Latest news with #Crawlers


Time Out
23-05-2025
- Entertainment
- Time Out
The ultimate guide to Radio 1's Big Weekend 2025: full lineup, set times and everything you need to know
Radio 1's Big Weekend is back. And this time, it's in Liverpool. Previously hosting the likes of Taylor Swift, Coldplay and Stormzy, for 2025, the BBC radio station's big flagship festival is being headlined by Tom Grennan, Sam Fender and Mumford and Sons, with other performances from Haim, Confidence Man, JADE, Lola Young, Wolf Alice and many, many more. As the name suggests, it's going to be a big'un. From every single performer to last minute tickets, here's all the information you need if you're heading to Radio 1' Big Weekend this week. When and where is Radio 1's Big Weekend 2025? This year's Radio 1 Big Weekend is happening in Liverpool's Sefton Park from Friday, May 23 to Sunday, May 25. What are the timings? On Friday, gates will open at 2pm. On Saturday and Sunday, they'll open at 11am. Each day is scheduled to end at 10pm. Full lineup and set times Friday Radio 1 Main Stage 3pm-4pm: Workout anthems with Rickie & Melvin 4pm-4.35pm: The Wombats 4.35pm-5pm: Radio 1 anthems with Nat & Nicky 5pm-5.30pm: Natasha Bedingfield 5.30pm-6.05pm: Pop anthems with Dean McCullough 6.05pm-6.45pm: James Hype 6.45pm-7.20pm: Party anthems with Sam & Danni 7.20pm-8.05pm: Biffy Clyro 8.05pm-8.45pm: Dance anthems with Charlie Hedges 8.45pm-9.45pm: Tom Grennan Radio 1 New Music Stage 4.05pm-4.45pm: D.O.D. 4.45pm-5.30pm: Barry Can't Swim 5.30pm-6pm: Jazzy 6pm-6.45pm: Prospa 6.45pm-7.20pm: Katy B 7.20pm-8pm: Nia Archives 8.15pm-9pm: Confidence Man Radio 1 Dance Stage 3pm-4pm: Shelly 4pm-5pm: Charlie Hedges 5pm-6pm: Martha 6pm-6.45pm: Paige Tomlinson 6.45pm-7.30pm: Girls Don't Sync 7.30pm-8.15pm: FISH56OCTAGON 8.15pm-9pm: Kettama BBC Introducing Stage 2.20pm-3pm: Miles Temp 3pm-3.30pm: Leonie Biney 4pm-4.30pm: Jayahadadream 5pm-5.30pm: Esme Emerson 6pm-6.30pm: Billy Khan 7pm-7.30pm: Tonia 8pm-8.40pm: Crawlers Saturday 12.30pm–1.30pm: Radio 1 Anthems with Nat & Vicky 1.30pm–2.10pm: Tom Odell 2.10pm–2.55pm: Workout Anthems with Maia Beth 2.55pm–3.35pm: Sugababes 3.35pm–4.20pm: Pop Anthems with Dean McCullough 4.20pm–5.00pm: Myles Smith 5.00pm–5.45pm: Dance Anthems with Charlie Hedges 5.45pm–6.25pm: Blossoms 6.25pm–7.10pm: Party Anthems with Sam & Danni 7.10pm–7.55pm: Wolf Alice 7.55pm–8.45pm: Soundsystem Party with Jeremiah Asiamah 8.45pm–9.45pm: Sam Fender Radio 1 New Music Stage 1.15pm–2.00pm: Special Guest 2.40pm–3.20pm: Good Neighbours 4.00pm–4.35pm: Artemas 5.15pm–5.50pm: Jordan Adetunji 6.30pm–7.15pm: Inhaler 7.15pm–8.00pm: Jack Saunders DJ Set 8.00pm–9.00pm: Aitch B2B AJ Tracey Radio 1 Dance Stage 2.15pm–3.00pm: Charlotte Plank 3.00pm–4.00pm: Arielle Free 4.00pm–5.00pm: Danny Howard 5.00pm–6.00pm: Sarah Story 6.00pm–7.00pm: Phoebe I-H 7.00pm–8.00pm: Connor Coates BBC Introducing Stage 11.30am–12.00pm: KOJ 12.30pm–1.00pm: Liang Lawrence 1.30pm–2.00pm: Erin Lecount 2.30pm–3.00pm: Jetta 3.30pm–4.00pm: Mackenzy Mackay 4.30pm–5.00pm: Sienna Spiro 5.30pm–6.00pm: Superlate 6.30pm–7.00pm: Luvcat 7.30pm–8.00pm: Secret Set Sunday Radio 1 Main Stage 12.30pm–1.30pm: Pop Anthems with Matt & Mollie 1.30pm–2.15pm: Tate McRae 2.15pm–3.00pm: Radio 1 Anthems with James Cusack 3.00pm–3.35pm: Lola Young 3.35pm–4.20pm: Pop Anthems with Dean McCullough 4.20pm–5.00pm: Jorja Smith 5.00pm–5.45pm: Soundsystem Party with Jeremiah Asiamah 5.45pm–6.25pm: Wet Leg 6.25pm–7.10pm: Workout Anthems with Rickie & Melvin 7.10pm–7.55pm: HAIM 7.55pm–8.45pm: Rave-up with Arielle Free 8.45pm–9.45pm: Mumford & Sons Radio 1 New Music Stage 1.45pm–2.15pm: South Arcade 2.55pm–3.25pm: Hard Life 4.15pm–4.50pm: Joy Crookes 5.30pm–6.05pm: FLO 6.45pm–7.30pm: Self Esteem 7.30pm–8.15pm: Maia Beth DJ Set 8.15pm–9.00pm: JADE Radio 1 Dance Stage 12.30pm–2.00pm: Boo 2.00pm–3.00pm: Essel 3.00pm–4.00pm: Sarah Story 4.00pm–5.00pm: Martha 5.00pm–6.00pm: Charlie Tee 6.00pm–7.00pm: Phoebe I-H 7.00pm–8.00pm: Jeremiah Asiamah BBC Introducing Stage 11.30am–12.00pm: PAISLEIGHB 12.30pm–1.00pm: Keyside 1.30pm–2.00pm: Dirty Nice 3.30pm–4.00pm: Fat Dog 4.30pm–5.00pm: AIMEI 5.30pm–6.00pm: Courting 6.30pm–7.00pm: Le Boom 7.30pm–8.00pm: Pixey Can I still buy tickets for Radio 1's Big Weekend 2025? Saturday and Sunday are both sold out but we can confirm that there are still some tickets up for grabs for Friday, starting from £37.50. Find tickets on Ticketmaster here.


The Review Geek
13-05-2025
- Entertainment
