X-Men The Official Game: Sabertooth Strategy

Took me about 2 hours to take this guy down last night on super-hero difficulty. Maybe I will redo it and record it to show the strategy I used, but for now I will simply explain it the best I can.

First Part - on the top level

  • Attack with quick attacks, blocking whenever sabertooth attacks - he generally swings one (sometimes two) times before his first rage.
  • While he is charging his rage, hit his as many times with quick attack, then block his rage attacks - dont bother to attempt to fight back.
  • He will come at you in 3 waves while in rage, after the third you should have your own rage built up - use it, and continue to attack with quick attacks and blocking his attacks as they come
  • Also after his first rage, often he attacks in a wave of three attacks, and then you can counter after blocking these three, if he does a jump attack it will throw you back even when blocked, but if blocked properly it doesnt seem to take away your life (or if it does, it is a very small amount)
  • He will generally rage again, use the same strategy as before, when he hits about half life he will jump to the below platform.

Second Part - Lower Platform

  • Use the same strategy as above, but be warned when you get him very low he will rage and it doesnt seem to end - also blocking his rage attack will still damage you - once he was in this nonstop rage (I would guess when he was a bit under 1/4 - 1/5 life) I simply charged and attacked him blindly - blocking any attack possible and using my rage as well.

Dead Rising: Tip for defeating Larry Chiang

So after dying to this evil butcher countless times I finally started to do some research on how to best defeat him. Everyone mentions to get a shotgun, or other various weapons which completely depend on you clearing a different area - or they are not available to you. Furthermore somehow I ended up being extremely low on time for this battle - so running around collecting weapons through the mall, (especially weapons that I would have to clear a boss to actually have access too) wasn’t really an option. One other suggestion was the sledgehammer - but I did not have much luck with this weapon either.

Just when I was about to throw in the towel and restart the game with my current character status, I decided to give it another try. In the back of the room there are quite a number of racks, and I took him out pretty easily by swinging these racks at him. I simply would dodge what attacks I could, and hit him as many times with a rack before it broke, or he broke it. Then simply go grab another rack. I should also mention I went in with and used a number of jugs of orange juice - but every attempt before (with the sledgehammer and any other weapons I had access too) I was lucky to get him down to 50% life - using these racks, I died with him being at 10% the first attempt, and finishing him the second time. You might want to give this option a try.

Cog Tag Locations Revealed

Well I found about 15 of these on my own the first past through the game, and I planned on writing up a guide on the locations….but of course someone beat me to it

ACT 1

Prison area
COG Tag 1 - Right after you make your choice of paths, there is a tag straight ahead under the Gear logo. Can’t miss it(Rear of the courtyard,directly across from the cell area)

COG Tag 2 - In the room where the locusts cut through the door. If you are looking directly at the door they cut through, you can find it back and to the left(Under the stairway opposite the one you decended if you took the training route)

COG Tag 3 - As you exit the above mentioned door into the courtyard, there is a stairway to the left. Run up the stairs and turn left right at the top. The COG tag is in the near side corner (If enemies are North, it would be in the SW corner of the patio area, this one isnt directly under the gears logo)

Trial By fire
COG Tag 4 - Your team points this one out to you. In the first small courtyard, look to the right of the Gear logo(Beyond the short last wall in the yard’s center)

COG Tag 5 - You cross a bridge over a road and enter a building. Once you enter the building with all the pillars and the two emergence holes, it’s just behind the second emergence hole in some weeds(Just before the troika on the left)

COG Tag 6 - You fight through the roadways with the Trioka guns and get to the open area with the fountain in the center. There are 4 emergence holes here. The COG tag is in the far left corner(Opposite the 4th emergence hole that appears)

Knock Knock
COG Tag 7 - You’re told to gain entrance to the house of sovereigns. You’ll enter an open area with stairs leading up to the building. To your far left you’ll see a white van with the Gear logo painted on it. Follow the massive hole in the street on the left all the way up, sticking to the edge. The COG tag is in the corner made by where the wall extends over part of the stairs.

