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* The introductory cutscene for the Keepers. It shows a Keeper scribe writing down glyphs. Then the symbol he just wrote down changes before his eyes, and there is suddenly ''whispering'', like the writing itself was trying to speak into his mind, or perhaps ''something'' is reaching out through the writing. The Keeper tears off the entire page, and the whispering cuts off completely.
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* The [[https://youtu.be/FYyx2xZlfXU introductory cutscene for the Keepers.Keepers]]. It shows a Keeper scribe writing down glyphs. Then the symbol he just wrote down changes before his eyes, and there is suddenly ''whispering'', like the writing itself was trying to speak into his mind, or perhaps ''something'' is reaching out through the writing. The Keeper tears off the entire page, and the whispering cuts off completely.
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* The introductory cutscene for the Keepers. It shows a Keeper scribe writing down glyphs. Then the symbol he just wrote down changes before his eyes, and there is suddenly ''whispering'', like the writing itself was trying to speak into his mind, or perhaps ''something'' is reaching out through the writing. The Keeper tears off the entire page, and the whispering cuts off completely.
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* If you thought Hammer Haunts were scary in the previous 2 games, oh boy, did they make them even more so in this game. Now not only do they still have the rattling chains, whispers and evil laughs from the previous games, they make a player bowel-voiding shriek of pure hatred at the top of their lungs whenever they spot you, attack or are killed. Have fun sleeping after hearing it and having them sprint at you at full speed.
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* If you thought Hammer Haunts were scary in the previous 2 games, oh boy, did they make them even more so in this game. Now not only do they still have the rattling chains, whispers and [[EvilLaugh evil laughs laughs]] from the previous games, they make a player bowel-voiding shriek of pure hatred at the top of their lungs whenever they spot you, attack or are killed. Have fun sleeping after hearing it and having them sprint at you at full speed.
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[[caption-width-right:350:Well....Time For Bed......[[WesternAnimation/TheMagicRoundabout Said Zebedee]].]]
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[[caption-width-right:350:Well....[[NeverSleepAgain Time For Bed......Bed]]......[[WesternAnimation/TheMagicRoundabout Said Zebedee]].]]
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[[caption-width-right:350:[[Well....Time For Bed......[[WesternAnimation/TheMagicRoundabout Said Zebedee]].]]
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[[caption-width-right:350:[[Well....Time For Bed......[[WesternAnimation/TheMagicRoundabout Said Zebedee]].]]
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gamall_revealed_19.jpg]]
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** While in the morgue, take a good, long look at the design of the floor. There's a series of metal grilles to walk on, as there are in many places... except beneath this one is a river of (what appears to be) BLOOD
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*** Papers you can find in the Staff Tower will tell you [[spoiler: that room belonged to a [[MadArtist voyeuristic painter]] admitted to the Cradle for murdering sitters who wouldn't keep still while he was painting them. ''[[FridgeHorror There's a portrait of Lauryl in the attic.]]'']][[note]]From one of her diary pages: "I didn't want to have my picture painted, but I was too scared to say no. I guess I did it right because he said I sat ''good and still.''"[[/note]]
** While in the morgue, take a good, long look at the design of the floor. There's a series of metal grilles to walk on, as there are in many places... except beneath this one is a river of (what appears to be)BLOOD''blood''.
** While in the morgue, take a good, long look at the design of the floor. There's a series of metal grilles to walk on, as there are in many places... except beneath this one is a river of (what appears to be)
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*** Most of the first area is the attic covered in metallic floor. Nothing like being scared shitless and cursing the game for not allowing you to sneak.
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*** Jacob's Ladder-esque puppets (which may be animated by the Cradle, in the same way a child would play with toys) which twitch in a deeply unsettling manner and cause the lights nearby to flicker. Bring lots of Fire Arrows, and don't be afraid to use them.
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** For most levels you are advised to track down a map of the level ''before'' you actually enter it. Most of these maps are in ordinary places, libraries, desks, ect. In the case of The Cradle, you litterally have to pry the map out of it's architect's cold, dead fingers. Not creeped out yet? He's entombed in a zombie-infested catacomb!
** There's even something ''off'' about the entrance to the level. It's just an ordinary wooden gate, like so many others you've seen throughout the game - with one subtle differance: On either side is a statue in an austere, religious-like pose. And they are faceless. Creepy.
*** And once you finish the Cradle, they disappear... [[spoiler:(thanks to Gamall bringing them to life later in the game)]]
** Most of the first area is the attic covered in metallic floor. Nothing like being scared shitless and cursing the game for not allowing you to sneak.
** Jacob's Ladder-esque puppets (which may be animated by the Cradle, in the same way a child would play with toys) which twitch in a deeply unsettling manner and cause the lights nearby to flicker. Bring lots of Fire Arrows, and don't be afraid to use them.
** There's even something ''off'' about the entrance to the level. It's just an ordinary wooden gate, like so many others you've seen throughout the game - with one subtle differance: On either side is a statue in an austere, religious-like pose. And they are faceless. Creepy.
*** And once you finish the Cradle, they disappear... [[spoiler:(thanks to Gamall bringing them to life later in the game)]]
** Most of the first area is the attic covered in metallic floor. Nothing like being scared shitless and cursing the game for not allowing you to sneak.
** Jacob's Ladder-esque puppets (which may be animated by the Cradle, in the same way a child would play with toys) which twitch in a deeply unsettling manner and cause the lights nearby to flicker. Bring lots of Fire Arrows, and don't be afraid to use them.
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*** That sickly, gasping, groaning noise made when you [[spoiler:enter the Cradle's memories]]
*** While nobody could be as scary as those puppets, a close second for "the game's scariest enemy" award would have to be the Cradle's ''"staff"'' [[spoiler: in it's dark flashback sequences]]. They are literally walking shadows, voids of pure, faceless blackness that walk around like people. And they '''''do''''' have one thing over the puppet inmates - they can kill you instantly with a single touch. It takes the puppets three or four swipes to accomplish the same thing.
*** Also somewhat disconcerting is the way the staff walk around leisurely, like it's just another day at the office, WHILE THE BUILDING'S ENGULFED IN FLAMES!
*** Deeply distressing reports of various "treatments" used on inmates.
*** FridgeBrilliance of the game's designers for sowing the seeds of The Cradle's atmosphere throughout the game right up until you actually play it.
