10. Prison: Saving Wheeler and Elle
Save if you need to. When you come to a locked gate, look in the office next to it for a lever to open it. Hack open the first doorway you see for a FIRST AID KIT. Go around and use your dagger to break open the glass to access the other side of this room. A prisoner's note is here. Go through the door here and then through the double doors to your right for some PISTOL AMMUNITION. The PRISON MAP is on the wall of the large area. Behind you is a note on a table from a disgruntled electrician. Open the door near where you found the map for a HEALTH DRINK, then climb up the stairs.
Jump across to the office on this level. Examine the TV monitors, check out the gate panel controls, and pull the lever to open cell block B. Two Order members are ahead. B5 has a newspaper. Pull the lever to open the stairwell. B2 has a prisoner's letter. Across from there is some RIFLE AMMUNITION. Through the double doors into the next cell block, two Order members attack. Pull the lever on the wall to free Wheeler and prepare for a Siam attack. Lin has e-mailed in to confirm that Wheeler can actually die here, so you many want to give him a helping hand. Follow him, and when you pass a hole in the wall of the upper guard room, enter and get the CHILD'S DRAWING. Wheeler will lead you back to the office with the gate panel, which he will miraculously get to work.
Jump over to cell block A. Check cell A6's sink for a HEALTH DRINK. Go through the double doors here only to find the electric gate won't work. Go back and Wheeler will unlock the gate to the stairs. A Needler is going to come out of A1. Kill it and the door across from the cell will open. Head into the shower area. Two Needlers will attack. Unfortunately, you must kill them because the way out of here demands you break down a wall with your axe. Your crowbar will make short work of them using the light, heavy attack combo.
Head through the power room and up the stairs to a save point. Go through the only open doors and follow the hall to a jammed door. Wheeler will come back. Go back to the stairs and he will open the gate at the base of them. In A block, go ahead and go straight through the double doors opposite to find a broken keypad. Crawl into cell A11 and check the vehicle in A10 for a LOOSE WIRE. Go upstairs, grab the HEALTH DRINK, and jump across to the upper guard room to see why the keypad won't work. We need two more wires. Luckily, they're in close proximity. A RADIO WIRE is for the taking in cell A20. Go through the double doors and check the station here for a SCRAP OF WIRE left by that cranky electrician. Go back to the guard room and stick all your wires in the box on the wall.
Rewiring the Prison Keypad
This rewiring puzzle is exactly like the one at the hotel, only somehow more frustrating. Trial and error seems to be the name of the game for this one. Try numbering the wires and connectors and trying different number patterns. If you get tired of guessing, here's the answer:
Pretend the wires (connected at the top) are numbered 1-5 from left to right, and so are the connectors at the bottom. Match them up in this order:
Wire 1 (white) to Connector 2
Wire 2 (green) to Connector 3
Wire 3 (yellow) to Connector 5
Wire 4 (blue) to Connector 4
Wire 5 (red) to Connector 1
Press X to turn on power not only to the keypad but also three switches.
Pull the lever to your left. This opens A15. Jump across and get the SERUM. Now drop down and flip the two switches here. The leftmost one opens A12. Read the note here for a number which will help with the gateway to our freedom: 110391. It's our keypad code. The other switch opens A14, but there is nothing in there. Go out and punch in our number in the keypad.
Welcome to solitary confinement. Someone is here for you, and you have a choice to make. It will directly affect which ending you receive. Make your choice, watch the consequences, and backtrack. In the room where we went on the wire hunt, a contraption will rise from the floor and something will retract into it. Trying to reach your hand in now will result in you steadily losing health until you pull it out again.
Three Little Riddles
How are you at riddles? Check the wall to your left (the south) for this
I stand beside the holy man
The monarchs fear my wrath
None may move the way I can
Ever the crooked path
Look behind you for a dial on the monster contraption. These are all the possible answers to the riddle, and they're all chess pieces. Two chess pieces can be considered "holy men": the bishop and the king. The back row set-up on a chess board is rook, knight, bishop, king/queen. However, only one of these moves in a "crooked" path when no other piece can, not even the queen. It's the knight, which moves in an L shape. Turn the dial so the horse head points up.
Check the west wall for this riddle:
The man who devised it
Does not want it
The man who bought it
Does not use it
The man who used it
Does not realize it
Check the dial behind you for some guesses. There are only three that I can actually make out: a skull and crossbones, a coffin, and a sword. (The box-like one might be a cage now that I think about it.) The skull represents death and does not fit. The sword does not fit the riddle either; I would think one would know if they were using a sword. The only answer that fits is a coffin since no one really wants to use one, you don't really buy one for yourself, and you don't realize when you do use it.
The last riddle is one that may trip you up:
What man loves more than life
Fears more than death or mortal strife
What poor men have, the rich acquire
And all contented men desire
What misers spend and the wastrels save
And each man carries to his grave?
If you want to split hairs, any one of these (except omega and money) may be a possible answer. (I thought it was time, myself.) However, notice that one of the sides of the dial is blank. Nothing is a guess, and it fits. Poor men have nothing. Misers spend nothing. Contented men desire nothing. Turn the dial so the blank slot is up. Now go to the other side of the contraption and reach in. Drop down the hole.
Save if you need to. Look for a hole in the wall you can squeeze through on the other side of this area. The path here is linear. Take care of the Needlers that attack further down. Right before you hit the circular room on your map, look left for a room with a save point, a FIRST AID KIT, and a HEALTH DRINK. Now open the sealed door.
You'll find that Asphyxia fights an awful lot like Scarlet. Watch for her to swipe with her main pair of arms. She likes to do three swipes at once: two side-to-side and then she'll thrust upwards to knock you down. For this last one, try backing away instead of going to the side or she may still clip you. When her tail shakes, roll away because she's going to swing it in a circle around her. She will shake and screech before she attempts a grapple. Be ready to mash a button to get away. One last attack of hers is to spit up a black substance not unlike what a Smog does. It doesn't choke Alex but will still damage him and possibly knock him down.
Equip a fast weapon (you can never go wrong with the knife) and slash her a couple times after you've avoided one of her combos. Her tail is her weak point, and the best way to get in position to attack it is by avoiding her grapple move. Once you get the pattern of her attacks down, dodging is easy. After enough swipes to her backside, you will get a prompt for the finisher. All it takes is one finishing move to end this fight.
Follow Josh out the window to come upon the church.