Scare You To Sleep
Scare You To Sleep

BONUS: Game You To Sleep

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A special April Fool's Day episode in which I read to you walkthroughs, articles, and more that I've collected from all across the gaming world and in no particular order. Music by Epidemic Sound   Su...

Transcript

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Hello and welcome to Game You to Sleep, this year's April Fool's Day special.

Please enjoy drifting into a most relaxed state while I read to you, walk throughs, articles,

and more that I've collected from all across the gaming world and gaming time in no particular

order. I will be avoiding spoilers to any main storylines for games where that would be an issue, but I can't promise side missions won't be spoiled, so listen at your own risk. Let's begin with a classic.

This is an article from Nintendo Magazine System Issue #1.

It was printed in October of 1992, and I have chosen the page about Super Mario Kart.

Everyone seems to think that Mario Bowser, the Kupas and Donkey Kong are the deadliest

of enemies, but this is not so, for they can regularly be seen, go kart racing with one another, yes indeed, our hero, the mighty Mario and his friends, enjoy nothing more than a relaxing whiz around the tarmac with the enemy of all mushroom world and his cohorts. Now, courtesy of Nintendo, comes your chance to join in this Sunday League of Racing Fun and Frollex, not to mention thrills and spills.

You choose to play the part of any one of eight Mario-related characters, including the you-bend fixated one himself, and a bid to out-cart your enemies and your friends. Mushroom, roulette. Although all the SNES-controlled players have a single weapon which they are able to use, a number of times per lap, the formula for human players is reversed, near the start line

of the circuit is distributed, a number of question mark bonus pads, driving over these reaps a bonus roulette, in the items box on your screen, the images of each special item open to you, flash up in sequence, pressing the A button, selects the item of your choice. Incidentally, it's possible to let the computer choose randomly by leaving the roulette to spin for a short while.

However, each item can only be used once the eight items up for grabs are as follows. One adds two coins to your total, mushroom, short speed boost for long straights, green shell, shell fired in whichever direction the joy pad is pressed, red shell, heat-seeking shell which locks on to the nearest target and knocks it into a spin.

Starr bestows invincibility and increased speed on the recipient, feather, one super powerful

jump is the gift here, good for dodging enemy shots, banana, a banana skin, fired in your choice of direction which lies around on the track, hoping to slip up another contestant, lightning, shrinks all the other races to tiny size for a limited time, allowing you to run them over in their slower micro-state.

I believe that was supposed to say "racers" not races, I found a typo in the original Nintendo

magazine. You heard it here folks, "Jimmy Carter" each of the eight racers has their own personal race-type characteristics which gives them their own personal racing styles. There are three main points on which performance is judged, speed, handling, how responsive

The cart is and traction the road-holding ability of the cart.

their strengths and weaknesses, and the special item they are equipped with as computer opponents.

And there are pictures that follow, there are a lot of screenshots and pictures on this page,

speaking of, I will have each of these that I read tonight, linked in the show notes. Coining a phrase, "go cart racing" is a rough old sport and so it's inevitable that collisions occur. However, this doesn't necessarily mean that you spend all your time being barged around at the start of the race. You are awarded five coins. One of these is lost every time someone bumps into you. When all of your coins are lost, each further knock sends

your car into a spin. Luckily, the courses are strewn with millions of coins, so a spot of well-aimed driving should allow you to survive all collisions with ease. Review, donkey Kong Jr. Agile A-pans give DK possibly the best handling and the weight of his baboon-like personage sticks him to the road quite efficiently. However, Kong pays the price for this thanks to the speed loss incurred, special item, banana skins, donkers throws these liberally around the

track where they lurk until someone drives over them, at which point the driver slides uncontrollably

around. Bowser, this is who I always play as when I play Mario Kart no matter what iteration of it,

he's my favorite. The mean old Koopa leader himself is the last you'd expect to get a cart, but the behorned one obviously can't resist the thrill of the Jr. motor sport, sadly his immense shelled bulk slows him down a bit, although it does provide him with exceptional road-holding, special item, exploding energy bombs. Crash into these if losing all your speed and bouncing around for a bit is your bag. The article goes on to describe each of the

racers, but I think we should move on to a different game for those who maybe aren't Mario Kart fans. This is the walkthrough for the Red Dead Redemption 2 Stranger Mission American Dreams. For those who aren't aware, Stranger missions aren't a part of the main storyline, so don't worry.