*** While nobody could be as scary as those puppets, a close second for "the game's scariest enemy" award would have to be the Cradle's ''"staff"'' [[spoiler: in it's dark flashback sequences]]. They are literally walking shadows, voids of pure, faceless blackness that walk around like people. And they '''''do''''' have one thing over the puppet inmates - they can kill you instantly with a single touch. It takes the puppets three or four swipes to accomplish the same thing.
*** Also somewhat disconcerting is the way the staff walk around leisurely, like it's just another day at the office, WHILE THE BUILDING'S ENGULFED IN FLAMES!
*** Deeply distressing reports of various "treatments" used on inmates.
*** FridgeBrilliance of the game's designers for sowing the seeds of The Cradle's atmosphere throughout the game right up until you actually play it.
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*** The wet-wrap treatment room for three specific reasons
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*** The reason you're venturing inside is because it is one of the few places where there had been a confirmed sighting of the [[spoiler:supernatural hag who can bring statues to life.]] The last time you met her, was a NightmareFuel in itself! It's not just the building that's terrifying, but the mission itself is, as well.
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*** And doesn't innocent little Lauryl sound so undisturbed when she explains this to you?
** The reason you're venturing inside is because it is one of the few places where there had been a confirmed sighting of the [[spoiler:supernatural hag who can bring statues to life.]] The last time you met her, was a NightmareFuel in itself! It's not just the building that's terrifying, but the mission itself is, as well.
** The reason you're venturing inside is because it is one of the few places where there had been a confirmed sighting of the [[spoiler:supernatural hag who can bring statues to life.]] The last time you met her, was a NightmareFuel in itself! It's not just the building that's terrifying, but the mission itself is, as well.
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*** The fact that Garrett, usually completely unfazed by all the bizarre and horrible things he encounters, sounds deeply unnerved in the opening briefing before he even ''enters'' the damn place.
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*** For most levels you are advised to track down a map of the level ''before'' you actually enter it. Most of these maps are in ordinary places, libraries, desks, ect. In the case of The Cradle, you litterally have to pry the map out of it's architect's cold, dead fingers. Not creeped out yet? He's entombed in a zombie-infested catacomb!
*** There's even something ''off'' about the entrance to the level. It's just an ordinary wooden gate, like so many others you've seen throughout the game - with one subtle differance: On either side is a statue in an austere, religious-like pose. And they are faceless. Creepy.
*** And once you finish the Cradle, they disappear... [[spoiler:(thanks to Gamall bringing them to life later in the game)]]
*** Garrett's voice actor does a lot with his minimal lines to show just how unsettled he is.
*** There's even something ''off'' about the entrance to the level. It's just an ordinary wooden gate, like so many others you've seen throughout the game - with one subtle differance: On either side is a statue in an austere, religious-like pose. And they are faceless. Creepy.
*** And once you finish the Cradle, they disappear... [[spoiler:(thanks to Gamall bringing them to life later in the game)]]
*** Garrett's voice actor does a lot with his minimal lines to show just how unsettled he is.
to:
*** There's even something ''off'' about the entrance to the level. It's just an ordinary wooden gate, like so many others you've seen throughout the game - with one subtle differance: On either side is a statue in an austere, religious-like pose. And they are faceless. Creepy.
*** And once you finish the Cradle, they disappear... [[spoiler:(thanks to Gamall bringing them to life later in the game)]]
***
** While sneaking around, avoiding the God forsaken mockeries of what are left of the nine most extreme patients, you'll eventually have to start looking in the various patients' rooms to track down Lauryl's stuff. Besides the fact the puppets are near-relentless in ripping you apart, once you get ''near'' their rooms [[spoiler: you get to hear their reactions to ''the place burning.'']] Some of them are quiet, but a lot of the patients are shrieking in abject horror or bawling their eyes out. It just goes to show, even if they're predatory beasts now, the ghosts of these monsters were once human, just like you, and their spirits will constantly be reliving [[spoiler: the day the fire came.]]
** Lauryl's nightie is locked inside [[spoiler:ONE OF THE PATIENTS' ROOMS! Oh, God...]]
** While in the morgue, take a good, long look at the design of the floor. There's a series of metal grilles to walk on, as there are in many places... except beneath this one is a river of (what appears to be) BLOOD
** Your final dash to freedom requires you to [[spoiler: run right through the middle of a gathering of administrators who have the ability to kill you permanently, rather than sending you out of the patient's incarnation, and ''pray'' that they won't be able to react quickly enough to stop you.]]
** The fact that [[spoiler: pretending to commit suicide]] is the only way you have of actually escaping this nightmarish level.
** Lauryl's nightie is locked inside [[spoiler:ONE OF THE PATIENTS' ROOMS! Oh, God...]]
** While in the morgue, take a good, long look at the design of the floor. There's a series of metal grilles to walk on, as there are in many places... except beneath this one is a river of (what appears to be) BLOOD
** Your final dash to freedom requires you to [[spoiler: run right through the middle of a gathering of administrators who have the ability to kill you permanently, rather than sending you out of the patient's incarnation, and ''pray'' that they won't be able to react quickly enough to stop you.]]
** The fact that [[spoiler: pretending to commit suicide]] is the only way you have of actually escaping this nightmarish level.
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*** Her nightie is locked inside [[spoiler:ONE OF THE PAITENTS ROOMS! Oh, God...]]
*** The fact that [[spoiler: pretending to commit suicide]] is the only way you have of actually escaping this nightmarish level.
*** And doesn't innocent little Lauryl sound so undisturbed when she explains this to you?
*** Your final dash to freedom requires you to [[spoiler: run right through the middle of a gathering of administrators who have the ability to kill you permanently, rather than sending you out of the patient's incarnation, and ''pray'' that they won't be able to react quickly enough to stop you.]]
*** While sneaking around, avoiding the God forsaken mockeries of what are left of the nine most extreme patients, you'll eventually have to start looking in the various patients' rooms to track down Lauryl's stuff. Besides the fact the puppets are near-relentless in ripping you apart, once you get ''near'' their rooms [[spoiler: you get to hear their reactions to ''the place burning.'']] Some of them are quiet, but a lot of the patients are shrieking in abject horror or bawling their eyes out. It just goes to show, even if they're predatory beasts now, the ghosts of these monsters were once human, just like you, and their spirits will constantly be reliving [[spoiler: the day the fire came.]]
*** While in the morgue, take a good, long look at the design of the floor. There's a series of metal grilles to walk on, as there are in many places... except beneath this one is a river of (what appears to be) BLOOD
*** The fact that [[spoiler: pretending to commit suicide]] is the only way you have of actually escaping this nightmarish level.
