<|endoftext|> RAW Paste Data ======================================================================= | |------------------------------------------------------| |-------------------------------------------------------------------------| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | <|endoftext|> Chance to inflict Freeze, which does a staggering 2 points damage at level 24. He can also put the enemy to sleep for 2 turns with his Minor Barrier. His skills have short casting times and are of good value. Summon Holy Spirit can be quite useful against strong monsters and bosses, he can summon them quickly. As he is in a Magician class, it's only fair to give him the Summon All spell. There isn't much else for the Thief class; other than the Bow Master skill from the Lord class, that is. His main use is as an Assassin, due to the increase in Attack Rating he gives you, but even then, you're better off giving someone who can cast a couple of more powerful spells. Special Characteristics ------ Your character is initially level 1. After you choose your name, name, and set your alignment, you gain one point to every five levels you attain after the initial creation. In other words, a level 50 character will make seven experience levels. Your HP is equal to (2*Level). The Attack Rating for your party members is dependent on their classes: Knight Rating is based upon their respective Knights jobs, Lord (Thief) is based upon their Lord Jobs, and Thief (Assassin) is based upon Thief. Skills --------------------------------------------------------------------- Haste (from Armor Ring) -Level 3 Heal (from Armor or Necklace) -Level 8 Stun (from Armors) -Level 9 Slow (from Rings and Accompaniment) -Level 6 Petrify (from Necklace) -Level 10 Invincibility (from Shoes) -Level 8 Berserk -Level 25 Lightning -Level 31 Frenzy -Level 40 Tempest -Level 52 Petrify MBarrier (from Helm) -Level 15 Petrify Immunity (from Weapon) -Level 12 Vengeance (from Armor) -Level 16 Berserk (from Shield) -Level 39 MBarrier -Level 26 Invisibility -Level 18 Aura -Level 29 Blind -Level 39 Paralysis -Level 46 Slow -Level 49 Barrier -Level 56 Silence -Level 63 --------------------------------------------------------------------- Back Weapons --------------------------------------------------------------------- Axe ------- Damage: 18-33 Speed Factor: 0.73 While equipped, this weapon inflicts an extra 14-25 points of damage and makes the wielder temporarily invincible to all attacks. This effect remains until the end of the current battle, at which time the effects are lost. Battle Axe --------- Damage: 5-10 Speed Factor: 0.7 This is a stronger version of the Battle Sword. It deals a total of 12-15 points of damage. This weapon has a slightly slower speed factor, and the user's defense is increased. While equipped, the user's Defense is decreased by one stage, and the amount of damage taken from normal attacks is reduced one stage. When the effect ends, the user will do normal physical damage. The final stages of this effect subtract from Defense. It has the same speed as the Long Sword. Cutlass ------- Damage: 7-14 Speed Factor: 0.71 The Cutlass deals less damage than the Battle Axe, but instead of doing normal physical damage, it does magic damage. This weapon causes the user's defense to decrease, while magic defense is raised. This effect lasts until the sword is unequipped. It has the same speed as the Short Sword. Short Sword ----------- Damage: 1-5 Speed Factor: 0.69 The Short Sword deals less damage than the Battle Sword. However, the weapon causes the wielder's defense to be lowered by two stages, and the amount of damage done by normal attacks is slightly increased. This effect lasts until unequipped. As the sword is naturally enchanted, it has the same speed as the Long Sword. Sledgehammer ------- Damage: 25-45 Speed Factor: 0.72 These powerful weapons are used exclusively by Knight units. They deal more damage than the Battle Sword, and reduce enemy defense. These are two-handed weapons. Battle Sword ------- Damage: 13-16 Speed Factor: 0.68 This is a weaker sword than the Sledgehammer. It is not as powerful as the Sword/Hammer, which deals slightly more damage. It is not as fast as the Long Sword or Dao. Lance -------- Damage: 2-6 Speed Factor: 0.65 This heavy lance allows you to hit multiple times before you must re- equip it. It only covers three spaces, so try to target enemies in groups. Comes in two sizes: Small and Medium. Greatlance --- Damage: 0-4 Speed Factor: 0.7 It cannot penetrate rock or water, but it can hit anything that it comes into contact with. It is very ineffective against tanks. Chaos Blade --------------- Damage: 35-50 Speed Factor: 0.64 One of the most powerful weapons in the game. A successful hit will do up to 100% of your Life Bar in damage and stun the opponent long enough for you to get a perfect attack. Even more fun than the Submachine Gun! It does not take armor off. It is drawn automatically when used, and has no sound. Use it sparingly, though, since this thing packs a punch! Dao ------ Damage: 20-35 Speed Factor: 0.59 This greatsword unleashes energy bolts at your opponent, dealing bonus damage on each strike. This weapon is good for melee fighters, but might not be effective against heavy hitters. Nebulite Mace ----------- Damage: 50-80 Speed Factor: 0.66 Use to keep enemies at distance. In some games, this even does critical damage. Weak against bosses, however. Great Maw ------------ Damage: 20-35 Speed Factor: 0.60 Try to use this to hit your foes' weak point. Kill them quickly, though, because it has a hard time damaging anything heavier than a Flying Shell. Ivory Rod ----------- Damage: 20-50 Speed Factor: 0.57 Lighting can affect this weapon, making it a difficult asset to use. Certain monsters can easily kill you from a distance. Black Rod ------------- Damage: 45-125 Speed Factor: 0.58 A solid weapon with high power. Not nearly as powerful as the Black Belt in terms of power per unit of weapon. Dart --------- Damage: 6-14 Speed Factor: 0.47 Not exactly a force to be reckoned with, but many players find these useful for concealing your position. Only good against tanks. Steel Arrow ---------- Damage: 15-30 Speed Factor: 0.55 This is probably the weakest arrow in the entire game. Strangely, this is its weakest weapon. This weapon could have been better if it just randomly fired out arrows instead of going after the closest monster. Come on, Blizzard?! Moonblade ----- Damage: 12-36 Speed Factor: 0.62 Probably the best weapon in the whole world... for humans. Also, it makes a terrific necklace. Inflicts damage on all monsters. Pegasus Armlet ------------------ Defense: 50 Resists: Lightning Strategies: --Best in groups {Same strategy as above} --Keep away from Triceratops Royal Crown -------------------- Damage: 9-11 Speed Factor: 0.75 Grants experience for killing enemies. This gives your character experience. Claymore ------ Damage: 5-12 Speed Factor: 0.67 Blows the enemy up right in their face! No more stunned opponents. Eyedrops ----------- Speed Factor: 1 Restores 20 points. Restores life slowly, although, you do not need much health to survive long. Can heal undead. This item also acts as a Barrier when used by a player. All in all, it can't hurt you, at least not directly. Stop using it! Buster Rifle ------- Damage: 18-23 Speed Factor: 0.50 Another useless weapon that takes too long to reload after every shot. Shotgun ------- Damage: 10-20 Speed Factor: 0.33 It's slow, but it can hit things more than twice its size. Automatic Shotgun ------ Damage: 20-25 Speed Factor: 0.40 Poor man's Shotgun, this one is nearly twice as deadly as the regular gun fire mode. Submachine Gun ------- Damage: 7-18 Speed Factor: 0.27 Shoots bullets rapidly in an arc. Good for short range combat. Avoid close combat unless necessary. Energy Sword ---- Damage: 3-10 Speed Factor: 0.50 Fires hot, fast, powerful energy tears. Better suited for melee attacks than the Machine Gun. Plasma Gun ------- Damage: 10-25 Speed Factor: 0.75 Short firing time (10). Surprisingly powerful for a shotgun. Crushes anything in its path. Rocket Launcher ------- Damage: 8-16 Speed Factor: 0.20 Very ineffective weapon. Shoot directly upward for maximum effect. Short ranging. Graviton Gun ------- Damage: 12-30 Speed Factor: 0.45 The best ranged weapon in the game. Fires projectiles as fast as you can pull the trigger and then waits for your target. Very useful for taking out groups of enemies. Deals massive damage. Machine Gun ------ Damage: 10-20 Speed Factor: 0.65 This gun is rather slow (faster than the Rocket Launcher) but it fires fast. Also a Medium Size Weapon. Heavy Cannon -------- Damage: 18-39 Speed Factor: 0.15 The most powerful weapon in the game! However, this weapon moves WAY too slowly to really use effectively for anything other than maintaining or reclaiming a huge amount of health quickly. If you want to use this thing, get faster, or have no problem keeping up, then by all means, go for it! Remember, you can store any extra ammo in your Flashlight and you'll have no problem getting tons of fire power. Mini-Gun ----- Damage: 4-10 Speed Factor: 0.20 The Mini-Gun is very quick and easy to aim. It will usually destroy almost any enemy that crosses it before they even know what happened. The only real problem comes from the fact that this gun does so little damage. You must rapidly shoot after each shot (hopefully the projectile does more damage) or else there won't be enough points for that shot to kill the enemy you just killed. Sniper Rifle ------- Damage: 13-26 Speed Factor: 0.85 Ammo is scarce. Best off when you're far away from a large group of enemies. Or when you're fighting human players. Machine Gun Turret --------- Damage: 6-10 Speed Factor: 0.15 Pretty effective. Move down a large area and you shouldn't have any trouble hitting your target. Use the secondary function. Fusion Mortar --- Damage: 100% - 300% Speed Factor: 0.07 Use this properly and you can start to push an enemy back to you with this. I believe that the secondary function is for flushing enemies out if you want to change your "playstyle" by doing that. Very simple. Only your Rail Driver works better. Solar Blaster ------- Damage: 5-13 Speed Factor: 0.50 Simple. Simply shoot the enemy. Simple. Only your Plasma Gun or Rail Driver will come anywhere near the Solar Blaster. It's useless. Light it up however you'd like (both are the same), or activate the Rail Driver secondary function. Spore Launcher ------- Damage: 2-7 Speed Factor: 0.50 Probably the weakest weapon in the game. It would take some serious training to use effectively. A great gimmick to throw on unsuspecting players. Swarmbots ---------- HP: 800-3000 Attack Pattern: Homing Found In: Lighthouse Strength: 150 Description: Allows the player to purchase Swarmbots from Arachnotron. ------------------------------------------------------------------------------- 5.c4-MISSILES Missiles ----------- Damage: .01 Shield Threshold: 80 Flight Time: 0.7 seconds Rockets ------------ Damage: 25-35 Shield Threshold: 70 Flight Time: .8 seconds Pods -------------- Damage: 30-33 Shield Threshold: 90 Flight Time: 1.3 seconds Super Missiles ------------------ Damage: 120-140 Shield Threshold: 110 Flight Time: 1 second All Guns ------ Damage: 140-180 Shield Threshold: 60 Flight Time: .9 seconds All Radials -------------------- Damage: 200-250 Shield Threshold: 50 Flight Time: .7 seconds Seeker Missles ------------- Damage: 130-170 Shield Threshold: 80 Flight Time: .6 seconds Pulse Missles -------------- Damage: 220-280 Shield Threshold: 20 Flight Time: .3 seconds Perception Infusers ----------------- Damage: 300-360 Shield Threshold: 110 Flight Time: .2 seconds Shockers ------ Damage: 130-160 Shield Threshold: 65 Flight Time: .7 seconds Blasters ----------- Damage: 140-190 Shield Threshold: 60 Flight Time: 1.0 seconds Electro Flux Dispensers --------------- Damage: 350-400 Shield Threshold: 70 Flight Time: .8 seconds Charger Pack ------------- Damage: 250-300 Shield Threshold: 40 Flight Time: .6 seconds Tank Radial Racks -------------------- Damage: 400-500 Shield Threshold: 50 Flight Time: .8 seconds Tesla Carbine -------------- Damage: 900-950 Shield Threshold: 0 Flight Time: .6 seconds Grav Cycle -------------------- Damage: 200-240 Shield Threshold: 30 Flight Time: .4 seconds Barrels --------------------------- Damage: 90-120 Shield Threshold: 50 Flight Time: 1.0 seconds Sniper Mode ------------------------------------ Damage: 130-150 Shield Threshold: 20 Flight Time: .3 seconds Automatic Shotguns -------- Damage: 200-220 Shield Threshold: 40 Flight Time: 1.0 seconds Automatic Grenade Launchers -------- Damage: 100-140 Shield Threshold: 55 Flight Time: .6 seconds Pistol Rounds -------- Damage: 100-130 Shield Threshold: 40 Flight Time: .6 seconds Automatic Grenades ------------------------------------------------ Damage: 280-320 Shield Threshold: 35 Flight Time: .3 seconds Auto Rocket Launchers ------------------------------------------------ Damage: 180-230 Shield Threshold: 40 Flight Time: .6 seconds Remote Explosive Launchers ------------------- Damage: 160-200 Shield Threshold: 45 Flight Time: .7 seconds ------------------------------------------------------------------------------- 5.c5-WEAPONS General Tips ----------- When choosing weapons, remember that there are many different options. Pick what attacking style(s) work best for you, what weapon type you use the most and what your preferred weapon does best. Remember to use the secondary fire option or you might waste your ammo. It doesn't matter as much who uses which weapon. As long as you know when to use which, you'll be fine. <|endoftext|> R: Nulodion -------------------- X: A Ballad of Eldynas =================================================== NORMAL =================================================== Name Type Element Weapon Power ------------------------------ Fat Chocobo Egg Battering Ram -- Frozen Tear Healing Staff -- Energy Drain Crescent Axe -- Magebane Golden Armlet -- NulBlaze Light Bracer -- Power Stealer L-2 Ring -- Poison Fang Rolling Cutter Rapid Bomb None Scrapper Javelin Shrapnel Nail Baton Vital Throw Bomb Armlet Wrap Chain Mail ------------------------------------------------------------------------------- Levan, the Blacksmith, can craft two types of weapons. Each one has its own set of stats but the weapons share common properties: they are not affected by gravity or weight and have good accuracy. He also gives you a sword and longsword to get started in your journey. ----------------- ------------------------------------------ | Sword of Flame | ----------------- ------------------------------------------ Weapon Class: Sword Str Type: Heavy Damage Type: Fire Location: The Underchieftain Description: A blade forged entirely out of flame. Any attack made against this weapon will deal tremendous damage. *For the "Defender" job class, this is one of three main weapons that you can make with the blacksmith skill. They aren't better than Darts, but they're still good if used right. Note that the bow and arrow class weapon can be made as well. ---------------------------------------------------------- | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | <|endoftext|> whining, and the boy looks at the queen, even though they should not. The door opens and a man with a black mask approaches Jaro (who is an orphan). When the sound of the door slams shut again, Jaro stands and gives a "mission accept" sign to the Man in Black. Quest for the Gold Dragon (twenty-eighth day) Detailed walkthrough [WK25] On your twenty-eighth day you will have five opportunities to finish the quest for the golden dragon. All three of them involve Jaro going up to the pool to try and kill the creature. Each comes with a different reason why. The first one allows for Jaro to kill the false golden dragon. The second allows Jaro to get his name on the list as the "Hero of Elum". The third allows you to knock out the Miral Doren who resides here. He seems easy enough to beat but he actually drops lots of points (D&D tables) and can be pretty tough if you don't have a full set of some kind of enchanted brass armor, so I would advise against it. The fourth allows you to talk to the boy who tells you about the glass blower. The final one allows Jaro to bang the Arch-Mage out of his tower so that he may be sentenced to death. If you intend on doing all four, do them exactly one after another. You have enough time for one rampage in the middle and the other two on the side. Once you're done with whatever you're doing, go back to Erinys. She'll give you 1500 gold pieces and reward you with a gift of some sort. It could be a potion of strength (fancy new spell), a staff of water breathing or something else, so pick it what you want, then go sell it off at the town market for a nice profit. Return to the library. Talk to the old fool and ask him what's coming up. Wanting to get ahead of the next book, he tells you about the war that has been brewing between Morag Tong and the Fighters Guild for the last few months. Things have been quiet between them lately, but it's not because the Fighters Guild is winning. The Khajiit are out to push the Guilds out of town and into Cidhna Mine and trying to take over Riften. That means you're gonna have to help the Khajiit stop them. They've got a letter from their leader back home; Hrundi, and a letter from Tofel himself too. Oh, and you'll also have to fight the bandits in Cidhna Mine - they all belong to the Thieves Guild for some reason. Not much more info than you got in Daggerfall. First things first: Go talk to Tofel. To get there, head east from the stronghold and follow the mountains all the way until you get to the place with ruins like the ones we saw before. Inside the keep is the boss, just look around for someone named Tofel. Ask him about it, and say "I'm looking for Hrundi", followed by "He's no longer alive". He wants you to follow him back to see how it goes. In the back, you can read a letter that was sent to you by the Council. Hrundi sent it to you as proof of what was happening and was about to happen - that 'he lost his mind and tried to poison me'. Point out that you saw it happen, his letter says "Nonsense, if it wasn't for me, you wouldn't be alive". And then climb up onto the cart and drive away. A mage up ahead says that Tofel was attacked! Apparently, he lost all respect from the Morag Tong. Head back to the Library and there's nothing new for you to read. Go ahead and buy the Fighters Guild Guidebook for 500 gold. Also buy any Fighters Guild training you need. There's nothing more practice for that bow you got last time you were here, but if you want to find out, that's fine. So once you are done there, go talk to the library master (not that you can ) and agree to check out their past books for you. Whoopie! This is the first one you need: Fighters Guild: Boethiah's Calling. Yeah! Anyways, this is the toughest book yet (it called "A Heartbreaking Work of Staggering") and