope of catching him. Instead, it's best to wait in one spot and wait for him to come to you. The best place to do this is the area near the staircase, the area is large enough to give you some space for when you're fighting SKX. SKX fights with standard moves, so you should be able to take him out using whatever tactics you've adapted for fighting the other enemies in the game. He is, however, the most skilled enemy you've faced; he'll attack quickly and repeatedly, blocks frequently, and will often immediately counter-attack after every one of your strikes. He's also very tough; he has more than twice as much health as a regular enemy, and it takes about 10 to 14 strikes with the Poker to finally put him down. When the fight begins, SKX will drop a pump shotgun on the floor near the doorway before running off. If you want, you can grab the shotgun and blast SKX with it. However, SKX appears to be highly resistant to gunfire. It takes 10 shotgun blasts or 33 SMG bullets to bring him down. It's much more effective just to fight him with melee attacks. You also lose your taser as soon as the fight with SKX begins, so you won't be able to stun him either. The Dark Primary: Appearance: Tall, bald, man-like creature wearing torn black robes, with metal devices attached to its jaws, chest, and spine, and hundreds of nail-like metal piercings imbedded across its body. Health: Very High Weapon: 2-handed fighting stick DESCRIPTION: The final boss. WTF is this thing? Who cares, kill it! The Dark Primary is similar to the Dark Watchers you fought earlier, only taller and with significantly more metal piercings embedded into his body. Like the Dark Watchers, the Dark Primary fights with a unique fighting style. He carries a long metal fighting stick, which he swings around like a samurai katana. The Dark Primary has somewhat more health than a Burnt One or Dark Watcher; it takes about 10 to 13 strikes with the metal fighting stick to defeat him. Additionally, you must defeat him 3 times in a row to win the game. BEHAVIOR: Like the Dark Watchers, the Dark Primary uses kata attacks and swings his metal stick around with all sorts of fancy moves. His kata attacks chain several strikes together in a single smooth movement, allowing him to strike you several times in a second or two if you get in the way of his combos. The Dark Primary's attack has good range, but does surprisingly light damage; it takes about 11 hits from it to kill you. KILL STRATEGY: Be sure to keep your distance from the Dark Primary; at long range, you can anticipate and avoid or block his kata attacks. At short range, however, he can strike you several times with a single combo chain, significantly lowering your health. The Dark Primary can be beaten using the same general melee combat tactics you've been learning throughout the game. Dash in, strike him, then dash back to avoid his strikes. Use block to defend yourself when you think he's about to take a swing at you. A good strategy is to dash in and block one of his kata strikes to break his combo and briefly stun him; you can then dash in and strike him without him striking you or blocking your attack. The Dark Primary's attacks aren't too damaging, so even if you take some hits he should go down before you do. The fire axe one of the Crawlers drops during the arena fight also makes a good weapon against the Dark Primary. It takes about 4 to 6 hits from the fire axe to beat him. The axe's slow speed and blocking time also aren't such a liability; since the axe is so powerful, and his attacks relatively weak, so you can actually trade blows with him and still come out the winner. After you've struck the Dark Primary enough times, he'll stand still and start swaying in a stunned manner. At this point, you need to perform a finishing move on him to defeat him (press the headbutt key to rip out one of his metal implants). Be sure not to hit the Dark Primary while he's stunned, or else he'll recover and start attacking you again (if this happens, just hit him again to stun him once more). SERIES OF FIGHTS: You have to defeat the Dark Primary 3 times in a row to win the game. At the end of each fight, he'll flee after you rip off one of his metal pieces. The first fight takes place in an arena-like area inside the main barn, where the Dark Primary will jump down to fight you after you kill several of his Burnt One and Crawler minions. There are several health kits on the wall here, so heal any time you're injured. The second fight takes place in the attic of the main barn; there's a health kit on the floor here that you can use if you're injured in the fight. For the third and final fight, the Dark Primary transports you to the weird black-and-white dimension that you've been having flashbacks about throughout the game; once again, there's a health kit here on the floor if you need it. NOTE: It takes about 17 kicks to beat the Dark Primary in each fight. There's a bug in some versions of the Xbox 360 edition of Condemned that prevents you from using melee weapons in the very final fight, forcing you to kick the Dark Primary to death in order to beat the game. If this happens to you, my advice is to forget about strategy and just charge straight at him, pressing the kick button as fast as possible once you get into range. There's a good chance you'll be able to back him into a corner and keep him off balance with repeated kicks. After about 17 kicks, back off, then move in and kick him again once. That should stagger him, allowing you to grab him and rip out the final metal piece needed to kill him. =============================================================================== =Copyright 2007 Alan Chan = ===============================================================================


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Firstly, I got together all the tools I thought I'd need: metric allan wrenches, ratcheting box wrenches, screwdrivers, giant crescent wrench, utility knife, grease and locktite.