*** And doesn't innocent little Lauryl sound so undisturbed when she explains this to you?
*** Your final dash to freedom requires you to [[spoiler: run right through the middle of a gathering of administrators who have the ability to kill you permanently, rather than sending you out of the patient's incarnation, and ''pray'' that they won't be able to react quickly enough to stop you.]]
*** While sneaking around, avoiding the God forsaken mockeries of what are left of the nine most extreme patients, you'll eventually have to start looking in the various patients' rooms to track down Lauryl's stuff. Besides the fact the puppets are near-relentless in ripping you apart, once you get ''near'' their rooms [[spoiler: you get to hear their reactions to ''the place burning.'']] Some of them are quiet, but a lot of the patients are shrieking in abject horror or bawling their eyes out. It just goes to show, even if they're predatory beasts now, the ghosts of these monsters were once human, just like you, and their spirits will constantly be reliving [[spoiler: the day the fire came.]]
*** While in the morgue, take a good, long look at the design of the floor. There's a series of metal grilles to walk on, as there are in many places... except beneath this one is a river of (what appears to be) BLOOD
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*** That sickly, gasping, groaning noise made when you [[spoiler:enter the Cradle's memories]]
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*** The reason your venturing inside is because it is one of the few places where there had been a confirmed sighting of the [[spoiler:supernatural hag who can bring statues to life.]] The last time you met her, was a NightmareFuel in itself! It's not just the building that's terrifying, but the mission itself is, as well.
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*** The wet-wrap treatment room for three specific reasons
**** First, the fact that, when you first enter the room, you'll see a puppet in the distance crouching in a corner, the lights flickering as is typical by now, and it seems to be... eating something. But upon closer inspection, you'll see that it's 'eating' from a pile of rubble and debris...
**** Secondly, what Lauryl has to say when you enter the room: "Once I saw a man in one of the basins, all wrapped up in wet bandages. He heard me come in and started making... screaming noises."
**** Also the fact that, like many things in the Cradle, we don't know exactly what wet-wrap treatment was, or what it involved, or what purpose it served. It involved large bed-sized basins for water (we assume) and towels. In Lauryl's quote above, she didn't say 'he started screaming', she said 'he started making SCREAMING NOISES', as if he couldn't actually speak. She even paused, as if to work out what to say specifically. From all this, it's safe to assume that it was something along the lines of water-boarding, wrapping a patient in wet bandages and then maybe just leaving them like that.
*** The reasonyour you're venturing inside is because it is one of the few places where there had been a confirmed sighting of the [[spoiler:supernatural hag who can bring statues to life.]] The last time you met her, was a NightmareFuel in itself! It's not just the building that's terrifying, but the mission itself is, as well.
**** First, the fact that, when you first enter the room, you'll see a puppet in the distance crouching in a corner, the lights flickering as is typical by now, and it seems to be... eating something. But upon closer inspection, you'll see that it's 'eating' from a pile of rubble and debris...
**** Secondly, what Lauryl has to say when you enter the room: "Once I saw a man in one of the basins, all wrapped up in wet bandages. He heard me come in and started making... screaming noises."
**** Also the fact that, like many things in the Cradle, we don't know exactly what wet-wrap treatment was, or what it involved, or what purpose it served. It involved large bed-sized basins for water (we assume) and towels. In Lauryl's quote above, she didn't say 'he started screaming', she said 'he started making SCREAMING NOISES', as if he couldn't actually speak. She even paused, as if to work out what to say specifically. From all this, it's safe to assume that it was something along the lines of water-boarding, wrapping a patient in wet bandages and then maybe just leaving them like that.
*** The reason
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*** While in the morgue, take a good, long look at the design of the floor. There's a series of metal grilles to walk on, as there are in many places... except beneath this one is a river of (what appears to be) BLOOD
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*** While sneaking around, avoiding the God forsaken mockeries of what are left of the nine most extreme patients, you'll eventually have to start looking in the various patients' rooms to track down Lauryl's stuff. Besides the fact the puppets are near-relentless in ripping you apart, once you get ''near'' their rooms [[spoiler: you get to hear their reactions to ''the place burning.'']] Some of them are quiet, but a lot of the patients are shrieking in abject horror or bawling their eyes out. It just goes to show, even if they're predatory beasts now, the ghosts of these monsters were once human, just like you, and their spirits will constantly be reliving [[spoiler: the day the fire came.]]
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*** Also somewhat disconcerting is the way the staff walk around leisurely, like it's just another day at the office, WHILE THE BUILDING'S ENGOLFED IN FLAMES!
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*** Also somewhat disconcerting is the way the staff walk around leisurely, like it's just another day at the office, WHILE THE BUILDING'S ENGOLFED ENGULFED IN FLAMES!
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*** The entire first half of the level for the simple reason that [[spoiler:there is not a single enemy (or sentient being save Lauryl) before you reach the Inner Cradle. This means that, thanks to your less-than-comforting briefing, and the bone-chilling discoveries you make in the first area, you'll at least spend the entirety of the Outer Cradle creeping around corners and jumping at every single damn shadow, but never having his fears validated.]] Of course, if you played before or read about it, the edge is taken off. The first time is hell though.
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*** The entire first half of the level for the simple reason that [[spoiler:there is [[NothingIsScarier not a single enemy (or sentient being save Lauryl) before you reach the Inner Cradle. Cradle.]] This means that, thanks to your less-than-comforting briefing, and the bone-chilling discoveries you make in the first area, you'll at least spend the entirety of the Outer Cradle creeping around corners and jumping at every single damn shadow, but never having his fears validated.]] Of course, if you played before or read about it, the edge is taken off. The first time is hell though.
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*** And once you finish the Cradle, they disappear...
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** Bonus points to the captain's quarters, which when you first enter appears totally deserted... until you see, in the distance, a staggering, stumbling zombie, moving around near a large hole in the wall which, on closer inspection, appears to have been caused by someone being thrown through it. What actually ''happened'' here anyway?!
