Uploaded August 2026 | Updated September 2026, 2 weeks ago
Walkthrough Stage 09: Alien Zone of the game Contra (MSX2) on PC. This is played through blueMSX Emulator.
Contra is a run and gun video game developed and published by Konami, originally developed as a coin-operated arcade video game in 1986 and released on February 20, 1987. A home version was released for the Nintendo Entertainment System in 1988, along with ports for various home computer formats, including the MSX2. The arcade and computer versions were localized as Gryzor in Europe, and the NES version as Probotector in PAL regions. The arcade game was a commercial success worldwide, becoming one of the top four highest-grossing dedicated arcade games of 1987 in the United States. The NES version was also a critical and commercial success, with Electronic Gaming Monthly awarding it for being the Best Action Game of 1988. Several Contra sequels were produced following the original game.
An MSX2 version of Contra was released by Konami exclusively in Japan on May 26, 1989. The MSX2 version greatly differs from the arcade and NES versions. Due to hardware limitations of the MSX2, the game does not scroll but instead uses flip-screens like other MSX2 games such as Metal Gear and Vampire Killer. The game uses the SCC sound chip.
Rather than one-hit kills, there is an energy gauge, which allows Bill Rizer to take more than one shot or hit before losing a life. There are two main power-ups in the MSX2 version, a Falcon-shaped power-up that increases the player's running and shooting speed, as well as a gun-shaped power-up which allows the player to change their current weapon. After picking up the weapon power-up, the player can choose between the default Normal Gun or four other weapons. The Spread Gun is not featured in this version, replaced by the Rear Gun similar to the tailgun in Gradius II, which fires in two directions at the same time.
The MSX2 version Contra is composed of 19 stages. Stages 1 through 6 are drawn directly from the arcade version, whereas Stages 7 through 9 are based on the different areas featured in the final stage of the arcade version in a matter similar to the final four stages of the NES version. Stages 10 through 19 are new to this version and take place primarily in an underground facility underneath the Galuga Archipelago.
Unlike the arcade and NES versions, the MSX2 version is single-player only (Lance Bean does not appear in any form), and has no continuation feature; if a player loses all lives, the game will end immediately. However, the Game Master II utility cartridge can be used to save progress via its S-RAM backup feature.
Contra is set in the distant future of the year 2633 A.D., when the evil Red Falcon Organization have set a base on the fictional Galuga Archipelago near New Zealand in a plot to wipe out humanity. Two commandos, Bill Rizer and Lance Bean of the Earth Marine Corp's Contra unit (an elite group of soldiers specializing in guerrilla warfare), are sent to the island to destroy the enemy forces and uncover the true nature of the alien entity controlling them.
Link to the Emulator:sourceforge.net/projects/bluemsx
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Our Discord Server:discord.gg/7JKxBfX
Walkthrough Stage 09: Alien Zone of the game Contra (MSX2) on PC. This is played through blueMSX Emulator.
Contra is a run and gun video game developed and published by Konami, originally developed as a coin-operated arcade video game in 1986 and released on February 20, 1987. A home version was released for the Nintendo Entertainment System in 1988, along with ports for various home computer formats, including the MSX2. The arcade and computer versions were localized as Gryzor in Europe, and the NES version as Probotector in PAL regions. The arcade game was a commercial success worldwide, becoming one of the top four highest-grossing dedicated arcade games of 1987 in the United States. The NES version was also a critical and commercial success, with Electronic Gaming Monthly awarding it for being the Best Action Game of 1988. Several Contra sequels were produced following the original game.
An MSX2 version of Contra was released by Konami exclusively in Japan on May 26, 1989. The MSX2 version greatly differs from the arcade and NES versions. Due to hardware limitations of the MSX2, the game does not scroll but instead uses flip-screens like other MSX2 games such as Metal Gear and Vampire Killer. The game uses the SCC sound chip.
Rather than one-hit kills, there is an energy gauge, which allows Bill Rizer to take more than one shot or hit before losing a life. There are two main power-ups in the MSX2 version, a Falcon-shaped power-up that increases the player's running and shooting speed, as well as a gun-shaped power-up which allows the player to change their current weapon. After picking up the weapon power-up, the player can choose between the default Normal Gun or four other weapons. The Spread Gun is not featured in this version, replaced by the Rear Gun similar to the tailgun in Gradius II, which fires in two directions at the same time.