should strengthen your magic skills quite nicely. He gives you a copy as thanks for helping out the guild, which makes it kinda sweet. Right? You also receive a very fine book titled Fighters Guild Journal - Grelod the Unwise, Volume 1, from whoever shared it with you. And FINALLY, someone knows what the book's about! Enough said. Continue down the path and enter the Hall of the Dunmer. Talk to Grelod, who will give you 100 gold if you can get him to leave the mansion peacefully. Got it. Kill him! Whoa...what the hell did you do?! He talked to someone else. Talk to him again and ask what happened and he will tell you that the people of Seyda Neen are threatening to call in the guards. There's some Arcane lock that needs picked and Grelod will help you. He's located in a dark room with no light in the lower hall, so use the light spell (which you should be able to get now) to locate him. Ask him to come with you (which you need to because the door is locked) and he reluctantly agrees. In the chamber are a few leveled archers that you don't need to worry about. Hah hah. Just kill them and continue down the hallway. Make your way through the rooms and loot the corpses. Get it done quickly because a guard is patrolling near the other door. Feel free to loot his corpse too if you wish (he only carries a helmet). Also, note the treasure chest here. When you're done looting, continue down the hallway. At the end of the hall is a door guarded by a leveled Giant Spider. Deal with him as you would all foes and continue on. There's a hallway here too. This one will introduce you to Kekul-Jo, whose house in is in the north part of town. Loot her storehouse to get a very nice set of artifacts. Nothing special though, so don't get excited. Now go outside and try to enter Helvius' shop. You'll have to choose an option, killing or persuading, and as is right around here everyone appears to be either killing or persuading you. Look at everything...chests, weapons, armor, boots, masks, head gear, gloves, shields....it's all crap you should drop. I killed this guy no matter what I chose, so I'll just tell you what I did: I went into dialogue range and told him that I wanted to buy his stuff (as if he has much to sell now), and he grabbed my shield and threw it to me. If he didn't, simply advancing forward and grabbing it yourself takes nothing away from your chance to inflict pain; I'm talking no damage at all to myself and a decent armor damage shield; go buy something else instead. Anyway, take the stairs downstairs to loot her place and exit the store. Head downstairs, kill another Giant Spider and enter Arrille's House. The guard and the merchant will talk you over and try to make you pay him some money. Pay the 5000 gold and she will agree to let you inside. Speak to Arrille and she'll let you inside after you speak to her father. Open up the map (show the 'M' icon or her name appears) and you'll see quite a bit of stuff inside. Seek out Wares and grab everything you can, but watch out for the skeletons. Keep searching till you reach the bottom. You won't be able to open Arrille's safe until you have a Key, so grab that off the corpse in the same room and go back upstairs. Fight the Daggerfall Mages outside and clear out the rest of the area. Inside are three chests and a Flawless Pearl on a table. Grab it if you want (there's a lot you can do for it) and head towards Seyda Neen. Enter Helvius' shop (just ask him about Helvius and he will come back later, after you get the Gold Nix-Hounds to stop yelling at eachother). There's also Herve's Storage Room, a bedroom. Loot it and exit the storehouse. Open the guard's door and there's some goodies inside too if you care to visit. Exit this area (leaving the gate open, you shouldn't need it anyways) and go west northwest. As soon as you hit the wall, turn left (facing north) and keep going that way. When you hit the next wall, turn right. Take the first left to find another guard's door leading out. Be sure to ask him if he wants you to come out (without violence!) and then open his door. Clear this small cave, kill a Skeletal Dragon, loot and exit this entrance to Hellegarr. Don't forget to get the scroll of Deeper Sleep or you'll take forever to sleep. Now, go back to the dead wizard and see if you can convince him to join you. I tried talking to him for hours straight (first time I ran into him, I used half his dialogue and had almost convinced him) but I couldn't. It was true that all I had was enough items and this last level at that. He has nothing important to say though and tells you to go to St. Olms (this is a REAL trip soon, even with my high won points). But I'll give you a tip: Go to his manor and search it thoroughly for all the little things. Did I just hear you yell "WAS THIS ALL YOU CAME HERE TO DO?" Holy cow...what an embarassment. So I'm not really being hard on him. Anyway, when you feel like it, do some stupid thing he insists on you being clever about and tell him to return the note you gave him. The rewards are nice, he's eager to join and doesn't seem to mind as long as you pay him properly. Just remember that the rewards aren't necessarily worth doing the quest for (they are worth doing, but at the cost of not getting any good rewards) and that turning him down will increase the faction that he insists on joining you. I guess it was hard to convince because he signs on the day you talk to him. If he joins, return to Astrid and tell her about St. Olms. Also, remember that this guy's quest line is over, once you accept his quest. We'll never see him again. Talk to Astrid again and she'll grant you access to the city. She also says it won't be too difficult to get back to Morthal now. Anyway, once you're all done, leave the rest of the guild. Once you're in town, exit the building that is currently locked. Climb down the ladder and open the door. There's plenty of stuff to be looted here and we're near the dead Mage. Make your way back to Astrid and persuade her to let you stay. If you keep telling her yes, she'll agree but says that she has business to run first and gives you the key to the archery range. Don't go in yet, though. From the very bottom of the stairs, jump onto the ledge above the archery range and then jump across, killing the High Elf along the way. Once across, pull yourself up and climb out of the way of the firing arrows that are aimed at you. Make your way up to the top floor and examine the body of the Bard. Below him, there's a chest. In it's right hand corner is a Small Key. Pick it up and look for the book on it (once you've picked up the key). The book has the codes to the other parts of the Secret Sub-Basement. Activate the Book with the key (which works much like a journal) and it shows you the indoor and outdoor housing sections. Rejoice, you can finally move in! Well, sort of. So, first, enter the house at (x=450, y=750). Here, in addition to all the treasure, the area in the middle of the floor of your quest seems to be filled with gold coins and keys. You should consider using them all if you haven't yet. To the right is another locked door that leads to a balcony area. As usual, use whatever combat spells you have to open it. Inside is a room full of treasure, including many keys and a Daedric Battle Axe and several chests. I recommend looting everything. Outside are three leveled bandits. Use any spells you know on them and loot the place (I found four Full Books of Trivia during this journey). Outside, search for the fence (it's the red thing sticking out from the roof) and he'll give you 800 gold for what he knows. Go through and read the Note inside the cupboard. (if you didn't pick up the book, you must read it to the note) .|| . ||'-'| : ." --. '-. || .' `.-- .' ``.' .:' '-' ', '-' ' '-.`` `---- . ://','/-- //-,`-' -. .//', ', `//;. `-' `-' `-' `-.`` `'. || '-' :/--//' `-.`.';-..--.-. .-, .', `-. /-'(' '.`.-..--.-. .', .', `-.,,-/|' /'-.' .;; |-/. .', .' ,':` ;.' -./' /'- .' '.-. .-. .', ..',./|'- .\; /'/,' .' :/`-' .-, .-. .', ./' `.; `-' '-' .'/./.`.'.-..--.-. .',./' `-. '-' `-' .'./'. '.-. |-./.`-' .-'-' ./, ./' ``'. `-'.' /'-..' .-'.'-. .-'-' .-'-' `-'.. `-'..',/. `-'-' '. `-'..-. /'.-'..-' `-'./.`. .-. `-`',./---.`-'./',-..-' /' '.-.`. '.-.`. '-'..-' .-. .-'-' ,-.`-. '. .+./',/'-./''. `-.`-'`. '-'..-' '. '.-. '.-. /';:. `+.'-'`. +.-'; .'-..--.''. . ', ./ ''\ .'. '. '#., .-, .+. -.,' -..--'.`,-..'. .'. .' '.`-. .-'-' '-'.. '-.`. ,-','. ...+'. ',.''' ./.`` '+'.`-'.'-,..-..'.'.'.'-'..' '''- '-'..''...-..-. `-.`. `+..','`-'.'''.`.`. '+....-'..'..... '.``;+;,'+..+..',.' .-.' -. '+.:.'/.' .. .'. .'....,,.... .,... <|endoftext|> all the guys are out of their barrels on your left, and one is over there. Pick up the RED key and use it to open the first back door. Take out the Shotgun Guy with a head shot. Now quickly run down this path, left and then right to pick up the Pistols as soon as you can. Then get the BOX OF ROCKETS in front of you. Turn left and continue down this hallway to pick up the ROPE in front of you. Get the BOX OF ROCKS and drop down into the pit with the green slime underneath you. Run down to the bottom edge and take out all three Guards at once with a headshot from the Pistol. Now follow the above walkthrough to get some other treasures, including the two Boxes of Shotgun Shells. There's also a switch nearby that you need to hit. Now look through the crack in the floor (it looks like a raised bridge) to find a large hole. Drop into it and go through there! At the end are two Chainsaws. Take them out and grab the BOXES OF AMMO and GAS GRENADE to your right (you have to duck into the hole to get them). Pull the lever to turn off the lights and exit this area. Exit this level and go outside. Continue down the hall until you reach a room with a huge window. As you approach, press the button next to the window to lower it, revealing Red Key! Pick up the Red Key, and then RUN back the way you came. Just make sure not to stop for anything! Go to the elevator and press the button to ride it down (F6 on your keyboard). Once on the ground again, run up the stairs to your right. Now go straight ahead and open the Blue Door here. Walk in and run forward past two Robot Masters and then head up the ladder. Step inside the vent and turn right, and move into the dimly lit area, being careful of the rotating blades and the exposed wires behind you. Move into the door on your right to enter a very small ventilation system. Be careful, though, as two swinging circular saws are behind you and could knock you around. Go over to the wall in front of you and you'll see a switch. Press it to make the lift rise and drop the vent holes. Go back out and get the COMBAT KNIFE out of the box. Turn around and get in the opening ahead of you. Turn right, going up the shaft. You want to carefully time your moves so you don't bump into a wall (pulling/pushing against it may cause you damage). Once you've made it up it, turn left and go up the second story area of the shaft. When you come across another pool, turn right and do a high jump over it. Climb up the ladder ahead of you and head through the glass barrier in the hallway. Head left and kill another enemy (they respawn fairly often here). Down in the room on the other side is another switch, which will open the next vent hole. Enter the hole you just opened to fall into an old mine shaft. Jump down in the water, go back out, and walk across the rubble until you see a Red Key. Push the red button and go back out. Turn around and head back into the room where you fought the Robot Master. Get the Box of Bullets and BOOM!, you're back at the floor. Go through the vent hole as before. Now climb down the ladder at the far end. DOWN THE LADDER OF MINES!!! No matter how high you get in the air, you will crash land eventually. So be careful when it comes time to cross the lowest part of the mines. When you step onto the ground again, quickly strafe left as soon as you start running. You'll pick up three BIOELECTRIC CELLS in this area. Backtrack out of the room and head down the door. Push the button to lower the middle railing of the shaft, then run over to it. Stand on top of it and wait while it drops down. This will allow you to quickly get onto the next balcony. While it's sliding down, pull out your PSG1 and shoot all of the enemies on top of the sliders below you (hey, they were eating your HPs, too). By now all of the enemies should have appeared dead in your view so that's why you killed them before. After it settles down a bit, jump off to the next one. Don't stand on it though; instead jump off the next platform and turn left. The safe side is on the side opposite you. Wait for the ledge to clear and jump onto it, carefully (like all platforms, it won't move if you're standing on it). Wait until it starts moving again, and then follow its path to the end. It will break apart. Use your newly acquired Laser or the Rocket Launcher to kill all of the enemies atop this platform. Before it breaks apart, climb down to the very last ledge here. Press the switch in this area to make a lift appear. Run off of this platform onto the lift and backflip onto the next one, which will take you to the Red Key. Kill the two robots here, grab the BASEBALL BAT lying on the ground, and break open the crates to find 5 RODS. Jump up onto the roof. Now here is the first tricky part: Jump up the ledge immediately after coming into contact with the platform that falls you into the open pit. From there jump up and to the right. Instead of landing on the horizontal platform, jump onto the one that is above the pit. Once you land on it, spin-dash across the thin beam of light to your right. Now land on this new vertical ledge, and this time hold the C-Up button, even though you will land slightly higher than where you started from. If done correctly, you will land on a staircase. Go through the teleporter behind you and enter the new area. Hop over the gap and you'll notice a strange thing...a metal floor! And no, it's not easy to slide down those. Stand still and slowly get your face pressed into it. Walk up to your own bottom as it slides across the raised platform, and then jump slightly when it finishes sliding to avoid falling down. Walk up to the platform that appears above you to grab onto it. Slide down the lower ledge, jump to your right, grab the crate, and then backtrack to the part you walked across earlier. Jump into the pit when it enters your view. Walk forward slowly, keeping a good distance away from the black boxes (this part requires precision timing). Eventually you'll get close enough to press A and walk into the box. Grab the STEALTH PISTOL and return to the previous ledge you were standing on. This time, while the box slides down the raised section, jump straight up to the new ledge. Move along the steel surface until you are able to stop moving. You should hear "clink" sounds. That's your cue to move forward slightly more so you don't hit the black boxes while the box is sliding across the next section. Stand still for now and move ahead. Soon you'll reach a dead end where you can see blue blocks in the top corners. Jump up onto these two blocks, and drop down onto the current wooden plank beneath them. When both black boxes slide by, back up and fall between the two blocks using the block. When one box goes by, back up a bit. When you hear the clink sound again, roll backwards over the top of them. Don't move or you'll hit the boxes. Stay on the plank til the final box passes by. Drop down once the last box has passed by. Hold Right while trying to move forward to make sure you touch the next plank. Jump up on it and onto the purple block. These "guard rails" exist in there to prevent you from being crushed by the purple blocks below. Wait for one or both blocks to move away, then quickly jump onto the next block and onto the third one. Climb up the ladder here (following the path left) to the exit square. Keep going down the street/lane/street (don't forget to unlock the second area in this level)! Continue into the factory (when you feel ready, go inside). You'll soon come to a fork. Take the exit that leads to the main hallway. Head down the hall to a fork. Take either path to the bridge and a path to an elevator (don't forget to watch the cutscene about the factory). Once you get outside, you'll notice this big huge plant (or whatever it is called inside) blocking off a very wide street. It's home to the giant insect. This is clearly not a place you want to go. The other path takes you to a building that looks like it belongs on another planet, in reality it's not built to withstand the forces. Get the BLUE FROST BISHES from the box near the entrance of the factory, then go back out and through the door by the plant. Get in the truck and go to the end of the tunnel. Turn right to find the MiniBomb in a hole. Crouch under it and go back out. Take the road going clockwise around the outside of the plant. You'll be stopped at the intersection. Wait at this point until they move you forward; if you keep backing out the plant will break apart and you'll be stuck outside again. Exit the cave, kill the two red enemies, then go back in the mine field. Kill the two bots and go to the area just before the underground tunnel. Pull down the bar that covers it, run under it, and then walk out. Now go up the stairs on the opposite side and take them down to the exit square and then the Level 6 KEYCODE. Level 4: Gobi Desert Goblins X2 Water Elementals x10 Sand Elementals x20 Pots w/Keys x6 This level has an unpleasant air to it. It reminds me a LOT of Level 3 - Water Cavern from the first game. Just when I thought everything was bad, there is always a little tidbit here or there that makes it seem better. Alright, you start the level with 2 Spider Mines surrounding you. Watch out for the Electro-Balls thrown in from the wall above. The Spiders will eventually jump in to attack you if they haven't already. Keep moving. You'll soon come to a split-level; take the higher path, and jump across the gap. Walk forward until you see a green frog. As soon as he sees you, he should switch directions with you; hopefully leading you to where you need to go. I guess they just didn't do all that much development on making them really easy to fight, huh? So keep moving. Stop at the wall of stone. Watch the Spikes above; if you do something that breaks the ceiling, you can either break out and wait it out or try to cross the spikes again. I choose the latter option because it seems that the spikes are only high up for a few seconds...you have a little bit leeway, after all. Now, don't be fooled by what that weird looking rock just thinks you're doing. Ignore the Spider Mines that jump out of the wall below (switch with the Frog), walk to the right side of the rock, and then switch with that green frog. Switch again. Go to the right side again. Then switch again, and ignore the dead spikes in the middle. They should be a waste of time compared to the green