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** The heavily armed SCU agents sent to blow up the lodge deserve a special mention. They're the first enemies you'll face that universally carry firearms, and their assault rifles can take off a segment of the player's health bar in just two shots on Hard difficulty. If you manage to close the distance or disarm one you'll discover the agents are also aggressive and skilled melee fighters. But what is most unsettling is how eerily silent they are: besides a few scripted call-outs as the player progresses through the lodge the agents make no noise except for quick, ragged breathing, as though they're hopped-up on stimulants, and grunts of anger or pain in combat. Their silence, combined with being FacelessGoons clad head to toe in heavy tactical gear, makes the SCU agents seem AmbiguouslyHuman or perhaps nearly as BrainwashedAndCrazy as the monstrous thugs you've fought up to this point. But two JumpScare agent attacks stand out especially! First, on the way to one of the upstairs detonators the player will enter a small empty room where an agent wearing a black ballistic face mask will [[DynamicEntry fall in through a hole in the floor above]] directly in front of you. If you don't counterattack immediately this agent is liable to gun you down at point-blank range in seconds. Second after friendly Agent Le Rue busts down the wall in the main foyer to rescue Ethan one final SCU agent will rush down to block your escape. Unlike the other agents in the lodge this last bad guy is armed with the Riot Shotgun that can take you down in just two shots at close range.

to:

** The heavily armed SCU agents sent to blow up the lodge deserve a special mention. They're the first enemies you'll face that universally carry firearms, and their assault rifles can take off a segment of the player's health bar in just two shots on Hard difficulty. If you manage to close the distance or disarm one you'll discover the agents are also aggressive and skilled melee fighters. But what is most unsettling is how eerily silent they are: besides a few scripted call-outs as the player progresses through the lodge the agents make no noise except for quick, ragged breathing, as though they're hopped-up on stimulants, and grunts of anger or pain in combat. Their silence, combined with being FacelessGoons clad head to toe in heavy tactical gear, makes the SCU agents seem AmbiguouslyHuman or perhaps nearly as BrainwashedAndCrazy as the monstrous thugs you've fought up to this point. But two JumpScare agent attacks stand out especially! First, on the way to one of the upstairs detonators the player will enter a small empty room where an agent wearing a black ballistic face mask will [[DynamicEntry fall in through a hole in the floor above]] directly in front of you. If you don't counterattack immediately this agent is liable to gun you down at point-blank range in seconds. Second Second, after friendly Agent Le Rue busts down the wall in the main foyer to rescue Ethan one final SCU agent will rush down to block your escape. Unlike the other agents in the lodge this last bad guy is armed with the Riot Shotgun that can take you down in just two shots at close range.
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** The heavily armed SCU agents sent to blow up the lodge deserve a special mention. They're the first enemies you'll face that universally carry firearms, and their assault rifles can take off a segment of the player's health bar in just two shots on Hard difficulty. If you manage to close the distance or disarm one you'll discover the agents are also aggressive and skilled melee fighters. But what is most unsettling is how eerily silent they are: besides a few scripted call-outs as the player progresses through the lodge the agents make no noise except for quick, ragged breathing, as though they're hopped-up on stimulants, and grunts of anger or pain in combat. Their silence, combined with being FacelessGoons clad head to toe in heavy tactical gear, makes the SCU agents seem AmbiguouslyHuman or perhaps nearly as BrainwashedAndCrazy as the monstrous thugs you've fought up to this point. But two JumpScare agent attacks stand out especially! First, on the way to one of the upstairs detonators the player will enter a small empty room where an agent wearing a black ballistic face mask will [[DynamicEntry fall in through in a hole in the floor above]] directly in front of you. If you don't counterattack immediately this agent is liable to gun you down at point-blank range in seconds. Second after friendly Agent Le Rue busts down the wall in the main foyer to rescue Ethan one final SCU agent will rush down to block your escape. Unlike the other agents in the lodge this last bad guy is armed with the Riot Shotgun that can take you down in just two shots at close range.

to:

