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The Great White
Finish the game on Shark.
Gold
Very Rare
5.9%
How to unlock the The Great White achievement in Prison Break: The Conspiracy - Definitive Guide
joe jirachi fan
TrueAchievements
TrueAchievements
28 Jul 2010 02:04
This achievement is for beating the game on Shark difficulty. If you can complete the game on any other difficulty, this shouldn't be too hard. Just remember: Slower is quiter. Be patient, and there should be no real problems (but just an fyi, the janitors can actually see you in this difficulty, unlike in Guppy, so don't walk right infront of them like I kept doing)
5
0
28 Jul 2010 02:04
jcupmaine
TrueAchievements
TrueAchievements
12 Feb 2021 17:06
I know this is an old game but I had trouble a few times and couldn't find a solution for the parts I was stuck on. Below is a guide for those parts I had trouble with, along with some general tips and a video playlist at the bottom of the solution.
tips: -If you're going for the 'Ninja' or 'Invisible' achievements, make sure to turn your Xbox off if you get caught, don't press A to continue as this will void the achievements. Although I would suggest doing these in separate playthroughs as the game is much more forgiving and quicker to do on easy.
-Remember, you can skip cutscenes and some dialogue with RB. Each chapter will take about 20-30 minutes of gameplay
-Don't freak out if the red arrow comes up. This doesn't mean the guard has spotted you, it means you have a few seconds to do something before they do spot you. So either keep moving in the direction you're going (For example, when moving past a window) or hide.
-Fighting consists of light attacks (A), heavy attacks (X), and reversals (RB as the opponent is about to hit). A massive tip which helped me was kicking the opponent when they're on the floor by going to their side and press A - this knocks off a lot of their health.
Chapter 1
The only real trouble I had with this chapter was from the final checkpoint to the end of the chapter. This is a long gap between checkpoints so it was infuriating having to retry over and over. There is a quicktime event in the vent shaft when it collapses, which is Y. Followed by another when dropping to reach the files which is Spam Y, then B. After this, when in the elevator shaft, you need to spam A to open the door, B to jump forward, and then X to avoid the guard and jump backwards.
Sneak past the guard in the office by waiting for him to turn his back to you (I often got away with sprinting to the door).
Avoiding the camera and making it to the next room is fairly straight forward.
This last room was a nightmare for me, the boiler room. Move forward and look around the corner of the wall infront of you. You will see a flashlight from a patrolling guard. When you see the light shine on the opposite wall, quickly move forward to the end of this narrow path. There is a locker at the end. Wait for his patrol route to play out and let him get far on the right, with his back facing you. Now leave the locker, move up, check through the fence for the guard, and quickly move to the exit.
Chapter 2
Again, the trouble with this chapter is the sheer length between checkpoints - it's ridiculous. Follow the directions, climbing the fence and passing the guard in the window, sneaking past the electrician that get's shocked and climbing the parkour route outside (It's hard to avoid the bright -Simpsons yellow against the prison walls).
Continue forward until you enter the doctors office - this part confused me as many people said to 'Move very very slowly' which isn't the case. If you stop behind the doctor or move TOO slow, he will turn around and spot you. Instead, open the door, ensure you are still in crouch (LB) and push the left-stick all the way forward (not running, but a paced sneak). Move past the corner of the counter and head straight for the door. The red arrow will come up! But it should only fill 1 arrow, rather than 3, letting you escape to the door without him turning around.
Keep going through the vents (There's another quick time event for the broken vent, which is Y), until you reach the next area of the infirmary. This part if fairly straight forward, but the next part by the stairs can be tricky. Go down the first set of stairs and wait on the level in between the next set, you will see a doctor. Wait for him to pass up the corridor. Move down the stairs when the camera starts to turn right, and peak down the corridor right to see a guard. This will trigger his route. Move back up the stairs and wait for him to enter the room behind where he was standing. Once he enters, head under the camera and press X to tip it. Crouch against the wall and move past the window he's infront of to the exit (If you keep moving he won't spot you, despite the red arrow)
The entire Kitchen area is fairly straight forward, this is where the patience and slow moving is effective as you move from counter to counter, avoiding chef's and guards. I found that I would only fail this area when I became impatient. (This is also a great time for me to say this is probably the worst lock-picking mechanic I have ever come across in a game). .
Chapter 3
This chapter is fairly long but just copies some of the situations we've come across already. There wasn't a specific moment that gave me much trouble, although I can see how lock picking can be a problem in some scenarios where guards are nearby. For this, I'd say simply do the lock picks very slowly and they shouldn't hear you. If you find yourself getting caught from their routes or making too much noise, you can back out and hide nearby.
As for the fights just abuse reversals (RB), kick the enemy while they're down, and use heavy attacks to break through their blocks.
With the spotlight sections I just moved very quickly, dropping from the ledges to the roof before the spotlight got anywhere near me. I then ran from cover to cover, avoiding 1 guard on the roof.
When we're back in the infirmary, we have to follow a similar route to what we did in chapter 2. Sneaking past the doctor once he moves, beginning to pick the lock to the door of the other patients, then cancelling and quickly moving to the center room before the doctor catches us. Then, we move to the backroom, watching the doctor through the door-window of the conjoining rooms. Sneak behind him when he stands still, looping back around to the door we need to finish pick-locking. (This is much easier to follow in a video linked at the bottom of the solution)
As for the final spotlight sections, I ran from cover to cover and managed to escape without too much trouble here.
