This is a list of all the Good/Evil actions possible in The Suffering. Neutrality can be an option if the player chooses to ignore or bypass these moral situations in-game.
Good actions[]
These actions fill up Good morality for Torque, which usually entail helping other guards/inmates escape and keeping them safe from danger until they part ways with Torque. Good morality levels are represented by Torque becoming healthier and cleaner, and the photo of his family becoming clean and clear. This also alters the way others perceive him in visions and the ending of the game. (Note: not all actions must be done to achieve the Good ending.) Xombium bottles will also have a higher effect on a Good morality, making recovery easier.
Chapter 1[]
Escort the guard to the electric chair room safely. His death in this room is part of the game, and does not affect morality.
(Note: you cannot save the guard in the gas chamber. His death is part of the game also).
Chapter 2[]
None.
Chapter 3[]
Escort Dallas (Reward morality available next chapter)
Chapter 4[]
Shut the scared inmate in his cell to protect him from the monsters.
If in tow, help Dallas escape the prison.
Chapter 5[]
Shoot the Marksman the guard is fighting on the right when you begin this chapter.
At the same location, kill the Slayer on the left.
Chapter 6[]
Free the prisoners trapped in their cells.
Chapter 7[]
Help the scared guard, Luther, get to the Radio building.
Chapter 8[]
When the guard in the quarry tunnel tells the player to remain still, do so until the Burrower cutscene starts.
(The guards you encounter shoot on sight, so killing them will not affect morality)
Chapter 9[]
Use the crane to allow the prisoner to cross the quarry.
Chapter 10[]
None.
Chapter 11[]
Shoot the mutilated, but still living, guard in the padded cell to end his misery.
Turn on the power in the basement to allow Sergei to listen to his music. Accomplish this by breaking boards blocking sewer pipe to drain the water and throwing the switch to generator. You will get electricuted if you do not drain area first. (You must return to Sergei to receive credit for this action. Otherwise you are just turning the power on in the house so you don't have to always use your flashlight.)
Chapter 12[]
None.
Chapter 13[]
Help Clem escape the island by escorting him and setting the shipwreck ablaze to stop the Festers, allowing him to sail his raft away.
Chapter 14[]
None.
Chapter 15[]
None.
Chapter 16[]
Kill the Festers that Harley and the other guard are fighting before they are killed, and then meet them in the watchtower they enter.
Chapter 17[]
None
Chapter 18[]
After the inmate traps himself with rocks in the cave he will ask for help, blow open the rocks he's talking through by droping TNT at the bottom middle of the rocks, then escort the scared inmate to the lighthouse basement. Again, his subsequent death is part of the game and does not affect morality.
Chapter 19[]
Follow and escort Ernesto Alvarez to the power station and back. (morality available next chapter)
When meeting the three inmates in the cave, defend them from the monster ambush. Ensure they are all alive and then meet them in the center of the cave.
Chapter 20[]
Escort Ernesto the rest of the way to the town so he may check on his family.
Neutrality[]
One of the moral pathways in the game is neutrality, which is the moral default at the beginning of the game. This morality is affected by simply not getting involved with/ignoring moral actions and scenarios, or simply by performing a balance of Good and Evil actions throughout the game. Neutrality is represented by Torque's body being a little pale and dirty, and the photograph of his family being creased and crumpled. The game's ending will also change.
Standard Neutral acts[]
Ignoring/bypassing moral situations, allowing inmates/guards to be killed by monsters.
Evil actions[]
This is a list of all Evil actions possible during the game, which roughly translates as killing or otherwise hindering the survival and welfare of other survivors. Evil is represented by Torque getting dirtier, with wounds and grey skin. The photo of his family will also get dirty, crumpled and stained with blood, and the game's ending will change. (Note: Not all actions need to be performed to get the Evil ending).
Xombium bottles will also have a reduced effect on an Evil morality, making recovery more difficult.
Standard Evil acts[]
The only standard evil acts are killing inmates and C.O.s that are not a threat, with the exception of the two caged slayers in the basement (encountered on Torque's second visit to the basement.) Desecrating or decapitating corpses does not count as an evil action.
Killing non-hazardous Carnate wildlife, such as rats and crows, does not count as an evil action.
Chapter 1[]
Kill the guard you meet outside the bathroom with the Shiv.
Gas the guard in the gas chamber by pressing the button in the control room.
Repeatedly turn the electric chair on and off to torture Horace in the electric chair control room.
Chapter 2[]
None
Chapter 3[]
Kill Dallas when he greets you through the door.
Chapter 4[]
Kill the scared inmate in his cell.
Chapter 5[]
Kill the guard on the right when starting the chapter.
Kill the two inmates at the wire gate before the Hermes cutscene begins.
Chapter 6[]
None.
Chapter 7[]
Kill Luther when you meet him.
Chapter 8[]
Kill the guard in the Quarry Tunnel before the Burrower cutscene starts.
Chapter 9[]
Kill the three guards fighting in the quarry(morality will be counted for each kill).
Kill the inmate needing help at the crane.
Chapter 10[]
None.
Chapter 11[]
Torture the guard in the first room up the stairs by turning the electric device on and off repeatedly.
Kill Sergei, whom you see on the couch.
Chapter 12[]
None.
Chapter 13[]
Kill Clem when you meet him(Warning: he will fight back using Molotov cocktails).
Chapter 14[]
Kill the caged Slayers in the room with the dead Mainliner on a hospital stretcher. The room also has a chair with restrains for the arms and legs.
Chapter 15[]
None
Chapter 16[]
Kill Harley and the other guard you see fighting the Festers.
Kill the guard using the mounted machine gun before the monsters.
Chapter 17[]
None
Chapter 18[]
Once he traps himself behind the rock, kill the inmate who has been throwing TNT at you since the last chapter.
Chapter 19[]
You meet Ernesto in this level. Killing him at any time rewards negative morality points. (If you are attempting the worst possible morality and wish to kill him, it still may be a good idea to let him tag along for the time being as he helps you quite a bit in the fights. Not to mention that if you don't know what do do in this level, he'll help you with that too.)
Kill the three inmates in the cave.
Chapter 20[]
The only morality choice to make in this level is killing Ernesto if you haven't already done so in chapter 19.
(If you attack your first doppelganger (creature version) while not in insanity mode enough, you will die, the screen will go red and you will hear Carmen yell at Torque, but it doesn't count any negative morality points. The same is true for fighting in the inverse forms.)
The Suffering | |
---|---|
Main characters: | Torque | Carmen | Cory | Malcolm | The Creature |
Bosses: | Dr. Killjoy | Horace | Hermes | Torque's Hatred |
Malefactors: | Slayer | Marksman | Mainliner | Nooseman | Burrower | Fester | Festering Rats | Inferna |
Other Characters: | Ernesto | Dallas | Luther | Sergei | Clem | Hawks | Consuela Alvarez | Hargrave | C.O.'s | Inmates |
Locations: | Carnate Island | Abbott State Penitentiary | Fort Maleson | Slave Shipwreck | The Asylum | The Quarry | The Town |
Weapons: | Shiv | Revolver | Tommy Gun | Shotgun | Fire Axe | Flamethrower | Gonzo Gun | Browning M2 Turret |
Explosives: | Molotov Cocktails | Flash-Bang Grenades | TNT | Shrapnel Grenades |
See also: | List of Good/Evil actions possible in The Suffering |