** The heavily armed SCU agents sent to blow up the lodge deserve a special mention. They're the first enemies you'll face that universally carry firearms, and their assault rifles can take off a segment of the player's health bar in just two shots on Hard difficulty. If you manage to close the distance or disarm one you'll discover the agents are also aggressive and skilled melee fighters. But what is most unsettling is how eerily silent they are: besides a few scripted call-outs as the player progresses through the lodge the agents make no noise except for quick, ragged breathing, as though they're hopped-up on stimulants, and grunts of anger or pain in combat. Their silence, combined with being FacelessGoons clad head to toe in heavy tactical gear, makes the SCU agents seem AmbiguouslyHuman or perhaps nearly as BrainwashedAndCrazy as the monstrous thugs you've fought up to this point. But two JumpScare agent attacks stand out especially! First, on the way to one of the upstairs detonators the player will enter a small empty room where an agent wearing a black ballistic face mask will [[DynamicEntry fall in through in a hole in the floor above]] directly in front of you. If you don't counterattack immediately this agent is liable to gun you down at point-blank range in seconds. Second after friendly Agent Le Rue busts down the wall in the main foyer to rescue Ethan one final SCU agent will rush down to block your escape. Unlike the other agents in the lodge this last bad guy is armed with the Riot Shotgun that can take you down in just two shots at close range.
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** The heavily armed SCU agents sent to blow up the lodge deserve a special mention. They're the first enemies you'll face that universally carry firearms, and their assault rifles can take off a segment of the player's health bar in just two shots on Hard difficulty. If you manage to close the distance or disarm one you'll discover the agents are also aggressive and skilled melee fighters. But what is most unsettling is how eerily silent they are: besides a few scripted call-outs as the player progresses through the lodge the agents make no noise except for quick, ragged breathing, as though they're hopped-up on stimulants, and grunts of anger or pain in combat. Their silence, combined with being FacelessGoons clad head to toe in heavy tactical gear, makes the SCU agents seem AmbiguouslyHuman or perhaps nearly as BrainwashedAndCrazy as the monstrous thugs you've fought up to this point. But two JumpScare agent attacks stand out especially! First, on the way to one of the upstairs detonators the player will enter a small empty room where an agent wearing a black ballistic faceplate will [[DynamicEntry fall in through in a hole in the floor above]] directly in front of you. If you don't counterattack immediately this agent is liable to gun you down at point-blank range in seconds. Second after friendly Agent Le Rue busts down the wall in the main foyer to rescue Ethan one final SCU agent will rush down to block your escape. Unlike the other agents in the lodge this last bad guy is armed with the Riot Shotgun that can take you down in just two shots at close range.

to:

** The heavily armed SCU agents sent to blow up the lodge deserve a special mention. They're the first enemies you'll face that universally carry firearms, and their assault rifles can take off a segment of the player's health bar in just two shots on Hard difficulty. If you manage to close the distance or disarm one you'll discover the agents are also aggressive and skilled melee fighters. But what is most unsettling is how eerily silent they are: besides a few scripted call-outs as the player progresses through the lodge the agents make no noise except for quick, ragged breathing, as though they're hopped-up on stimulants, and grunts of anger or pain in combat. Their silence, combined with being FacelessGoons clad head to toe in heavy tactical gear, makes the SCU agents seem AmbiguouslyHuman or perhaps nearly as BrainwashedAndCrazy as the monstrous thugs you've fought up to this point. But two JumpScare agent attacks stand out especially! First, on the way to one of the upstairs detonators the player will enter a small empty room where an agent wearing a black ballistic faceplate face mask will [[DynamicEntry fall in through in a hole in the floor above]] directly in front of you. If you don't counterattack immediately this agent is liable to gun you down at point-blank range in seconds. Second after friendly Agent Le Rue busts down the wall in the main foyer to rescue Ethan one final SCU agent will rush down to block your escape. Unlike the other agents in the lodge this last bad guy is armed with the Riot Shotgun that can take you down in just two shots at close range.
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None


** The heavily armed SCU agents sent to blow up the lodge deserve a special mention. They're the first enemies you'll face that universally carry firearms, and their assault rifles can take off a segment of the player's health bar in just two shots on Hard difficulty. If you manage to close the distance or disarm one you'll discover the agents are also aggressive and skilled melee fighters. But what is most unsettling is how eerily silent they are: besides a few scripted call-outs as the player progresses through the lodge the agents make no noise except for quick, ragged breathing, as though they're hopped-up on stimulants, and grunts of anger or pain in combat. Their silence, combined with being FacelessGoons clad head to toe in heavy tactical gear, makes the SCU agents seem AmbiguouslyHuman or perhaps nearly as BrainwashedAndCrazy as the monstrous thugs you've fought up to this point. But two JumpScare agent attacks stand out especially! First, on the way to one of the upstairs detonators the player will enter a small empty room where an agent wearing a black ballistic faceplate will [[DynamicEntry fall in through in a hole in the floor above]] directly in front of you. If you don't counterattack immediately this agent is liable to gun you down at point-blank range in seconds. Second after LeRue busts down the wall in the main foyer to rescue Ethan one final SCU agent will rush down to block your escape. Unlike the other agents in the lodge this last bad guy is armed with the Riot Shotgun that can take you down in just two shots at close range.