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** ''"KILL AND MAIM AND KILL AND MAIM"''
** Also just the fact that the statues are moving. Imagine all the statues you passed during the game, such as in the Hammerite Cathedral or the Keeper Compound. Now imagine [[spoiler:Gamall's magic bringing them to life, one by one, every statue you ever saw suddenly beginning to move, and killing anything they see as an enemy (meaning basically anything they see)]]
** Also just the fact that the statues are moving. Imagine all the statues you passed during the game, such as in the Hammerite Cathedral or the Keeper Compound. Now imagine [[spoiler:Gamall's magic bringing them to life, one by one, every statue you ever saw suddenly beginning to move, and killing anything they see as an enemy (meaning basically anything they see)]]
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*** The entire first half of the level for the simple reason that [[spoiler:there is not a single enemy (or sentient being save Laurel) before you reach the Inner Cradle. This means that, thanks to your less-than-comforting briefing, and the bone-chilling discoveries you make in the first area, you'll at least spend the entirety of the Outer Cradle creeping around corners and jumping at every single damn shadow, but never having his fears validated.]] Of course, if you played before or read about it, the edge is taken off. The first time is hell though.
to:
*** The entire first half of the level for the simple reason that [[spoiler:there is not a single enemy (or sentient being save Laurel) Lauryl) before you reach the Inner Cradle. This means that, thanks to your less-than-comforting briefing, and the bone-chilling discoveries you make in the first area, you'll at least spend the entirety of the Outer Cradle creeping around corners and jumping at every single damn shadow, but never having his fears validated.]] Of course, if you played before or read about it, the edge is taken off. The first time is hell though.
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*** And doesn't innocent little Laurel sound so undisturbed when she explains this to you?
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*** And doesn't innocent little Laurel Lauryl sound so undisturbed when she explains this to you?
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*** If you've been paying attention up till now during the game, the cradle will probably have already made an impression. Various conversations you overhear and notes and books you find mention the cradle, and it's vague but definite darkness. The fact that the whole city is terrified of it becomes blatantly obvious. At first the mentions of it makes you curious about it and perhaps eager to explore it. But you soon begin to realize that it is not so intriguing as it is fearsome. Still, by the way it's name keeps crossing your path, you just '''know''', that at some point, the game will make you venture inside.
to:
*** If you've been paying attention up till now during the game, the cradle Cradle will probably have already made an impression. Various conversations you overhear and notes and books you find mention the cradle, Cradle, and it's vague but definite darkness. The fact that the whole city is terrified of it becomes blatantly obvious. At first the mentions of it makes you curious about it and perhaps eager to explore it. But you soon begin to realize that it is not so intriguing as it is fearsome. Still, by the way it's name keeps crossing your path, you just '''know''', that at some point, the game will make you venture inside.
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*** Jacob's Ladder-esque zombies which twitch in a deeply unsettling manner and cause the lights nearby to flicker. Bring lots of Fire Arrows, and don't be afraid to use them.
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*** Jacob's Ladder-esque zombies puppets (which may be animated by the Cradle, in the same way a child would play with toys) which twitch in a deeply unsettling manner and cause the lights nearby to flicker. Bring lots of Fire Arrows, and don't be afraid to use them.
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**** They sometimes don't make an alert noise when they see you, and when they do it's a very short and quiet snarl, so if you aren't careful, they can sneak up on you and proceed to bash your skull in while terrifying the hell out of you at the same time. It's especially horrifying when you are picking a lock, only to have the light above start flickering and realize that one of them is RIGHT BEHIND YOU.
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*** There's even something ''off'' about the entrance to the level. It's just an ordinary wooden gate, like so many others you've seen throughout the game - with one subtle differance: On either side is a statue in an austere, religious-like pose. And they are faceless. creepy.
to:
*** There's even something ''off'' about the entrance to the level. It's just an ordinary wooden gate, like so many others you've seen throughout the game - with one subtle differance: On either side is a statue in an austere, religious-like pose. And they are faceless. creepy.Creepy.
**** And once you finish the Cradle, they disappear...
**** And once you finish the Cradle, they disappear...
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* If you thought Hammer Haunts were scary in the previous 2 games, oh boy, did they make them even more so in this game. Now not only do they still have the rattling chains, whispers and evil laughs from the previous games, they make a player bowel-voiding shriek of pure hatred at the top of their lungs whenever they spot you or are killed. Have fun sleeping after hearing it and having them sprint at you at full speed.
to:
* If you thought Hammer Haunts were scary in the previous 2 games, oh boy, did they make them even more so in this game. Now not only do they still have the rattling chains, whispers and evil laughs from the previous games, they make a player bowel-voiding shriek of pure hatred at the top of their lungs whenever they spot you you, attack or are killed. Have fun sleeping after hearing it and having them sprint at you at full speed.
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* If you thought Hammer Haunts were scary in the previous 2 games, oh boy, did they make them even more so in this game. Now not only do they still have the rattling chains, whispers and evil laughs from the previous games, they make a player bowel-voiding shriek of pure hatred at the top of their lungs whenever they spot you or are killed. Have fun sleeping after hearing it and having them sprint at you at full speed.
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*** Also somewhat disconcerting is the way the staff walk around leisurely, like it's just another day at the office, WHILE THE BUILDING'S ENGOLFED IN FLAMES!
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*** If you've been paying attention up till now during the game, the cradle will probably have already made an impression. Various conversations you overhear and notes and books you find mention the cradle, and it's vague but definite darkness. The fact that the whole city is terrified of it becomes blatantly obvious. At first the mentions of it makes you curious about it and perhaps eager to explore it. But you soon begin to realize that it is not so intriguing as it is fearsome. Still, by the way it's name keeps crossing your path, you just '''know''', that at some point, the game will make you venture inside.
*** A letter you can optionally steal reveals that the reason this long-burnt-out-husk-of-a-building is still standing is because no construction company in the City is brave or stupid enough to go near it!
*** The reason your venturing inside is because it is one of the few places where there had been a confirmed sighting of the [[spoiler:supernatural hag who can bring statues to life.]] The last time you met her, was a NightmareFuel in itself! It's not just the building that's terrifying, but the mission itself is, as well.
*** Specifically, the sighting that your investigating involved the [[spoiler:hag killing a child.]]
*** The fact that Garrett, usually completely unfazed by all the bizarre and horrible things he encounters, sounds deeply unnerved in the opening briefing before he even ''enters'' the damn place.
*** ''"I'm used to the dark, but '''this''' feels like a house with '''bad dreams.'''"''
*** For most levels you are advised to track down a map of the level ''before'' you actually enter it. Most of these maps are in ordinary places, libraries, desks, ect. In the case of The Cradle, you litterally have to pry the map out of it's architect's cold, dead fingers. Not creeped out yet? He's entombed in a zombie-infested catacomb!
*** There's even something ''off'' about the entrance to the level. It's just an ordinary wooden gate, like so many others you've seen throughout the game - with one subtle differance: On either side is a statue in an austere, religious-like pose. And they are faceless. creepy.