COG Tag 8 - In the hallway where Jack has to open the door, there are a ton of annoying wretches. If you’re facing the door that Jack is opening, it’s in the far left corner. Be sure to grab this one after you defeat them, that way you’re not in a REALLY bad spot after they appear.
COG Tag 9 - There’s a small room that you enter where you’ll find the body of Rojas. As you come down the stairs into this small area, turn right immediately(hard to see, its in the shadowy area to the right behind the pillar)

China Shop
COG Tag 10 - This ones easy, after the cutscene where the Berserker kills a soldier, look in the flames on the right(This is right at the beginning of the level)
COG Tag 11 - There will be 3 smashable doors. as you proceed through this area. Look in the alcove to the left(facing the door)at the FINAL door you take to exit the courtyard.
COG Tag 12 - Just after COG Tag 11, you exit into an open courtyard. Follow the semi-circle wall and head left. The tag is on the other side of a block just after you see the logo. If the room was a clock, the Tag would be between 8 and 9(right against the semi circular wall)….be sure to get this one BEFORE you kill the Berserker, as you CANNOT after.

ACT II

Tick Tick Boom
COG Tag 13 - After your choose a path (either one, doesn’t matter) and reunite, You’ll enter a small room with two stairways in it, one in the very middle of the room that leads down to a couch. Kill the Couch…ENJOY!!
COG Tag 14 - There’s a room with a catwalk that square shaped. When you exit, you head down some stairs into the street. Turn around and run back the alley formed by the stairs you came down and the wall of the next building. The Tag is at the end of that alleyway, behind a rock.

COG Tag 15 - Just before you enter the Settlement, you come up the stairs where the Boomer was, the Tag is behind a newspaper machine. Facing ahead as you come up the stairs, it’ll be to the back and left(keep this in mind, its as viewed while you face the gate)
Outpost
COG Tag 16 - On your way to checkpoint 2, facing the first emergence hole, you’ll see a propane tank in a shed to your left. BE SURE to shoot the propane tank here and grab the Tag.
End Lethal Dusk/Beginning Dark Labyrinth
COG Tag 17 - When you enter the area where you have to use the spotlight, after you guide Dom through, move the spotlight to the far left (as you’re holding the light) area near where you entered. The COG Tag is in that corner area. just to the left of the lit room of the blown out building, on the street(Near the rusted out car)

Dark Labyrinth
COG Tag 18 - After you run out of the destroyed building here, look right…it will be displayed in the light here..if the kryll attack you…you’ve gone too far.

ACT III

Downpour
COG Tag 19 - In the open, rainy area next to the sea, go behind the building that has the elevator in it….walk out on the narrow wooden dock..its at the far end.

COG Tag 20 - In the room with the rotting floorboards, the Tag is in the far right corner….be sure to stay on the metal beam to get it(the far right as you enter the room)

End Evolution/Beginning Coalition Cargo
COG Tag 21 - When you enter the room with the carts, go down the stairs to the car area and turn around. The Tag is to the left of the stairs as you face them(In the gap between the stairs and the wall…be sure NOT to activate the carts 1st)

Darkest Before Dawn
COG Tag 22 - After you ride down the drilling platforms, stick to the wall on the right. There will be a path leading down to the right, follow that to find the COG Tag and some grenades.

COG Tag 23 - In the next area after Tag 22. you’ll enter an open area with a small building on the right side. Just to the right of the stairs leading up to that buildling, you’ll find the Tag.

COG Tag 24 - After you choose your paths, and reunite, you’ll fight through a narrow hallway with a lot of cover. Just after the hallway and before you exit the area, turn around and the Tag is on a narrow ledge over the pool. (To your right as you leave the hallway, or to your left after you turn around)

ACT IV

Campus Grinder
COG Tag 25 - As you enter the first area, on the right there are two small staircases. The Tag is behind the second small staircase.

Bad To Worse
COG Tag 26 - As you enter the second area, before you go down the sidewalk with the columns to enter the conservatory, there is a rusty car on in the street. If you’re facing the columns, it’s back and to your right behind that car.

Imaginary Place
COG Tag 27 - In the second section of the estate, there’s a shield shaped room (square top, semi circle bottom) with 4 columns in it, and a desk. Destroy the desk. Tag is underneath.

ACT V

Train Wreck
COG Tag 28 - Right inside the door that Jack rips open…the 5th train car…look left as soon as you walk in.
COG Tag 29 - Before you climb the ladder to the 3rd car’s roof, the Tag is on the floor here.

COG Tag 30 - Your final Tag is on the floor of the storage room in the 5th car of the train’s 3rd section….grab this one before you advance to the end battle, as you wont get a chance to come back.