frogs and the ones on the floor (swoosh those babies!). Now, ignore the Spider Mines. If you stand in front of them for too long, a high Voltage will blast you out of your chair. However, stay crouched and waiting patiently for the Spider Mines to spit you out and or for the Spider Mines to switch direction. Or you can carefully walk out from underneath them and switching frogs again. Either way, you should see the green frog at about 6, 10, or 15 (too bad they don't count the blue) switches above you. Switch with him and go forward. One more thing, try not to walk into the rocks or electricity that throw you into the air, unless you are certain it won't happen. Now you can either go right or left. To go right, go back towards where you started the level and go down into the floor. Pick up that key and use it. Open the chest for some FRAGMENTATION BREAKER #1! (if you know what that is, tell me how!) To go left, follow the same instructions as above but with the X button. Open the chest for CANDY BELLA#3! (which is hard to miss since it's so shiny). When you get candied, turn around and return to the previous room. Once you do both sides, move on past the Spider Mines and get through the floor quickly before any Spike Soldiers send electric rocks flying at you or drop Chanterelles on you. There is a Cannon Target capsule in here which activates the Cannon. A Buffalo and a big Energy Ball lie right in front of it, so get them. Now, shoot downward once or twice with your Grenade Launcher to blow up the ground directly underneath the Cannon. Jump into the cannon...and hopefully, you've cleared out most of this Level 4. This part can be pretty tough. At last, you're almost done and out of the level. Now, a more deluxe version. Well, we finally get some Paper. Go ahead and shoot your Grenade Launcher at the Cannon Target. Then get on your one of those amazing spider mines and hop up to the turret and shoot the target away. This causes some walls to open in a secret area! Kill everything that spawns around you, including Chanterelles or Antlions. In the far background is a GOLDEN EDGE. Jump on top and turn the crank. BAM! Of course, you may have noticed that there were two sets of walls that opened. You can go through either set of walls and not be harmed. However, there are some spots you shouldn't go through. Read these tips and tricks very carefully and don't worry about things you may have missed. Kinda hard, huh? Well, close, yes. And to finish this level, follow these simple directions: If the ceiling collapses, move to a safe spot, plug in another Electro-Bolt(s), and move to another safe spot while it recharges. Use it until you're recharged. That is the ONLY trick to this Level! Make a note of the Elevator Key, it's in the machine room (while jumping to the platform) and will save you a lot of time. Jump into the Elevator, and ride it down. Just hit the switch to the left when it stops for now. (What else?) Hit the switch after that and exit. Go down and SHAZAM! You're back to the starting area. If you charged it correctly, you'll definitely hear a beeping noise as it says "Ramp In Use." So, go back to where you were jumping, and pull the right lever. This will cause a ramp to open in the wall; run down it and jump up onto the catwalk and run back. Pull the lever and go down the ramp. Soon enough, you'll find yourself on the second highest tile in the level!! YAY!!! But, before you celebrate, try this last trick: use an Electro-Beam and your Thermal Goggles, if you didn't run out already. Drop down onto the second level, not the first, from the third tile on. You may need to jump up several times to actually land on the other, higher tile. And that's the end of this scary, mysterious, and <|endoftext|> All of the ships featured in Red Faction are brand new, not from Microsoft's Xbox system. There is one ship in particular that I would like to point out: The Jupiter, or "He-Ea." These ships are listed as required to get 100% completion on Red Faction, but with so many they're more of a bonus than an actual requirement for getting there, especially if you don't really care about going after 99.5%. Unfortunately, if you want to waste extra time on this game, going after this goal may be your only opportunity to do so. Anyway, for about two or three minutes you can take control of one of these ships (he/she will run from right under your feet and stay there until you let it go or shoot it), while watching animations and having conversations with a squad of highly detailed AI men on the bridge. All of these conversations are based around one thing and one thing only--killing things. The AI men will ask you questions in which they actually have answers. They often give you advice in these dialogues, and at times will refer back to previous lines when answering the same question. In effect, this game is a human mind probe, to say the least. The AI crew members aboard the Jupiter have been trained to act just like real humans--even their breathing and heartbeat rhythms vary according to how stressful their mission is current or upcoming. Your avatar on the bridge of the Jupiter, which isn't named, will talk about anything and everything that happens around you, including the passengers and crew. If something happens to you while you're controlling the ship, chances are good you won't know why you ended up on the boat (e.g., you did a side swiping on the hull of the boat and didn't hear a cry for help from someone else, or you fell asleep talking to someone on the phone in the galley and didn't realize it). It doesn't hurt to laugh, either, since it is definitely possible to make the crew and other passengers laugh at your expense (the men and women who join the crew may look sad and gape in disbelief, for instance). If you decide to move onto someone else, they won't necessarily react in a way you had preferred (though they will at least recognize you briefly before you switch you attention to another member of the crew) even if they remain human and respond to you normally. Their demeanor will change somewhat; they'll frown a bit more or frown a lot less depending on what the current mood of the boat or situation is. Any resemblance to the crew as you know it (i.e., those voices, those words, that noise every once in a while...) has long since been cancelled, though their names have remained the same and the faces of some of them have reappeared several times over the course of the first Red Faction game. So, you'd better get used to the motion sickness now... Also worth noting is that certain actions, such as jumping down from above the decks in order to land on the deck below, can sometimes knock you unconscious for a few seconds, meaning that if you wanted to jump, you'd have to wait for a moment in order for the chopper to allocate a pilot position to you and then jump yourself, a process which can be very difficult. Some people may find this annoying, but the upside is that you could theoretically jump on top of the whole crew and force them to walk through walls. Jumps of near enough land in water and sometimes below it. In order to complete a jump without falling into water or any other dangerous situations, you need to land on the deck below to which you intend to jump. This is accomplished by running and jumping towards the outside of the deck at the instant of impact with the water. If done correctly, you will land safely in the water. Once again, most people cannot do this well enough to pass the end-round test, in my opinion. Since your stomach still gets torn up by jumping over people or falling off decks, your chances of actually passing this test are slim. And even if you were able to somehow ace it, it would still be pretty easy to destroy your ship in its entirety during that time, making the whole experience very difficult indeed. /-------------------------------------------------------------------------\ | Target Practice | \-------------------------------------------------------------------------/ "Beam me up Scotty." This is a fun little mini-mission. Basically you must distract the targeting laser (or whatever it is) by shooting things. This includes, but is certainly not limited to, gun turrets, radars, enemies, etc. Do this continuously for the best results. You should try to shoot the laser first to keep it occupied, though this can easily be sped up by using your lens flare ability for three volleys (laser disruptor beams interfere with each other's light output greatly, making for great fireworks and thus a great target). When firing at lasers, make sure you concentrate on the body parts and not the equipment. That's part of the fun of this mission, though it is also something you can use to kill soldiers as well, if you happen to get lucky. It took me about five minutes before I was able to keep the targeting laser busy enough to where I wasn't killed instantly by the machine guns it constantly fired at. I would recommend trying to fool the system if you can by letting the enemy see you and making lots of gunfire. Wait until he changes position so you run out of cover before shooting. Try to stay close to the edge to minimize your exposure to fire from your own side. Stick to straight paths so you don't fall victim to gunfire from around corners, like I did once. Don't go crazy trying to do too much in a short amount of time, and you shouldn't really have a problem. The hardest part of this mission may not be getting through it, but figuring out how to take it down. Stay alert for enemies that start popping up to shoot you from behind and when you are in a confined area, sometimes it's hard to figure out where it's safe to step. Sometimes it helps to keep an eye on your crosshair for motion instead of relying solely on your scope. If you just want to survive, then the solution may not be as complicated as it seems, but it sure helps to have the map handy. /-------------------------------------------------------------------------\ | Company D | \-------------------------------------------------------------------------/ / Personnel Commanders: Gnaw - Captain Vorax Hendergar - Covert Ops Lurker - Toreno Nakadashi Captain Triceratops - Major Grimsdotter Batul - Yurius Rilvane Captain Skele - General Pudzian Commander Secondary Targets: Seen in-game: Skeletons and gargantuan bats. Target's Access Level: 1B One last thing. While you have BOTH "kill", "avoid killing", and "strategy" set to 2A, don't pick 'em both up. It kinda ruins the difficulty when one allows you to automatically shoot the guy while the other gets in your way. I feel pretty shitty about myself knowing this, but just be careful not to change anything around either. /-------------------------------------------------------------------------\ | Bella Noche | \-------------------------------------------------------------------------/ Mission Briefing: Take cover! You're going after Colonel Hargrove who has escaped his captors and is now at large in the American countryside. Your first task will be to find him. Head east along the small road. Explore the house now and in there are two important items...A letter from a man named Quintaine who was imprisoned here, and one from two men who were wondering around the house when you left. Get them both. Leave the house after reading both letters and turn right. In here there's a nice supply closet to get some ammo or whatever you need. The second door is locked, so don't bother. Go left now and into the bathroom. Check the stall to see if Colonel Hargrove is in there. He isn't, so leave the bathroom, turn around (this is where we started), go right, keep walking straight down the hallway, and when the hall curves at a corner to the left, head in that direction and keep walking straight until you reach the wall. Check behind this wall to see if Col. Hargrove's on the other side of it. Don't worry, he's not. Now just open the safe in here and grab the green key for the next level. Get out of the bathroom, and turn left again (keep straight on the hallway leading to the main room). When you get to the big square area with stairs in between all four sides, turn right and walk down the stairs. Note that there are soldiers lying around (those with Mp5's and shotguns) so don't go too far down or else they'll spot you...hiding is sort of hard, eh? Once you've got enough levels, go back up to where the soldiers are. This time, keep following the hallway. At the end is another room with a crossfire of soldiers, even more guns, and many ones way over on the other side...which you should be taking note of. Keep going down the path until you see a short hallway around the corner that leads to two doors, each with a bit of a dead end. Take the right door, ignore the doorway on the left, and check the wall opposite this path for a small gray niche, this is a door. Enter, this will take you out into the courtyard. Go left into the courtyard then right through the same door (whatever colonel does/doesn't die won't matter as long as you complete the mission, and no I'm not being crass). Follow the pathway to get to the front of the command center which contains two stashes of ammo (remember that leaving Colonel Hargrove unlocked opens up the whole area). Pick them up, so now you can get back into the house and start talking to someone named Leland who will tell you about a captured colonel. Since it's a sniper rifle, you're almost good to go (with only a few barriers to leap over). Go back into the little house and into the bathroom. Walk upstairs and do what the map says but DON'T GO IN THE OTHER ROOM (wait till you've got a higher level and a few extra supplies while going through the shortcut). Once you're done with this, go back downstairs, continue through the straight tunnel (upstairs), and run back to where the tunnel goes overhead. You should hear a sound of metal on steel, he means you have to climb up to get the uniform. So do as the map tells you (and yes, you have to use at least three keys). It may take a couple tries to get it, but eventually you should eventually make your way to the top of the big circular wall. At the top is an officer wearing a white uniform (his clothes are black in real life!). Talk to him and he'll give you a strafe meter which really helps you stay hidden while sniping, especially against enemies who are firing from high or extreme positions (like, say, a tank). Now you'll need to switch hats. Here's how it works. First time you unlock the hat, equip it, this takes you back to your old uniform. Second time you unlock a different cap, equip that instead. Third and final time, unlock another hat. If you have a hat equipped, but you haven't changed out of it yet (what else?) unequip it. Now go into the middle area of the dome thing and look behind you and here is a new point of interest, just above your head (on the way up). Get out of here (or on down if you want to have the best of both worlds. :) ) and run past the guy on the tower with the battery boxes. Keep running and grab the dog collar from this enemy and pull it out. It's actually the brown bunny gun from Resident Evil 4, see? What else do you expect out of a ring for fighting zombies? Yep, fight the guy, pull out the gun, and wait for the 'Kuro' sound effect to go off. After he falls down, pull out your collar. He should give you an order for some info, giving you his name. Confront him again. Done that, grab the papers in front of him and hand them over. It's Lt. Gary Franklin! All is well with the world, kinda... really. Or at least that's what his satchel contains. But, it seems like something bad has happened to him, because a 'Corpsman' has come to take him away. Command him to follow you (don't move). As you get closer, he'll stop for a moment, then run off. Loot the satchel, and remember these words. Go back down the hill and grab his satchel and put it on him (by the way, Lt.Franklin is supposed to have several pockets. Ignore the ones under his arm, you don't need them). The satchel doesn't contain much but just be sure to look inside of it. More I'll later ;) Now, it's time for you to leave this place, so get down off the hill...okay, don't get back up..but don't go back either, you'll be heading for the street that you saw before you entered. Behind you should be a beeping laser sensor, turn to face it. Turn around and you'll see a man sitting in his office (the name tag reads 'RANDOLF'); you'll want to talk to him but first you'll have to pay him a visit. Open the door and loot his briefcase before speaking to him about having a friend who could help you out. He <|endoftext|> disappear. Once at the bottom of this place, jump into the water and go all the way left until you can go up, and then go onto the ledge over on the right to see a switch Boom. This leaves no enemies in our way. Now go back to the start of the level. Backtrack a bit so that you are against the end wall, and then get your gun out. Aim up at that ceiling-high lever and BAM! A floor falls out. Go on it. And ride it up to where there is another lever. Lower this lever and climb it. Keep going along in the path until you see a staircase to your left. Take it to find a switch. Shoot the switch with a portal gun. Climb the ladder to find a bridge across some water. Enter the new passage on the other side as fast as you can. You'll come to a fork where one bridge has risen, and the other has not. I think it may be best if you make the left-hand fork, even though it's harder. Anyway, once through the first bridge go into the big water room. Look for an opening where you have to swim under a bridge. It's one of those little bat holes (there are some bat creatures in these rooms). Swim under the bridge and turn left. Follow the hall until you get to some large gray doors. Now just drop down into the water below and go to the opening. Inside is a switch that will open the doors. Shoot the switch with a portal gun, and then return to the original path. Go through the new path. In this hall is an opening where the floor has opened up. Jump inside and then shoot the switch again to open the exit door. You now have completed this area of the level. Congratulations. ----------------------------------------------------------------------- Level 3: Iron Grip Weapons To Pick Up: *Shotgun *Chaingun (perk) Secondary Objectives: *Read calibration book and give it to Professor Genito. Directions: Once again there is the usual maze to navigate. At the beginning of this maze look for a panel which is slightly dark (easier to see). The calibration book is here, so grab it. After getting it, move outwards from the starting point, shooting any Ravenous and Swoop Turrets in your way. When you get to the room with the large pillar thing in the middle of it, be careful. The wall there is in fact part of a larger platform. On top of that large platform is a hole in the ceiling. Fall in there to find yourself on the next section of the map. In this next room keep following the main path and just keep going to get to