I need item "8" on this axonometric. |
I immediately took it on an enormous grocery run- but this post has already been too long, so I'll detail the first couple of rides and my observations about it for another post. But I can summarize my initial impressions with one word- Yowza!

subset: commoncrawl


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The Children in Care Council
CiCC is a group of children and young people who are in care or who have left care and aims to help you have your say about the issues that are important to you. The CiCC meet every month, with support from the Engagement and Development Team. You get the chance to meet the managers, interview new members of staff, inspect services and shape policies for Looked after Children and Care Leavers.
The CiCC are always looking for new members, if you would like to join or find out more speak to your Social Worker, Personal Advisor or email the team on email@example.com


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The Republican presidential nominee has spent at least eight days over the past month getting ready for the three debates against President Barack Obama. He's holed up for hours on end with briefing books, top aides and his sparring partner, Ohio Republican Sen. Rob Portman, often at the expense of campaigning.
Romney began intense sessions Sept. 4 at an adviser's home in Vermont. Those ran for three days and drew the campaign's entire top echelon to a remote resort in the mountains. A few weeks later, top aides flew to Los Angeles for more practice. Romney has held debate practice at his Boston headquarters, and he spent part of last weekend at the Back Bay Events Center, where the auditorium holds 1,100 people.
The reasons are clear: The stakes are enormous given that Romney trails the president in surveys in key states and national polls favor Obama in a close race, and the debates are one of the Republican's final opportunities to shift the dynamics of the race. Millions of people are likely to watch the debate at the University of Denver, as well as two more slated later this month in New York and Florida. And Romney is looking to use the forums to put Obama on his heels in the homestretch.
As Romney has prepared for the first matchup, one question has loomed over the others among both advisers and observers: Will he provoke Obama or will Obama provoke him?
To varying degrees, each candidate has the same objective: to keep from looking defensive when he feels he's being unfairly or inaccurately criticized, while trying to get under his opponent's skin.
"The challenge that I'll have in the debate is that the president tends to, how shall I say it, to say things that aren't true," Romney told ABC News recently. "I've looked at prior debates. And in that kind of case, it's difficult to say, `Well, am I going to spend my time correcting things that aren't quite accurate? Or am I going to spend my time talking about the things I want to talk about?"'
To guard against his trouble spot, Romney's sparring partner -- Portman -- has spent hours carefully weaving personal jibes into his answers during mock debate sessions in which longtime Romney adviser Peter Flaherty stood in for moderator Jim Lehrer. During each session, a group of top advisers -- including campaign manager Matt Rhoades, longtime aides Beth Myers and Eric Fehrnstrom and top strategist Stuart Stevens -- have dissected his answers and his body language -- and looked for ways to make him stronger.
Both campaigns have been working to lower expectations.
Romney's team has argued that Obama is a gifted speaker who has participated in general election presidential debates before, while Romney will engage in his first presidential fall matchup. Romney aides overlook the fact that he has a wealth of other debating experience, given that he participated in 19 primary debates during 2011 and 2012 -- more than 30 hours of time onstage with as many as 7 other candidates at a time -- and roughly the same number during the 2008 GOP primary race.
Romney typically emerged from those debates, usually 90 minutes with multiple opponents, as the clear leader. His performance in Jacksonville, Fla., helped seal his primary win there over former House Speaker Newt Gingrich -- though Gingrich had challenged him in an earlier debate in Tampa.
Romney rarely, however, has gone one-on-one against a political opponent, a format that leaves little time for contemplation in between answers to questions.