The MSX2 version Contra is composed of 19 stages. Stages 1 through 6 are drawn directly from the arcade version, whereas Stages 7 through 9 are based on the different areas featured in the final stage of the arcade version in a matter similar to the final four stages of the NES version. Stages 10 through 19 are new to this version and take place primarily in an underground facility underneath the Galuga Archipelago.
Unlike the arcade and NES versions, the MSX2 version is single-player only (Lance Bean does not appear in any form), and has no continuation feature; if a player loses all lives, the game will end immediately. However, the Game Master II utility cartridge can be used to save progress via its S-RAM backup feature.
Contra is set in the distant future of the year 2633 A.D., when the evil Red Falcon Organization have set a base on the fictional Galuga Archipelago near New Zealand in a plot to wipe out humanity. Two commandos, Bill Rizer and Lance Bean of the Earth Marine Corp's Contra unit (an elite group of soldiers specializing in guerrilla warfare), are sent to the island to destroy the enemy forces and uncover the true nature of the alien entity controlling them.
Link to the Emulator:sourceforge.net/projects/bluemsx
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Our Discord Server:discord.gg/7JKxBfX
![Walkthrough Half-Life: Decay [Chapter 9: Rift]
Walkthrough Chapter 9: Rift of the game Half-Life: Decay (PC) on the Hard difficulty on PC.
Half-Life: Decay is a multiplayer-only expansion pack for Valves first-person shooter Half-Life. Developed by Gearbox Software and published by Sierra Studios, Decay was released as part of the PlayStation 2 version of Half-Life on November 14, 2001. In October 2005, work was begun by a group of Ukrainian developers to port Decay over to Windows, as a modification for both the old World Opponent Network and current Steam versions of Half-Life. The port went into the beta development stage in December 2007 and was released publicly on September 23, 2008. It is the third expansion pack for Half-Life, and like its predecessors, Decay returns to the setting and timeline of the original story, albeit portraying the story from the viewpoint of a different set of protagonists: two scientists working in the Black Mesa Research Facility. Decay is a cooperative multiplayer game, designed to be played by two people working together to pass through the games levels.
As is the case with the other games in the Half-Life series, Decay is a first-person shooter. Like the original title it is based on, Decay requires players to engage in combat with hostile non-player characters and complete various puzzle solving tasks to advance through the game. However, Decay differs from Half-Life and its first two expansion packs, Opposing Force and Blue Shift, in that it is designed for cooperative multiplayer gameplay. This requires players to work together to progress through the games levels and complete puzzles as they arise in-game. Although intended to be played by two people in split screen mode, Decay can still be played by a single player. In this case, the player can only control one character at a time, and can switch between the two characters quickly. When not in use, a character has sufficient artificial intelligence to defend themselves, but otherwise does not move from where they have been left by the player.
The game is unique in the context of the Half-Life series in that it is the only game divided into separate missions, each with a specific objective to pursue, instead of consisting of a single unbroken narrative. How players perform in each mission is ranked at the conclusion of the level as a grade from A to F. This score is based on each players accuracy with weapons, the number of kills they acquired and the amount of damage they sustained during the course of the mission. Should players successfully complete the games nine missions with A grades on every level, they are given access to a bonus cooperative mission, in which they can play as a pair of Vortigaunts, as well as the ability to play through the PlayStation 2 version of the original Half-Life as a Vortigaunt.
Decay begins with Gina Cross and Colette Green arriving at the Anomalous Materials Labs at Black Mesa and reporting to Dr. Keller, who is readying the days analysis of an unknown specimen. Despite the objections of Dr. Rosenberg to pushing the analysis equipment beyond its design capacities, Cross and Green are assigned to assist setting up the experiment for Gordon Freeman. When Freeman inserts the specimen into the scanning beam, however, it triggers a resonance cascade, causing massive damage to the facility and teleporting alien creatures into the base. Keller and Rosenberg agree that Black Mesa cannot deal with the situation on its own, and so decide to call for military assistance. Cross and Green escort Rosenberg to the surface, where he sends a distress signal to the military. However, the military are ordered not only to contain the situation, but to silence the base by killing its employees. Rosenberg elects to stay behind to meet with the military on arrival and Cross and Green return to Keller. Once reunited with Keller, Cross and Green work to seal the dimensional tear to stop the invasion.