the other side. Keep going up the stairs to find a switch to let you know that you've made it to the top. As you go up the staircase a giant hand will start coming down towards you (from above). It tries to crush you. Just stand under it and shoot it (it won't notice you), or leap over its hand. Eventually it will stop. Be sure to note its position and time your jumps carefully. Walk under the switch on the pillar/ledge/something to the left and continue on. At the end of the area is a switch near a teleporter exit to either side of you. Shoot it with your gun to let loose a blue portal. Come out of your teleport place and head around the corner to kill the Swoop Turret. Now go through the teleporter. Inside this area is a huge Skulldrinker. I hate this enemy. He shoots six shots in four directions, so stay far away from him when firing. He also casts reflect on himself, so that makes fighting him a real pain. Anyway, stay behind him and fire. Three of his shots should hit you (he's so slow!). Wait for two of them to hit him and then shoot at him with a faster weapon. Repeat this process until he is dead. Now walk out of the teleporter area, hugging the ledge while you recover health and ammo. Turn right and be careful. Here is the last real fight with the Skulldrinker. Kill him, then don't take any more shots at him. Hitting him when he's casting Reflect is very hard to do. Don't worry about taking damage, since most of it comes from his slow weapon. Hop down and continue on the ledge. If the glass gets broken, quickly run to the switch (shotgun) nearby and find another one to lower before dropping into the water below. Head up the stairs and kill all the bad guys and bosses you encounter. At the top are three switches; press three of the switches quickly to activate them, because they create a doorway that leads to the exit. Press the last one for another portal to fall through. Finally we are outside of "hell". Go left and kill any baddies, then go forward and shoot the final switch. This opens a massive hole in the floor. Flap jump in and come out the other side via the doorway. Take the left stairs this time to get to Professor Genito. Give him the calibration book and tell him of Xen's threat. He teleports you to the front yard, and I want you to run to the cage (if you can). Run to the backside of the cage and then back outside to the teleporter room. Kill the Skulldrinker and then get in the teleport again. By now you have around 50 health (or less if you took too much damage), so prepare to fight Xen. For many players, this is their last fight, since it is very difficult if not impossible if you're low on health. After Xen is done talking to you, he leaves the Vault. Now it's time to face him! Watch his back as he flies around using a gun that can kill instantaneously and shoot you in mid-air. This is Xen's signature move and it is quite powerful, so try to dodge it by moving left and right. Shoot him once with your shotgun. If you look at your health bar, it will say "Half complete" (unless you just used a lot of your health for dodging this move). Xen will spawn several Ravens, so wait for them to pass before shooting Xen. Once he fires the gun, you can't attack him anymore and should move to the center of the room before shooting the camera on the wall, destroying it. At this point a cutscene will trigger where Xen talks to an unknown man in the past. He says he has escaped prison and wants to meet the villains who imprisoned him. Go back to the teleporter room and climb up the ladder, being careful of the vortiguants (and possibly some Ravens). When you enter the room, go down the staircase to the bottom right. Collect the supplies and then go up the ladder there. There are two methods of attacking Xen: you can either shoot him while he is casting reflect, or throw a grenade at him right when he stops his spell for a close attack. Either way, he doesn't like to be hit and casts his own mirror spell against you when you use the first method. The second method will take longer and more hits to defeat Xen. It involves jumping on top of his cage and jumping off (although he always turns around after jumping in the cage), but is easier than the reflection one. Either way, I hope you did NOT choose this method. Anyway, Xen isn't an easy fight either. Stand in front of him with a laser pre-aimed at him, and shoot every couple of seconds to destroy all his mirrors. Once they're gone he'll start casting a stronger attack, which is reflected back at him. A good strategy here is to always stand still and deal damage while he casts the spell. After he's destroyed his first mirror, a new mirror will rise. Then he'll cast mirror #2 again. Continue this pattern until he's defeated. If you missed any mirrors this time, you might have a chance. For the second wave of mirrors, turn around and see how many there are. Not a lot, right? As soon as the pattern repeats, run past all the mirrors that are facing the same direction as yours. Wait until the one in the corner is turned 90 degrees clockwise, then run ahead and stand in front of it. Do it quickly, because his second mirror is just on the edge of its range now. All the rest will be up in the corners, so don't waste time. After this one, his mirrors are in the middle of the room. Jump over his centers and aim the purple beam in the corner that he was facing when he cast the spell. Shoot every few seconds, but keep in mind to avoid all the mirrors that are facing away from you. After you've shot down every mirror, jump over the center circle and shoot the next one that's in the straight line you were just on. Do not bother firing at his flanks, though. Everything should be up in front of you now, so jump over that whole hallway and watch for mirror pattern #3. Turn round and cross those two circles facing all the way left (you won't be hurt). Repeat #1, except this time jump over the one in the middle. Now go down the stairway that was blocked. In there is a door on the left wall. Do not open it yet, just yet. Keep turning left to see a silver frame that's far beyond your sight. Look at it until Xen flies near it, then open it. A pair of spheres fall out. Dash through the glass so that Xen isn't injured. On the other side of it you will encounter Mirror #4. Throw two rockets to the left or right depending on the choice you made earlier to defeat him and remove these ones from the Floor. Take the Teleport Pad on the left and go through the doorway. --- | --- | --- | --- < 1 >|< 2> |< 3> |< 4> |--- | ^ -^ -^ -^ | | |^ . . . . . . | | -, , - , - , - , - | | -., , -., , -., , -., | '<. . ,'. .'<.' | |,|,'.' ,', .'','\'-./i-'/'-''/'-'\ '.-. ',','''-.- ,',. .'-.-''. .'||'-'.-..'-''/-'-'/'-.-';'-, '. .-', -,' ,',;'-'('-''. ;',('-'\-'-''-.'-. .-.-'-'-'-'_.'-. '.-'-'-'-'-'-'-._.-.-.-'-'-'-'-'---'-'-'.'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'--.' '-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-' Level 6: Beluga Base Part I: Building the Beluga's Rocket You get credit for beating Level 5 if you beat it. To learn the choices in Level 5 (the choices you do not see on the record screen) plus the order you must make them in, please look at Section D.xii. To get into the Beluga Base, simply walk over either of the gray bridge platforms and jump across the gray block gap. This will bring you under water. Swim down underwater. There is a rock you can throw at the blue lights at the right to reach the coin room. You will notice that this is actually a fun mini-game. Drop onto the elevator and ride up to complete a level (but not the final one of this section). When you fall from above, you'll notice it takes about 15 jumps before you land on solid ground. Avoid jumping into the pool by simply shooting the low switch. When you turn around, it will take 10 more jumps to fall again. You can always jump back up with another jump and repeat the process to get an extra 10 (i.e. 40) jumps, then just try to count as you fall to make sure you aren't running off a ledge. As long as you wait until you hit the bottom of the column before falling again, it shouldn't be too much of a hassle. From here, continue along. The main path leads straight to the entrance for the Sector 5 Training Center (see Section V, Part 3). Just follow it. The second best path is to take the lower path past those black things. At one point, you'll find a "low" block going up and down. If you jump on it, run back to the "high" path you started on. If you're fast enough, you can throw a coin in to finish that lap, and gain an extra 10 points. Continue along the path until you come to a dead end. Press jump after you do and it will rise up, revealing that we have a shortcut! In the following floor, turn right and move forward until you can see a yellow ceiling. Quickly jump on it and run like hell toward the light bulb thing. As soon as you see it, do not stop in your tracks. Move toward the right side of the ledge where you just were. It will lead you to some coins! Then continue right until you reach a door blocking access to the next large area. You may have noticed a huge aqua pit ahead of you as you were climbing up. Instead of going through it, stand to your left and carefully shoot a green globe at your feet and into the hole to the Aquarium on the top story. Just move right and jump onto the second "rising" platform to get the last two coins. You want to bounce right off the beginning of the first and upward and away from the end of the second. After collecting all five (5!) coins, walk off the edge of the first, shoot a green globe at the wall and grab the coins there. Now RUN straight for that line that goes up again, avoiding the white pellets and be VERY careful when moving through the purple conveyor belt that fills as you climb. Be very careful as the belts might fly and knock you down into the water below. Collect the coins when you get them (note: It's possible to be lucky and collect all the coins before getting knocked down into the water), then go down to the next area. Walk over to the coin block that lies between the two aqua pits, and collect the coin underneath. Jump to the little pad in the air (just to be safe) and press jump again to jump onto the higher platform. Turn right, walk around, jump again. Continue on until you reach a brown platform. Jump up onto it to reach a "flooded" pit, then quickly jump to the new platform underneath it. Shoot the switch to clear the pool in the middle of the main passage (this is part of the area you need to pass through later), but NOT the small platform to the left or right of it. Walk THROUGH the oblong tunnel that opens and closes for access to the next area of this level. Walk along here until you reach a gray platform. Jump on the "ledge on/off/off" thing you see at the side, and it rises up to the ceiling area. Once on it, shoot a green globe so that it hits the giant blinking light bulb thing that the green platform previously was. It will float slowly upward and hit it and reset. This will lead to another staircase area with three blocks. Step to the right on each one of those three (double-left isn't a good idea since the block is also moving in the opposite direction and you would probably stumble and start walking backwards) and go up one step in that direction. Step to the left on each of the three. Continue UP into the next area, then walk along the bridge where the aqua one used to be. Jump on the ledge on/off/off thing you see now and it will rise up. Go up <|endoftext|> ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ // // \/ /\ __/ __\/ | _/ /_ _ / _| | /\ | / / \ | \| / \ \ \| \/ / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / <|endoftext|> /// VI. THE VEHICLES: The Cars, the General, and the Martin ------------------------------------------------------------------------------- | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | <|endoftext|> 1. Gristmill (2) 2. Three Families of Ravines (3) ----------------------------------- |VANILLA WEAPONS| ----------------------------------- $100 - Jetpack $200 - Mortar/Rocket Launcher $400 - Chaingun Cannon $600 - Plasma Gun $800 - Heavy Plasma Gun $1000 - Cyclone Cannon ----------------------------------- |VEHICLE UNKNOWN| ----------------------------------- $500 - Hover Bike $1000 - Airboat --------------------------------------- |BASEMENTS| --------------------------------------- This section will give you all the information you need to get through the basements of each level. 1. Start off by walking forward a little bit and holding the Control Stick forward. Now when you walk you'll go through walls and enemies will not be able to attack you when they're in the way. If your attacked, just tap A repeatedly. You can jump or throw an enemy from behind if you tap down twice on the Directional Pad. When you first reach the top of the elevator, hold A to fly up. The enemies that are flying in the air are not you. Walk forward and hold A again. This will take you to the top of the floor where you can walk across it. 2. First room is the same as the first one, but you can walk around it and into the chests for that key you've been collecting. Then make sure to climb back down the elevator quickly by pressing the B Button to bring out the Giant Ring. Go into the room here and grab the key and then step on the switch near the exit (there's a switch with a giant ring inside). This will level the floor, so walk right into the chest. Open it and you'll find the key! You'll also see the word 'Cave'. Jump onto the ledge on the left and walk right until you see another 'room' like this one, but black. Walk straight over to the edge and open the chest here to receive another key! Now leave and go down the stairs. 3. In this next hallway, walk forward to an area with a green pipe in the middle. Use this green pipe to walk down to the basement. Here, walk forward slightly until you fall into a pit. Walk through the pit and you'll reach a wall (the other side of the cave). Slide across the wall and you'll reach the other side of the cave. Look out! Down there is a boss! Hit the green button here and a staircase will appear. You can go down it. Get in front of the ladder and when you descend down, jump when you are supposed to before touching any water. Now look around the hole (over the water), grab the key and save at the Save Point. Now turn around. See the pointy-looking gate in front of you? The key is upstairs. Now RUN away fast and jump onto the wooden box and slide down the other side. The key is down there, behind a woodpile. Put the key in and run back to get in the chest. 4. Now, use your new key on the door, the one with the sign above it like "Basement Access Only" with the word 'TECH' under it. Then let the machine rise up to your level...then watch out! There's a ball with a magnet gluing itself to the ceiling. That magnet sucks up that magnet that the beam sucks up at the bottom of the shaft. Use your Keyring and pull the plug! The machine will come back down. Stand in front of it and press the button. A platform above you will lower. Use it to descend a shaft...now just stand on the wooden platform above the spot you should land on and wait for it to rise back up again. Run through the doorway where the platform was and watch out! That magnet sucks up the magnet on the beam. This will hurt you, obviously. Walk through the doorway again. Wait for it to go upward this time and you'll be on a ledge at the end. Fall down there. Jump over the gap and use the wooden bridge you find. Then watch out for the next magnet in the shaft. It'll suck you up and/or kill you on the floppy disk. Walk along that magnetic beam and the next room has a man behind some glass saying stuff about other humans. After he says a lot of stuff, drop down the gap and walk across the bridge. Grab the key down there and leave the room. 5. Now, return to the previous room. Walk forward and see that stationary pedestal sitting there. Walk on the motionless part of it (it won't move). Wait for that red light to indicate its active until the pedestal rises up and you can walk on it. Look for the treasure lying on top. Climb up the left wall here to the top and remove the trashcan lid with A to reveal the boss key. Try to collect the treasure. If you miss, try jumping across all of the lava if you have to. Haha! Hahahahahah. Pick it up and leave this room. 6. Exit this room through the metal doors in the very back (twice) of this place. Jump on the elevating platforms and you'll reach the top, falling onto a tunnel. Watch out for the spiked elephants here. Drop off the ledge, grab the Treasure and grab the exit teleporter. And now for my favourite part of this level. Go down the drainpipe on the right hand side. Step on the cyan tile to activate it. But DON'T step on it yet! Instead, turn around and RUN from it. You will be pulled down, hitting those same spikes, which will hurt you. (hopefully not) Pull yourself up and hit the exit tile to leave this level. ~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~ ROLLING SEA ~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1. When you're walking along the path to the boss (opposite the Mushroom Rock's Boss Room) turn around. You'll see a red carpet. Don't step on it! Instead, talk to the star thing at the end of this path. He'll say something and point to the red carpet. Walk towards it and when the king hits his head the red carpet becomes a platform. Jump on it and slide down to the next carpet...when it reaches the highest point you are standing on. After some fast-moving platforms, you'll get knocked onto a platform with a Heart inside and a chest. Walk up to this chest and you'll notice two things about it: 1) The money is a rainbow...AND 2) There are coins lining each side of the chest. Pay attention to them so you know which coins you need to pick up. Now hurry up, ducking to avoid the purple octopus attacks. He looks like a huge pellet pistol that uses electricity. Don't hesitate to pick up the coins, though. Pick up all three and you'll gain access to the next area where the platform leading to the Chest stands! Grab the money there in the chest (100 Rupees) and then drop in the pit below to your right. Now jump up to the platform above and drop down and pick up the chest. That's all you need to do to exit this area! 2. Exit the rolling sea through the blue 'portal'. You'll come to a place where you must jump from an opening to another platform in a much different way than in the beginning of the level. Turn around and look for the coin ceiling. Quickly pull up and jump! Hit the pause button on the pause screen to make the platforms pass. Then jump up and hit the chest and jump on the boulder platform as soon as it leaves, grabbing the key and rescuing the treasure you need to go into the hidden level. You will need the map AND the master sword in this SECOND hidden level !!! 