He did square off against a single rival in 1994 when he ran against Sen. Edward M. Kennedy. Those performances seemed to help the Democrat, who at one point offered this memorable line: "My opponent is multiple choice." It was a reference to Romney shifting his position on various issues. Democrats played the clip at the Democratic National Convention this year.
As part of his preparation, Romney has spent time watching video of Obama debating Democratic primary rival Hillary Rodham Clinton in 2008, including his cool retort to his opponent: "You're likable enough, Hillary." Romney advisers say the exchange shows Obama's occasional tendency to come across as imperious or removed from everyday concerns when he's questioned or criticized.
Romney's danger zone: getting hot when challenged.
That happened during a primary debate in Las Vegas, when Texas Gov. Rick Perry accused him of hiring illegal immigrants.
"Rick," Romney interjected, before Perry began talking over him again, and Romney repeatedly interrupted.
"I'm speaking. I'm speaking. I'm speaking. I'm speaking," Romney said, visibly agitated, at one point reaching over to put his hand on Perry's shoulder and trying to get CNN moderator Anderson Cooper to help. "You get 30 seconds. This is the way -- the way the rules work here is that I get 60 seconds, and then you get 30 seconds to respond, right? Anderson?"
Added Romney: "Would you please -- would you please wait? Are you just going to keep talking? Or are you going to let me finish with my -- what I had to say?"
Perry got to him again in another later debate where he challenged Romney on health care, with Romney playing into stereotypes of being wealthy and out of touch.
"Rick, I'll tell you what, 10,000 bucks?" Romney said. "$10,000 bet?"
It was a mistake, a rarity for a candidate who otherwise turned in solid performances and who is looking to do so again Wednesday.


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by Joseph Cavalieri
Oatka Glass School is the brainchild of husband and wife team Lance and Amanda Taylor who share a passion for hands-on creative processes and teaching their craft with a growing local arts community. The school caters to a broad range of skill levels and interests, with workshops for everything from glassblowing, beadmaking, and metal enameling to beginner through advanced kiln forming.
This article was originally published on page 38 of the May/June 2013 issue of Glass Art.


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Can Do Kids Pediatric Therapy Services
Our #1 goal is to help your child reach their greatest potential!
Our number one goal is to help your child achieve their full potential. Can Do Kids is here to help parents understand their child and help them meet developmental milestones. Our therapists have combined experience of over 30 years and are licensed and registered with the State of Tennessee. Our multi-disciplinary pediatric therapy clinic specializes on Occupational Therapy and Speech & Language Therapy.
Cleveland is the county seat of and largest city in Bradley County, Tennessee, United States. The population was 47,356 at the 2020 census. It is the principal city of the Cleveland metropolitan area, Tennessee (consisting of Bradley and neighboring Polk County), which is included in the Chattanooga–Cleveland–Dalton, TN–GA–AL Combined Statistical Area. Cleveland is the sixteenth-largest city in Tennessee and has the fifth-largest industrial economy, having thirteen Fortune 500 manufacturers. == History == === Early history === For thousands of years before European encounter, this area was occupied by succeeding cultures of indigenous peoples.
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Acoustic Amplifiers has introduced its new Class-D/Neo Series, lightweight and portable bass amps and cabinets that deliver the classic "pro's tone" for which Acoustic is famous.
The striking new heads, cabinets, and combo amps are 40 percent lighter than previous models without compromising tone, thanks to compact, yet powerful Class-D amplification and neodymium drivers. You also get all of the features professional bassists need, regardless of style or genre. The series includes three amp heads, four speaker cabinets, and three combo amps.
Bass Amplifier Heads
Ideal for rehearsal, practice and most club stages, the B300HD bass head features 5-band rotary EQ and a 300-watt Class-D power section housed in a sleek, ergonomic chassis. It weighs only 6.6 pounds and can fit easily into most gig-bag pouches.
Providing the perfect balance of power and portability for the gigging musician, the 7.2-pound B600HD bass head is Acoustic's new go-to traveling bass amp head. It provides a 6-band edge-lit graphic EQ and delivers 600 watts of Class-D power.
For bassists who want all the power they can get, the B1000HD bass head goes all out with 1,000 watts of Class-D amplification. It also sports an 8-band, edge-lit graphic EQ for detailed tone control. Yet this muscular amp weighs in at only 8.2 lbs.