to:

** The heavily armed SCU agents sent to blow up the lodge deserve a special mention. They're the first enemies you'll face that universally carry firearms, and their assault rifles can take off a segment of the player's health bar in just two shots on Hard difficulty. If you manage to close the distance or disarm one you'll discover the agents are also aggressive and skilled melee fighters. But what is most unsettling is how eerily silent they are: besides a few scripted call-outs as the player progresses through the lodge the agents make no noise except for quick, ragged breathing, as though they're hopped-up on stimulants, and grunts of anger or pain in combat. Their silence, combined with being FacelessGoons clad head to toe in heavy tactical gear, makes the SCU agents seem AmbiguouslyHuman or perhaps nearly as BrainwashedAndCrazy as the monstrous thugs you've fought up to this point. But two JumpScare agent attacks stand out especially! First, on the way to one of the upstairs detonators the player will enter a small empty room where an agent wearing a black ballistic faceplate will [[DynamicEntry fall in through in a hole in the floor above]] directly in front of you. If you don't counterattack immediately this agent is liable to gun you down at point-blank range in seconds. Second after LeRue friendly Agent Le Rue busts down the wall in the main foyer to rescue Ethan one final SCU agent will rush down to block your escape. Unlike the other agents in the lodge this last bad guy is armed with the Riot Shotgun that can take you down in just two shots at close range.
Is there an issue? Send a MessageReason:
None


** The heavily armed SCU agents sent to blow up the lodge deserve a special mention. They're the first enemies you'll face that universally carry firearms, and their assault rifles can take off a segment of the player's health bar in just two shots on Hard difficulty. If you manage to close the distance or disarm one you'll discover the agents are also aggressive and skilled melee fighters. But what is most unsettling is how eerily silent they are: besides a few scripted call-outs as the player progresses through the lodge the agents make no noise except for quick, ragged breathing, as though they're hopped-up on stimulants, and grunts of anger or pain in combat. Their silence, combined with being FacelessGoons clad head to toe in heavy tactical gear, makes the SCU agents seem AmbiguouslyHuman or perhaps nearly as BrainwashedAndCrazy as the monstrous thugs you've fought up to this point. But two JumpScare moments stand out especiall! First, on the way to one of the upstairs detonators the player will enter a small empty room where an agent wearing a black ballistic faceplate will [[DynamicEntry fall in through in a hole in the floor above]] directly in front of you. If you don't counterattack immediately this agent is liable to gun you down at point-blank range in seconds. Second after LeRue busts down the wall in the main foyer to rescue Ethan one final SCU agent will rush down to block your escape. Unlike the other agents in the lodge this last bad guy is armed with the Riot Shotgun that can take you down in just two shots at close range.

to:

** The heavily armed SCU agents sent to blow up the lodge deserve a special mention. They're the first enemies you'll face that universally carry firearms, and their assault rifles can take off a segment of the player's health bar in just two shots on Hard difficulty. If you manage to close the distance or disarm one you'll discover the agents are also aggressive and skilled melee fighters. But what is most unsettling is how eerily silent they are: besides a few scripted call-outs as the player progresses through the lodge the agents make no noise except for quick, ragged breathing, as though they're hopped-up on stimulants, and grunts of anger or pain in combat. Their silence, combined with being FacelessGoons clad head to toe in heavy tactical gear, makes the SCU agents seem AmbiguouslyHuman or perhaps nearly as BrainwashedAndCrazy as the monstrous thugs you've fought up to this point. But two JumpScare moments agent attacks stand out especiall! especially! First, on the way to one of the upstairs detonators the player will enter a small empty room where an agent wearing a black ballistic faceplate will [[DynamicEntry fall in through in a hole in the floor above]] directly in front of you. If you don't counterattack immediately this agent is liable to gun you down at point-blank range in seconds. Second after LeRue busts down the wall in the main foyer to rescue Ethan one final SCU agent will rush down to block your escape. Unlike the other agents in the lodge this last bad guy is armed with the Riot Shotgun that can take you down in just two shots at close range.
Is there an issue? Send a MessageReason:
None