- The Review Geek
The Midnight Walk Guide: ‘Chapter 4' Walkthrough & All Collectibles
The Midnight Walk Guide: Chapter 4 Chapter 4 picks up right where we left off, so exit the wardrobe and move with Housy down the path. Directly on the left, you'll find a hatch holding Story Page #10 (Who Took The Sun Away?). After heading under the bridge and starting the new section (after the screen fades to black), you'll find Story Page #11 (Who Took The Sun Away?) in the hatch directly to the left of the main path. On the other side of the path, near the Jack-o-Lantern you can light with a candle on the right, you'll find Shellphone #19 here. At the end of the path light the bonfire and chat with the NPC. Finally, enter Housy. When you're done, exit back out by getting rid of the blue eye by the door and then tracing across all the strange white eyes up in the air during the weird dream sequence. A cutscene will then ensue, showing Housy being taken. Musical Statues With the Crawlers Back to top ↑ Continue up the main path (by destroying the blue eye) until you enter a puzzle room. The task here is to move the Crawlers across onto pressure pads to open the doors. Each time you do this, you need to close your eyes and focus on the orange eye to freeze and unfreeze the creatures. The idea here is to unfreeze the Crawler out of its spot to the left of the arena, and then when it's out in the open, stand behind the candle and goad the Crawler over by lighting the candle so it munches on the flames. You can either wait for it to feast on the fire and then freeze it, or just chance it by shutting your eyes just as it hits the pad. Once that's done and the door is open, move the Crawler blocking your path into the larger arena we were just in. You just need to move it far enough away for us to pass. In the next room, you'll find a pressure pad, a Crawler next to a locked door and a matchbox. There's also a conveniently placed hiding spot here too across the length of the room. To begin with, light the candle above the pressure pad when you first enter the room. Next, unfreeze the Crawler on the other side of the chamber and let it move across to the lit candle. Say crouched and out of view until the Crawler is in place, then freeze it in place. Doing this will then open another door, to reveal a second Crawler. The idea now is to move both of these Crawlers, one at a time, to the two candles either side of the door to the right of the arena. It doesn't matter which order you do this in, but make sure you stay crouched while moving them and light one candle at a time. With the doors opened, press Square (X) to use the flying machine with Potboy to the next area. Just after landing, and as the chapter title flashes up on screen, you'll find Shellphone #20 just to the right on the main path. The Grinner Back to top ↑ In this next area, you'll be faced with a new enemy – The Grinner. These horrific foes will charge at you and kill you with one hit. You have no way of fighting back and the only respite is hiding in wardrobes or interiors. Before you do anything else, equip your Matchlock and fire a match at the creature just as it shows its face. Why? Well, you'll unlock the Achievement: Face your Fears. You may die in the process but it's a relatively easy trophy to gain! The aim here is to rush past the Grinner and duck under the bridge to reach a new puzzle. This one's very simple – use the levers to move the short and long hand of the clock back and forth so it reads the time on the smaller clock to the left. The first two levers control the minutes, and the second two control the hours and the time we need is 2:50pm. Once you've done that, follow the new path along, avoiding the Grinner that shows on the path downhill by hiding in the wardrobe. When you reach the big square with the Moonbird and various NPCs, look to the left of this area, nestled between some debris and two candles where you'll find a hatch holding Story Page #12 (Who Took The Sun Away?) If you do miss this Story Page collectible, this is the only pick-up you'll be able to come back to at the end of the chapter! When you're ready, leave this area via the wardrobe and you'll be in a big chamber with a beating heart. Use Potboy by the loose fuse on one side and it'll unlock a new route, via a wardrobe that will unlock after the cutscene. The Sniper Back to top ↑ In this new section, use Potboy to destroy the fuse and unlock the door. Around the corner, you'll