** Garrett doesn't speak much, either.
-->'''Garret''': [''checking the way he came in and finding it locked''] [[ThisIsGonnaSuck It won't open. That's not a good sign]].
*** Then, when he finds Lauryl's blood: "This must be hers. It's still warm. Great..." The fact that Garrett sounds positively squeamish does not help.
*** He laughs because there's no down button for the elevator at the top.
*** A letter you can optionally steal reveals that the reason this long-burnt-out-husk-of-a-building is still standing is because no construction company in the City is brave or stupid enough to go near it!
*** The reason your venturing inside is because it is one of the few places where there had been a confirmed sighting of the [[spoiler:supernatural hag who can bring statues to life.]] The last time you met her, was a NightmareFuel in itself! It's not just the building that's terrifying, but the mission itself is, as well.
*** Specifically, the sighting that your investigating involved the [[spoiler:hag killing a child.]]
*** The fact that Garrett, usually completely unfazed by all the bizarre and horrible things he encounters, sounds deeply unnerved in the opening briefing before he even ''enters'' the damn place.
*** ''"I'm used to the dark, but '''this''' feels like a house with '''bad dreams.'''"''
*** For most levels you are advised to track down a map of the level ''before'' you actually enter it. Most of these maps are in ordinary places, libraries, desks, ect. In the case of The Cradle, you litterally have to pry the map out of it's architect's cold, dead fingers. Not creeped out yet? He's entombed in a zombie-infested catacomb!
*** There's even something ''off'' about the entrance to the level. It's just an ordinary wooden gate, like so many others you've seen throughout the game - with one subtle differance: On either side is a statue in an austere, religious-like pose. And they are faceless. creepy.
** Garrett doesn't speak much, either.
-->'''Garret''': [''checking the way he came in and finding it locked''] [[ThisIsGonnaSuck It won't open. That's not a good sign]].
*** Then, when he finds Lauryl's blood: "This must be hers. It's still warm. Great..." The fact that Garrett sounds positively squeamish does not help.
*** He laughs because there's no down button for the elevator at the top.
to:
-->'''Garret''': [''checking
**** When he checks the way he came in and
***
**** Then, when he finds Lauryl's blood: "This must be hers. It's still warm. Great..."
*** He laughs because there's no down button for the elevator at the top.
Changed line(s) 29,30 (click to see context) from:
*** And doesn't innocent little Laurel sound so undisturbed when she explains this to you?
*** Your final dash to freedom requires you to [[spoiler: run right through the middle of a gathering of administrators who have the ability to kill you permanently, rather than sending you out of the patient's incarnation, and ''pray'' that they won't be able to react quickly enough to stop you.]]
*** Your final dash to freedom requires you to [[spoiler: run right through the middle of a gathering of administrators who have the ability to kill you permanently, rather than sending you out of the patient's incarnation, and ''pray'' that they won't be able to react quickly enough to stop you.]]
to:
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*** Also somewhat disconcerting is the way the staff walk around leisurely, like it's just another day at the office, WHILE THE BUILDING'S ENGOLFED IN FLAMES!
to:
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*** If you've been paying attention up till now during the game, the cradle will probably have already made an impression. Various conversations you overhear and notes and books you find mention the cradle, and it's vague but definite darkness. The fact that the whole city is terrified of it becomes blatantly obvious. At first the mentions of it makes you curious about it and perhaps eager to explore it. But you soon begin to realize that it is not so intriguing as it is fearsome. Still, by the way it's name keeps crossing your path, you just '''know''', that at some point, the game will make you venture inside.
*** A letter you can optionally steal reveals that the reason this long-burnt-out-husk-of-a-building is still standing is because no construction company in the City is brave or stupid enough to go near it!
*** The reason your venturing inside is because it is one of the few places where there had been a confirmed sighting of the [[spoiler:supernatural hag who can bring statues to life.]] The last time you met her, was a NightmareFuel in itself! It's not just the building that's terrifying, but the mission itself is, as well.
*** Specifically, the sighting that your investigating involved the [[spoiler:hag killing a child.]]
*** The fact that Garrett, usually completely unfazed by all the bizarre and horrible things he encounters, sounds deeply unnerved in the opening briefing before he even ''enters'' the damn place.
*** ''"I'm used to the dark, but '''this''' feels like a house with '''bad dreams.'''"''
*** For most levels you are advised to track down a map of the level ''before'' you actually enter it. Most of these maps are in ordinary places, libraries, desks, ect. In the case of The Cradle, you litterally have to pry the map out of it's architect's cold, dead fingers. Not creeped out yet? He's entombed in a zombie-infested catacomb!
*** There's even something ''off'' about the entrance to the level. It's just an ordinary wooden gate, like so many others you've seen throughout the game - with one subtle differance: On either side is a statue in an austere, religious-like pose. And they are faceless. creepy.
*** Garrett doesn't speak much, either.
--->'''Garret''': [''checking the way he came in and finding it locked''] [[ThisIsGonnaSuck It won't open. That's not a good sign]].
*** A letter you can optionally steal reveals that the reason this long-burnt-out-husk-of-a-building is still standing is because no construction company in the City is brave or stupid enough to go near it!
*** The reason your venturing inside is because it is one of the few places where there had been a confirmed sighting of the [[spoiler:supernatural hag who can bring statues to life.]] The last time you met her, was a NightmareFuel in itself! It's not just the building that's terrifying, but the mission itself is, as well.
*** Specifically, the sighting that your investigating involved the [[spoiler:hag killing a child.]]
*** The fact that Garrett, usually completely unfazed by all the bizarre and horrible things he encounters, sounds deeply unnerved in the opening briefing before he even ''enters'' the damn place.
*** ''"I'm used to the dark, but '''this''' feels like a house with '''bad dreams.'''"''
*** For most levels you are advised to track down a map of the level ''before'' you actually enter it. Most of these maps are in ordinary places, libraries, desks, ect. In the case of The Cradle, you litterally have to pry the map out of it's architect's cold, dead fingers. Not creeped out yet? He's entombed in a zombie-infested catacomb!
*** There's even something ''off'' about the entrance to the level. It's just an ordinary wooden gate, like so many others you've seen throughout the game - with one subtle differance: On either side is a statue in an austere, religious-like pose. And they are faceless. creepy.
*** Garrett doesn't speak much, either.
--->'''Garret''': [''checking the way he came in and finding it locked''] [[ThisIsGonnaSuck It won't open. That's not a good sign]].
to:
Changed line(s) 29,30 (click to see context) from:
*** And doesn't innocent little Laurel sound so undisturbed when she explains this to you?
*** Your final dash to freedom requires you to [[spoiler: run right through the middle of a gathering of administrators who have the ability to kill you permanently, rather than sending you out of the patient's incarnation, and ''pray'' that they won't be able to react quickly enough to stop you.]]