"My name is Edmund, Edmund, Lowry Jr., and you'll remember that, my friend."

American Dreams is a Stranger Mission in Red Dead Redemption 2, which I meant to say came out in 2018. The quest becomes available during Chapter 2. Story. A cold-blooded murder is out on the loose in the world, while traveling, the player can come across grizzly crime scenes and collect maps from the murdered victims, severed heads, collect three partial maps and combine the clue pieces to find the killers location.

Walkthrough. The quest can be activated by stumbling across any of the three murder scenes and collecting the map that are found in the victims severed heads. They do not have to be found in any particular order. Chants encounters between 10 p.m. and 5 a.m. only.

First, murder location. Travel due south/southwest of Wallace Station and look for a grizzly

murder scene of a disembodied torso tied to a large boulder with the words, "Do you see me?

Written on it." The victims head can be found on a smaller rock nearby. Second, murder location. The player should travel east of Braythweight Manor until they get to the

"S" in Meadows on the map.

The head can be hard to spot at night. Third, murder location. Travel south east of

Valentine and look for a wooden bridge. Travel down underneath the bridge to see another torso

hung from the rafters. Nearby the words "Look on my works" can be seen. The head of the victim is found impaled on a wooden support beam nearby. Once the player has assembled the piece together map by completing the three murder scene, chance encounters, they can open the basement doors shown in this picture found at Lucky's cabin, a short distance to the southwest of Valentine. Inside, they will find a couple of collectables and more importantly, a knife to inspect.

While the player inspects the knife, they are unexpectedly knocked out.

The player will wake up tied to the floor with Edmund Laurie Jr., taunting the player,

and preparing to kill him. But before he does so, the player throws a severed head at Laurie Jr., stunning him, then the player frees themselves and can knock him out in just one punch. After knocking out the assailant, the player is directed to hog die him and take him to the sheriff's office in Valentine. The player manages to safely bring Laurie Jr., into his jail cell, handing him to the sheriff. But before the doors are shut, Laurie Jr., jumps on and attempts to kill

the sheriff. The player can choose to save the sheriff by shooting Laurie Jr., and the player will be

rewarded with honor and some money by the sheriff. Should they fail to intervene in a meaningful

fashion, the sheriff will eventually overpower and kill his assailant, but the player will not receive a reward. Deaths unnamed body in Diablo Ridge, a person murdered by Edmund Laurie Jr., at Diablo Ridge. Leonard Atkins murdered by Laurie at Hawks Eye Creek, unnamed mutilated corpse, murdered by Laurie in the upper Montana River, unnamed dead body, murdered by Laurie, north of Manzanita Post,

unnamed dead and nude body, strangled to death by Laurie, in the lower Montana River. Herman H. Lang, a farmer who was murdered by Laurie at the Dakota River. Edward Watson, a resident of Emerald Ranch, who was murdered by Laurie, presumably the corpse found near Valentine. Mrs. Gilbert, the wife of a great plain's lawyer, who was murdered by Laurie. Edmund Laurie Jr., killed by the player, or Sheriff Malois, for attacking the latter.

Missible items in the mission, letter to the editor, letter to Edmund from his mother. Trivia, the player cannot access Edmund's cellar upon completing the quest. The side mission is a direct reflection of American appetites from Red Dead Redemption, where the player also solves a series of disappearances by investigating many gruesome crime scenes

until finally confronting and killing the sadistic maniac behind them.

This side mission is unique in that it's not officially assigned until halfway through when all three clues are found. Trophies/achievements, completing the Stranger Mission Strand as associated with these trophies/achievements, extreme personality, reach maximum or minimum on our level. Western Stranger, complete 10 Stranger Mission Strands, best in the West, attain 100% completion.

This next game is unique in that it never really saw the light of day,

at least not fully. This is Silent Hills from 2012, a canceled Silent Hill game for the

PlayStation 4.