Link to the Game:https://www.moddb.com/mods/half-life-decay-v102/downloads/half-life-decay-v1026-full-multilanguage-update
Link to Playlist:https://www.youtube.com/playlist?list=PL7MtnPPc2MWmlzDc3s2dAlzlrwHxEwr_W
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![Walkthrough Half-Life: Opposing Force [Chapter 9: Pit Worms Nest]
Walkthrough Chapter 9: Pit Worms Nest of the game Half-Life: Opposing Force (PC) on the Hard difficulty on PC.
Half-Life: Opposing Force is an expansion pack for the first-person shooter game Half-Life. It was developed by Gearbox Software and published by Sierra Studios for Windows on November 19, 1999. Opposing Force was the first expansion for Half-Life and was announced in April 1999. Lead designer Randy Pitchford noted that he believed Gearbox was selected to develop Opposing Force because Valve, the creators of Half-Life, wanted to concentrate on their future projects. Opposing Force portrays the events of Half-Life from the perspective of a U.S. Marine, one of the enemy characters in the original, assigned to the Hazardous Environment Combat Unit (HECU). The player character, Adrian Shephard, is sent in to neutralize the Black Mesa Research Facility when a scientific mishap causes it to be invaded by aliens, but quickly finds that the Marines are outnumbered and slowly being beaten back by a second alien race and black operations units.
As an expansion pack for Half-Life, Opposing Force is a first-person shooter. The overall gameplay of Opposing Force does not significantly differ from that of Half-Life. Player navigate through levels, fight hostile non-player characters and solve a variety of puzzles to advance. The game continues Half-Lifes methods of an unbroken narrative. The player sees everything through the first person perspective of the protagonist and remains in control of the player character for almost all of the game. Story events are conveyed through the use of scripted sequences rather than cut scenes. Progress through the world is continuous; although the game is divided up into chapters, the only significant pauses are when the game needs to load the next part of an environment.
For the most part the player battles through the single-player game alone, but is occasionally assisted by friendly non-player characters. Security guards and scientists will occasionally help the player in reaching new areas and convey relevant plot information. However, Opposing Force also features fellow U.S. Marines who will assist the player in combat to a far greater degree than security guards. Three types of Marines are featured in the game: the soldier will simply provide fire support for the player with a submachine gun, shotgun or machine gun, the combat medic is capable of healing the player and other non-player characters, while the engineer can cut through doors and remove obstacles, allowing the player and their squad to proceed unhindered. A selection of enemies from Half-Life populate the game, including alien creatures such as headcrabs and Vortigaunts.
A variety of new alien non-player characters, labelled Race X, appear as well, often engaging in combat with the aliens from Xen. The player also encounters human opponents in the form of a detachment of black operations units who have been sent to destroy the base in the wake of the failure of the U.S. Marines to eliminate the alien threat. A limited selection of Half-Lifes weaponry is allocated to the player to defend themselves with, although several new weapons such as a sniper rifle, combat knife and a variety of alien weaponry are also present.
Opposing Force opens with Shephard riding on a V-22 Osprey with his squad. His squad discuss their deployment, somewhat irritated that they have not been told what they are being deployed for. However, as they are nearing their Landing Zone at Black Mesa, airborne alien creatures attack the Osprey formation, causing Shephards Osprey to crash land. Adrian Shephard regains consciousness in a Black Mesa medical bay, tended to by the science team, learning that the Marines are being steadily beaten by the alien forces from Xen and orders have come through to pull out. Consequently, Shephard departs to reach an extraction point and escape the facility. However, Shephard is prevented from reaching the extraction point by the enigmatic G-Man, forcing the evacuation craft to leave without him.
Link to the Game:https://store.steampowered.com/app/50/HalfLife_Opposing_Force/
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![Walkthrough Half-Life [Chapter 3: Unforeseen Consequences]
Walkthrough Half-Life [Chapter 3: Unforeseen Consequences] Walkthrough Half-Life [Chapter 3: Unforeseen Consequences]](https://i.ytimg.com/vi/laidcIouPY4/mqdefault.jpg)
![Walkthrough F.E.A.R. [Interval 11 - Retaliation: Ground Zero] (Finale)
Walkthrough Interval 11 - Retaliation: Ground Zero of the game F.E.A.R. (PC) on the Extreme difficulty on PC.