find an NPC determined to kill the Moonbird and armed with a gun. The idea is to stick to the shadows and behind the practical props in order to avoid being shot. If you do wander out into the open, you'll be killed instantly so be careful! To begin with, watch the silhouette and move when the sniper isn't aimed in your direction. Next, make sure you're positioned right at the edge of this section, (pictured below) before using Potboy to light the furnace. This furnace will move the prop across and you'll need to move with it, eventually making it to the other side. You'll need to do this twice, with the second time making sure you're not crouched down. When the sniper makes his shot and shoots the prop at the back, rush past and down the gap. Afterwards, use your Matchlock to shoot the three candles and open a path underground. Move all the way along and open the hatch to the right along this path which holds Gramophone Disc #12 (Och Pa Sa Vis Skrider…). After grabbing this, head up the other side and use Potboy by pressing Square (X) to send him into the Projector. Watch the movie, then head through the newly unlocked door and at the end of this long corridor, you'll drop down into the sewers. The Sewers Part 1 Back to top ↑ Inside the sewers, there will be a ton of Grinners here. Most are inactive but a few will move and chase you. There will also be a bunch of candles you can light that will show you the way, although to be fair most of this path is quite linear. Make sure you light a match so you're not fighting against the dark, but at the second candle, don't follow the wisp to the right just yet. Instead, continue forward then open the hatch just beyond this to grab Gramophone Disc #13 (The Craftman's Heart). Return to the main path and then head back outside again. Use Potboy to eliminate the loose fuse just to the right, then follow the path around to the second projector. Send Potboy into this Projector by pressing Square (X) just beyond this. However, to the left of the seats at the back of the arena, you'll find a hatch holding Story Page #13 (Who Took The Sun Away?) The Four Candles Back to top ↑ After the movie, head through the newly opened door and you'll be in an area with Grinners patrolling and four candles dotted around the arena. You need to use the interiors as cover and move around the area, being careful not to startle the Grinners as you do. It's a good idea to head round behind the Grinner and stay crouched to avoid detection. Use the hollowed-out typewriter as a base in the center of the arena and light the fuse inside here too. These candles are generally quite easy to find so explore this section and light all four to open the door forward. After heading through the newly opened door, destroy the fuses and then send Potboy into the third Projector. The Sewers Part 2 Back to top ↑ Follow the path into the tunnels until you reach a wardrobe. Just beyond this you'll find a blue candle you can light on the left which will show you the way. In the next section, it's a good idea to sprint because one of the Grinners will come to life and chase you. There's a wardrobe toward the end of the next section so immediately run and hide inside. This chase sequence will pick up just after dropping down the gap. When you exit the wardrobe, look to the right and you'll find a bunch of Grinner masks. Tucked in the corner, you'll find a hatch holding Clay Figurine #13 (The Ghost of Coalhaven). Continue back on the main path until you reach a T-junction with three paths. Each of these are blocked but the way forward is shown with a blue eye above the entrance. Be sure to get rid of this and proceed into the next chamber. As there's no wardrobe in this section, destroy the second blue eye covering the statue in the middle of the room and you'll find an NPC pointing in different directions. The aim here is to eliminate the blue eyes in order of where the NPC is pointing. If you do any of the others first, out of sequence, a Grinner will show up and get you. Eventually you'll progress through and come to a chamber lit by orange lights and with a silhouette puzzle inside. Before getting to the puzzle, circle around the room and be sure to grab Shellphone #21. Back to the puzzle; there are three switches on a console board that turn the different contraptions around. The idea is to line them up so both shadows on the wall show a candle with a star on top for the left and a creature pointing on the