3. Now go back to where the rolling sea is and jump onto the purple octopi, diving deep enough to knock them off of their feet. You will need to do this to get back to the old surface area or you'll fall to your death in the next swimming section. Pick up the Key you rescued and step on the pause pad. Dive into deep water at the far end and dive in quickly to raise the platform behind you. When the Purple Octopi are out of the way pick up the Up-C the next platform drops down and pick up the Treasure. Once you've picked up the key, jump out of the water and onto the floating box platform. Stand on it, press Z and use Goddess's Whistle to call upon a familiar face. This area was marked in the map! 4. This third hidden level has a nice twist. To get onto the moving platforms, you have to stand on the first, floating platform of the area. Get onto the second one and skip a few rotations of the platform to the right (left/up/down will trigger another platform). Stand on the opposite rotation to the one you need and repeat. When you get off the first platform again, follow it around the center until you see a white car in front of you. At the same time, the other floating platforms should be raising, lowering, etc... Just as they are going to move another platform behind you, stand on it as they rise and will hit this next platform and you'll jump straight over to the next. Continue this pattern, working your way up using this method...anyways, jump onto the platforms, starting with the last one as it rises and when it will land you will jump to the second platform you need to jump. From here, proceed upwards. 5. I really don't care if you think I'm insane for leaving out this last secret level...you can't get it without dying twice or trying REALLY hard. Again, stand on the lowest floating platform, jumping to the right...jump again to the left. Jump the second time you arrive, jump to the second one, and once more to the left. Go back and forth between these two floating platforms til you hear "Excuse me" and you'll find it! As long as you are jumping to the second platform as soon as it goes by (still flying to the left when you land), you shouldn't have too much trouble getting past this last secret level.... ***************************************************************************** LAST SECRET 6. In the second spinning room of the maze, go to the left side of it and into the corner. Look up, drop down, run backup, turn right and kick the switch. If done quickly, only the black armor appears on the walls. Leave this corner and roll into the green spinning spike room...go into that corner where the "blue wall" meets the wall to your right. Now release the second spring you reach up to the next level. Jump on that spring, but stay on the grassy area after it stops. Stay there, pressing A as you ascend the pulley to the top platform (there will be one after the first ledge you saw before). Face the wall, and step away from it a little bit (so you don't slide off the edge). When the surface area of the grass turns to the wall, step off of the ledge and wait for the floor to rise. Run forward while the floor is rising then face the wall again. Now step back on the ledge of grass and wait for the floor to rise again. Run up to the ledge you came from (when the side of the room is facing away from the wall) and wait for the grass on the ledge with the hole to rise. You'll see where you need to go (that grass should be just above the hole). The next corner has stairs. Go up the steps followed by the flowery hallway and they are all the way up a hundred steps up in the air. Climb on and make your way up to the first level. From here, jump on to the wall above you and up onto the platform ahead. Get off and walk straight along the middle of that moving circle, using A to stop the circle. A bird should appear and take you to the treasure. This secret is very tricky because it will probably put you in danger multiple times and not letting you get off may be the toughest part. As soon as you see the bird appear, throw a Thundara to stun it and then running along until the surface area turns to a wall. Step off and wait til the floor level rises. Get on again and jump up at the right time when the floor returns. Reach the highest level, turn right, then left, then just after the circle reappears at the highest level of the room, jump off again and return to the bird. If you're fast you can grab the treasure before it disappears. ------------------------------------------------------------------------------- M E D I N ' S S C O P Y S U P E R G U I L D ------------------------------------------------------------------------------- 1. With not only the Triforce intact, but the most SORTY DIRT we've ever seen, go on the world map and enter the "tiny castle". Play "Guardians of Time" (a fan favorite). During the cutscene, the Cane of Somaria, let the music build up to its highest setting; hold A. After the two worlds fight, go down into that central room and pick up the Nifty-One. Go back outside and notice a NORMAL PLACE sign...now, go into the Cane of Somaria to retrieve your prize...while still holding A (repeat the process). Not only does this, however, open the MAZE MAP. You cannot now proceed in the map until you have that item...GO AWAY!!! 2. Above the horseshoe that is near the start of the Maku Road stage, on the bottom right side, there is a HEART CONTAINER. Throw a stone or something so it will explode. Then, fall through the hole below it and reappear. Follow the path around that tunnel in order to the end. If you don't mind killing some enemies, go on the roof just above where you "must" make your way to the next heart container. This time, walk along the edges of the roof to enter it, which causes a wall to appear so you can pass on back down...with the Heart Container! 3. Right below the chessboard is another HEART CONTAINER; if you stand on the very tip of the chessboard, move away from the diamond, throw a boulder or something, quickly back up (you want the block to land SO it doesn't blow up your body) and continue away from the room, you should see the Heart Container there. Run right up to it and THROW a LIT CRATE. A chest will form and open revealing three RINGS...use them all (one will contain an HP Gem; the third contains a Ring...) It's also possible to use every Ring available. To do this you must do quite a few things in the trapdoor puzzle and even more outside, but once inside the puzzle above, hit the switch and then put the ring on the switch in the second floor switch room (as long as you're wearing a ring). Once done, exit the maze (watch out for the ghosts). In the last level, near the entrance where there's a giant spinning wheel above the hole, there is a switch. Hit it and come through the hole and fall down the pit below you. Walk around the room til you see two alcoves on either end of the room. Shoot fireballs in between them. Walk to one side and use the move to "jump" out of the wall on that side. Stand there a moment and you WILL hear a TINY GUARD talking! It also will not shoot at you, thus allowing you to talk with him. Stand right under the switch (facing it) and press B quickly to be fired OUT of the wall. Once he jumps out the wall, continue talking. <|endoftext|> status! The colors mean different things in the game, which can change each game you play. Gore: color signifies intensity of that particular attribute. White means it's neutral; black indicates severe. Red means they have no influence on that stat at all, yellow means slight, and so forth. -------------- D. Pick-A-Powerup (Manipulation) and HP Amp -------------- 1. Manage Energy (Manipulation): This is mostly dependent on whom you play as: if you are playing a dark character, you will usually get more energy from the drugs. If you're playing a light character however, you'll only be able to use the drugs on yourself. Try using it right after taking a beating, as you only need 3 or 4 it for full use. It's also good to try to inject it into an object that's wanted by the authorities or has their business cards (banks, buildings, etc.) out. These drugs not only allow the user to do these actions faster, but they give you temporary invincibility to damage as well. When your health gets low, use the drug and restore it by injecting (keeping it inside) it. Do not let your health fall too low though, because if you do, or in other words if the police come in, you fail the mission. Remember that you are immune to injuries while the drug is still in you. An exception to this would be when you use the cigarette lighter trick, since he changes his mind. To lower your guards' respect levels and to boost your police reputation, always tell them to keep a low profile, but to still arrest you when you commit crimes. This way, they will think twice before arresting you, thus decreasing your respect level. If you don't like dealing with the police and still want to carry on with the game, go ahead and do it anyway. 2. Improve Relations With the Public*: If you think dealing with cops isn't your forte, there's a lot of free shit to find around the city, such as parks, schools, and even the local McDonalds. The McDonalds place is especially good because there's plenty of room for drug dealers. *I may be wrong on this, but I'm leaning toward it being about The following is based off the "Dirt Cheap" guide of Gamefaqs by Mad Smoothie. Thank you MS for updating your FAQs! ---------- E. Level Specific Walkthroughs ---------- VIII. Bridge - Jungle Infiltration: You're instructed to go through a trainyard owned by Bumpus at some point during the game. "You walk down, then turn left. There's a guard on patrol up here." Looks like you could hang out with one up here. He keeps a low profile though. Note that a lamp is red, meaning to kill him with a Flashbang, Flash/CTD Grenades, Propane Tank, SAW Machine Gun, Gauss Cannon, MP5 Grenade Launcher, MP5 Recoil, RPG Warheads, Sticky Shocker, etc...should take care of him. Besides the deaths and mazes of tunnels that make up the bridge to Mountain View, here are some other areas that are in the same area: --- Mental Hospital: The area you start the game in. In fact, even if you didn't enter the Lighthouse directly here, you'll be at this area until you explore your memory. Unlike the rest of the Lighthouse, this doesn't have any interesting "artifacts". Just a few rooms and weapons and you're done. --- Morning Glow Camp: You will stumble upon this one either by going straight from The Mental Hospital, or starting on Lighthouse Lane in the Morning Glowside neighborhood. It's similar to Mental Hospital in the sense that it's two areas that are connected by a small tunnel. This one features a camp with animals that are pretty much just like the ones you've seen in previous games. They wear the same clothes and have the same names as already...just...different ones. --- Drunken Boogie Bar: At one point in the mission, Cooper must save some guys from a bar. Like the name implies, you must get drunk to pass here. You will have to drink a whole case of booze to pass this bar. Unless you're prepared to spend the time trying to get through it. If you got into bad shape coming up to this place, you should be in great condition entering it. A few combos of weapons should take care of this beast while you're doing your thing to the wolves. If you take advantage of all the firearms available and run out, practice with an M4 to make it up to here easier on yourself. Steal or burn the other guy, throw in a Fuel Can if it's cash you need, rinse and repeat, please note that they are friends with the gangster on the phone for more money...especially when they shout at him to pay up. --- International Jackhammer: Very close to the "Stuff For Tofu" location. No really, you can go through it like taking a highway here. Like before, if you want to get yourself killed or whatever, go in guns blazing and destroy everything. If you think you're a monkey after seeing everything in the first underground bar, wait until you get to the second one. Note: Some say to stand back a bit and use your own body armor or something. Or just leave it open, it won't hurt you unless you get hit by something. That's what I did. --- Drug Lord's Store: Not very different than the other store with items you need, except that some people will try to rob you of the valuable stuff inside. When you hear a knock on your door, go get ready for some action. --- Police Station: Looks exactly like any other police station, except for the cop sitting behind the desk. --- Mobster Headquarters: Pretty much in the middle of a tiny town where you'll encounter some of the toughest gangsters to ever live. They have some awesome weapons, but mostly just shoot to kill, try not to get cut up. Note: If you get into trouble, just run fast and it's no problem (except for the mirror, I shouldn't mention it). Your actions while you're in this level determine your final destiny and what happens after you complete the stage. Most important is that you don't mess around too much. Never stray from the trees. Always stay alert and if you don't feel like fighting, run away to safety from enemies. There is a health kit to replenish its stamina regenerate lost energy on the ground. Save ammo for the boss gun at the end, a huge machine gun you will have to face one on one. You can still duck and roll around, so stay active with fire. Use your rifle and machine gun tactics on him with every bullet in your magazine. Make sure you have maximum concealment, otherwise he will come out looking for you. The store here holds a lot of very useful items that are quite important for making the job a little easier. However, you may be wondering why you need them? And, how do you get past these obstacles? I'll tell you now...your shoes. Seriously. "Why would you need shoes? They have to come off somehow!" I bet you thought the name was funny didn't you? Did you look at it as funny? Were you thinking that it's gotta be a joke right? Well, probably not, because I'm explaining it to you. Find the boss by finding the map. He has two places to hide, one near a street corner and another on top of the hill opposite the building on which it stands. Find him there and find his way under the pipe wall. Do you see the brown square. Punch in each number from 1 to 5. There is a secret door! Go inside, it leads to a secret stash of health and ammo if you recollect them. From there, climb the ladder and continue until you reach the bottom. Hop onto the pipe above you and jump down. Inside there are two boxes with instructions on them...look and listen. Yes indeed! Tread softly, you tread on thin air. Don't walk, crawl! That really helps, right? Look down there! The big red thing on the ground (no matter which side you're on) is a ghost! It will burn you if you stand on it, don't stand on it. At the start of this part of the stage you are looking at some cliffs with little red things on them. Look carefully, there's something extra on this platform too. Jump onto this platform and you will reveal a small plank. Walk over it and onto another small plank. Dangle your head from the ledge until you reach a third one. When you reach the top drop to the ground. Look down...just notice that that ledge on the left of it has something really neat on it. Jump over onto the second one. You will find a boss. Watch out for him as he tosses you in the air. At the bottom he is vulnerable. To kill him, defeat him by finding the position where you can punch him without hitting the ghost at the same time. For example, if he's swinging from one edge of the room to the other, punching him will cause his swing to stop. Yes, he gets really annoying sometimes but it can make your job a little easier. Now go collect the item below and hold on the ledge to fly up high. From there, you can jump from ledge to ledge until you get the item and bring it to Ripper Roo's cage. Let him go take a shit then go back into Ripper-Roo's cage and out of his gangster hole. Then escape the gangsters. Ok, you have successfully completed all activities needed for the new kid in school to change his hair color. Hallelujah! Anyways, he is getting ready to meet his father who wants you to show him around his home. Are you ready? Good. Do you have all your stuff? Yes, yes you do. Walk out of the church room and head into the elevator (how clever is that?). Take it down. Anyways, when you arrive, check all the doors on the level up there until you find a silver door with gold letters "CIIT". Go in it. There is a bomb robot lying in wait here. The best way to approach him is to change directions. As you move from the middle, go clockwise around the ship. Keep this up until you pass the center. Now turn left and move forward until you reach the metal barrier. Quickly get out that Plasma Gun and shoot the robot. If you're quick enough you shouldn't even hear a click. Keep running and reach the portal. It doesn't matter what direction you arrived from, but I suggest going right this time. Follow the new path all the way around until you reach the end. Turn right and run as fast as possible to get to the end. On your way down, jump out of the water and grab the Gold Key. Note that you cannot swim across water (to be honest, I wouldn't know what to say). Anyway, turn right. Stay there for a while until the doors open. Walk through them and pick up the Gold Key at the end. Turn right and use it to unlock a machine that looks like a big cannon. Now continue on down this hallway and head to the end. Jump onto the platform and stay on it for a second or two. Be very careful because death does happen, which is quite often. Once you can see ahead of you, jump to it and get the Red Key. Now hop onto the ledge on the left of it and use the platforms to get to a higher ledge that is above it. Continue to use these platforms until you reach the first Blue Key. Stand on it and use the lift station to get to a lower ledge. Stand on it and use the elevator to get to the next floor. Use the lift to get to a higher ledge and use it to go up. Once you get up there, get ready to fight the boss of this level. This guy is easy, however. He throws explosive balls at you. They come in small and big sizes, the big ones will throw bigger balls. It should be obvious how to dodge these balls by moving a lot when they come near you. After about four hits from him you'll gain a mid-boss (cut scene). Once he's dead, well, congratulations. You just beat BombMan. That trophy will pop up and you now have the Metal Gear Solid 2: HD Edition for PS2. Congrats. :) ==================== Metal Gear Solid 2: Sons of Liberty Walkthrough for Sony PlayStation ==================== [Walkthrough] /////////////////////////////////-------\\\\\\\\\\\\\\\\\\\\\\\\\\\ /////////////////////////////////\•© Square Enix Ltd. 1994-2005 All Rights Reserved...................................................................................................... /////////////////////////////////////\•\/\/project_zero_forums\viewtopic.php?f=4&t=11660\ /////////////////////////////////////•\www.famitsugames.com\layouts\graphics\walkingmanandgun.jpg //--------\\\\\\\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/ Q1: Where do I start the game? A1: Watch the introduction and walkthrough videos to learn more. You can also start with the guide. See the section 1a, as well as section A3 for more information on the different options and how to access the other parts of the manual, if you don't want to do the guide. Q2: What are all those pictures of guns you show me in the game? A2: In the beginning of your adventure, when you talk to Big Boss, on the lowest level of the main area, you can see some of the weapons you will have access too at some point during the game. There are only three weapons you can not use without accessing another part of the manual: the submachine gun, your weapon in the opening credits, and the sniper rifle. The others are unlocked as you progress. See each section to learn more. Q3: How do I get past the guard at the entrance to the control room? A3: From the single screen walkthrough, read the description about how to get by the guards. This is easier than it sounds; you can always use a melee weapon as your "shield" to avoid damage. Also, if you talk to him, he thinks you're in for a good time. Q4: How do I get past the bridge before reaching the control room? A4: Take the panel on the right of the long table and connect it to the switch, then go back into the control room and use it to go to that side of the bridge to get past. The switch also appears once you move past the bridge in the single screen walkthroughs. Q5: Is it possible to get to the underground base undetected? A5: Actually, yes, but it requires skill and some luck. First you must find the cheats, and turn on both the Speed Enhancement cheat and the Camera Modifier. The camera modifier gives the ability to get a better view of your surroundings, as well as some key function. Speed enhancement helps you sprint faster and air dash faster. <|endoftext|> Zangief - Gisels in the water, then take on the commandos and mobile tanks. Kill any that survive the battle. Chun Li - Save her when she's about to be blasted apart by the commandoes (just another one of Chanyeol's brilliant plans). Kyo - He'll help you out against the tanks/missiles. Bardock - Go underwater and kill all the enemies. Goku - Move quickly and jump on the catapults to kill the enemy boats. Kill the cannons at the end of the dock area for a energy capsule. Kill the soldiers inside the building. You should also watch out for the beam shooters that shoot from the buildings; if you can't see them, you're going to have trouble shooting through them. Yamcha - Run around and kill off all of the soldiers with your sword! You can also go underwater and destroy the ones chasing you. Just be careful though, they are immune to fireballs! ^^^^^^^^^^^^^ Chaos ^^^^^^^^^^^^^ Chaos Character - Vegeta Story - Got to destroy Frieza. Notes - Um...????. If this character isn't really THAT good, why the heck is he part of this? So what? I don't care. This is a worthless character. Hope he doesn't send you back too far! Besides, this is a useless category. ^^^^^^^^^^ Time Warrior ^^^^^^^^^^ Time Warrior Character - Raditz Story - Lost his universe and needs to restore it. Notes - Perfectly stupid. A scientist! Lol! Why didn't they give him rocket boots or something instead of those stupid, awkward, dumb robes!? Of course, we NEED him to be strong to defeat Frieza. Uh-oh...this sucks. Worry not, though; Vegeta appears in Dragon Ball Z: Budokai 2 as a playable character, and he has perfect control over time like Raditz does (but without those annoying forbidden time powers), meaning he can travel back and forth between the present and past. So yeah. Evil Vegeta must remain! ------------------------------------------------------------------------------- 5) -------------------------------------------------------------------------- A. ULTIMA BOMBS ------------------------------------------------------------------------------- This section will list EVERY single bomb, and what their respective abilities and locations are. With enough practice, you can gather them all before the tournament starts in a reasonable amount of time, and hopefully you won't run into some other bomb than the five that are listed here in the game. Since I am too lazy to go out and get them all, I will only list the first five bombs, but the location for the rest of them can always be found in the game itself. Now onto the list. So without further ado, let us begin. A. Basic (1 bomb) --------------------------- Range: 1 - 10 Timing required: Instantaneous The basic bomb is the basic element of the entire game. It is introduced towards the very beginning of the Vados Arc and can easily be gotten from Vados herself. Basically, you just throw it as soon as the appropriate button is released, and it will explode in your hands after it touches an object or enemy. It takes awhile to explode, however; in the mean time, anything that happens within the radius of the explosion will still happen, since time does not stop when a bomb explodes. A. Targeted Bomb (2 bomb) ------------------ Range: 10 (and seems permanent even at higher settings?) Timing required: As soon as you press the bomb button, it explodes. But wait until you release the button and it will continue to expand! Essentially, the two versions of the Bomb are identical. The main difference is the way the explosion occurs. When you use a basic bomb, it simply explodes in your hand, while when you use a targeted bomb, however, the exploding radius widens all the way out. Furthermore, when you use a targeted bomb, it isn't until you release the bomb button that it explodes! A. Line Bomb (3 bomb) ---------------------------- Range: 16 Timing required: Instantaneous The Line Bomb is one of the most useful bombs in the game. Use it on a cage to make the cage move! Or maybe the catwalk in the air tower levels. Or outside the prison, for that matter! For example... B. Explosive Bombs (4 bomb) --------------------------------- Range: 32 Timing required: Instantaneous The Explosive and Line Bombs cannot both be placed on the same enemy, because placing the Explosive Bomb on the wrong enemy can cause it to disappear permanently (even if you erase it). The maximum damage a Bomb Level can do is 8, and the chance of even doing that much damage increases with the level the Bomb was placed on. What this means is, don't place these on Alkahest and others that have an extremely high defense. These are pretty rare in the beginning of the game, so it's best to pick them up later on, as there are not many places you'll need two more Basic Bombs than you'll have Bomb Levels. C. Shrink/Flatten Bombs (5 bomb) --------------------------------------- Range: 16 (16-32) Timing required: Instantaneous If you shrink or flatten an old Bomb, you can find it in its original size (or larger!) when you retry it after finishing the current mission. When used, the Bomb will shrink and become less powerful, but this does not necessarily mean it needs to be erased either. If shrunk in size, a few things can be done using it: for example, you can shrink a Bomb in the air that contains an Energy Tank, but no Kamek. You could also shrink and blow away a Baddie trapped underneath a full Dome, and even bounce it off a nearby rock face if you're lucky (no matter which Bomb you are using!). Some have reported problems bouncing the large Bomb off a wall when shrunken. Since we know nothing about how the game handles size changes in relation to each other, it's safe to assume they will all work... although this has never happened to me. Nevertheless, it is possible, so don't hesitate to try it! Also, because the size change is only temporary, another Bomb placed on it won't alter the size at all. This is why it is possible to place multiple Shrink/Flatten Bomb on the same enemy, by placing smaller Bombs on each once the largest one has shrunk and expanded. D. Guardian (6 bomb) ----------------------- Range: 24 Timing required: Instantaneous This is the only bomb of the "Repeated Notes" category whose name suggests it's function. Basically, it acts like a Guard Detector, but on a lesser scale. It can detect ANY of Link's Shoes regardless of what is underneath them. To tell if something is underneath Link's shoes, the Guardian must touch it. It won't budge an inch if it finds nothing to detect there, so don't bother running around with your Fire Arrows around on purpose just to test this feature... Note that guarding a certain thing will take a slightly longer time than if the object hasn't been guarded at all. I've read on some Gaming boards that, when guarded by the Guardian, you can shoot Fire Arrows at nearby enemies, Red Bolts into the Guardian, shoot White Bolts into the Guardian, etc. But, in actuality, only if the objects to guard are in a definite position relative to Link when they're covered by the Guardian does the gunfire do any damage (unlike a Green Arrow or Red Bolt, the White Bolts, etc., do no damage). What this means is that you can cover a wide area with the Guardian in no time flat, so it's probably not necessary to bring someone to guard anything you want guarded. These Guardians can also block a falling boulder. This doesn't hold besides Angry Aztecs... E. Mirror Image (8 bomb) ------------- Range: Unlimited Timing required: Instantaneous This is really funny... just say the Bomb password and throw a Bomb on an empty spot, you will send an image of yourself into that spot, frozen... in its exact position. Pretty neat, eh? Mirror Images can be recollected from a Bomb the same way as regular Bomb Images, but each one has its own "memory" and the process to restore one is slightly different than the way to put a regular Bomb back together. When one comes back into existence, it will immediately pop out of the original spot, moving slowly and getting closer as it moves. Don't wait too long after throwing a Bomb, though - the target spot that will activate it may now be occupied by a new Bomb, which could block you from retrieving the Mirror Image. Just move the Bomb a little farther and it will go back into your hand again. As well, if you move the Bomb somewhere else while it's here, the Mirror Image will follow the movements of the newly-transformed Bomber. So be careful where you throw those items! Remember that your enemies can move around and be out of reach, so try to get something steady to use against an enemy as they draw near (such as Bombs, loaded Ropes, or a Stick Remote). To recover a Mirror Image, either shoot it in place, or leave it for them to come by, then step back into the original target (but don't throw it yet). They'll hit the spot and give you back the Mirror Image. Or, catch them with a Cane or Sword, so they'll bounce off the wall and hit the Maiden... who'll heal your character (assuming she isn't dead at that point, of course!). This technique works with ANY Bomb, so long as you toss the Bomb in the right place... On very rare occasions, Mirror Images can also appear from one of these weakly-defended spots: * A non-solid floor or wall, and below it if the floor slopes upward * A Goron painting on a level that slides downwards, but the painting remains facing the opposite direction as he would if it were solid; If you're playing the last "Majora's Mask," you may find that three tiles of your room aren't solid, even though there is no floor beneath them. But, within them is a pattern, and it won't hurt you when bombs hit it - except you can fall through it! You can confirm this happening by following the directions for the Last Boss and finding out where to aim your Bomb for the three tiles at the top of the map (unless they turn out to be rock platforms; they seem to be transparent). Then head down there and blow up the top three to reveal the treasure. Get over there and hurl one of them at the Mirror Image. F. Rock 'n' Roll (7 bomb) ------------------------------ Range: 3600 degrees Timing required: Instantaneous It takes about thirty seconds to throw one of these things in the correct direction... as it turns out, it's more like twenty seconds from start to finish! To make matters worse, they sometimes detonate prematurely - I've read on some Boards that you can "maneuver" Rock 'n' Roll, or delay the motion with Cane or Boomerang. I've done neither. If you need to destroy something that's blocking your path, try this move: Throw Rock 'n' Roll, back and forward. The Rock will go faster if thrown back and forth quickly. It'll go forward in one direction, and slow down and flip over once it gets into front of something, or when you run out of air. Let it speed up when it enters front of something or flips over. Hold down the Control Pad in front of you to have Mario Run. If it turns behind something, tap the Control Pad again. Just keep running him back and forward to blow up all the boxes and enemies and stuff. Watch out for two things. One, you can knock a rock sideways if you give it too much power - it'll roll straight back. Two, this thing goes backwards when you pick it up; use it in conjunction with a Cane or Boomerang to push the rock back and/or forwards. To set the Rock the way you want it, hold down the Control Pad right next to where you want it (I usually get the direction I wanted when I pressed Forward on the control pad), then get in front of it with Cane or Boomerang (a B Button press should get you into front of it). Then drop the Rock! It'll go where you pointed it to, but keep in mind where you dropped it - jump and throw it again. Repeat until your doomsday device is done. Note that Rock 'n' Roll sometimes floats up there for a few seconds. Don't let it go far enough to explode; if the explosion is triggered, take the Rock back (hold down Control Pad). The Rock should disappear just before it explodes (generally, depending on the size of the Explosion, it will stay gone for several seconds and then explode). G. Pop Gun (6 Bomb) ----------------------- Range: 12500 degrees Timing required: 4th wall touched This technique is useless - it gives you no ability to damage anyone. However, it's fun to try out... as every time you touch the wall, you drop four blocks. Use them as stepping stones for one of the following techniques, which basically involves moving right to the wall, pausing, and dropping one block after another. Let go of the Control Pad when you run right into the wall, then continue as normal. The first button pressing right up to the wall activates that button for the Pop Gun. Do NOT TOUCH THAT BUTTON OR YOU'RE DEAD! So, stop to move as soon as you see the pop gun... then immediately continue! Notice that the R Button will only work for a split second, but that still has more space between touching the pop gun and it exploding than any other buttons - so, do the holding thing once, rotate the control stick again, and repeat until the timer runs out. The Pop Gun is the hardest to master of the explosions here, since it can only be shot onto floors or ceilings, not walls. Try being ready to move before you attempt to hit the wall; practice standing on top of a stairway that doesn't go all the way up and pressing C to shoot the gun right at it. Otherwise, you're better off just pulling a pair of Brick Blocks out of the floor and throwing them at the pop gun while you're standing inside them! (Just don't bounce them off the ceiling!) H. Ladder (5 Bomb) ----------------- Range: 1500 degrees Timing required: 1st wall touched First of all, you should know that to go from one level of this game to the next, you must have already have been above the current level. (Be careful! You don't get credit for destroying all enemies here! Also, if you try to touch the edges of the room, they disappear.) The best method is to move up and left to be on level one. Head across the pit, then upward to hit the wall, and then down to reach a lower ledge - you're almost at the end now! Now, all you have to do is time this last movement correctly. Put BOTH feet on the wall and release the control stick as soon as <|endoftext|> | | | | | Talk to Jaree-Ra. He tells you that he lost the daedric ring, Sanguine Rose, which is on | | He wants the necklace back for Malyn of Stupen, who lives in Telvanni Plaza. A quick | | Take the Daedra's Heart to Malyn and exchange it for the necklace. It is yours to keep | |=================|======================================================| | #1 || Woesbane Ring (MUST TRAIN WARLOCKS) | |=============================================================================| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Here is an alternate ending. If you train a Warlock enough in this ring they will be able to use spells such as Soul Crush, Fire, Frost, and Shock. This will allow them to "Blind" players and bosses alike so you can then Poison them or use Shock Spells to kill them quicker. Although there isn't much else to gain here besides the Ring, I encourage you to play the game through again and get more experience points and loot. ___________ / \ |(L)/ - Select Magic/Specialization | |(H)- Select Invisibility | \_________________________________________________________ | | |__--.-----'-----'-----------.---------.--------.__.--'-----' | _ .`---` '------' `-.---' . `-' ,.-'. .`. . ,-`. .-'. , .', '.---',`. . ,-.---',`,. .---',`,.'`,.'-.'`-,`. .-`. .---',','.',. .` ','. ,'. ''. ,' ` .',' ' , `,-'. '.`. .'. '. .-',' ,'-`-,', '.---'.`. .-. ., '.---'.'. .-. .-. .'-'. `-. ,'. ., ;'. ,. . `','.`-. '. '.','. '. .`'. ','. | ` ` .-''' `-'. '-. .' '. .','.`-. '. `',` .'-' ,'.`-. '' `. ,''.',``. `. '. .',`,',` .',.`','. .',.';,' .' '. .' ` .',. .`';.,','. `',. ,.''','','.',. `'. ,'.`,'.`-' `-',..'',','. .',`.. ,'.`,'. `'. .','','. ,'. `'. ,. `'. ,'. '.`,. .' `.. .` '.`'. .',',.'.`' '. `. .','. '.. .' `. ,'.`.',.. '','. '.`,`. '.. ,'. ', .`','. '','.`,'. '-' ,'. ``. '. `'. ,'. 