F.E.A.R. First Encounter Assault Recon is a 2005 first-person shooter psychological horror video game for Windows, PlayStation 3, and Xbox 360. Developed by Monolith Productions and published by Vivendi Universal Games, the Windows version was released worldwide on October 18, 2005. The Xbox and PlayStation versions were ported by Day 1 Studios and released in October 2006 and April 2007, respectively. The games story revolves around the fictional F.E.A.R. (First Encounter Assault Recon) unit, an elite group in the United States Army tasked with investigating supernatural phenomena. When a mysterious paramilitary force infiltrates a multi-billion dollar aerospace compound, taking hostages but issuing no demands, the government responds by sending in a Special Forces team only to have them obliterated. Live footage of the massacre shows an inexplicable wave of destruction tearing the soldiers apart. With no other recourse, the elite F.E.A.R. team is assembled to deal with the extraordinary circumstances. They are given one simple mission: evaluate the threat and eliminate the intruders at any cost. The player takes on the role of the units newest recruit, Point Man, a man with a dark past and extremely short reaction time, leading the character through countless firefights and witnessing paranormal manifestations conjured up by a mysterious little girl dressed in red.
Although the atmosphere of the game was heavily influenced by Japanese horror, Monoliths primary goal with F.E.A.R. was to make the player feel like the hero of an action film. To this end, they combined a slow-motion technique called reflex time, a semi-destructible environment, and a highly detailed particle system in an attempt to create as immersive an environment as possible. Another vital element in this is the games AI, with Monolith employing a never-before-used technique to give hostile NPCs an unusually broad range of actions in response to what the player is doing. This results in NPCs who can also work as a team, such as performing flanking maneuvers, laying down suppressive fire, and attempting to retreat when under heavy fire.
A prominent gameplay element in F.E.A.R. is reflex time; an ability which slows down the game world while still allowing the player to aim and react at normal speeds. This effect is used to simulate the player characters superhuman reflexes, and is represented by stylized visual effects, such as bullets in flight that cause air distortion or interact with the games particle system. The duration which reflex time lasts is limited, determined by a meter which slowly fills up automatically when the ability is not being used. The player can permanently increase the size of the reflex meter by picking up reflex boosters. Other pickups available during the game include medkits (of which the player can store ten), protective armor (reduces the amount of damage the player takes during combat), and health boosters (permanently increase the players health meter).
In 2002, the elite United States Army unit F.E.A.R. (First Encounter Assault Recon) was founded to combat paranormal threats to national security. The game is set in 2025 in the fictional city of Fairport and begins as the unit is joined by a newly assigned Sergeant (referred to only as Point Man). At a facility owned by Armacham Technology Corporation (ATC), a psychic operative named Paxton Fettel has gone rogue. Officially an aerospace manufacturer and medical research company, in reality, ATC are a hugely powerful private military company dabbling in cryogenics, nuclear technology, cloning, and telepathy. They were attempting to develop a unit of telepathically controlled clone soldiers (known as Replicas), and Fettel was their commander. However, he has now used the Replicas to seize control of the facility. The mission of the three-person F.E.A.R. team (Point Man, LT. Spencer Jankowski, and CTO Jin Sun-Kwon) is to eliminate Fettel, which will automatically shut down the Replicas.
Link to the Game:https://store.steampowered.com/app/21090/FEAR/
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![Walkthrough Half-Life: Blue Shift [Chapter 3: Duty Calls]
Walkthrough Chapter 3: Duty Calls of the game Half-Life: Blue Shift (PC) on the Hard difficulty on PC.
Half-Life: Blue Shift is an expansion pack for the first-person shooter video game Half-Life (1998). It was developed by Gearbox Software and published by Sierra Studios for Windows on June 12, 2001. Blue Shift was the second expansion for Half-Life, originally intended as part of a Dreamcast port of Half-Life. Although the Dreamcast port was cancelled, the Windows version was released as a standalone product. As with Gearboxs previous expansion pack, Opposing Force (1999), Blue Shift returns to the setting and events of Half-Life, but portrays the story through the eyes of another character. Player control security guard Barney Calhoun, employed by the Black Mesa Research Facility, who must fight his way to safety during an alien invasion. Blue Shift also includes a graphics pack that upgrades the Half-Life models and textures.