** The heavily armed SCU agents sent to blow up the lodge deserve a special mention. They're the first enemies you'll face that universally carry firearms, and their assault rifles can take off a segment of the player's health bar in just two shots on Hard difficulty. If you manage to close the distance or disarm one you'll discover the agents are also aggressive and skilled melee fighters. But what is most unsettling is how eerily silent they are: besides a few scripted call-outs as the player progresses through the lodge the agents make no noise except for quick, ragged breathing, as though they're hopped-up on stimulants, and grunts of anger or pain in combat. Their silence, combined with being MaskedMooks clad head to toe in heavy tactical gear, makes the SCU agents seem AmbiguouslyHuman or perhaps nearly as BrainwashedAndCrazy as the monstrous thugs you've fought up to this point. But two JumpScare moments stand out especiall! First, on the way to one of the upstairs detonators the player will enter a small empty room where an agent wearing a black ballistic faceplate will [[DynamicEntry fall in through in a hole in the floor above]] directly in front of you. If you don't counterattack immediately this agent is liable to gun you down at point-blank range in seconds. Second after LeRue busts down the wall in the main foyer to rescue Ethan one final SCU agent will rush down to block your escape. Unlike the other agents in the lodge this last bad guy is armed with the Riot Shotgun that can take you down in just two shots at close range.

to:

** The heavily armed SCU agents sent to blow up the lodge deserve a special mention. They're the first enemies you'll face that universally carry firearms, and their assault rifles can take off a segment of the player's health bar in just two shots on Hard difficulty. If you manage to close the distance or disarm one you'll discover the agents are also aggressive and skilled melee fighters. But what is most unsettling is how eerily silent they are: besides a few scripted call-outs as the player progresses through the lodge the agents make no noise except for quick, ragged breathing, as though they're hopped-up on stimulants, and grunts of anger or pain in combat. Their silence, combined with being MaskedMooks FacelessGoons clad head to toe in heavy tactical gear, makes the SCU agents seem AmbiguouslyHuman or perhaps nearly as BrainwashedAndCrazy as the monstrous thugs you've fought up to this point. But two JumpScare moments stand out especiall! First, on the way to one of the upstairs detonators the player will enter a small empty room where an agent wearing a black ballistic faceplate will [[DynamicEntry fall in through in a hole in the floor above]] directly in front of you. If you don't counterattack immediately this agent is liable to gun you down at point-blank range in seconds. Second after LeRue busts down the wall in the main foyer to rescue Ethan one final SCU agent will rush down to block your escape. Unlike the other agents in the lodge this last bad guy is armed with the Riot Shotgun that can take you down in just two shots at close range.
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None

Added DiffLines:

** The heavily armed SCU agents sent to blow up the lodge deserve a special mention. They're the first enemies you'll face that universally carry firearms, and their assault rifles can take off a segment of the player's health bar in just two shots on Hard difficulty. If you manage to close the distance or disarm one you'll discover the agents are also aggressive and skilled melee fighters. But what is most unsettling is how eerily silent they are: besides a few scripted call-outs as the player progresses through the lodge the agents make no noise except for quick, ragged breathing, as though they're hopped-up on stimulants, and grunts of anger or pain in combat. Their silence, combined with being MaskedMooks clad head to toe in heavy tactical gear, makes the SCU agents seem AmbiguouslyHuman or perhaps nearly as BrainwashedAndCrazy as the monstrous thugs you've fought up to this point. But two JumpScare moments stand out especiall! First, on the way to one of the upstairs detonators the player will enter a small empty room where an agent wearing a black ballistic faceplate will [[DynamicEntry fall in through in a hole in the floor above]] directly in front of you. If you don't counterattack immediately this agent is liable to gun you down at point-blank range in seconds. Second after LeRue busts down the wall in the main foyer to rescue Ethan one final SCU agent will rush down to block your escape. Unlike the other agents in the lodge this last bad guy is armed with the Riot Shotgun that can take you down in just two shots at close range.
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** Objective: '''[[OhCrap RUN FOR YOUR LIFE!!!]]'''
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** Also as a creepy EasterEgg, when riding up the elevator near the level's end, a flyer on the wall is an announcement for a memorial service for two agents, the same two agents you encountered earlier in the level.