Reference: xbox.com forums

Dead Rising 7 Day Survivor Guide

I cannot take credit for this guide, because i didn’t write it. One of our active 3FS members did though SouthernSpartan, and it is one of the best guides on the topic I have seen thus far. Check it out over at the 3FS forums

Hitman: Blood Money Guide

Introduction
Originally the team over at 3fs starting building a Hitman: Blood Money guide. I will list the stages that I personally wrote the guide steps for, and either fill in the blanks myself later - or verify that the boys don’t mind me posting their hard work here (with credit of course). Hitman: Blood Money is like the previous games, you are a hitman, and you have various targets that you need to take out as discretely as possible.

I. A Vintage Year
Coming Soon…

II. Curtains Down
Coming Soon…

III. Flatline
In this mission you must successfully help Agent Smith escape (an agent that failed the very mission you are about to embark upon) and take out a specified gang member. Later in the mission you find that there are 2 other gang members that you can take out for extra cash, this will explain to you how to get the SA rating as well as the extra cash. You start at gate in the yard of the rehabilitation center, follow the path up the road and watch to the left for a small seating area. You will notice a guy smoking and looking over the edge of this area, and on the bench is his admission papers for the rehab center. The first step is you must sneak up and steal his admission papers, in which you will use to check yourself in.Now continue on the path to the front door, enter and make sure to give the receptionist your papers. She will then tell you to go into the changing room to change into the patient robes. Behind her there is the changing room and your robes on the floor. So get changed and make your way back out into the entryway. Look to your left, you will see the guard by the door, he will scan you for weapons (you should be used to this by now) and then let you pass into the actual rehab center.Go up the stairs that you see ahead of you, head to the left, and go through the second door on your left (it will be wide open). In this room you can change into a therapist’s suit, which you will need for the steps to follow. Head back downstairs and look to the west. You should head through those double doors which will put you in a small corridor with two doors on each side of the room. Go through the first door on the right and down some stairs into the basement area.This part is probably the only part of the level that will give you difficulty and threaten your SA rating. This goes for all difficulty levels as well. In any event lets explain what you will see here, you are looking down a large corridor, and will see a police officer that patrols this area, on the right is a two room break room, and on the left is a two room what I will call a laundry area. There is an orderly that patrols the laundry area, an orderly that patrols the corridor and break room area, and at times you get a visit by one of the doctors as well. I have completed this area in quite a few different ways, and havent been able to completely understand how to guarantee success every time, but here goes.

* Break Room - If you are fast enough you will notice an unattended coffee cup on the table in this room, a great place to squirt some sedative into. The patrolling orderly will come in and drink from this cup, thus making him fall to the floor. At times the policeman or the orderly on the other side of the room will see the man fall (I still dont understand how the orderly can see - there doesnt seem to be a clear view) - if you are lucky enough that nobody will see, you can take his clothes and put him in the bin outside of the door (watch out for the patrolling cop, and doctor) - alternatively you can simply syringe the orderly yourself, not the coffee - I found the best results for this would be turn off the lights that are closest to the door with the bin and sedatiting the orderly as he turns them back on but maybe I just got lucky.
* Laundry - similar to the break room, there is a bin in this area and a orderly that is just asking for you to take his clothes, same problems exist here, the patrolling policeman and orderly, but if everyone is placed correctly you can sedate him, take his clothes and keycard, and drop the body without too much trouble.
* Lucky Save - this one is probably more work then it is worth but is worth metioning. On at least one occasion I sedated the coffee cup and waiting in the other room to watch the man fall - which then the policeman rushed in to revive him. At this point I knew they were busy with each other and was able to take out the man in the laundry for his clothes. This one really is luck of the draw, the guard has to happen to be in the right place without you being in the room.

Once you have the orderly clothes and his keycard you are about to start the process of getting Agent Smith out of the center. So head down to the end of the hall and up the stairs. Go through the door straight in front of you and into the cellblock area. Head down the stairs, look in the third cell on the left, make sure the roaming orderly doesnt notice and slip into his cell. Once in his cell and watch the movie sequence you will then be able to hit him with the special sedative, and then leave him laying there.