All Class-D Series bass amplifier heads feature a footswitchable, blendable overdrive circuit that lets you combine the overdrive and clean sounds; Acousti-Comp™ compression to even out your dynamic range; a notch filter with frequency control; an effects loop; a full-featured direct out with ground lift and level control (XLR balanced for live and studio use); ¼-inch and locking-barrel speaker outputs; super Hi and Lo EQ boost; a 1/8-inch headphone jack; and an 1/8-inch aux input.
Bass Cabinets
All four Neo Series bass cabinets feature custom-design neodymium speakers, enabling them to deliver outstanding tone while weighing 40 percent less than ceramic-magnet speakers. All handle impressive power into 8 ohm loads.
Perfect for rehearsals, practice and smaller clubs, the BN112 cabinet features a powerful 1×12-inch speaker, rear-facing ports, and can handle 400 watts RMS. For more earth-shaking roar, the BN115 cabinet's single 15-inch speaker and front-facing shelf port provide extra low end and handles 500 watts RMS. The BN210 cabinet offers a great combination of tone and portability, with twin 10-inch speakers, multiple rear ports, and 600 watts RMS power handling. If you want to move as much air as possible and fill the venue all the way to the rear, go for the BN410 cabinet, with four 10-inch neodymium speakers that handle 800 watts RMS and a front-facing shelf port for supreme low end response.
These killer cabs deliver the features pros need, including a high-frequency horn with Defeat switch, and dual, 1/4-inch (parallel), single locking-barrel inputs. Design touches like plywood construction and spring-loaded handles make them seriously roadworthy.
Bass Combo Amps
Equipped with custom neodymium speakers that are 40 percent lighter than ceramic-magnet versions and powerful yet lightweight Class-D power amplifiers, the new combo amps give you the ultimate combination of power, performance, and portability. With plywood construction and spring-loaded handles, they're ready to go wherever your music takes you.
For articulate low-end tone in a super-compact footprint, look no farther than the BN3112 300-watt bass combo, with one 12-inch speaker. At only 21x16x13 inches and 40 pounds, transporting it is no sweat. Need more gut-kicking low end? Go for the BN3115, which slams 300 watts RMS into a 15-inch speaker. If that's not enough power for you, check out the B6210, which slams 600 watts into two 10-inch speakers, hitting a sweet balance of power and portability-yet this portable powerhouse weights only 59.7 pounds.
All Class-D/Neo Series bass combos include both Drive and Clean channels (footswitchable); Acousti-Comp™ compression; a notch filter with frequency control; an effects loop; a full-featured direct out with ground lift; super Hi and Lo EQ boost; a 1/8-inch headphone jack; and an 1/8-inch aux input. The BN3112 has a rear-facing port and 5-band rotary EQ, while the BN3115 has a front-facing shelf port and 5-band rotary EQ. The BN6210 employs a front-facing shelf port and gives you 6-band, edge-lit graphic EQ.
Acoustic Class-D/Neo Series bass amps, cabinets, and combos are available immediately. U.S. street prices range from: amp heads $349.99 to $699.99; cabinets $399.99 to $699.99; and combo amps $499,99 to $749.99.