to:

** Also as a creepy EasterEgg, when riding up the elevator near the level's end, there's a flyer on the wall is sharing an announcement for a memorial service for two agents, the same two agents you encountered earlier in the level.
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* SCU Headquarters starts off fairly normal with Ethan going in for a CT scan per Rosa's request, but suddenly he finds himself all alone in the facility. The first half of the level has the player walking the empty halls and rooms, which is unnerving on its own, but soon enough your vision gets progressively more distorted with the tar monsters running by you and hearing monstrous growls. Eventually you meet up with two SCU agents who try to evacuate you from the building as it has now become covered in the same black sludge from earlier, soon consuming you and the two agents--until of course it's revealed that it was all in Ethan's head and he's still getting a CT scan. The progression from fairly eerie to full blown nightmare makes the SCU one of the more memorable levels.

to:

* SCU Headquarters starts off fairly normal with Ethan going in for a CT scan per Rosa's request, but suddenly suddenly, while in the machine, he finds himself all alone in the facility. The first half of the level has the player walking the empty halls and rooms, which is unnerving on its own, but soon enough your vision gets progressively more distorted with the tar monsters running by you and hearing monstrous growls. Eventually you meet up with two SCU agents who try to evacuate you from the building as it has now become covered in the same black sludge from earlier, soon consuming you and the two agents--until of course it's revealed that it was all in Ethan's head and he's still getting a CT scan. The progression from fairly eerie to full blown nightmare makes the SCU one of the more memorable levels.
Is there an issue? Send a MessageReason:
None


* SCU Headquarters starts off fairly normal with Ethan going in for a CT scan per Rosa's request, but suddenly he finds himself all alone in the facility. The first half of the level has the player walking the empty halls and rooms, which is unnerving on its own, but soon enough your vision gets progressively more distorted with the tar monsters running by you and hearing monstrous growls. Eventually you meet up with two SCU agents who try to evacuate you from the building as it has now become covered in the same black sludge from earlier, soon consuming you and the two agents--until of course it's revealed that it was all in Ethan's head and he's still in CT scan machine. The progression from fairly eerie to full blown nightmare makes the SCU one of the more memorable levels.

to:

* SCU Headquarters starts off fairly normal with Ethan going in for a CT scan per Rosa's request, but suddenly he finds himself all alone in the facility. The first half of the level has the player walking the empty halls and rooms, which is unnerving on its own, but soon enough your vision gets progressively more distorted with the tar monsters running by you and hearing monstrous growls. Eventually you meet up with two SCU agents who try to evacuate you from the building as it has now become covered in the same black sludge from earlier, soon consuming you and the two agents--until of course it's revealed that it was all in Ethan's head and he's still in getting a CT scan machine.scan. The progression from fairly eerie to full blown nightmare makes the SCU one of the more memorable levels.
Is there an issue? Send a MessageReason:
None


** Also as a creepy EasterEGG, when riding up the elevator near the level's end, a flyer on the wall is an announcement for a memorial service for two agents, the same two agents you encountered earlier in the level.

to:

** Also as a creepy EasterEGG, EasterEgg, when riding up the elevator near the level's end, a flyer on the wall is an announcement for a memorial service for two agents, the same two agents you encountered earlier in the level.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* SCU Headquarters starts off fairly normal with Ethan going in for a CT scan per Rosa's request, but suddenly he finds himself all alone in the facility. The first half of the level has the player walking the empty halls and rooms, which is unnerving on its own, but soon enough your vision gets progressively more distorted with the tar monsters running by you and hearing monstrous growls. Eventually you meet up with two SCU agents who try to evacuate you from the building as it has now become covered in the same black sludge from earlier, soon consuming you and the two agents--until of course it's revealed that it was all in Ethan's head and he's still in CT scan machine. The progression from fairly eerie to full blown nightmare makes the SCU one of the more memorable levels.
** Also as a creepy EasterEGG, when riding up the elevator near the level's end, a flyer on the wall is an announcement for a memorial service for two agents, the same two agents you encountered earlier in the level.

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[[caption-width-right:300:[[InsaneEqualsViolent Very, very insane equals very, very, ''very'' violent!]]]]