It was supposed to be developed by a Kojima Productions and published by Konami.

Silent Hills would have been directed by Hideo Kojima and Yermel Del Toro and starred Norman Redis. Development. In September 2012, Konami's president asked Hideo Kojima producer of Konami's Metal Gear Solid series to direct the next Silent Hill installment to which he said he would love to, using the graphic technology known as the Fox Engine.

When asked about the project Kojima stated, "Honestly, I'm kind of a scaredy cat when it

comes to horror movies, so I'm not confident I can do it. At the same time, there's a certain type of

horror that only people who are scared of can create. So maybe it's something I can do." That said, "I think Silent Hill has a certain atmosphere. I think it has to continue. And I'd love to help it continue. And if I can help by supervising or lending the technology of the Fox Engine, then I'd love to participate in that respect." Masahiro Eto stated that he would be willing to work on another Silent Hill game with Hideo Kojima.

Akira Yamahoka said he would be happy to compose music as well.

On August 12, 2014, Sony announced that an interactive teaser called PT,

which stands for "Playable Teaser" by fake developer 7780's studio, was made available on the PlayStation Store exclusive to PlayStation 4. Upon completion of PT, its true identity is revealed to be a teaser of the upcoming "Silent Hills." PT begins with an unknown protagonist waking up in a mysterious house,

which eventually becomes haunted in a first-person gameplay style.

The demo showcases the realistic graphics of the Fox Engine. The demo intentionally features no blatant Silent Hill references, aside from Lisa, written on a wall, as to not prematurely

expose the reveal. At the end of the demo, the protagonist wakes up in Silent Hill.

Silent Hills would apparently feature a character or main character voiced by the walking dead star, Norman Redis, and designed in his likeness. Kojima revealed that he wanted to make Silent Hills so scary that it could "shit the player's pants" and that the 7780 studios received its name from the square kilometer area of Shizuoka, a Japanese prefecture, which literally translates to "Quiet Hills." Many Japanese people simply refer to the horror game

series, as Shizuoka. cancelation. In March 2015, it was announced that Konami would fire Kojima by the end of the year due to fallout and power struggles. The fate of Silent Hills remained unknown. Konami locked Kojima in a separate room during the final months of the development of Metal Gear Solid 5, the Phantom Pain. Eventually, Guillermo del Toro revealed Silent Hills was canceled, causing much fan outcry and disappointment towards Konami. He said,

"It makes no fucking sense at all that the game is not happening. Makes no fucking sense at all." He later said, "Fuck Konami." The statement sparked the #FuckKonami tag, which is often used by disappointed fans of Konami's series. After announcing the cancellation of Silent Hills, Konami removed PT from the PS4 store. This prompted former Silent Hills developer Guillermo del Toro to criticize Konami's scorched earth approach by removing all traces of PT and Silent Hills.

In December 2015, Kojima's employment contract with Konami was officially terminated, and he reformed Kojima Productions as a new independent studio that is no longer part of Konami. After that, during Sony Interactive Entertainment's E3 2016 press conference,

The reformed Kojima Productions unveiled a new game, Death Stranding, which a...

Death Stranding was released on November 8, 2019, to generally favorable reviews,

and regards to another official Silent Hill entry by Konami, such as another main installment

after Silent Hill downpour, Konami said, Konami is committed to new Silent Hill titles. But only announced and released a patchy slot based on Silent Hill 2 in the few years that followed. This changed in 2022 with the announcement of Silent Hill F, a spinoff set in a fictional town alongside a remake of Silent Hill 2. The remake released in September 2024, while Silent Hill F

would follow it almost exactly a year later in September 2025.

Next is Halo 3, released in 2007, and this is the description of the map, High Ground.

A relic of older conflicts this space was reactivated after the new Mombasa slipspace event.