More information: Acoustic Amplifiers / Class-D/Neo Series


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25 of Amshir, 1740 |
January 23, 2024 - Toba 14, 1740 Departure of St. Archilidis (Arselidas) On this day St. Archilidis departed. This fighter was born in the city of Rome. His father's name was John and his mother's name was Sinclatiki. They were righteous before the Lord and lived according to His commandments. This saint's father died when he was 12 years old. When his mother wanted him to get married, he declined. She advised him to go to the Emperor to take over his father's position. She sent along with him two of their men and a precious gift to present to the Emperor. While they were sailing, they encountered a great tempest with high waves and strong winds, so that the ship was wrecked. The saint hung onto one of the ship's planks, and God saved him from drowning. When he made it to the seashore, he found a body of a dead man that was thrown to the shore by the waves. He reflected on the transience of the world and its temporal nature, and said to himself, What do I have to do with this temporal world, and what would I profit when I die and become dust? He arose and prayed to the Lord Christ to guide him to the right way. Then he walked diligently until he arrived at the monastery of St. Romanus. He gave to the abbot of the monastery what was left of his money. He stayed there living an ascetic life, denying himself food and clothing, until he reached a level of perfection. The Lord granted him the gift of healing the sick. He made an oath not to ever see the face of any woman. When he did not return to his mother for a long time, and she did not know his whereabouts, she thought that he died, and she grieved much over him. She built a hostel for the poor and the strangers, and she lived in one of its rooms. One day she heard two merchants talking about her son and his holy monastic life and the grace of God that was upon him. When she inquired about him, she became sure that it was him, her own son. She arose quickly and went to that monastery. When she arrived, she sent to inform the saint of her arrival. St. Archilidis answered her saying that he had made an oath before God not to ever see a woman. She repeated her request, and threatened that if he did not allow her to see him, she would go to the wilderness to be eaten by the wild beasts. When he learned of her persistence, and that he could not renege on his oath, he prayed to the Lord christ to take his soul. Then he told the gate keeper to allow her to come in while God had answered his request. When his mother entered his cell, she found that he had given up his spirit. She cried, wept and asked God to take her soul also, and God answered her prayer. When they tried to separate their bodies, they heard a voice coming from St. Archilidis' body saying, Let my body be with the body of my mother, for I did not grant her own heart's desire to see me. They buried both of them in one grave. God honored this saint in performing many miracles. May His prayers be with us. Amen. Departure of St. Maximus, the Brother of St. Domadius On this day also, St. Maximus, brother of St. Domadius, departed. They were the children of Emperor Walendianus. May Their prayers be with us and Glory be to our God forever. Amen. |


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his consideration of these last two Stations (in which Jesus is taken down from
the Cross and laid in the tomb), St. Alphonsus' love and devotion for the
Blessed Virgin Mary becomes most evident. And this should be no surprise to us;
he is, after all, the "Marian Doctor."
already discussed all of the previous Stations of St. Alphonsus' Way of the Cross, here,
and here;
we now turn to our sixth and final post on the Via Dolorosa. This article on the 13th
and 14th Stations will conclude our series.
The 13th
Station: Jesus is taken down from the Cross
Consider that, our Lord
having expired, two of His disciples, Joseph and Nicodemus, took Him down from
the cross, and placed Him in the arms of His afflicted Mother, who received Him
with unutterable tenderness, and pressed Him to her bosom.
again, for the first time since the fourth Station, we return to our Lord's
most Sorrowful Mother. Separated from Christ by the crowd and the soldiers, she
is at last re-united to her son.
the words which Archbishop Fulton Sheen addresses to our Lady are quite moving:
"Bethlehem is Jesus, as you, his sinless mother, gave him to the world; Calvary
is Jesus, as the sinful world gave him back to you. Something intervened
between your giving at the manger and your receiving at the Cross, and that
which intervened is my sins. Mary, this is not your hour; it is my hour – my hour
of wickedness and sin. If I had not sinned, death would not now hover on its
black wings about his crimsoned body […] Mary, it is I who stand between his
birth and his redemptive death." (taken from The Seven Last Words)
O Mother of Sorrow, for the
love of this Son, accept me for thy servant and pray to Him for me. And Thou,
my Redeemer, since Thou hast died for me, permit me to love Thee; for I wish
but Thee, my Jesus, and I repent of ever having offended Thee. Never permit me
to offend Thee again. Grant that I may love Thee always; and then do with me
what Thou wilt.
the second and final time, St. Alphonsus addresses the Blessed Virgin directly.
He calls her the "Mother of Sorrow," and indeed she is. According to a moral
interpretation, St. Alphonsus implores our Lady to receive him just as she
received the dead Jesus, holding him in her arms and pressing him to her bosom.
through his prior consideration of the "unutterable tenderness" of the Mother
and the "love unutterable" of her Son, can St. Alphonsus dare to ask this great
favor. Trusting not in our own merits, but in the love and mercy of almighty
God which is communicated to us through the Immaculate Heart of Mary, we beg
the Good Lord's pardon and make some small act of love in return.