* Black Lake Lodge is arguably the scariest level in the entire game. You need to investigate a dilapidated hunting lodge in the mountains that's been abandoned for decades. Dead bodies. Rabies. A guy being mauled by a huge, ''rabid'' Grizzly Bear with blood caked to his fur and strings of drool hanging from his jaw. Being ''chased'' by the huge, rabid Grizzly bear. The huge rabid, ''unkillable'' Grizzly Bear. Oh, just a ''touch'' from him and you're treated to an extremely horrifying "game over" screen featuring the bear knocking you to the ground, standing on his haunches and roaring, mauling you and finally literally biting your face off or ripping your arm off.
** The nightmares don't stop there. The meat of this level is searching for detonators in the main lodge while occasionally fighting SCU members sent to "clean up" some crucial evidence and kill you. It's unnerving enough to know that you're being hunted, but if you value your pleasant dreams, then please, for the love of God, DO NOT look closely at the taxidermy scattered throughout the lodge. The next level, taking place in both an abandoned bowling alley and the school from the first game, somehow came as a relief.
* In the apartments, there's a part where you enter a bathroom. Everything is quiet, then you grab the medkit next to the mirror, and what do you see? A freaking enemy in the mirror.
* In the abandoned doll factory it was those fucking dolls... it's not just the way they look that was scary but the fact that they were ''alive, you can use them as weapons and if you hold it in front of you, the thing still moves.
* The apartment complex features a room with a posed mannequin in the centre. Go through the doorway on the right and turn around. Well how about that, three more mannequins have been moved (or just, y'know, ''moved'')to block the way back. This becomes something of a pattern for a while. Considering that the first game had the exact same mannequins stalking and surrounding the player in the department store, this hallucination seems to exist purely to cause PTSD-style flashbacks in the player.
* During the apartment level, you find a message in blood warning you to stay away from a certain room. If you ignore the message and go in anyway, a thug with a shotgun barricades you in with a mattress and starts firing at you. What makes it scary is that at this point in the game, firearms do the same amount of damage to the player as to the enemies - which means you will go down in ''two shots'' if you don't react fast enough. And when you're finished dealing with the gunman, a massive junkie bursts through the wall and attacks you.
* At the beginning, the player is forced to trek through several rooms of an old medical storage building that are infested with the strange ooze monsters and the black inky substance that lines the walls and floor of the area. As you trek through these claustrophobic corridors, watching the ceiling for the sacks the monsters ambush you from, you are also forced to deal with an infinitely respawning group of monsters that can take you down in moments.
* The revisit to the abandoned school. If for nothing else, the TortureCellar you fall into appears to be in the same location of the bathroom you have the freak out in the first game. Just what is going on there?

to:

[[caption-width-right:300:[[InsaneEqualsViolent Very, very insane equals very, very, ''very'' violent!]]]]