As an expansion pack for Half-Life, Blue Shift is a first-person shooter. The overall gameplay of Blue Shift does not significantly differ from that of Half-Life. Player are required to navigate through the games levels, fight hostile non-player characters and solve a variety of puzzles to advance. The game continues Half-Lifes methods of an unbroken narrative. The player sees everything through the first-person perspective of the protagonist, and remains in control of the player character for almost all the game. Story events are conveyed through the use of scripted sequences rather than cut scenes. Progress through the games world is continuous; although the game is divided up into chapters, the only significant pauses are when the game needs to load the next part of an environment.
The player battles through the game alone, but is occasionally assisted by friendly non-player characters. Security guards and scientists will occasionally help the player in reaching new areas and convey relevant plot information. Blue Shift also includes a substantial section dedicated to keeping a major character in the story safe from enemy characters, and escorting him to a specific location. A selection of enemies from Half-Life populate the game, including alien creatures such as headcrabs and Vortigaunts. The player also encounters human opponents in the form of a detachment of US Marines who have been sent to eliminate the alien threat and silence any witnesses. Blue Shift does not elaborate on the storyline in Opposing Force, the preceding expansion pack, and no enemy characters or weapons introduced in it appear in the game. The player is instead given access to a limited selection of Half-Lifes original weaponry.
Blue Shift begins similarly to Half-Life, as Barney Calhoun rides a train through the Black Mesa research facility to reach his place of work. After reporting for duty, Calhoun is instructed to assist in maintenance on a malfunctioning elevator. As Calhoun finishes repairs, however, Freemans experiment takes place and results in a resonance cascade, causing massive damage to the facility and teleporting alien creatures into the base. The elevator is badly damaged and fails, sending Calhoun plummeting into the depths of Black Mesa. Calhoun regains consciousness at the bottom of the shaft and begins to fight his way to the surface to escape. Emerging near Black Mesas classification yards, Calhoun learns that Dr. Rosenberg and his colleagues plan to escape the facility using teleportation technology.
Link to the Game:https://store.steampowered.com/app/130/HalfLife_Blue_Shift/
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![Walkthrough Canterlot Siege [Map 2]
Walkthrough Map 2 of the game Canterlot Siege (PC) on the Advanced Mode difficulty on PC. This is played through Adobe Flash Player Standalone.
Canterlot Siege is a game by futzi01 made with sprites taken from Desktopponies and featuring music by BassRabbit, was released on August 16, 2012. The Win screen was drawn by johnjoseco whilst the Game Over screen was drawn by SuperMadFishy. BassRabbit and SuperMadFishy’s contributions were specifically created for this game.
The goal of Canterlot Siege is to defeat the enemies before they can get to Canterlot. The game ends when either the player has survived all the waves or loses the games. If ten enemies manage to get past the sign pointing to Canterlot the player loses the game and a picture of Canterlot in ruins is shown as well as how many waves the player had survived. However if the player survives all 30 waves then a picture of the Mane 6 standing triumphant on some cliffs is shown. There are four different maps available for play.
The game can be played entirely with just the mouse, but keyboard input is also available for most of the command. A timer showing how many seconds the player has before the next wave starts in the bottom left-hand corner of the screen. The player then must use his/her starting funds of 125 bits to purchase a pony/ponies, place them on the map by clicking on the place they wish for them to be stationed on the grid. The player can then upgrade his/her ponies by clicking on them and opening up the respective menu. When the player is ready he/she can then click the button labeled Call Next Wave situated below the timer which will force the next wave of enemies to come prematurely.
For every five seconds that is left on the player’s clock when presses the button, he/she gets a bit. The player can continue to place/upgrade ponies during waves. Ponies cannot be moved once they are placed, however, there is a refund button in the bottom right-hand corner of the screen that allows a player to reclaim a portion of his gold by sacrificing the pony. The more he/she upgraded the pony beforehand, the more it will be worth. There is also a reset button below this one which will allow the player to reset the game to the beginning.
The enemies will be restricted to a set pathway. The player is not allowed to place ponies on this. All the enemies have a set speed, health, and worth. All of these stats can be viewed before the wave comes by hovering the mouse over the Call Next Wave button. The enemies remaining health can be seen in the form of a health bar below their sprite.
After the player beats the game on Normal Mode, he/she automatically unlocks Advanced Mode which features 20 more waves and a different final boss as well as the Orbital Friendship Cannon. The Orbital Friendship Cannon can be activated for 200 bits. However, it has a small warm-up time, and a long cool-down time, before it can be used again. It will distribute 10,000 damage evenly over all the enemies on the screen. The first 30 waves of Advanced Mode are the same ones as Normal Mode. The rest of the enemies are then a mix of the old ones with their Super variant which features a massive health increase, and in some cases, an increase in speed as well.