High Ground is a multiplayer level in Halo 3 and Halo Online. It is located in an old UNSC base near New Mombasa that was reactivated after the slipspace cataclysm that severely damaged the city. One of the few asymmetric maps in the game, High Ground is great for one-sided objective

games such as one bomb, one flag, and territories. Layout High Ground is an asymmetric map

featuring an elevated crumbling UNSC base positioned along a beach. Low eroded cliffs lie to the north east and west of the base with the beach lying at the south of the base. There are multiple

ways to approach and enter the base through the main gate that is closed only in asymmetric

game types or through side passages which offer more protection and discretion. Beach, attacking player spawn at the south side of the map aptly named the beach. If the main gate is open, it can be used as a quick entrance to or exit from the base. A variety of weaponry and equipment has been placed near the beach to aid attackers in storming the base. Perhaps the two most valuable weapons include the sniper rifle and

the rocket launcher. Though the latter can be reached by the base defenders if they use vehicles. In most games, a battle for control of the rocket launcher ensues at the start of the game and repeats whenever the weapon responds. Players can also find a shotgun, portable gravity lift, bubble shield, active camo, and over shield to aid in their attack. In addition to the weapons and equipment, players can choose between a mongoose or ghost to get to the base wall

faster. Fortress. This large crumbling base on the northern side of the map is where defending players spawn. In the back of the base, there is an unusable surface to air missile launcher. Several vehicles including mongooses and a ghost spawn just east of the launcher, allowing defenders to quickly catch fleeing attackers or for attackers to make a quick getaway. A broken down control room is located in the center of the base, complete with computers

and radio set. This control room is the objective area for CTF and assault game types, containing the flag spawn point and bomb plant point respectively. Further east is the pipe room where attackers can enter the base via a small pipe that connects to the front of the base. The western half of the base is mostly indoors and offers two levels of play. The lower level connects the base to a pill box bunker, lying just outside the base's walls.

The level also has multiple entry points inside the base. The upper level is used as a choke point to keep attackers from reaching the gate controls on the catwalk. If a player is able to

Access the gate controls, the base wall gate will be permanently opened as is...

gates in Zanzibar and last resort. The base is designed to promote dual wielding and as such a

number of dual wieldable weaponry can be found behind the base wall. The base wall is an important

area for defenders, as it gives them a view of most of the beach. Defenders on the wall, however, are vulnerable to battle rifle and sniper rifle fire from the beach. The wall acts as a bridge connecting the base's eastern side to its western side. On the western edge of the wall, there is a tower where a Spartan laser and two fusion coils spawn. In addition, a machine gun turret is mounted above the main gate, which is useful for beating back approaching rushes and vehicles.

The rocket launcher can be accessed by defenders as well if they quickly rush up and over the base wall beating the attackers. And now let's move on to our next game,

Golden Eye 007, which released in 1997. This is a walkthrough of the dam level.

General strategies. In the first guard tower of the level, there's a sniper rifle.

After defeating the guards nearby, go in the tower, take it and use it to snipe the two guards in the tunnel nearby. Assuming they haven't noticed you yet. The sniper rifle is overall very useful on this level. Don't pass it by. In the area after the two mechanical security gates, if you look carefully and quickly, you'll notice a guard in green, running towards the area where the first alarm is. This is the guy that makes the alarm go off and have all those guys come after you.

If you peg him from afar, he won't be able to set off the alarm so you won't have to deal with all those bad guys at once. They will, however, still be around in the level and you'll still have to kill them, but they'll be more scattered and much less likely to attack you all at once.

Mission objectives. Neutralize all alarms, secret agent, double o agent,

difficulty level, secret agents, gadgets used, none, objectives required, none.

There are four alarms on this level, which must be destroyed. The first is in the area just

before you reach the dam itself, where the truck stops after passing through the two security gates. It is on the building that the guard runs towards. Shoot the guard first or he will set off the alarm. The other three are in the guard towers on the dam itself. Pretty simple, find the four alarms in the level and blow them up. One of these is the alarm specified in the general strategy section for this level. And the other three are in the guard towers at the end of the level.