Now we have 3 targets to actually take out

Target 1
Head back out to the basement area where you suited into the orderly’s outfit, and head up the stairs back into the main hospital area. Head back through the double doors, to make sure you are in the right area you should notice the fireplace in this room. Head up the stairs before the fireplace and turn right. Enter the first door on your right, this is your room, go through the door across the room, which puts you on your patio area. Notice you have access to your neighbors room here as well. After validating that nobody is in the room, open the door and sabatoge the gas - then go back to your room. That is it for target 1, once he comes back to his room to make a meal, the stove will take care of the dirty work for you.

Target 2
Leave your room and head to the stairs you came up. Before going down these stairs notice that there is a door right next too them, enter here and go through the doorway past the mirror, go straight ahead to the balcony, and place a bomb on the anchor item that is holding the ceiling fixture up. In order to finish the deal you have to go back to the fireplace room, there is an open room next to the fireplace where a man in a purple robe is - if he isnt there, dont worry he will be back. You have to keep an eye on this guy, once he pulls a drink out of the globe, activate your bomb - target 2 is complete. The only thing to note here is at higher difficulties (or higher noteriety) the guards get supspicious if you just hang out here, so try not to draw too much attention to yourself…

Target 3
from the fireplace room head through the double doors in the east. Head down to the end of the corridor and the last door on your right should be open for you. Head through this door and you should be in the gym area, your final target comes here to lift weights. As he is lifting match sure there is nobody around and drop the weights onto him. This option becomes available after he is done lifting and is taking a rest.

Finishing Up
Once you have taken out all 3 targets you are ready to clean up some loose ends and collect your pay - and if you used my suggestions they will be classified as accidental deaths - so sad. Head back to the reception area and turn back into your suit, you are ready to check out - luckily the facility seems to have an open door policy. head out the door and down the path to the gated area. to your left is the morgue, that is where Agent Smith is being stored (they think he is dead). Your final step is to enter the morgue and revive the agent, and escape together. The main thing to worry here is the patrolling guard, as he is headed back to the security hut (on the right) slip inside the morgue, revive the agent, and exit that is inside the morgue area on the right.

IV. A New Life
Coming Soon….

V. The Murder Of Crows
Coming Soon….

VI. You Better Watch Out…
Coming Soon….
VII. Death At The Mississippi
Coming Soon….

VIII. Till Death Do Us Part
Coming Soon….

IX. A House Of Cards
You are in a hotel/casino and have 3 targets to take out. I recommend bringing your sniper rifle (fully upgraded), but obviously there are ways to finish the level without it.

Preparation
go to the reception on the right hand side, and get your door key.

Target 1: The Scientist
Enter the Casino and head up the stairs on the left side, hit the call button and enter the elevator. Climb the shaft and just wait….Soon the scientist will enter the elevator, wait for the doors to close and then you can take him out with the fiber wire. Make sure to take his keycard, and you can leave the diamond case on the top of the elevator for now.

Target 2: Hendrik Schmutz
Go back down to the bottom floor. leave this elevator and then go into the elevator on the right side, same story here wait for your next target. This one can take quite a bit longer to arrive though. Snag his key and leave the body here.Target 3: Sheikh Al-Khalifa
Take the elevator to the 8th floor and head northwest. You want to set off the fire alarm so the guards guarding the room in the far NorthWest will take off and you can enter that room. After the guards clear out, there is sometimes one guard still in that room - watch out for him, your goal in this room is to use the phone and call the sheikh. He will then come out into the open area that you can see from the balcony - this is your chance take him out with your sniper rifle, and then place the rifle in the ICA case.

Escape
Take the elevator back to the bottom floor - and make sure to head up in the shaft on the left and get the diamond case. Head down tot he casino floor and hug the left wall (so the cameras dont pick you up. Ther is an exit door over this way which you will enter and follow the hallway to escape.

this level was done from memory while in class (what can i say, its BOOOOORING!) so i might touch it up later when i can remember all the actual details and validate what i wrote here is accurate.

X. Till Death Do Us Part
Coming Soon….

XI. Amendment XXV
Well here you have it the final level in the game, but might as well go out with a bang - one of your targets is the vice president of the United States. As always there are many alternative ways to complete a level, I am going to list two variations for one section of the level, and how I completed it. These variations come with a price…upgrades so pick one and make sure to buy the porper supplies.

Option 1:
this is the most common way that people suggest finishing this level, it requires the foil case upgrade for your suitcase, and the high end upgrades for the sniper rifle, specifically the best silencer you can buy.