Link to the Game:https://www.deviantart.com/futzi01-reupload/art/Canterlot-Siege-677506581
Link to the Adobe Flash Player Standalone:https://archive.org/details/standaloneflashplayers
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![Walkthrough Chip n Dale: Rescue Rangers [Zone I]
Walkthrough Zone I of the game Chip n Dale: Rescue Rangers (NES) on PC. This is played through FCEUX Emulator.
Chip n Dale: Rescue Rangers is a platform video game developed and published by Capcom for the Nintendo Entertainment System. It is based on the Disney animated series of the same name. It was released in North America on March 8, 1990 and Japan on June 8, 1990, and Europe on December 12, 1991. An arcade version was released by Nintendo in 1990. It sold approximately 1.2 million copies worldwide.
Chip n Dale: Rescue Rangers is a platform game featuring single and 2-player cooperative modes, allowing players to choose which levels to access via a map of various locations throughout the city. Each individual stage is set up as a side-scrolling action game where Chip and Dale can walk, jump, duck, and pick up objects such as acorns, crates, barrels, and balls to throw at enemies and bosses. Each character can withstand only three direct hits before they lose a life, and there are no passwords. In two-player mode, Controller 1 is Chip, Controller 2 is Dale.
The rest of the Rescue Rangers also appear to support Chip and Dale. Monterey Jack will occasionally appear to break down certain barricades, while Zipper grants temporary invincibility to the player when found. Gadget, though in Fat Cats captivity, provides tips and advice for the chipmunks in each stage.
The Rescue Rangers are going on a mission to retrieve a missing kitten for a girl named Mandy. As Gadget goes on ahead to scout the area and Monterey Jack is sent to investigate sightings of strange mechanical dogs with Zipper, Chip and Dale proceed through the streets and into a laboratory, where they are attacked by a crazed robot.
After defeating the robot, Fat Cat appears and reveals that Mandys kitten was just a distraction so he could kidnap Gadget and force her to work for him. Fortunately, Gadget is able to contact Chip and Dale by building a wireless phone and sending a map to them via carrier pigeon, allowing them to navigate through the treacherous landscape and reach Fat Cats casino where she is being held. After rescuing her, Gadget provides the chipmunks with a rocket that sends them towards Fat Cats hideout so they can defeat him.
Link to the Emulator:https://fceux.com/web/download.html
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![Walkthrough Monster in My Pocket [Stage 3]
Walkthrough Stage 3 of the game Monster in My Pocket (NES) on PC. This is played through FCEUX Emulator.
Monster in My Pocket was released for the Nintendo Entertainment System in January 1992 by Konami. It had the same essential concept of the comic book, although it altered the personalities of Hobgoblin and Gremlin, initially the good monsters but now appeared as villains, to the extent that Gremlin was a boss.
Warlock, wanting to have power and rule over all the other monsters, creates a shrinking spell to use as punishment for any who chooses to oppose him. As time goes on, all of the monsters choose to join his side - except for Vampire and The Monster. However, the spell was miscast - causing all of the monsters to shrink in size. Warlock sends out his henchmen, led by Spring Heeled Jack, Bigfoot, Kraken, Gremlin, and Medusa while Vampire and The Monster are watching TV in the Miles home. They must fight their way through the upstairs and kitchen of the home, the street, and the sewer; they emerge in a construction site and an Orientalist garden before fighting Warlock at Monster Mountain, although that is not the end of the game.
Vampire and the Monsters abilities in the game are the same (though 2-player simultaneous action was an option): they can make an attack that can extend slightly beyond their bodies with a bit of a blaze, and they can make a double jump from the height of their jump, something that has since become a common move in many video games.
The Asian release of this game is titled Batman & Flash, an unlicensed rom hack of the game where the main playable characters are replaced with Batman and The Flash.
Link to the Emulator:https://fceux.com/web/download.html
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![Walkthrough F.E.A.R. Perseus Mandate [Interval 01 - Investigation: Underneath]
Walkthrough Interval 01 - Investigation: Underneath of the game F.E.A.R. Perseus Mandate (PC) on the Extreme difficulty on PC.