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He's *really* stupid; he's practically finished with the cannon before you've even fired a shot at him! Fortunately, your projectile is well timed, and he *will* be forced into the flame pit; jump up to avoid getting burned. After taking out his cannon fodder (and dying), the trophy will pop. ------------------------------------------------------------------------------- Secret Trophies: 8 -------------------------------------------------- The Unfinished Business (1) Please read my guide on this trophy for more information on how to get this trophy. It can only be gotten by winning all of the Endless Pinball mini-games. There are also minor spoilers in the guide, so please pay attention before playing. ------------------------------------------------------------------------------- Coins (12) ---------------------------- There are twelve gold coins scattered across various pinsball tables. Collecting them will eventually net you this trophy. To find them, go to each pinball table, then look around for gold coins in groups. Usually they are in groups of two or three, but you can always use the radar feature to see where they are. Now, of course, I am not sure if these locations change from table to table. You may just need to reload a save file from a different table. The main point is that if you're stuck, just keep playing the games until you find one! =============================================================================== 5.0 CASTLE SIDE ZONE =============================================================================== A room very similar to Star Ocean 2's Treasure of the Titanic Zone. Despite being further away, there's still much in common. Not much new is revealed either way. This area also has the most ways for you to die, though thankfully a lot less than most games. And although it's darker than the Tower of the Wing Cap level itself, the design is quite nice as well. Note: Before you continue, I would like to inform you about one fact. Although the coin stage does require a SLAP ATTACK, and there is an EMERALD BAT sign below your starting position, the Emerald Bat's attack doesn't work in this zone. This means you have two options - immediately enter the coin stage or continue. I suggest you do both. When playing as Sonic & Tails, I recommend you stay in the coin stage for about 30 seconds at least - very useful, actually. Your control sticks become quite constricted after that, but it's still easier than trying to jump off a cliff. So without further ado, let's get started. 0 1 (STAR) Homing Attack the Ring Machine! 10 1 (STAR) Use the Lanky Switch to Get to the Bonus Wheel! 20 1 (STAR) Defeat the Bats for Speedos! 40 1 (STAR) Collect the Coins and Win for Real! 60 1 (STAR) Earn 100 Rings!! 100 1 (STAR) Collect 50 Rings!! 150 1 (STAR) Collect 50 Rings!!! 200 1 (STAR) Collect 50 Rings!!! 300 1 (STAR) Collect 50 Rings!!!!! 400 1 (STAR) Collect all the Rings!!! 500 2 (STAR) Collect all the Rings!!!! 600 2 (STAR) Collect all the Rings!!!! 750 3 (STAR) Collect all the Rings!!!! 900 3 (STAR) Collect all the Rings!!!!!!!!!! 1200 4 (STAR) Collect all the Rings!!!!!!!! 1500 4 (STAR) Collect all the Rings!!!!!! 2000 4 (STAR) Find all the Bonus Balls!!!! 2500 5 (STAR) Find all the Bonus Balls!!!!!! 3000 5 (STAR) Find all the Bonus Balls!!!! 4000 6 (STAR) Find all the Bonus Balls!!!! 5000 6 (STAR) Find all the Bonus Balls!!!! 6000 7 (STAR) Find all the Bonus Balls!!!!!!!!!!! 8000 8 (STAR) Find all the Bonus Balls!!!!!!!! 9000 9 (STAR) Find all the Bonus Balls!!!!!!!! 10000 10 (STAR) Find all the Bonus Balls!!!!!!!!!!! 12000 11 (STAR) Find all the Bonus Balls!!!!! 14000 11 (STAR) Find all the Bonus Balls!!!! 16000 12 (STAR) Find all the Bonus Balls!!!!! 18000 12 (STAR) Find all the Bonus Balls!!!!! 19000 13 (STAR) Find all the Bonus Balls!!!! 2000 14 (STAR) Find all the Bonus Balls!!!! 21000 15 (STAR) Find all the Bonus Balls!!!!!!!!!!!! 22000 15 (STAR) Find all the Bonus Balls!!!!!!!!! 23000 16 (STAR) Find all the Bonus Balls!!!!!!! 24000 17 (STAR) Find all the Bonus Balls!!!!!!!!!!!!!!! 25000 17 (STAR) Find all the Bonus Balls!!!!!!!!!!!!! 26000 18 (STAR) Find all the Bonus Balls!!!!! 27000 19 (STAR) Find all the Bonus Balls!!!!!!!!!!!! 28000 20 (STAR) Find all the Bonus Balls!!!!!!!!!!!! 29000 20 (STAR) Find all the Bonus Balls!!!!!!!! 30000 21 (STAR) Find all the Bonus Balls!!!!!!!!!!! 32000 22 (STAR) Find all the Bonus Balls!!!!!!!! 33000 22 (STAR) Find all the Bonus Balls!!!! 34000 23 (STAR) Find all the Bonus Balls!!!!! 35000 23 (STAR) Find all the Bonus Balls!!!!!!!!! 36000 24 (STAR) Find all the Bonus Balls!!!!!!!!!!! 37000 24 (STAR) Find all the Bonus Balls!!!!!!!!!!! 38000 25 (STAR) Find all the Bonus Balls!!!!!!!!!! 39000 25 (STAR) Find all the Bonus Balls!!!!!!!!!!!!!!!!!!!!!! 41000 25 (STAR) Find all the Bonus Balls!!!!!!!!!!!!!!!!!! 42000 26 (STAR) Find all the Bonus Balls!!!!!!!!!!!!!!!! 43000 26 (STAR) Find all the Bonus Balls!!!!!!!! 44000 26 (STAR) Find all the Bonus Balls!!!!!!!! 46000 27 (STAR) Find all the Bonus Balls!!!!!!!! 47000 27 (STAR) Find all the Bonus Balls!!!!! 48000 28 (STAR) Find all the Bonus Balls!!!!!!!!!!!!!!!! 49000 28 (STAR) Find all the Bonus Balls!!!!!!!!!!!! 5000 28 (STAR) Find all the Bonus Balls!!!!!!!!!!!!!!! 5500 28 (STAR) Find all the Bonus Balls!!!!!!!!!!!!!!!! 6000 29 (STAR) Find all the Bonus Balls!!!!!!!!!! 6200 29 (STAR) Find all the Bonus Balls!!!!!!!! 6400 29 (STAR) Find all the Bonus Balls!!!! 6600 30 (STAR) Find all the Bonus Balls!!!!!!!! 6800 31 (STAR) Find all the Bonus Balls!!!!!!!!!!!!! 7000 31 (STAR) Find all the Bonus Balls!!!!!!!!!!!!!! 7400 32 (STAR) Find all the Bonus Balls!!!!!!!!!!!! 8400 32 (STAR) Find all the Bonus Balls!!!!!!!!!!! 9000 33 (STAR) Find all the Bonus Balls!!!!!!!!!!!!!! 10000 33 (STAR) Find all the Bonus Balls!!!!!! 11000 33 (STAR) Find all the Bonus Balls!!!!!!!! 12000 33 (STAR) Find all the Bonus Balls!!!!!!!!!!!! 13000 34 (STAR) Find all the Bonus Balls!!!!!!!!!!!!!! 14000 34 (STAR) Find all the Bonus Balls!!!!!!!!!!!! 15000 35 (STAR) Find all the Bonus Balls!!!!! 16000 35 (STAR) Find all the Bonus Balls!!!!!!! 17000 36 (STAR) Find all the Bonus Balls!!!!!!!!!!!! 18000 36 (STAR) Find all the Bonus Balls!!!!! 19000 37 (STAR) Find all the Bonus Balls!!!!!!!! 20000 37 (STAR) Find all the Bonus Balls!!!!!!!!!!!!! 22000 38 (STAR) Find all the Bonus Balls!!!!!!! 23600 38 (STAR) Find all the Bonus Balls!!!!!!!!!!! 26000 38 (STAR) Find all the Bonus Balls!!!!!!!!! 28000 38 (STAR) Find all the Bonus Balls!!!!!!!!!!!!!!! 30000 39 (STAR) Find all the Bonus Balls!!!!!!!!!!!! 35000 39 (STAR) Find all the Bonus Balls!!!!! 40000 40 (STAR) Find all the Bonus Balls!!!! 45000 40 (STAR) Find all the Bonus Balls!!!!!!!!!! 49999 41 (STAR) Find all the Bonus Balls!!!!!!!!!!!! 50000 42 (STAR) Find all the Bonus Balls!!!!!!! 55000 42 (STAR) Find all the Bonus Balls!!!!! 60999 43 (STAR) Find all the Bonus Balls!!!!!!!!!!!! 65000 43 (STAR) Find all the Bonus Balls!!!!! 70999 44 (STAR) Find all the Bonus Balls!!!!!!!!!!!!! 75000 44 (STAR) Find all the Bonus Balls!!!! 80000 45 (STAR) Find all the Bonus Balls!!!!!!!!!! 90000 45 (STAR) Find all the Bonus Balls!!!! 95000 45 (STAR) Find all the Bonus Balls!!!!!!!!!!!!!!! 100000 46 (STAR) Find all the Bonus Balls!!!!!!!!!!!!!!!! 115000 47 (STAR) Find all the Bonus Balls!!!!!!!!!!!!! 125000 48 (STAR) Find all the Bonus Balls!!!!!!!!!!! 135000 49 (STAR) Find all the Bonus Balls!!!!!!!! 145000 49 (STAR) Find all the Bonus Balls!!!!!!!! 155000 50 (STAR) Find all the Bonus Balls!!!!!!!!!! 165000 51 (STAR) Find all the Bonus Balls!!!!!!! 175000 52 (STAR) Find all the Bonus Balls!!!!! 185000 53 (STAR) Find all the Bonus Balls!!!!!!!!!!!!!!!!!!! 190000 54 (STAR) Find all the Bonus Balls!!!!!! 195000 54 (STAR) Find all the Bonus Balls!!!!!!!!!!! 205000 55 (STAR) Find all the Bonus Balls!!!!!!!!!!! 215000 55 (STAR) Find all the Bonus Balls!!!!!!!!!!!!!!!!!!! 225000 56 (STAR) Find all the Bonus Balls!!!!!!!!!!!!!!!!! 235000 57 (STAR) Find all the Bonus Balls!!!!!!!!!!! 25000 58 (STAR) Find all the Bonus Balls!!!!!!!!!!! 25000 58 (STAR) Find all the Bonus Balls!!!!!!!!!!! 25000 59 (STAR) Find all the Bonus Balls!!!!!!!!!!!!!!! 25000 59 (STAR) Find all the Bonus Balls!!!!!!!!!!!!!!!!!!! <|endoftext|> Dragonites (Talking) 2) Dragon - "Now, they will pay. This is what I want!" 3) Dragon - "It's too late, they've passed out..." 4) Dragon - "Look around...it's all empty." 5) Dragon - "Wait! An army...then the others will come." 6) Dragon - "This is not good for anyone! Move it!" 7) Dragon - "A huge sea monster appeared out of nowhere." 8) Dragon - "We're under attack, we must run now." - "I'm still here, so don't worry. Take what you can and just leave me be." - "Where are those Balrogs? Why won't they help us?" 9) Dragon - "I want my tribe back. You'll never get them back." 10) Dragon - "What do you mean by that? Try harder!" 11) Dragon - "There aren't any more Wraiths...and they hate us. We are done here!" 12) Dragon - "FALL DOWN AND KILL THEM!" 13) Dragon - "THEY'RE COMING! WHERE ARE THEY???!!?" 14) Dragon - "Hurry! Pass the mask on to Bofur. He will use it to disguise himself." 15) Dragon - "The Ring! The Ring! Hurry! It's broken." 16) Dragon - "Oh my! Another Troll has attacked our village! Their fangs..." 17) Dragon - "...are horrible...they drag you behind the steps!" 18) Dragon - "Perhaps you should be looking inside your own chest...you have a ring!" - "Why? Do you have a magic ring?" 19) Dragon - "Forgive me my love...but that was too much." 20) Dragon - "Forgive me, but I cannot leave...my tribe." 21) Dragon - "No...not again...." - "You didn't hear them at all...did you? Ahhh..." - "Bagdhubb....they are still alive." 22) Dragon - "I am goin' down...to my last breath." 23) Dragon - "Those monsters...Foolish." 24) Dragon - "Oh, yes...Oh, yes...I see their true forms." 25) Dragon - "I know where the Black Dragon lies buried, over a thousand years ago..." 26) Dragon - "So, were your children eaten as well?" 27) Dragon - "My heart still beats..." 28) Dragon - "Well, I'm dead then. But Gandalf has grown angry. Maybe this time..." 29) Dragon - "One day...one day...one day...I shall visit this land once again... One day...one day..." - "Then one final test must be passed.....put up your sword if you wish to die......two times." - "If you were killed by my blade in battle, put your sword up as proof...." 30) Dragon - "If you had been killed today, put your sword up, it would have been pointless......You two have nothing to offer me." - "You will not make me like you....if you wish to live, you must join this fellowship...." - "Must you seek a companion like me... you…like me?..." 31) Dragon - "Are you Deryn Thain? Is Deryn your name?" 32) Dragon - "Must she?... She has already claimed all of the tribe." 33) Dragon - "She is a wretched creature...even evil is a blessing to me." 34) Dragon - "Bhairon? My brother? Aye, I believe he is one of yours." 35) Dragon - "I killed him, at the behest of Balin...he called me a murderess....Aye, murderer..." 36) Dragon - "I am going to see Gimli......He led me to you both......" 37) Dragon - "Dwarves are small and weak. They are no match for the forces of evil." 38) Dragon - "Do not be afraid brother........Then I will accompany you when you depart from here." 39) Dragon - "First I will have to raise myself up above you. Then I will find out who you really are." 40) Dragon - "To dwell in dung now would be easy........But so very long have I walked this path........no paths at all." 41) Dragon - "Now perhaps I can finally finish what was started before in ages gone by........but first.........enjoy a meal." 42) Dragon - "Pun intended, Bilbo Baggins." 43) Dragon - "You look very brave with your sword drawn, my friend....Do not forget it." 44) Dragon - "Ulfric Stormcloak! Ulfric Stormcloak! Flee with ALL haste!" 45) Dragon - "Restlessness is a sickness, 'tis what makes men waver and lose their reason.........." 46) Dragon - "Ecco the Snake....the sorcerer...Ecco the Snake.......Now my dream is true........." - "Come forth ECCO THE SNOWMAN.....I have waited for you. Come forth on MY terms.............." 47) Dragon - "KILLUPS ALWAYS GRACE OUR HEARTS.........NOW THEY ARE RULED...." 48) Dragon - "Brother....dearest brother....your father's room...a chamber of fear...." 49) Dragon - "Thy father bless thee...thy sins are forgiven...." 50) Dragon - "In the halls of Moria, Erebor, Arkenstone, where shall we hide?......" 51) Dragon - "Thy days of torment draw near......" 52) Dragon - "We are doomed...you do not possess the courage...." 53) Dragon - "You are but a boy, and my plaything......You are not to question this...." 54) Dragon - "THE DARING BOY...." 55) Dragon - "Others have tried, they failed...and you WILL fail...." 56) Dragon - "Truth, even its hard to find. The wise know such things." 57) Dragon - "NEVER GIVE UP...........Till The End...." 58) Dragon - "And only fools run away...." 59) Dragon - "Ha ha ha, no......no....no....no......no....No!" 60) Dragon - "Hah! Ha ha ha ha ha ah ah!!! It's all over......" 61) Dragon - "ALL FOR THE TOUGH......TO KICK ASS AND TAKE CHARGE......AND THROUGH IT ALL....IT IS STILL YOURS!!!..........." 62) Dragon - "THE END......THAT END......TOO SOON....SOON....I'M NEXT!" 63) Dragon - "Ha ha ha, far too early...." 64) Dragon - "ROCKSTAR HAS ENDED.... GRACIE ON TOP OF MOUNT MORGUE..." 65) Dragon - "GRACIE ON TOP OF MOUNT MORGUE ....LEAVES PAINTINGS IN THE WOODS...." 66) Dragon - "ONE DAY WE WILL WIN.......YOU SHOULD KNOW THAT.....YOU'RE NO HERO..." 67) Dragon - "ARE YOU NOT COME TO BEGIN WITH............" 68) Dragon - "YOU CAN ONLY SEE THOSE STRAIGHT LINEAGES...THEN LIVE AND LEAVE...THE REST WAIT... THEN YOU GET YOUR FACE SHOT OFF AGAIN...WAIT...BUT YOU MUST FIGHT...AGAIN!!" 69) Dragon - "CAN THERE BE ANY OTHER WAY?....LEAVE THE BIG CHANCE......!!!" 70) Dragon - "FIND ME ONE WHO DOES......SO FAR......NO ONE....AND I WANT NOT ONE!" 71) Dragon - "WHY DO NOT YOU TALK ABOUT THIS BEFORE?" 72) Dragon - "I'm Going To Beat You........Like A SOLDIER.....It's Already Been Done...NOW THERE IS NO TROUBLE...THAN ANGER!" 73) Dragon - "HOW DARE YOU TRY AND MAKE LIFE UNFEELING LIKE THIS!?" 74) Dragon - "STOMP MY FLIPPERS!!!" 75) Dragon - "YOU CAN SURVIVE A MEATHOOK-FIRED DAGGER.......WHATEVER MANNER YOU USE, YOU GET THE POINTS!" 76) Dragon - "GOODBYE!" 77) Dragon - "IT WAS FUN.....BUT NOW....THANKS FOR YOUR INTEREST!.............ROGUES." 78) Dragon - "I SHALL RETURN TO MY NIGHT CLUB!" 79) Dragon - "WHAT?...YOU SWINE!....YOU'VE NOT SEEN THE LAST OF ME YET?!.... WHAT WILL YOU HAVEN'T SEEN??!!?" 80) Dragon - "HELLO FROM PITTSBURGH!" 81) Dragon - "FINALLY A RESPONSE...SHALL WE...." 82) Dragon - "THIS WILL BE THE LAST TIME YOU SEE ME...." 83) Dragon - "LIVE AND LET LIVE......BUT NOT AT MY EXPENSE!" 84) Dragon - "THE JEWISH KING'S QUARTERS........FORGET ENEMIES BECAUSE SIN IS BETTER than WORDS!" 85) Dragon - "STOP ATTACKING....DRACOSTRIA...FOR THE LOVE OF GOD!" 86) Dragon - "DO NOT TELL MYSELF SHE DIDN'T APOLOGIZE...SHE DID!!!" 87) Dragon - "CITY...AT ITS COST!!!...SEEKING ENDLESS OFFENSES...BUT HER FOLLOWS DIDN'T SMITE IT." 88) Dragon - "CLEVER ANIMAL...STUMBLE...EVIL ADVICE....THERE IS NO SUCH THING AS A DREAM!" 89) Dragon - "BACK TO OUR KITCHEN....YOU'LL NEVER FIND ME HERE AGAIN!" 90) Dragon - "PRIDE. DESIRES SINS. CREATES DESPAIR." 91) Dragon - "HARRY......FRIENDS...OF MYSELF AND THE CIVILIAN......AND DISPUTES......SHOW THEM WHAT DISASTER LOOKS LIKE....FEAR!" 92) Dragon - "SURVEILLANCE.....JUST SAY NO...UNKNOWN." 93) Dragon - "IF THE IGNORANT DESERVES OPINION...IT DOES NOT EXIST." 94) Dragon - "AS LONG AS THERE IS BLOOD..." 95) Dragon - "...CLAN WILL CONTINUE...." 96) Dragon - "EVERYTHING MUST BE SOLD OFF." 97) Dragon - "THE EARTH IS NO ETERNAL PLACE......THEN WHERE?" 98) Dragon - "YOU HAVE NO RIGHT TO SAVE ME!!!!!" 99) Dragon - "WELL MAYBE IF EVERYONE IS DEAD..........CAN HE REALLY BELONG TO ME?" 100) Dragon - "THE HIDDEN AGENT REVEALS THE IDOLS RISE TO POWER!" 101) Dragon - "ALL HAZARDOUS ARE FAIRLY FORGOTTEN..." 102) Dragon - "TEA AND CROSSING CLEAR NEUTRALITY." 103) Dragon - "NO PRISONER BUT MY FRIEND...NOT EVEN MY MEMBER!" 104) Dragon - "THE COLONY WILL STAND....BOND...IS INNOCENT..." 105) Dragon - "WITH CAUTION...AND WITH PEACE AND SECURITY.........." 106) Dragon - "BEAT THE BLOCK OUT TO THE WAKE UP CALL!" 107) Dragon - "ALL HAIL HARRY!" 108) Dragon - "MY NAME IS CAULDRON. I AM ONE OF THE BEST DEADPOOLS THIS GAME HAS TO OFFER....THEY ALL GOT CAUGHT I MUST TAKE CARE OF THE HARASSMENT...HA!" 109) Dragon - "DON'T SEARCH MY RECORDS JUST BECAUSE I'M YOUR FRIEND!!" 110) Dragon - "MEET MY SPIRITS, BABY!" 111) Dragon - "TAKE THE BATTERY, TAKE THE BATTERY!" 112) Dragon - "KILL THOSE VULTURES..GREAT PIECE OF WORK!" 113) Dragon - "NOW YOU FELLOW CATACOMBS!" 114) Dragon - "I AM MAGICIAN! ANYONE WHO COMES INTO MY MOUTH...LOST LIPS!" 115) Dragon - "IT IS OKAY TO MISTAKE ME FOR A CLOWN!....YOU GIRL!!" 116) Dragon - "WE FIGHT FOR THE BIG BROTHERHYPE!!" 117) Dragon - "WHAT DOES A 'MAJESTIC' DO WHEN THEY're TRAPPED IN THE WORLD OF THE DEAD?!" 118) Dragon - "SAVE YOUR TAIL FOR OUR SPIRITUAL CONFRONTATION!" 119) Dragon - "LET NO ONE WALK AWAY FROM OUR LIGHT." 120) Dragon - "DECEPTION...DANGEROUS TACTICS....CAN BE IMPERATIVE" 121) Dragon - "INNOCENCE...CAN BE OPENING THE WAY TO LIFE" 122) Dragon - "SPILL NOT YOUR LEAD ON MY SLATE!" 123) Dragon - "EAT MY SHRUBS!" 124) Dragon - "STORY AND SUBVERSION" 125) Dragon - "HOPE IS MORE POWER..THAN ANYTHING ELSE" 126) Dragon - "HE WHO CARRIES HIS FRIEND...THAT'S THE FIRST STEP..TO DEATH!" 127) Dragon - "REVENGE IS MY SPECIALTY...PLANNING EXODUS AT HOME!" 128) Dragon - "ALWAYS SHRINE TO THE SKULL THROUGHOUT YOUR LIFE!" 129) Dragon - "IT IS NOT GOOD FOR MAN OR MONSTER!" 130) Dragon - "WHY RULE ALONE? INDEED...THANK YOU FOR YOUR PRAYERS!" 131) Dragon - "LET UPHOLD THE STRENGTH OF FRIENDSHIP!..." 132) Dragon - "ONCE YOU SEE ME.....SHE DISAPPEARS!" 133) Dragon - "YOU KNOW NOT WHAT YOU FACE WE KNOW NOT WHAT YOU SEE." 134) Dragon - "IS THERE ANYBODY LIKE ME IN THIS CRAZE?" 135) Dragon - "OUR GAME STORIES OUR MOVIES OUR LOVE" 136) Dragon - "BELIEVE IT NOT…GET IN CONTACT WITH ME BEFORE SLEEPING" 137) Dragon - "FIERY STONES AND GLAMOROUS LIGHTS." 138) Dragon - "RECORD THE CELEBRATION" 139) Dragon - "GOOD NIGHT. GOOD NIGHT." 140) Dragon - "AND NOW WE LAY DOWN THE MUSIC…" 141) Dragon - "FOR HONOR...FOR DEATH...ONWARDS SINGING." 142) Dragon - "REMEMBER...WE ARE ONE." 143) Dragon - "AMID THE FOG" 144) Dragon - "THE WORLD AROUSES US" 145) Dragon - "THE BOYS AND DUDES" 146) Dragon - "SO LET THIS BE THE END OF UNEARTHED ITEMS." 147) Dragon - "BUT THEY KEEP COMING!" 148) Dragon - "YOUR MISSION ACCOMPLISHED!" 149) Dragon - "HAPPY NEW YEAR!....OH YEAH!" 150) Dragon - "GOODBYE!..." 151) Dragon - "IS THAT ALL YOU HAVE?" 152) Dragon - "WE ARE GETTING A REAL STARTERS BOOK" 153) Dragon - "HA!" 154) Dragon - "AS SOON AS THE KICKSTARTER IS OVER THERE WILL BE A PLATFORM FOR THE KICKSTARTER" 155) Dragon - "HURRY UP AND MAKE A DECISION!" 156) Dragon - "TRUST ME WHEN I SAY HE'S GOOD FOR THIS!" 157) Dragon - "GOOD-BYE!" 158) Dragon - "WHO HURT YOU?" 159) Dragon - "IN THE NAME OF KEVIN CHASE" 160) Dragon - "FATHER? ...LITTLE DRAGON?" <|endoftext|> Name: Unicorn Cannon | Worth: 1500 | Popularity: 5/5 | Gravitas Beam Upgrade: 2/2 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ***Obsolete Technology*** ******************** Tachyon Cannon (PCJ-600)********** ******************** | Worth: 1000 | Popularity: 3/3 | Ability: Allows you to go over the map and hover above other players. | ================== Chao ================== Type: Mutant Location: Chao Racing Track (Gold/Silver) Heir Apparent: Tails Equipped on: Master Cost Price: N/A (Master), 300CP (non-master) Description: A robotic chicken with a laser rifle for a tail. Technically an enemy, but there's no | \====================================================================|/ \====================================================================/ | Name | | Rarity | | Notes: Contains Heavy Bullets and Robotnik Boxes. Can't fly or levitate | | | | Activation code: 104 2600 | | | |---------------------------|||-------------|---------------------------||| /==========================================================================\ \======================================================================/ | Message Board | | | | | | | | | | | | | | | | | | <|endoftext|> weapon systems. The combat armor can withstand a direct hit from a plasma rifle, but the chaingun rifle will still destroy it. The proton missile launcher can also damage the shield booster, but will not penetrate the armor.