Option 2:
This I actually tried out the last time I completed the level, I upgraded the distance that the explosives can be detonated - it might be possible to do it without upgrading, but it doesnt cost much for the upgrade, and its better then coming up short.Follow the path of the other tourist which heads straight and then takes a left to the front door. Go through the door and drop your case on the scanning device (you did get the foil upgrade right??). Then walk through the security scan, as long as you didnt bring any other weapons you will pass without question. Pick up your suitcase and walk straight ahead to the other end of the room, on your left is a bathroom, enter this room and wait for someone from the museum staff to come in to use the facilities. Sedate him, and take his clothes - make sure to try and drag him to the side so he wont be seen as you leave the room, and dont forget your suitcase.Now that you have your case, and the proper attire leave the bathroom and enter the door to your left with the guard next to it.

head forward through the doors which will put you into the dining room. Keep going through the next door which will put you in a long hallway, and go through the door on the right on the far end of the room. Head up the steps and you are on the rooftop area.

turn around and head up the ladder on the scaffolding, but make sure you are careful when you get near the top - there are two carpenters who will be glad to alert the authorities of your presence. Wait for them to not be paying attention, and sneak your way into the room through the window. Sometimes both of the carpenters leave this room and head into the room on the left, which makes for a very easy entrance in through the window. Once you are in this room, you need to go into the second door on the left, again make sure you dont get caught by the carpenters if they went into that room. Turn right and go through that door, breath a little easier here nobody is going to catch you, so take a nice breath and relax for a moment.

Keep going straight, through the next two rooms and you will be in a bedroom. We want to go one more door in the same direction but at times there is a guard in this room, so be careful. Enter this room (after you are sure the coast is clear), there is a new suit of clothes in here to help you progress - so change into your carpenter suit and head out the window. Drop the rifle case out here on the scaffolding, we will continue on here later, but for now go back in through the window. Head to the other end of the room and through the door on the left, you should be standing at the top of a staircase. head down these stairs and towards the door on the right. A Guard will search you before you can go through the door, let the guard check you, and then head through the door.

Head through the door on the left, open the chest in this room and wait near the piano. In time the vice president will make his way into this room and walk past you. This is your chance, take him out with poison, or the wire, whatever you prefer - take his keycard and dump him in the chest.

Head back to the west, go through the doors on your right, and back up the stairs. Go through the door on your right and back into the room you changed into the carpenter clothes, head out the window and pick up your suitcase.

Head down the ladder, and here my friends is where the options come into play. If you decided to take Option 2 (the bombs) you will notice a pile of junk right in front of you. Towards the center you will be happy to see that you can place a bomb on it, so do so and head west towards the other side of the roof. If you chose option 1 (the rifle) you will also head to the other side of the roof, notice the boxes sticking up in front of you before you get to the scaffolding? Drop your rifle case here between the scaffolding and one of these blocks and follow the wall to your left to the door. Wait for the secret agent to come out for a smoke, make sure that nobody notices, sedate him, and take his clothes and the entry card. Drag him over to where your case is (in the lower levels this is a greate place to save, because depending no how you place this body, he can be found ruining your SA ranking very easily. This is one good reason for Option 2). Go through the door where the agent came out of, we are almost to the final target in the game. Go to end of this hallway and take a right. Work your way through the cubicle area, and make a right hand turn at the end of them. Go through the door, and down the stairs. At the bottom of the stairs go through the door, go left, then go right, and you should see the door to the oval office. Once you enter the oval office, enjoy the movie, and the havoc that is about to occur. Follow your target as he runs back to the roof area (he is headed to the area i referred to as “junk” earlier).

If you chose Option 1:
Once back in this area, go to your gun case, pull out the rifle, scope out your target, and take him out.

If you chose Option 2: (My new favorite)
Again I havent tested this without the extension on the trigger device for the bombs, so maybe you do not need it. Once you get to the area where the secret agent was smoking, i pulled out my detonator. Instead of heading towards the squares where you left his body, hug the wall on the right, and simply continue hugging this wall. As you get closer, and are sure that your target is near the bomb area, detonate the bomb - I am not sure how close he has to be to the explosion, I did this 2 times without missing him though - I assume that its an explosion big enough that it doesnt have to be super accurate.

Congrats on a job well done, head out to the front door where you originally came into the building and head across the road for the exit Make sure to stop in the bathroom and change back into your suit!