*** Your final dash to freedom requires you to [[spoiler: run right through the middle of a gathering of administrators who have the ability to kill you permanently, rather than sending you out of the patient's incarnation, and ''pray'' that they won't be able to react quickly enough to stop you.]]
to:
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*** Garrett speaks once during the entire Cradle. Once. A simple, matter-of-fact observation that the way he came in is locked, and it just makes it all the more chilling.
**** ''Twice''. When you get Lauryl's blood. ''"This must be Hers. It's still warm. Great..."'' The fact that Garrett sounds positively squeamish does not help.
**** ''Twice''. When you get Lauryl's blood. ''"This must be Hers. It's still warm. Great..."'' The fact that Garrett sounds positively squeamish does not help.
to:
*** Garrett speaks once during the entire Cradle. Once. A simple, matter-of-fact observation that doesn't speak much, either.
--->'''Garret''': [''checking the way he came inis locked, and finding it just makes it all the more chilling.
locked''] [[ThisIsGonnaSuck It won't open. That's not a good sign]].
****''Twice''. When you get Then, when he finds Lauryl's blood. ''"This blood: "This must be Hers.hers. It's still warm. Great..."'' " The fact that Garrett sounds positively squeamish does not help.
--->'''Garret''': [''checking the way he came in
****
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Changed line(s) 34,36 (click to see context) from:
* Definitely not the worst part of the third game, but what about that haunted ship level? On your first playthough, it's definitely the worst part of the game up to that point.
** While we're on that topic, the room with the mad, rambling captain's widow as also quite unnerving. [[spoiler:Of course, she just sits there rambling away while you go through the room, but you stay on edge, not knowing if she will do something, or how dangerous she will be. Which pretty much sums up in a nutshell why there's so much stigmata against crazy people in real life.]]
** This part contains another instance of the [[NothingIsScarier "never truly explained"]] fear, as you never learn exactly ''why'' the ship's crew were all turned into zombies. The only "clue" you get is an otherwise normal log entry by the captain that cuts off in mid-sentence.
** While we're on that topic, the room with the mad, rambling captain's widow as also quite unnerving. [[spoiler:Of course, she just sits there rambling away while you go through the room, but you stay on edge, not knowing if she will do something, or how dangerous she will be. Which pretty much sums up in a nutshell why there's so much stigmata against crazy people in real life.]]
** This part contains another instance of the [[NothingIsScarier "never truly explained"]] fear, as you never learn exactly ''why'' the ship's crew were all turned into zombies. The only "clue" you get is an otherwise normal log entry by the captain that cuts off in mid-sentence.
to:
* The first time you come across a zombie. What you see and hear is an odd, loudly snoring person that lies on the ground. You are most likely confused by this and want to know what the hell is that thing. Thus, you try to get closer. As soon as you do, the "person" ''gets up in a millisecond and jumps at you.''
* Definitely not the worst part of the third game, but what about that haunted ship level? On your first playthough, it's definitely the worst part of the game up to thatpoint.
** While we're onpoint. The level contains another instance of the [[NothingIsScarier "never truly explained"]] fear, as you never learn exactly ''why'' the ship's crew were all turned into zombies. The only "clue" you get is an otherwise normal log entry by the captain that topic, the cuts off in mid-sentence.
* The room in the Overlook Manor with the mad, rambling captain's widowas is also quite unnerving. [[spoiler:Of course, she just sits there rambling away while you go through the room, but you stay on edge, not knowing if she will do something, or how dangerous she will be. Which pretty much sums up in a nutshell why there's so much stigmata against crazy people in real life.]]
** This part contains another instance of the [[NothingIsScarier "never truly explained"]] fear, as you never learn exactly ''why'' the ship's crew were all turned into zombies. The only "clue" you get is an otherwise normal log entry by the captain that cuts off in mid-sentence.]]
* Definitely not the worst part of the third game, but what about that haunted ship level? On your first playthough, it's definitely the worst part of the game up to that
** While we're on
* The room in the Overlook Manor with the mad, rambling captain's widow
** This part contains another instance of the [[NothingIsScarier "never truly explained"]] fear, as you never learn exactly ''why'' the ship's crew were all turned into zombies. The only "clue" you get is an otherwise normal log entry by the captain that cuts off in mid-sentence.
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***** ''"I'm used to the dark, but '''this''' feels like a house with '''bad dreams.'''"''
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-->''"Did they cry? Your quasi-brethren? Did they scream: 'Do not do this thing! It will destroy us all!' I suppose that's what they must believe... and I suppose they are right."''
to:
-->''"Did they cry? Your quasi-brethren? Did they scream: 'Do not do this thing! It will destroy us all!' I suppose that's what they must believe... and I suppose they are right."''"''
----
----
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* The Shalebridge Cradle is a non-stop ride through this trope, being filled to the brim with ghostly whispers, flickering electrical systems, tortured and mindless inmates that won't stay dead and so much more. Oh yes, and the building itself is alive and it hates you, and your only ally ''defines'' CreepyChild.
** Say the words "Shalebridge Cradle" to any ''Thief'' veteran and you'll probably get a deer-in-the-headlights look and a hiss of fright. The level, set in [[spoiler:an orphanage which had been converted into an insane asylum, yet still kept the functions of both]]. It had developed a malevolent sentience [[spoiler:after being burnt down by a pyromaniac inmate]]. There were several moments in the level which were nothing short of viscerally terrifying, including:
*** A section where you hear a quiet knocking on a door upstairs, which gets progressively louder and more frantic the closer you get to it. When you open it, nothing's there. Even creepier: The sound is quite likely [[spoiler:the Cradle's memory of Lauryl's frantic attempts at escape as the Hag came for her.]]
*** The entire first half of the level for the simple reason that [[spoiler:there is not a single enemy (or sentient being save Laurel) before you reach the Inner Cradle. This means that, thanks to your less-than-comforting briefing, and the bone-chilling discoveries you make in the first area, you'll at least spend the entirety of the Outer Cradle creeping around corners and jumping at every single damn shadow, but never having his fears validated.]] Of course, if you played before or read about it, the edge is taken off. The first time is hell though.