Install, covert, modem, double o agent, difficulty level, double o agent, gadgets used, modem, objectives required, none. The place to do this is right after opening the gate for the truck, and opening the fence slash garage door. If you do the latter, you will reveal an enemy right before finding a Russian officer, the man with a DD4 handgun. Walk around the outside of this room to the other side of the wall behind the boxes, where you will see a computer. Push start and

select the modem from your inventory and fire it onto the computer. When you're between those two

fences near the end of the level, and after you've blown up the first alarm, hopefully,

go to the place where there's all those boxes. On one of the walls, there will be a computer screen, throw the modem on it, done. Intercept data backup, double o agent, difficulty, double o agent, gadgets used, none. Objectives required, install covert modem. Found underground after the area the covert modem is. Shoot the lock to open the fence and run along the dam to any of the buildings on the right side. Go in and under, towards the direction you came from,

Go to the guard tower nearest the locked chain link fence, go in and go down ...

go through the fence at the bottom, it's right nearby, and head to the right through the tunnel,

shooting whoever you please. Go ahead and use a KF7. It's not like it'll make any difference in

this hellhole. When you get to the computer room, shoot all the guys in there and go up to the main frame. Activate the main frame, be button, and in 10 seconds you'll have it completed. Be warned, this is a lot harder than it sounds. It would probably be a good idea to enter the tunnels

from the third guard tower on the opposite side of the dam. It will make the route a bit longer,

but no guards will attack you from behind this way. Bungie jump from platform, agent, secret agent, double o agent, difficulty level, agent, gadgets used, bungee equipment, automatically equipped. Objectives required, all applicable. Head to the bungee jump platform and walk off, after falling for some time, the game will transition to a cutscene where bond does a swan dive off the platform. At the end of the level, when there's all of those guard towers,

proceed to a small set of three or four stairs. Go up the stairs and you'll be on a small platform with a gap in the fence, jump off the platform through the gap, warning, completing the subjective

will end the mission. So if you're on a difficulty higher than agent, you need to complete

all of your other objectives before doing this unless you want to fail. If you're playing on agent though, don't worry about it. And to end off this April Fool's Day episode, I thought I would read a few things from the legend of Zelda "Elink to the Past" Nintendo players guide that was published in 1992. This is "Link's Arsenal" and it's on page 144. How can Link carry so many items? To the uninitiated, it may appear that a small boy like Link would not be able to handle all of the

equipment he must carry, but he manages to hold and keep track of every item. It's not necessary

for Link to drop any of the items along the way either he will always have room. Link has a very

big bag. Each of the items and weapons which Link carries has an importance. Some, like the sword, will be used constantly. Others, like the magic cape, will only need to be used in certain circumstances. Many of the items will be located in big chests. There is a big chest in each of the dungeons.

Link must remember to open each and every one. It's very important to have every resource available

especially when dealing with the likes of Ganon. Heroic equipment, sword, the sword. It's the most important weapon Link will get, forged from age to cold steel and sweat. Each Hyruleian sword is handcrafted by expert swordsmiths, a smithy of a particular merit, lies to the east of Kaka Rigo village. The master swordsmiths who work there will be eager to help Link if he helps them first. Shield. The shield cast from a rare alloy, every Hyruleian shield is very strong and also

extremely light. A young boy like Link can easily wield even the heaviest shield. It is remembered that the swordsmiths also make shields. Unfortunately, the merchants who sell shields are not at liberty to disclose any information about their origin or who they obtain them from.

The Hyruleian people take it for granted that shields will always be available.

Clothing. Link's main piece of clothing is a green jerkin, almost every boy in the Hyrule wears some type of jerkin. The material is very light, yet it retains a unique insulating quality. It's perfect for all weather conditions. Link will always wear it, but later in his quest he will want to improve his chances of survival by wearing blue or red male over the jerkin.

A floppy cap is also part of Link's garb.

with his left hand except when he's facing to the east. No one is exactly sure why Link

employs this right-handed technique when he faces the east. Some say it is a voyage superstition

that makes Link hold his shield toward death mountain when battling a foe to the east or west. Link is sure that the evil power is originating from death mountain. Hey, give it back. With an ultra sticky tongue, the picket is an expert at stealing goods from an unsuspecting passerby. Fighter shields and red shields are the main items which pickets target. Its outer shell opens up and its tongue can extend over twice the length of its own

body. The picket will cough up a recently stolen item if Link defeats it quickly.