right. It's not too difficult when you solely focus on the candle, as the other picture will just automatically slot into place in doing so. When Potboy drops back down when the puzzle is complete, use the flying machine on the right to leave the sewers. You'll now be in a new section with a fourth projector. Destroy the fuse but before turning on the projector, being sure to head over to the hidden red door in the corner of the room where you'll find a hatch holding Clay Figurine #14 (The Groundskeeper). When you're ready, send Potboy into the projector then follow the newly opened door to the Wardrobe. Use the wardrobe to head back to the beating heart. Use Potboy to destroy the stray fuse and then use him to pump fire into the heart by pressing Square (X) three times. With a neon wisp circling, drop down the gap and into the wardrobe. You'll now be back in the big square from before and if you missed it, you have another opportunity to grab Story Page #12! A cutscene will then ensue with Housy dropped back down again by this titan. As soon as you exit the house, you'll gain the Achievement: The Tale of the Craftsman's Heart for finishing chapter 4!


The Review Geek
12-05-2025
- Entertainment
- The Review Geek
The Midnight Walk Guide: ‘Chapter 2' Walkthrough & All Collectibles
The Midnight Walk Guide: Chapter 2 Home Sweet Housey Back to top ↑ Proceed down the main path until you find Housey — your go-to spot for checking collectibles and a hub between chapters. The projector by the fire lets you view Story Pages collected throughout the game, split across the six chapters. Inside Housey, you'll also find dolls representing main characters from each chapter and unique records that can change the background music. There's an Achievement tied to spending 10 continuous minutes inside Housey, so it's a good idea to do this at the end of the six chapters. (Access Housey from the main menu and select 'Visit Housey.') This way you can view all the Story pages and also unlock this Achievement at the same time. Once you're ready, exit Housey and continue down the main road. Close your eyes by pressing L1 (LT) and clear a path through for Housey when you arrive at the wall with a blue eye. Just to the left of this, you'll also find a hatch holding Story Page #2 (Who Took The Sun Away?) Continue on the path and turn left when you reach the drawbridge. You'll find Shellphone #4 just to the right here, next to the main path, so grab it. Hide and Seek With Crawlers Back to top ↑ In the next section, evade the Crawler by hiding in the wardrobe, then bolt past and head for the next area. When you reach the bright corals, crouch through the gap and you'll be given a tutorial about hiding from Crawlers. In this same section, near where the Crawler's starting position is, you'll come to a wardrobe. Hide inside to evade the Crawler and wait for it to move to your right before exiting. On the way, look to your left to find a hole you can crawl through to a hidden area. If you are spotted, head for the end of this section and hide in the alcove until the Crawler leaves. Then, turn back and exit back the way you came to find this hidden area (pictured below). Crawl through the gap and grab Shellphone #5. Continue on the main path and you'll find a Crawler prowling a garden area with a couple of switches. Instead of heading into the garden, continue on the path forward and to the left, you'll find a candle. Light the candle, wait for the Crawler to leave then activate the switches to open the door with Potboy. On the other side, run past all the Crawlers after dropping down the gap. After making it through the alcove, head back on the main path with the drawbridge. Use Potboy to enter the tubes to drop the bridge down and allow Housey to pass. To the right of the drawbridge, you'll find a hatch holding Gramophone Disc #4 (Grans). Continue up the road with Housey and after the cutscene, keep moving along the linear path until you reach the NPC at a bonfire. Light a match from the box, and use it to bring the fire to life. Just to the left of the dark path Potboy can destroy, you'll find a hatch with Story Page #3 (Who Took The Sun Away?) inside. After being reunited with Housey, wait for the strange white eyes to disappear from the end of the path and look to the left of the main road. You'll find Shellphone #6 inside a little hut. Opposite this, off the main path, you'll find a little optional puzzle where you need to stand on the red