*** Speaking of bone-chilling discoveries in the first half, how about the fact that you're not entirely told the Cradle's true nature. It's up to you to put the pieces together using a scrawled page from a child's notebook and realise that the Shalebridge Cradle was not just an orphanage and then an asylum, but in its later years both things at once... Cue brain shifting gears without a clutch.
*** Most of the first area is the attic covered in metallic floor. Nothing like being scared shitless and cursing the game for not allowing you to sneak.
*** A section where you enter the inner area of the asylum. As you walk up to the front desk, the sound of clocks gets louder and louder, and a shadowy figure slowly passes right in front of a window behind the reception room. That was as far as this troper got before quitting out of pure terror. I've never played it since.
*** A section where you need to travel into the past using artifacts left by the asylum's insane inmates. These include a birdhouse, a gramophone which plays ghostly music and the ashes of a cremated baby.
*** Jacob's Ladder-esque zombies which twitch in a deeply unsettling manner and cause the lights nearby to flicker. Bring lots of Fire Arrows, and don't be afraid to use them.
*** While nobody could be as scary as those puppets, a close second for "the game's scariest enemy" award would have to be the Cradle's ''"staff"'' [[spoiler: in it's dark flashback sequences]]. They are literally walking shadows, voids of pure, faceless blackness that walk around like people. And they '''''do''''' have one thing over the puppet inmates - they can kill you instantly with a single touch. It takes the puppets three or four swipes to accomplish the same thing.
**** Also somewhat disconcerting is the way the staff walk around leisurely, like it's just another day at the office, WHILE THE BUILDING'S ENGOLFED IN FLAMES!
*** Deeply distressing reports of various "treatments" used on inmates.
*** FridgeBrilliance of the game's designers for sowing the seeds of The Cradle's atmosphere throughout the game right up until you actually play it.
**** If you've been paying attention up till now during the game, the cradle will probably have already made an impression. Various conversations you overhear and notes and books you find mention the cradle, and it's vague but definite darkness. The fact that the whole city is terrified of it becomes blatantly obvious. At first the mentions of it makes you curious about it and perhaps eager to explore it. But you soon begin to realize that it is not so intriguing as it is fearsome. Still, by the way it's name keeps crossing your path, you just '''know''', that at some point, the game will make you venture inside.
**** A letter you can optionally steal reveals that the reason this long-burnt-out-husk-of-a-building is still standing is because no construction company in the City is brave or stupid enough to go near it!
**** The reason your venturing inside is because it is one of the few places where there had been a confirmed sighting of the [[spoiler:supernatural hag who can bring statues to life.]] The last time you met her, was a NightmareFuel in itself! It's not just the building that's terrifying, but the mission itself is, as well.
***** Specifically, the sighting that your investigating involved the [[spoiler:hag killing a child.]]
**** The fact that Garrett, usually completely unfazed by all the bizarre and horrible things he encounters, sounds deeply unnerved in the opening briefing before he even ''enters'' the damn place.
**** For most levels you are advised to track down a map of the level ''before'' you actually enter it. Most of these maps are in ordinary places, libraries, desks, ect. In the case of The Cradle, you litterally have to pry the map out of it's architect's cold, dead fingers. Not creeped out yet? He's entombed in a zombie-infested catacomb!
**** There's even something ''off'' about the entrance to the level. It's just an ordinary wooden gate, like so many others you've seen throughout the game - with one subtle differance: On either side is a statue in an austere, religious-like pose. And they are faceless. creepy.
*** Garrett speaks once during the entire Cradle. Once. A simple, matter-of-fact observation that the way he came in is locked, and it just makes it all the more chilling.
**** ''Twice''. When you get Lauryl's blood. ''"This must be Hers. It's still warm. Great..."'' The fact that Garrett sounds positively squeamish does not help.
**** He laughs because there's no down button for the elevator at the top.
**** There is also the subtle, unspoken possibility that you never actually escape, and that the Cradle is toying with you - forever.
*** Her nightie is locked inside [[spoiler:ONE OF THE PAITENTS ROOMS! Oh, God...]]
*** The fact that [[spoiler: pretending to commit suicide]] is the only way you have of actually escaping this nightmarish level.
**** And doesn't innocent little Laurel sound so undisturbed when she explains this to you?
**** Your final dash to freedom requires you to [[spoiler: run right through the middle of a gathering of administrators who have the ability to kill you permanently, rather than sending you out of the patient's incarnation, and ''pray'' that they won't be able to react quickly enough to stop you.]]
* The Statues of the later levels are also rather disconcerting, in the way that they move and speak.
** ''"FIND AND KILL AND FIND AND KILL AND FIND..."''
** ''"THE SOUND AGAIN AND FIND THE SOUND AND KILL AND KILL AND CRUSH..."''
* Another terrifying moment is right before the cutscene where [[spoiler:The Hag brings the statues to life]]. Beforehand, you enter a room that has 4 gargoyle statues. After you watch that cutscene and go back, [[spoiler: One of the statues is missing]]. And then you realize that [[spoiler: it's too late]].
* Definitely not the worst part of the third game, but what about that haunted ship level? On your first playthough, it's definitely the worst part of the game up to that point.
** While we're on that topic, the room with the mad, rambling captain's widow as also quite unnerving. [[spoiler:Of course, she just sits there rambling away while you go through the room, but you stay on edge, not knowing if she will do something, or how dangerous she will be. Which pretty much sums up in a nutshell why there's so much stigmata against crazy people in real life.]]
** This part contains another instance of the [[NothingIsScarier "never truly explained"]] fear, as you never learn exactly ''why'' the ship's crew were all turned into zombies. The only "clue" you get is an otherwise normal log entry by the captain that cuts off in mid-sentence.
* [[spoiler:The Eye]]. Yes, it's back. And it is still freaky as all hell, with that breathy, whispering voice making disturbing comments all the time.
-->''"Did they cry? Your quasi-brethren? Did they scream: 'Do not do this thing! It will destroy us all!' I suppose that's what they must believe... and I suppose they are right."''
** Say the words "Shalebridge Cradle" to any ''Thief'' veteran and you'll probably get a deer-in-the-headlights look and a hiss of fright. The level, set in [[spoiler:an orphanage which had been converted into an insane asylum, yet still kept the functions of both]]. It had developed a malevolent sentience [[spoiler:after being burnt down by a pyromaniac inmate]]. There were several moments in the level which were nothing short of viscerally terrifying, including:
*** A section where you hear a quiet knocking on a door upstairs, which gets progressively louder and more frantic the closer you get to it. When you open it, nothing's there. Even creepier: The sound is quite likely [[spoiler:the Cradle's memory of Lauryl's frantic attempts at escape as the Hag came for her.]]