F.E.A.R. Perseus Mandate is the second standalone expansion pack for the first-person shooter psychological horror video game F.E.A.R. First Encounter Assault Recon. Developed by TimeGate Studios and originally published by Vivendi Games under the Sierra Entertainment label, it was released for Windows and Xbox 360 on November 6, 2007. The game is not a narrative sequel to Extraction Point, but rather a sidequel that runs parallel to the second half of the original F.E.A.R. and most of Extraction Point. The story follows a new player character who is a member of a secondary F.E.A.R. team tasked with investigating Armachams Perseus Project. Finding themselves facing a previously unknown and highly skilled mercenary squad, the team must race to stop the mercs from acquiring potentially dangerous information pertaining to Alma Wade and Paxton Fettel.
A prominent gameplay element in F.E.A.R. Perseus Mandate is reflex time; an ability which slows down the game world while still allowing the player to aim and react at normal speeds. This effect is used to simulate the player characters superhuman reflexes, and is represented by stylized visual effects, such as bullets in flight that cause air distortion or interact with the games particle system. The duration which reflex time lasts is limited, determined by a meter which slowly fills up automatically when the ability is not being used. The player can permanently increase the size of the reflex meter by picking up reflex boosters. Other pickups available during the game include medkits (of which the player can store ten), protective armor (reduces the amount of damage the player takes during combat), and health boosters (permanently increase the players health meter).
Perseus Mandate also features three bonus missions that are unlocked after the single-player campaign is beaten. These bonus missions are similar to the Instant Action missions of the Xbox 360 and PlayStation 3 versions of the original F.E.A.R., and have the player progressing through small plot-free levels while fighting through waves of enemies.
Perseus Mandate is a sidequel to the original F.E.A.R. and Extraction Point, beginning moments after Armacham Technology Corporation (ATC) security turn on F.E.A.R. and kill Aldus Bishop as he is being extracted by Delta Force.
As the game begins, the senator heard at the end of the original game orders a man named Gavin Morrison to retrieve Perseus at all costs. Meanwhile, a second F.E.A.R. team composed of Cpt. Raynes, Lt. Chen, and an unnamed sergeant (the player character), is preparing to infiltrate ATCs Global Data and Security Center. Their orders are to find and retrieve anything related to Project Perseus, a classified ATC operation that was attempting to develop a unit of telepathically-controlled clone soldiers (known as Replicas). As ATC Security and the Replicas openly battle in the streets, F.E.A.R. breach the building, only to discover that an unknown group has already infiltrated the facility.
Link to the Game:https://store.steampowered.com/app/21090/FEAR/
Link to Playlist:https://www.youtube.com/playlist?list=PL7MtnPPc2MWkmEeZKFPQuqG5GvjWP8rcx
Our Discord Server:https://discord.gg/7JKxBfX Walkthrough F.E.A.R. Perseus Mandate [Interval 01 - Investigation: Underneath]](https://i.ytimg.com/vi/n8aaCFt2-sI/mqdefault.jpg)
![Walkthrough F.E.A.R. Extraction Point [Interval 03 - Descent: The L]
Walkthrough Interval 03 - Descent: The L of the game F.E.A.R. Extraction Point (PC) on the Extreme difficulty on PC.
F.E.A.R. Extraction Point is the first expansion pack for the first-person shooter psychological horror video game F.E.A.R. First Encounter Assault Recon. Developed by TimeGate Studios and originally published by Vivendi Games under the Sierra Entertainment label, it was released for Windows on October 24, 2006 and for Xbox 360 in November 2007. The games story begins immediately after the original F.E.A.R. ends; the helicopter carrying Point Man, Douglas Holiday, and Jin Sun-Kwon loses power and crashes. With the city deserted in the wake of the Origin facilitys explosion, the trio set out to attempt to reach an extraction point. Split off from Holiday and Jin, Point Man is shocked to find Paxton Fettel is still alive, and the Replicas have been reanimated. En route to the extraction, Point Man once again begins seeing Alma Wade. However, her behavior seems different than before, and it is slowly revealed that she has a new agenda.
A prominent gameplay element in F.E.A.R. Extraction Point is reflex time; an ability which slows down the game world while still allowing the player to aim and react at normal speeds. This effect is used to simulate the player characters superhuman reflexes, and is represented by stylized visual effects, such as bullets in flight that cause air distortion or interact with the games particle system. The duration which reflex time lasts is limited, determined by a meter which slowly fills up automatically when the ability is not being used. The player can permanently increase the size of the reflex meter by picking up reflex boosters. Other pickups available during the game include medkits (of which the player can store ten), protective armor (reduces the amount of damage the player takes during combat), and health boosters (permanently increase the players health meter).