The 14th
Station: Jesus is laid in his tomb
Consider that the disciples
carried the body of Jesus to bury it, accompanied by His holy Mother, who
arranged it in the sepulchre with her own hands. They then closed the tomb and
all withdrew.
the Gospel accounts relate that Joseph of Arimathea and Nicodemus prepared the
body of Jesus for burial and laid it in the tomb, St. Alphonsus recalls the
venerable tradition that the Blessed Mary was central to this activity as well.
Indeed, it is most reasonable to suppose this: How could a mother stand by as
her own beloved son is buried?
in this final Station, the significant role which Mary played in Christ's life,
the Marian Doctor brings us to consider her tender actions in burying her son
and her Savior: "[She] arranged [his body] in the sepulcher with her own hands."
Those hand which first wrapped the Christ in swaddling clothes, now wrap him in
burial bands.
there one who would not weep, whelmed in miseries so deep? Christ's dear mother
to behold." (from the Stabat Mater)
Oh, my buried Jesus, I kiss
the stone that encloses Thee. But Thou didst rise again the third day. I
beseech Thee, by Thy resurrection, make me rise glorious with Thee at the last
day, to be always united with Thee in heaven, to praise Thee and love Thee
forever. I love Thee, and I repent of ever having offended Thee. Never permit
me to offend Thee again. Grant that I may love Thee; and then do with me what
Thou wilt.
Alphonsus invokes the dead body of Jesus directly, "Oh, my buried Jesus."
Indeed, he is right to do so, since the divine person of the Eternal Word
remained united to the lifeless body which was laid in the tomb. Just as we may
rightly plead the mercy of the blood and water which gushed forth from the
Heart of Jesus (in the chaplet Divine Mercy), so too we may pray to the
entombed body of our Savior. Though his soul is no longer present, the person
of Jesus, which is the Eternal Word himself, lay dead (i.e. personally united
to a corpse) within the tomb.
although the practice of adding a 15th Station for the Resurrection
is to be ignored and, when possible, rooted out; the Doctor of Morals cannot
help but call to mind our faith in Jesus' Resurrection. It is the bodily
Resurrection of our Savior which is the efficient cause of our own glorification
in the general resurrection on the Last Day. Thus, the Teacher of Prayer leaves
us looking toward Heaven, toward the great hope to be fulfilled in Life


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Estimated read time: Less than a minute
This archived news story is available only for your personal, non-commercial use. Information in the story may be outdated or superseded by additional information. Reading or replaying the story in its archived form does not constitute a republication of the story.
LONDON (AP) - Model Naomi Campbell accepted libel damages Thursday from a British newspaper over a story that falsely claimed she was planning an elephant polo match in India for her partner's birthday.
The November article in the Daily Telegraph said Campbell was going to organize the tournament in Jodhpur for partner Vladimir Doronin's 50th birthday. The article included criticisms from animal-welfare activists.
Campbell's lawyer Gideon Benaim told a judge at London's High Court that the story was "simply false and the criticisms unfounded."
He said the article was widely republished in the Indian press and elsewhere, including over the Internet, "attracting a storm of adverse publicity against Ms. Campbell."
Julia Varley, lawyer for the Daily Telegraph's publisher, told the court the newspaper regretted running the article.
The 42-year-old model said in a statement that the allegations should never have been published. But she said she was "glad that the matter has been resolved and I accept the newspaper's apology."
The amount of the damages, described as "substantial," was not disclosed.
(Copyright 2013 The Associated Press. All rights reserved. This material may not be published, broadcast, rewritten or redistributed.)


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by Teresa Flavin
If you search the internet for images of one of my favourite historical figures, magician Chung Ling Soo, you will find him on an array of gorgeous theatre posters with his name lettered in the shapes of dragons and smoke. Among the portraits of this solemn Chinese man with a shaved head and long queue, you might also notice a photo of a Western man with a striking handlebar moustache and think he has popped up by mistake.
But if you look closely, mentally removing the moustache and hair, you'll see a resemblance. Chung Ling Soo was really William Ellsworth Robinson, a New Yorker who was born in 1861. He began his career as Robinson, the Man of Mystery but metamorphosed into Chung Ling Soo, Marvellous Chinese Conjuror in 1900. It's said that he modeled himself on a true Chinese conjuror, Ching Ling Foo, who brought his spellbinding traditional magic show to the United States in 1898.