* Black Lake Lodge is arguably the scariest level in the entire game. You need to investigate a dilapidated hunting lodge in the mountains that's been abandoned for decades. Dead bodies. Rabies. A guy being mauled by a huge, ''rabid'' Grizzly Bear with blood caked to his fur and strings of drool hanging from his jaw. Being ''chased'' by the huge, rabid Grizzly bear. The huge rabid, ''unkillable'' Grizzly Bear. [[OneHitKill Oh, just a ''touch'' from him and you're treated to an extremely horrifying "game over" screen screen]] featuring the bear knocking you to the ground, standing on his haunches and roaring, mauling you and finally literally biting your face off or ripping your arm off.
** The nightmares don't stop there. The meat of this level is searching for detonators in the main lodge while occasionally fighting SCU members sent to "clean up" some crucial evidence and kill you. It's unnerving enough to know that you're being hunted, but if you value your pleasant dreams, then please, for the love of God, DO NOT look closely at the taxidermy scattered throughout the lodge. The next level, [[BreatherLevel taking place in both an abandoned bowling alley and the school from the first game, somehow came as a relief.
relief.]]
* In the apartments, there's a part where you enter a bathroom. Everything is quiet, [[SchmuckBait then you grab the medkit next to the mirror, mirror,]] and what do you see? [[JumpScare A freaking enemy in the mirror.
mirror.]]
* In the abandoned doll factory [[CreepyDoll it was those fucking dolls... dolls...]] it's not just the way they look that was scary but the fact that they were ''alive, ''alive,'' [[KillerDoll you can use them as weapons weapons]] and if you hold it in front of you, the thing still moves.
* The apartment complex features a room with a posed mannequin in the centre. Go through the doorway on the right and turn around. Well how about that, three more mannequins have been moved (or just, y'know, ''moved'')to ''moved'') to block the way back. This becomes something of a pattern for a while. Considering that the first game had the exact same mannequins stalking and surrounding the player in the department store, this hallucination seems to exist purely to cause PTSD-style flashbacks in the player.
* During the apartment level, you find a message in blood warning you to stay away from a certain room. If you ignore the message and go in anyway, a thug with a shotgun barricades you in with a mattress and starts firing at you. What makes it scary is that at this point in the game, [[MadeOfPlasticine firearms do the same amount of damage to the player as to the enemies enemies]] - which means you will go down in ''two shots'' if you don't react fast enough. And when you're finished dealing with the gunman, a massive junkie bursts through the wall and attacks you.
* At the beginning, the player is forced to trek through several rooms of an old medical storage building that are infested with the [[AlienKudzu strange ooze monsters and the black inky substance that lines the walls and floor of the area. area.]] As you trek through these claustrophobic corridors, watching the ceiling for the sacks the monsters ambush you from, you are also forced to deal with [[ZergRush an infinitely respawning group of monsters monsters]] that can take you down in moments.
* [[RecurringLocation The revisit to the abandoned school. school.]] If for nothing else, the TortureCellar you fall into appears to be in the same location of the bathroom you have the freak out in the first game. Just what is going on there?there?
----
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[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/condemned_2_clown.jpg]]
[[caption-width-right:300:[[InsaneEqualsViolent Very, very insane equals very, very, ''very'' violent!]]]]

* Black Lake Lodge is arguably the scariest level in the entire game. You need to investigate a dilapidated hunting lodge in the mountains that's been abandoned for decades. Dead bodies. Rabies. A guy being mauled by a huge, ''rabid'' Grizzly Bear with blood caked to his fur and strings of drool hanging from his jaw. Being ''chased'' by the huge, rabid Grizzly bear. The huge rabid, ''unkillable'' Grizzly Bear. Oh, just a ''touch'' from him and you're treated to an extremely horrifying "game over" screen featuring the bear knocking you to the ground, standing on his haunches and roaring, mauling you and finally literally biting your face off or ripping your arm off.
** The nightmares don't stop there. The meat of this level is searching for detonators in the main lodge while occasionally fighting SCU members sent to "clean up" some crucial evidence and kill you. It's unnerving enough to know that you're being hunted, but if you value your pleasant dreams, then please, for the love of God, DO NOT look closely at the taxidermy scattered throughout the lodge. The next level, taking place in both an abandoned bowling alley and the school from the first game, somehow came as a relief.
* In the apartments, there's a part where you enter a bathroom. Everything is quiet, then you grab the medkit next to the mirror, and what do you see? A freaking enemy in the mirror.
* In the abandoned doll factory it was those fucking dolls... it's not just the way they look that was scary but the fact that they were ''alive, you can use them as weapons and if you hold it in front of you, the thing still moves.
* The apartment complex features a room with a posed mannequin in the centre. Go through the doorway on the right and turn around. Well how about that, three more mannequins have been moved (or just, y'know, ''moved'')to block the way back. This becomes something of a pattern for a while. Considering that the first game had the exact same mannequins stalking and surrounding the player in the department store, this hallucination seems to exist purely to cause PTSD-style flashbacks in the player.
* During the apartment level, you find a message in blood warning you to stay away from a certain room. If you ignore the message and go in anyway, a thug with a shotgun barricades you in with a mattress and starts firing at you. What makes it scary is that at this point in the game, firearms do the same amount of damage to the player as to the enemies - which means you will go down in ''two shots'' if you don't react fast enough. And when you're finished dealing with the gunman, a massive junkie bursts through the wall and attacks you.
* At the beginning, the player is forced to trek through several rooms of an old medical storage building that are infested with the strange ooze monsters and the black inky substance that lines the walls and floor of the area. As you trek through these claustrophobic corridors, watching the ceiling for the sacks the monsters ambush you from, you are also forced to deal with an infinitely respawning group of monsters that can take you down in moments.
* The revisit to the abandoned school. If for nothing else, the TortureCellar you fall into appears to be in the same location of the bathroom you have the freak out in the first game. Just what is going on there?

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