It can't take the mere shield. Gloves. When Link begins his adventure,

he has the ability to pull up bushes, lift faces and pick up skulls. His lifting power will be increased tremendously if he wears the power glove or the titan's mitt. From the size of some of the stones in the land of Hyrule, Link knows that it will be necessary to find each of these special items. There are paths and entrances that are blocked by stones. Zora's flippers.

First of all, Link needs to have the power glove in order to travel to Zora's falls.

Once Link arrives there, Zora will appear to him and ask what he wants.

If Link has 500 rupees to spare, he should ask for the flippers. After he receives the flippers,

Link will be able to swim in even the deepest of water by them as soon as possible. Moon Pearl. Link will experience the effects of the dark world when he first enters that round. The dark world has the power to turn anyone into what their true heart reflects.

Link turns into a pink bunny when he first enters the dark world. The Moon Pearl must be in

Link's possession to neutralize the effect. The big chest in the tower of Hyrule holds the much sought after, Moon Pearl. Selectable items. Boes and arrows. When Link acquires the bow from the big chest in the eastern palace, he will need to begin building his supply of arrows. arrows can most easily be obtained by defeating enemies who use arrows as their primary weapon. It's possible for him to carry many more than 30 arrows, but he must visit the fountain of happiness.

Boomerang. The Boomerang has weak destructive power, but it has the ability to stun most enemies for a short period of time. The Boomerang is the item of choice when walking about Hyrule, because you can use it to quickly retrieve items such as hearts, rubies, arrows, and bombs. Bomb. Each bomb is a blue bundle of power that really packs a wallup. Link will be able to

carry 10 bombs when he first sets off to rescue Zelda. However, like the arrows, Link can increase

the number of bombs he can carry by visiting the fountain of happiness and donating rubies to the fairies. Almost all walls with cracks in them can be blown open with a bomb. Link needs to move away from a bomb once he has set it, because the ensuing explosion will hurt him. By pressing the A button, Link can pick up and throw a bomb. Hook shot. The hook shot is a very versatile tool. It has several different uses. Link should use it mainly as a grappling hook

to pull himself across various gaps. The end of the hook shot will latch onto a variety of surfaces and objects, and then will pull Link toward that object. The hook shot can also retrieve various items, and will stun most enemies. Magic Mushroom. Found only in a damp, misty Glenn in the

Lost woods.

the lost woods, but they reward anyone who offers them a magic mushroom. It's a key ingredient

in mushroom brew, a rare, highly in concoction. Magic powder. A short time after Link gives the

witch a magic mushroom for her mushroom brew. The witch is a apprentice inside the potion shop. We'll have a bag of magic powder. Ready for him. Fire Rod. The fire rod is one of the most

powerful weapons. Link will have in his arsenal. Flames jump from the end of the rod, and will burn

most enemies. The fire rod works especially well on gib doves, because the cloth which they are

wrapped in is extremely flammable. Lamp. When ever Link enters a cave, dungeon or other dark

area, he will have instant access to his trusty lamp. The oil in the lamp is long lasting, but it does require magic power to light. A lamp in three locations. If for some unversy in reason, Link neglects to collect the lamp before he leaves his house and enters high-roll castle, he can find other lamps inside the castle. It's best for Link to pick up the lamp

at home, because it allows other important items to appear in the small chests inside of high-roll

castle. Magic hammer. Using the magic hammer, Link can drive stakes down into the ground. He can also

use it to pound on other things too, like enemies. The magic hammer can deliver a powerful blow.

Flute. The boy in the haunted grove tells Link to keep the flute. Surely it must have some sort of mysterious power. It does. If Link plays the flute in front of the weathercock, in Kakariko village, the docks appear, and will be at Link's disposal. A catching net. There's a sick boy resting in the house just to the north of the end. The boy has a bug catching net, which he will give to Link to use in order to receive the net from the boy. Link must have at least one bottle in his possession.

Book of Matora. Link can use his mysterious book to read the ancient highly and language. It can't be found in library. There are a step-lutters in library, so Link must come as a marine cover. [Music] [Music] [Music]

[Music] [Music]

[Music]

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