.
Chapter 4
This is basically prison brawl simulator. You will get into about 15 fights, which can all be won by breaking the opponents block with heavy attacks, kicking them while they're down, and using reversals. If the opponent knocks you down until you have to spam Y to get up, don't press any other button - this will instantly kill you. This chapter isn't too bad.
Chapter 5
Navigating through the workshop and sewer areas isn't too bad. After the workshop area, I cut the lights using the fuse box and actually sprinted down the right side of the room and didn't get spotted before dropping down to the sewers. If you're not comfortable sprinting just stick to that right side, it leads straight to the exit.
Lockpicking can be a pain in this chapter as the guards have suddenly gained super-sonic hearing powers. There's one guard in particular that has incredible hearing, who is guarding an open-cell like area, which only had a locker in it (how convenient). VERY slowly pick 2 pins, I found that the guard, no matter how slow/silent I did this, heard me on the 3rd pin. I selected the 3rd pin in the series, then quickly headed to the locker. The guard then searched the room before leaving and didn't seem to hear anything else after that.
When you're about to jump to the yellow pipe, which the guard has his flashlight on, jump up the second the guards flashlight moves to the middle section. Once on the pipe, keep moving left toward the fan. You'll make it in time this way.
After you use the printer, take the door by the desk and loop around, avoiding the guard, then move through the right of the room to the fence with the yellow frame on top. Move left toward the door and pick the doorlock as quick as you can. Once outside just go to the markers, moving from cover to cover and avoiding guards (The one with the binoculars is pretty easy to avoid).
Chapter 6
The opening to this chapter is pretty straight forward, only 3 fights and a lot of skippable cutscenes. Follow the same method for these fights as we've done for the rest, heavy hits through the block, many reversals and kicking them when they're down.
After you climb up through the vent and navigate to the next room, wait for the camera to turn left, move under it, then move to the stairs once it turns the other way. The guard will have his back to you for a moment, move to the pillars on the right of the room and just roll to the end. The door in this room has a fairly simple lockpick.
The roof is pretty easy to navigate, I found it useful to watch the mini map to see where the spotlights are turning.
After cutting the fuse box, quickly move out this caged area and follow the guards route to the exit. The outside area is easy to move through, just hug the walls and roll past guards. This is the same when you enter the building we started the chapter in.
Chapter 7
Another straight forward chapter, with an underground fight that can be won with our usual tactics of heavy hits, reversals and ground kicks. I did have some trouble with the guard who, you guessed it, is standing by the door that needs lockpicking. Every movement you do to the lock has to be very slow, even when shifting to the next pin. (Seriously, be incredibly gentle when moving the analog sticks as one quick move will spook this guard as he's using his super-human hearing to spot seismic activity and beyond, let alone the doorlock behind him...).
AND..... Another in the small room where you need to break into the locker - again, move the pins very very slowly and you should be okay. Sneaking back is fine, remember to tip every camera you see.
Objective: "Enter the laundry" here is where I decided to go for all the underground fighting related achievements as you're in the yard. Move around to the weights and punching bag in the yard, and you will find King. Talk to him about tattoos and underground fighting, if you still need to get these.
This was a pretty long chapter, but there wasn't any situation where I couldn't make it past other than near the end of the chapter when you're outside, avoiding the spotlights following 2 guards. Something worth noting is that you can hide in the little brown bushes on the patches of grass, this was a life saver for me. Just move forward, wait for the bald guard to turn around and pass you while you're in the bush, then walk to the yellow pipe.
Chapter 8
This is a very short chapter where you're just moving from cover to cover, waiting for the guards routes and dialogue to play out. Just before you enter the SHU there are 2 cameras, the first you can flip up and forget about, the second will keep flipping back down and spotting you as you lockpick the door. Remember to cancel the lockpick after every pin to go and reflip the camera up.
The second area you may have trouble is when the 2 guards are watching TV and you have to lockpick the door next to them. Like usual, just do this very slowly and you should be okay (The checkpoints seem very forgiving in this chapter).
Chapter 9
Another short chapter with forgiving checkpoints. We have to follow Mannix through the sewers and on to the roof. The rooftop fight with him is pretty much a QuickTime event frenzy, but the checkpoints are so forgiving don't stress if you fail.
Mannix also seemed to have a glass chin whenever I hit him with a flurry of light attacks (A). He would drop to the floor and I'd humiliatingly kick his stomach, and repeat.
Overall this isn't too bad. There are much harder games out there. This one seems to just be a bit unforgiving with it's mechanics at times with guards hearing your lockpicking very easily, turning around if you stall for too long, and big gaps between checkpoints (particularly in the early chapters). The game seems to gradually get easier chapter by chapter, so you can keep that in mind when grinding this one out.
Video playthrough on Shark difficulty. ENGELBRUTUS has made a playthrough playlist for Shark difficulty. This is the only full game playthrough of this difficulty I've found that still works/hasn't been taken down: https://youtube.com/playlist?list=PL8s1SIHZCiOps9-TpS1TcTuOJ...
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12 Feb 2021 17:06
akultas
stratege.ru
stratege.ru
24 May 2010 14:37
This guide was translated automatically.
Complete the game straight away on Shark difficulty to get the Indefinite Furlough trophy at the same time.