platform and use Potboy to burn the furnace to send the platform up You'll find a clue on how to progress here but we don't really need that, especially if you're following this guide! So instead, head to the matchbox next to the earlier Shellphone collectible, burn a match then hold down R2 (RT) and throw it into the darkness where those white eyes showed up. A key will be spat out from the dark, which you can use against the spiralled door (pictured above) to unlock. Just past the title credits, you'll find a bunch of heads calling you names. Just to the left of where these heads are, look for a hatch holding Clay Figurine #5 (The Headmaster) inside. Before progressing on the main path, progress to the right, behind the heads and between the two fallen logs. At the end of this path you'll find a Paper Stick. Pick it up and then continue back on the main path. Wait for the giant head to finish talking then place the Paper Stick in the middle of the levers. The idea here is to raise every single candle so then Potboy can work his magic and burn all candles at once. In order to do that, you have three switches, and after the initial dialogue with the big head, you'll notice two rings that can move between the six containers. The left and right levers on this console move the rings around, while the middle sees the candles raised or lowered. Move the rings around and raise all six candles, then send Potboy onto the bridge and press Square (X) to light the candles. Nobodyville Back to top ↑ On the other side of the gate, follow the neon wisp up the main path. On the way, open the hatch just to the right (pictured below) to find Gramophone Disc #5 (Nobodyville). At the big circular arena with the heads, take the path on the left to enter a little house. Inside the house, directly to your left, you'll find Shellphone #7. Before you leave, head up the stairs to the back of the guillotine. Potboy will mischievously cut his own head off, which will also net you the Achievement: Mind Over Body. Now you can return to the Headmaster and light the fire in the middle. After the cutscene you'll be given the Matchlock, which you can now use to light candles that are too far away to light manually. Use the Matchboxes to refill the gun and then aim at the two candles to unlock the door. Head through the doors and then use the flying contraption. Activate it by pressing Square (X). When it lifts in the air, hold on with X (A). The Swamp Back to top ↑ When you arrive in the swamp, just after you land, Shellphone #8 can be found on the right just beyond your starting location. Continue on until you reach the Molgrim's Lair door to the right. Use the Matchlock to burn all three candles in this area. There are two just on the right hand side of the door – be sure to look up to find the third! Keep moving forward after unlocking the door and use Potboy to light the furnace by the door on the left side of the main path. When the door opens, you'll find the Molgrim and it'll take Potboy away. Finding the Lair Back to top ↑ Follow the neon wisp across the swamp (there is a wardrobe that holds a Map of Molgrim Swamps pick-up but it's not essential to grab). At the end of the wisp's path, close your eyes to clear the frog and find a way into the lair (pictured below). The Molgrim's Lair Back to top ↑ Inside the lair, stock up your Matchlock using the matchbox on the left path, then move all the way to the far right path. Light the candle to move the Crawler, then proceed down the middle path. Follow the path here and you'll eventually drop down into the Molgrim's Lair. Use your crouch to work your way around the arena and light all the candles with Potboy. The idea is to use the cover and move strategically when the Molgrim is looking the other way. Stay crouched and you can look through the gaps in the fences to figure out where it's moving to (pictured below). As you work your way around the arena, you'll eventually need use the pipes to send Potboy up to light the final candle. After lighting all four candles, leave the lair with Potboy and keep moving with the neon wisp. Following the cutscene, wait in the burrows and evade the Molgrim. Any time it comes near on this next section, be sure to hide in these to avoid being captured! The Three Candles/Cauldron Shards Back to top ↑ You'll now have three candles to follow, which will send you off to grab Shards to remake the Molgrim's cauldron. Left Path On the left path, you'll find a