*** The entire first half of the level for the simple reason that [[spoiler:there is not a single enemy (or sentient being save Laurel) before you reach the Inner Cradle. This means that, thanks to your less-than-comforting briefing, and the bone-chilling discoveries you make in the first area, you'll at least spend the entirety of the Outer Cradle creeping around corners and jumping at every single damn shadow, but never having his fears validated.]] Of course, if you played before or read about it, the edge is taken off. The first time is hell though.
*** Speaking of bone-chilling discoveries in the first half, how about the fact that you're not entirely told the Cradle's true nature. It's up to you to put the pieces together using a scrawled page from a child's notebook and realise that the Shalebridge Cradle was not just an orphanage and then an asylum, but in its later years both things at once... Cue brain shifting gears without a clutch.
*** Most of the first area is the attic covered in metallic floor. Nothing like being scared shitless and cursing the game for not allowing you to sneak.
*** A section where you enter the inner area of the asylum. As you walk up to the front desk, the sound of clocks gets louder and louder, and a shadowy figure slowly passes right in front of a window behind the reception room. That was as far as this troper got before quitting out of pure terror. I've never played it since.
*** A section where you need to travel into the past using artifacts left by the asylum's insane inmates. These include a birdhouse, a gramophone which plays ghostly music and the ashes of a cremated baby.
*** Jacob's Ladder-esque zombies which twitch in a deeply unsettling manner and cause the lights nearby to flicker. Bring lots of Fire Arrows, and don't be afraid to use them.
*** While nobody could be as scary as those puppets, a close second for "the game's scariest enemy" award would have to be the Cradle's ''"staff"'' [[spoiler: in it's dark flashback sequences]]. They are literally walking shadows, voids of pure, faceless blackness that walk around like people. And they '''''do''''' have one thing over the puppet inmates - they can kill you instantly with a single touch. It takes the puppets three or four swipes to accomplish the same thing.
**** Also somewhat disconcerting is the way the staff walk around leisurely, like it's just another day at the office, WHILE THE BUILDING'S ENGOLFED IN FLAMES!
*** Deeply distressing reports of various "treatments" used on inmates.
*** FridgeBrilliance of the game's designers for sowing the seeds of The Cradle's atmosphere throughout the game right up until you actually play it.
**** If you've been paying attention up till now during the game, the cradle will probably have already made an impression. Various conversations you overhear and notes and books you find mention the cradle, and it's vague but definite darkness. The fact that the whole city is terrified of it becomes blatantly obvious. At first the mentions of it makes you curious about it and perhaps eager to explore it. But you soon begin to realize that it is not so intriguing as it is fearsome. Still, by the way it's name keeps crossing your path, you just '''know''', that at some point, the game will make you venture inside.
**** A letter you can optionally steal reveals that the reason this long-burnt-out-husk-of-a-building is still standing is because no construction company in the City is brave or stupid enough to go near it!
**** The reason your venturing inside is because it is one of the few places where there had been a confirmed sighting of the [[spoiler:supernatural hag who can bring statues to life.]] The last time you met her, was a NightmareFuel in itself! It's not just the building that's terrifying, but the mission itself is, as well.
***** Specifically, the sighting that your investigating involved the [[spoiler:hag killing a child.]]
**** The fact that Garrett, usually completely unfazed by all the bizarre and horrible things he encounters, sounds deeply unnerved in the opening briefing before he even ''enters'' the damn place.
**** For most levels you are advised to track down a map of the level ''before'' you actually enter it. Most of these maps are in ordinary places, libraries, desks, ect. In the case of The Cradle, you litterally have to pry the map out of it's architect's cold, dead fingers. Not creeped out yet? He's entombed in a zombie-infested catacomb!
**** There's even something ''off'' about the entrance to the level. It's just an ordinary wooden gate, like so many others you've seen throughout the game - with one subtle differance: On either side is a statue in an austere, religious-like pose. And they are faceless. creepy.
*** Garrett speaks once during the entire Cradle. Once. A simple, matter-of-fact observation that the way he came in is locked, and it just makes it all the more chilling.
**** ''Twice''. When you get Lauryl's blood. ''"This must be Hers. It's still warm. Great..."'' The fact that Garrett sounds positively squeamish does not help.
**** He laughs because there's no down button for the elevator at the top.
**** There is also the subtle, unspoken possibility that you never actually escape, and that the Cradle is toying with you - forever.
*** Her nightie is locked inside [[spoiler:ONE OF THE PAITENTS ROOMS! Oh, God...]]
*** The fact that [[spoiler: pretending to commit suicide]] is the only way you have of actually escaping this nightmarish level.
**** And doesn't innocent little Laurel sound so undisturbed when she explains this to you?
**** Your final dash to freedom requires you to [[spoiler: run right through the middle of a gathering of administrators who have the ability to kill you permanently, rather than sending you out of the patient's incarnation, and ''pray'' that they won't be able to react quickly enough to stop you.]]
* The Statues of the later levels are also rather disconcerting, in the way that they move and speak.
** ''"FIND AND KILL AND FIND AND KILL AND FIND..."''
** ''"THE SOUND AGAIN AND FIND THE SOUND AND KILL AND KILL AND CRUSH..."''
* Another terrifying moment is right before the cutscene where [[spoiler:The Hag brings the statues to life]]. Beforehand, you enter a room that has 4 gargoyle statues. After you watch that cutscene and go back, [[spoiler: One of the statues is missing]]. And then you realize that [[spoiler: it's too late]].
* Definitely not the worst part of the third game, but what about that haunted ship level? On your first playthough, it's definitely the worst part of the game up to that point.
** While we're on that topic, the room with the mad, rambling captain's widow as also quite unnerving. [[spoiler:Of course, she just sits there rambling away while you go through the room, but you stay on edge, not knowing if she will do something, or how dangerous she will be. Which pretty much sums up in a nutshell why there's so much stigmata against crazy people in real life.]]
** This part contains another instance of the [[NothingIsScarier "never truly explained"]] fear, as you never learn exactly ''why'' the ship's crew were all turned into zombies. The only "clue" you get is an otherwise normal log entry by the captain that cuts off in mid-sentence.
* [[spoiler:The Eye]]. Yes, it's back. And it is still freaky as all hell, with that breathy, whispering voice making disturbing comments all the time.
-->''"Did they cry? Your quasi-brethren? Did they scream: 'Do not do this thing! It will destroy us all!' I suppose that's what they must believe... and I suppose they are right."''