New features in Extraction Point include the ability to bash open doors by using the melee function, as well as blast them open with explosives, and the ability to smash crates, some of which contain supplies.
The game opens with the moments after the end of the original game; the helicopter evacuating F.E.A.R.s Point Man and Jin Sun-Kwon and Delta Forces Douglas Holiday has crashed into a derelict building. The game then cuts to moments with Alma Wades physical form approaching Paxton Fettels corpse, as Fettels threat of war from the original F.E.A.R. is heard; A war is coming. Ive seen it in my dreams. Fires sweeping over the earth. Bodies in the streets. Cities turned to dust. Retaliation. All three have survived, but they find Fairport mysteriously empty. Jin speculates that it must have been evacuated due to the destruction of the Origin facility, but Holiday points out that a city can not be completely evacuated that quickly. Jin then suggests that it may be something to do with Alma.
Cut off from Holiday and Jin, Point Man arranges to meet them nearby. Entering a church, he is confronted by Paxton Fettel, who notes that the circumstances do not make sense; Point Man already killed him, about which he is not happy. Fettel reactivates the dormant Replicas, forcing Point Man to fight his way through them. En route to the rendezvous point with the others, he once again begins to have hallucinations of Fettel and Alma, in one of which she says, Dont let them hurt me. Meanwhile, Holiday and Jin are also separated. Holiday learns that an extraction point has been established on the roof of Auburn Memorial Hospital, and so arranges for the three to meet there.
Link to the Game:https://store.steampowered.com/app/21090/FEAR/
Link to Playlist:https://www.youtube.com/playlist?list=PL7MtnPPc2MWmVb43AKx6qyYiUI7OxCiX1
Our Discord Server:https://discord.gg/7JKxBfX Walkthrough F.E.A.R. Extraction Point [Interval 03 - Descent: The L]](https://i.ytimg.com/vi/n_tEdfuX_g4/mqdefault.jpg)
![Walkthrough Penumbra: Requiem [Level 7]
Walkthrough Level 7 of the game Penumbra: Requiem (PC) on PC.
Penumbra: Requiem is an expansion pack to the game Penumbra: Black Plague developed by Frictional Games, was released on August 27, 2008.
Like the previous games, Requiem is an exploration-based adventure game that takes place from a first-person perspective. Unlike Black Plague and Overture however, the focus is almost exclusively on puzzle solving. No enemies are encountered, meaning that the player can only be injured by environmental hazards.
The game begins as the last one ends, with Philip sending the Kill them all message. As soon as he finishes, one of the Infected barges in and hits Philip on the head with something unseen. The player then controls a character in some kind of tomb. Items need to be collected in each chamber in order to move on to the next. In the journey, the player starts to see familiar places from other parts of the facility and begins to receive communications from persons who Philip had encountered previously, such as Dr. Richard Eminiss who Philip encountered in the Computer Room of Black Plague, a member of the Archaic Elevated Caste called Eloff Carpenter, as well as a person who later identifies himself as Philips former adviser, Red, from the first Penumbra game.
As time goes on, various strange happenings occur, such as the Computer referring to both Philip and the Player directly by name as well as more bizarre environments and puzzles. The game, and the entire series, has two possible endings. One concludes with Philip joining Red in the incinerator from Overture, deeming regular life not worth living. As the rest of Requiem seems to have been a figment of Philips mind, this leaves him dead in the room where the game originally began and where Black Plague ended. Philip can also choose to leave Red to die on his own, and return to the fishing boat which was originally used to take him to the mine in the first place. This seems to be a fulfilling of Reds statement that it is better to have a story and end it, than never to realise it has begun.
Link to the Game:https://store.steampowered.com/app/22120/Penumbra_Black_Plague_Gold_Edition/
Link to Playlist:https://www.youtube.com/playlist?list=PL7MtnPPc2MWk1wfOpOM5h_iDNAocsicaY
Our Discord Server:https://discord.gg/7JKxBfX Walkthrough Penumbra: Requiem [Level 7]](https://i.ytimg.com/vi/npP2f8T2N0M/mqdefault.jpg)