hatch en-route to your destination holding Clay Figurine #6 (The Old Man). To the right of this Figurine, at the end of this pathway, you'll find a crawlspace that holds a container with a head inside. After the dialogue, press X (A) to interact and pick up Headvig into your inventory. We'll circle back to this one shortly! For now, head through the hole just to the right of where you grabbed the Clay Figurine #6 collectible. On the other side, you'll find a bunch of heads bouncing around before disappearing. You now need to use your skills to close your eyes and find 3 masks. You'll also find Shellphone #9 inside here on the perimeter of the room, on the left next to the frogs. The aim is to find three masks to place back on the motionless figures in the middle of the room. To do that, we need to destroy the frogs. These are the frogs you need to destroy: 1. By the entrance on the far left: 2. Just to the right of one of the figures at the back: 3. Destroy this Frog at the back of the arena to uncover an alcove. Inside, you'll find the third mask. Add all three masks to the figures outside and after the cutscene, grab the Shard of Trinity. Return to the candles in the swamp and this time, head all the way back to the entrance. You may have seen a strange circular container beforehand. Well, place the Headvig collectible we picked up earlier on the pedestal. After the cutscene, you'll gain the Shard of the Heart. Right Path Return to the candles and on the right path, head over the wooden bridge and immediately turn left to head down the pathway (pictured below) to grab Gramophone Disc #6 (The Spark). This is just next to the giant guitar in the background (pictured below). Continue along the main path here until you reach a wardrobe. In the bottom drawers you'll find a clue called Reading the Stones. We'll need this for the next section! When you reach a pipe and cauldron at the end of this pathway, be sure to grab Shellphone #10 just to the left of this (pictured above). Use Potboy to burn the furnace, lift the platform and then head over. Just before reaching the flying machine, open the hatch to the left and grab Story Page #4 (Who Took The Sun Away?). Use the machine to head up to the higher level. When you reach the circular area, at the end of this cliffside section, a cutscene will pop up. After, you'll now need to light the candles in the order of the historical story. You do have the correct order via the Hint you grabbed from the wardrobe (which we've pictured below), and this can be used to determine how to light the candles: The Order is as follows: The second picture with the Molgrims at the campfire The fourth picture with the Molgrim attacked by three soldiers with torches. The fifth picture just to the right of this with the six torches and soldiers fighting eachother The third picture with the Headmaster and headless bodies The first picture on the far left with the scared Heads and the Molgrim. After the story is played out again, you'll gain the Shard of the Moon. Fixing The Cauldron Back to top ↑ Return all three shards to the Molgrim Cauldron and use Potboy to light it by pressing Square (X) underneath three times. After the cutscene with the Molgrim, approach the wardrobe and destroy the blue eye to create a fast travel point back to the Headmaster. With the key she gives you, return to the entrance of Nobodyville and now you'll be able to progress through the door on the left. Follow the neon wisp with the key if you get stuck! On the other side of the locked door, be sure to pick up Shellphone #11 on the right when you drop down to the section between the two large, skeletal remains. When you reach the main road, you'll find a hatch directly opposite, to the right of the bonfire NPC. Open it up to grab Clay Figurine #7 (The Mogrim). Light the bonfire, listen to the NPC and then use the Matchlock and Potboy to light all three candles to the left of him. Once that's done, close your eyes to remove the yellow eye that pops up just to the left of this. You'll now be reunited with Housey once again. Keep moving down the main path and when you find NPCs walking toward you you'll find Shellphone #12 and a hatch holding Story Page #5 (Who Took The Sun Away?) by the side of the road. It's very hard to miss (pictured below). As you continue on, you'll eventually reach another bridge. Head underneath to activate Achievement: The Tale of the Loathsome Molgrim, and bring this big chapter to an end!