The story goes that Ching Ling Foo offered a $1000 reward (possibly as a publicity stunt) to anyone who could replicate his illusion of first producing a bowl of water from a piece of cloth, then a child from the bowl of water. Thomas Edison had a go at it, on film at least, which can be viewed here. When Robinson came forward but was rejected, he reinvented himself as Chung Ling Soo, relocated to London and built a new career as a mysterious conjuror from the East who spoke no English and communicated with journalists through an 'interpreter'.
I first learned of him when I happened to see the Flying Carpet Theatre performing The Mystery of Chung Ling Soo on the Edinburgh Festival Fringe in 2005. Only this past week, Flying Carpet put up recorded scenes from the performances and reignited my interest in the story of how Soo created and maintained the ultimate illusion over many years.
He not only managed to keep his true identity secret but created a Chinese alter ego, Suee Seen, for his wife and stage assistant, Dottie. The portraits and photos look unconvincing in places but clearly fooled the public. Chung Ling Soo's exotic "brand", coupled with his growing arsenal of illusions, brought him fame and pitted him in a head-to-head rivalry with Ching Ling Foo that benefitted them both.
One of his most dramatic illusions was Condemned to Death by the Boxers, inspired by the Boxer Rebellion of 1899-1901. The Boxers believed they possessed supernatural powers that would repel knives and bullets and Soo created a stunt in which he caught two bullets in a porcelain plate held to his chest. Audience members who were familiar with firearms were invited to examine the weapons and mark the bullets before Soo's firing squad attempted to "execute" him. He performed the illusion successfully for twelve years until March 1918, when the trick went tragically wrong and Soo was shot dead onstage at the Wood Green Empire theatre.
According to Jim Steinmeyer, author of The Glorious Deception, whose detailed account of Chung Ling Soo's final performance can be read here, there was much speculation that the magician had been murdered or had even committed suicide. As people tried to unpick the illusion to understand what had gone wrong (Soo's own associates seemingly had no idea how it worked), his carefully groomed identity also unraveled. After he was shot, the facade finally slipped and Soo reverted to Robinson, calling out in English for the stage curtain to be lowered.
Chung Ling Soo lives on, referenced in stories and films such as Christopher Nolan's The Prestige. The magician who hid behind seductive veils of glamour secured a place in history with his singular death and the exposure of his colourful double life.
Teresa Flavin is the author and illustrator of The Blackhope Enigma and The Crimson Shard, historical fantasy novels for young readers, published by Templar Publishing in the UK and Candlewick Press in the USA. She is currently at work on the final novel in the trilogy.


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Associated Press
A man was arrested Tuesday after his unruly behavior aboard a Southwest Airlines flight from Los Angeles to Kansas City compelled the flight crew to make an emergency landing in Texas.
Ali Reza Shahsavari, 29, of Indialantic, Fla., has been charged with interfering with a flight crew, said Patrick Rhodes, Amarillo's aviation director. He was booked into the Randall County Jail in Canyon, where he awaited an appearance before a magistrate.
Flight 3683 landed without incident and the man was taken into custody for questioning by federal officials.
None of the 136 passengers and five crew members was injured, and the aircraft resumed its flight after a security sweep, said Brad Hawkins, spokesman for the Dallas-based airline.
Initially, authorities said the man had tried to break into the cockpit but Amarillo Aviation Director Patrick Rhodes later said he was "not trying to break into the cockpit, but was unruly and had confronted the cabin crew."
Passenger Doug Oerding told the Amarillo Globe-News that Shahsavari started screaming obscenities at other passengers during the flight. Attendants attempted to calm Shahsavari and then he went to the bathroom at back of plane and started making a commotion, Oerding said.
"All of us guys were looking at him like are we going to have to do something," Oerding said.
He said a flight attendant got Shahsavari to calm down.
The flight landed and police officers came onto the plane and took him into custody, Oerding said.
Father Mohammad Shahsavari confirmed the suspect was his son and that he understood his son was well, but he did not know what led to the incident.
"I don't know what to say," he told The Associated Press from his Indialantic, Fla., home.
The FBI said initial indications were that the incident did not appear to be terrorism related.