[4] You cannot shoot through the outer crotchplate of the shield booster or try to unload a bazooka at the booster since the booster is not actually being "hit" by any weapon fire. ------------------------------------------------------------------------ 8. What are some strategies that work? --------------------------------------------------------------- The most common strategy used to defeat an active shield booster appears to be this: Place your bazooka (to destroy the shield booster) directly above the shield booster (on the same level as the weapons platform), then turn left so that you're looking down at the booster and right and up at the gunship's center. Shoot a bazooka to destroy the shield booster and the gunship before they can even launch another bazooka shot. This is known as the "firing a bazooka at the BOSS" strategy. If the boss doesn't move or attack immediately when your bazooka launches, quickly turn around and launch one more time at a moving target, like if there was a giant spider enemy whose webbing went all the way across the screen you needed to shoot to destroy it. I've also had success with setting a bomb on the firing platforms of the "beam gun", and letting it explode behind them to destroy the shield boosters. I know this can be hard to keep track of, but the position of the armature appears to be something stupidly precise (you can see where it goes and where it comes back) for the turret gunners to consistently hit. Just keep track of the explosion point (usually just right next to the middle of the armature), and don't move the cannon near it... even if you leave the cannon at the exact same angle, shoot directly away from it because it'll give you a slightly different trajectory. If you have trouble doing this, try getting a second controller. Try shooting the bomb behind the shield boosters by itself and then bumping the controller closer to it to make it move in the other direction; you might actually end up hitting the weapons platform from different directions. Another easy method is to just maneuver left and right and throw a frag grenade, it takes three fragments to take out the shield booster, and it gives you two shots on what looks like an extremely precise target, which is part of why the mk1's failed test. Try shooting the "bread bin" top left corner, you should be able to get a decent time on it. On the Mk1s, 3 fragments killed the shield booster. I think the number was 4/3, was surprised by how fast the bazooka made it out of my hands after getting flip-flopped on its side, though. You may have noticed the break in the end wall and the canisters below it. That's where two energy drink cans were positioned to deal some major damage to a shield booster before it could launch its weapon. Shoot a bazooka directly underneath that area, then move away from it until it releases its weapon. It will continue to blend with the wall while doing this. After enough time passes, it'll eventually break through the wall, and start firing its weapon, and the shield booster will be dead before it ever gets the chance to launch its own shot. At this point you need to put in quite some quick reflexes, because you can "shoot under" the no-floored-in thing at the far right side of the room (be prepared to take damage), and use the joystick to push the console forward to destroy the shield booster (makes sure to don't push it into the no-floored-in platform). ------------------------------------------------------------------------ 9. How do I kill wave 3? ---------------------------- It is possible to destroy the shields of the gunships with the flamethrower, but the only guaranteed way of destroying the shield boosters is via the "noclip" hack mentioned at the beginning of Section 7. Another way to eliminate the ships with the flamethrower is to go into a speed armor, get close enough to the surface of the ship, and move the analog stick around in reverse until you get the "Fire" option. The flame-thrower will continuously damage and drain the health of the gunships while being fired. Another workaround for attacking the gunships is to quickly jump over them with the egg, only downside is that you won't lose all your powerups and health if they fly into you. It is also possible to run right up against them without being harmed, but it's difficult, and if you aim too low you'll run right into the gunships' cannons. Normally you would want to shoot down the missile launcher to disable it (use the "o" button to shoot either to the driver, in front of the driver, or behind the driver), unless you're looking for a challenge because you suck, in which case you should trust me. The missile launcher works about 10% of the time, that's about 2/10 shots, depending on the camera angle. It also fires several missiles simultaneously, increasing the risk that one will miss. The first two shots completely deplete both energy and life, and the last shot does so too, not to mention the 5th one sometimes has an exploding missile effect like the purple orb, known as a "shockwave". I'd just wait until the third shot runs out of energy if I were you. The only other viable method of killing the gunships (outside of destroying them via the "noclip" hack mentioned above) is with the Bazooka, remember the triangle drawn around the rocket charges? You fire the rockets at the batteries down there, and they all go down at once. So, how do you begin the battle? It's simple: fire off a few shots, then grab the shield generators and run like heck! I've found that I can fire off three or four rockets by holding down the X button, and then just tap the "X" button to begin shooting like mad. When I've tried this, I've been successful about 99% of the time (excluding 0-hit situations, which happen sometimes) with two rounds of 23 shots each (fire two or three from one charge) getting the first set of shields down. Once you've got into the outer hull, your shields will rapidly begin depleting without any chances to "recharge" like on the "Endless" mission of Goldeneye, it's the only game I know of where you get almost zero chances for even an extra blast of energy for shielding, although there are ways around this. As soon as you shoot three cylinders in succession (the consoles quickly jump into the air like that...), you'll need to rapidly switch between buttons and the B key if you want to keep track of what you're shooting for. If you want to conserve ammo during the 2nd volley of bullets, shoot a couple straight ahead then release the B button and hold it down, and let the screen briefly flash red - just long enough for the bullets to reach and blow some head off. After you've destroyed at least part of the inner hull, it's time to concentrate on the outer shell, remember that there are lots of hidden rooms inside the ship which can add to the fun of the hunt... And as always, deactivate the shield recharge station first, then the power generator and bombs pods. If you've made it through this trip without suffering any negative hit effects (you'll get the message when it happens) you'll be able to move to the very edge of the entire vessel. If you haven't gotten hit, you'll see several rings appear through the floor of the ship that are yellow in color. Two of them will blink white for a second. When they do, you know you've defeated your opponent and you are ready to continue. The final ring blinks white for as long as you hold R, after which it becomes solid and you don't have to worry about resetting your shields. With 1-hit enemies brought low in this manner, you could often complete the mission before even firing a shot, which is extremely satisfying. Note that the rings of Death match your current or max Shield value, so take advantage of that! Just make sure that you don't pull some kind of crazy maneuver while diving under the craft, especially if you're using the Magic Missile or Karate Chop. Pulling forward onto the wheel is another great chance for infinite ammo that's sure to give you a headache if you try it a lot. But that's kind of the point, isn't it? Plus it lets you shoot cool shit at whatever stupid-ass human you feel like at the time. Once you finally make it into the hull, you need to go nuts, it's time for war! Nowadays, infinite-ammo modes don't seem too "cheap", especially since everyone seems to be doing them every single mission. Get back into the driver seat and do a quick spin around to the point where your very lowest projected position is here. Your aim is to get off a double shotgun attack like you did in the previous stage, but while still within a body of water. I find that I'm able to do this about 20 times in total, and it's in the 40s between hits instead of the 70's, giving you plenty of breathing room to launch the attack again and again until it's done. Don't get cocky, though; your enemy always moves around within a small radius of you, which makes it hard to hit him if he's upwind of you. Be aware that something new and cool happens here. Instead of just passively flying along at the usual pace (since the hover-attack is in effect), the gunship goes into a bullet-riddled power dive that kills you instantly if you get caught up in it. It doesn't really kill you right away, though, because you can simply continue shooting and blowing chunks out of the thing. See, you have pretty good control over the self-destruct but you can't slow down! Well, it's not that hard to make the ship flip around (which it does every now and then for no apparent reason), so you can really drag it out of there if you want. After it has come back into full view and all the slag above it has burned, you can get behind yourself with left analog stick and look for the weak points on the sides and front. The gunship will fire directly at your head (hopefully that's all you're wearing) and hopefully, the shots should down your shields pretty significantly. Then run! Press F and G to pivot 180 degrees, still using the left analog stick, and turn in a counterclockwise circle at high speed. You have to swing around 180 degrees in opposite direction, but once you "get it," you shouldn't have much of a problem landing a few well-placed blasts on the larger part which follows it... Here comes one of those cool things where your mileage may vary - i.e., whether or not you just blew off most of an enemy gun's effective range by dodging its shots and time was a bit short - and those lucky bastards are going to be coming for you again, and they'll be coming faster. Don't forget to use your magic Dragon Punch-style aerial takedown to the chest area and head of the gunship...OH SHI- NING!! If you're fast enough and lucky enough, maybe you'll survive that last (I mean, definitely one shot) encounter with the ship. If not, then it's nothing you can't handle. Nothing you can't fix... 7c. TAIWAN VOYAGE 3: THE DREAM Primary Objectives: Destroy the Spathi Flagship Earn 7 Powerups Obtain Data Cube #12 Destroy Daedalus Battleship Secondary Objective: Release Naval Escort Directives: Stop the Spathi Spinning Rings from firing This level is pretty easy, and so is the ship, even without the annoying subtitles! In fact, as far as I know, this is the first mission where the ship has been rendered comprehensible to non-Japanese players. Anyway, be prepared to go through two battleships, three battleships running Scatter and EMP, three nuclear subs, four transports loaded with fighters and bombers, ten Vertibirds, countless combat drones and fast fighters. I personally found it easiest to use the Hakkera Scout Gun and attack both ships constantly while avoiding the missile volley and bombs by jumping around when needed. Yeah, hard work! I actually never had any problem starting off the game and finishing it, whereas some people have experienced so many problems that they haven't passed the prologue yet. However, one tip, because it takes you out of the levels preset, is included below. It shouldn't affect you if you've already started and finished the sequence. Switch the map view to the 3D one so that you can see the incoming sphere and what kind of attack you're about to face. With nothing resisted in this region by your Aeon, start to drop bombs around it, dropping eight of them, touching the sphere's surface, on the first period of time that they are flashing red. This way, you will be able to navigate the newly opened passage more easily, and then you should be sure to take out the next attacking sphere with another bomb before its laser locks on to you. Keep this up, since you may encounter more enemies than the spheres themselves will give you plenty of time to finish them off. Also, when the heading says "Rescue the alien prisoners", keep in mind that you have a Jet Engine facility that you can tap to fly faster and further. So, go ahead and dive over there, thinking that there is no escape. When you find that there are only prisoners to rescue, start dropping bombs on those yellow areas on each side of the Sphere to destroy it. For the battleship, grab three Powerup Capsules (like you were going to drop them). Once you've taken down the ship, take cover behind some obstacles (as long as you don't get hit yourself or blow up the ship!). The cannons should come after you quickly, because otherwise you probably won't have enough life to avoid being destroyed in one blow. The dirigible will fight back very relentlessly, especially if you get caught on its protective air lock. After doing enough damage to the dirigible, you can often destroy it completely by taking it down near the top. Watch out for missiles firing at you as you do it, however, because they can take down your shield very quickly. As you need to, move slowly around inside the dirigible to get away from its weapons. Jump away from the dirigible as it moves in order to stay alive. You're almost done! Now simply try to complete the objective. When it turns blue with a big star...NO MORE LASER ATTACKS!!! Well, this part might actually be a bit harder than the other, so be patient, watch out for the explosions (don't worry, they aren't that powerful), take the hits as they come, avoid them all together, then once you finally manage to take down all the lasers and free the imprisoned aliens...oh boy! Oh yeah? Well, now you must earn the right to save us all (without falling into a pit of lava...bwahaha!). Here we are again... four story quests again, into the chutes and all! And good luck too! NOTE: This mission is also known as "Phoenix!" PART TWO --------------------------------------------------- I. <|endoftext|> You can use the W trigger to toggle between controlling C.J. and an F5 cheat, which lets him walk in place through all three "scenes" (cars and naked girls). Some other cheats require you to press the X button first--they let you drive for a few seconds or let you go to the bathroom in the middle of the screen, etc., etc. This is one of two ways to win the race: The other is the Takedown cheat--see Section VII.C. Races--for details about that trick. After the mission, watch Gator's Redline at Wayne International Airport on PS2 or YEL/YTMB at your old save house on PC. It shows the Paul Walker memorial flyover in Santa Rosalia at the west end of a runway near LAX, with a marker showing where the "specialty building" used by Paul's character is (to whom he's referred before) is. ******** There are many more ways to win the race. You can try to drive harder at one speed and see if it helps; go ahead and add a couple hundred, sometimes thousand miles of driving in the fast lane around Las Venturas. Drive S out of Los Santos to race the regular N-S road around I.D.'s auto repair shop (you can see part of it on W of El Quebrados)--it's pretty good, too if you go slowly enough in the right lane for a little while at least once an hour. You can do some wild back-drifting in the left lane on Xoomer's garage lot E of the Airfield if you look left from the front door of the vehicle, then speed up. An effective way to turn off the police radar at some time during the race but before you win it is to take it off for a few hours--I had better luck in summer by doing it at 1 A.M.; it may be just as effective during winter (I'm not sure). Get a game over while making good time, and you'll have an area map overlayed with red dots to show the site of some hidden police vehicle. The red dot objects seem randomly placed, but are not random; I think this indicates the use of a trick in the system. Go ahead and pass the race without using it, and it won't apply to the next one. Like the marker used for some of the race, this always fills out to its maximum size even though your radar modes change. V.4.g GTA Vice City Vehicle List The following vehicles are available in V.1 and might reappear in future versions of the game. - Oldsmobile Cutlass of the Bullitt era (like the Chrysler Sebring and Dodge Dart) and Chevrolet Chevelle/Bullet, like the old ones of the '60s. - Old Jeep Wrangler, as modified by the Rhino mods. (A 2003 model, the oldest released, is shown with the spoiler removed at N. Shrimp Puddle.) - Probably the Red Falcon I used for "Infinity Challenge." For the .es file version of the vehicle list, see X.13.t (The purpose of the modifications is explained later in the "Vehicle Modifications" section.) Mostly normal vehicles available for track modding: - Blista Compact, a small Mazda MX5 coupe (fiat sample cars sold in the early '90s that looks like the Golf) - Versace S, with upholstered sides and half-cage rear, a six-door Audi TT car used by (?) In-N-Out Burger - Ferrari Testarossa, apparently never made into production, although this is a similar shape of frame, suspension, and body. - Mercury Marque Starlane, a base model of the Mercury Cougar coupe - Mastiff, a white Cadillac limousine; maybe it was based on a Ford Custom? - Rat Rod, a Chevy Impala of the '50s, probably intended for trailer hauling - Scorpion, a Cheetah of the '70s of (?) Back o' Beyond fame - Skyline GT, which looks like a Dodge Charger '68-'72. - Truck 80 series, of which there are at least four types. Each looks like a GMC Plymouth Roadster, except these three models look as if they were designed for racing, the four other series look like police cars. These trucks, the real GMC S-10, are shown below in the comparison images (two of the three show a complete truck), and they may be used for track modding. The GMC S-10 was a classic, low-slung pickup truck, which could get 30 mpg and was suitable for a few extreme races (e.g., Super Track Day). By comparison, the SR9's General Grab (GTA III) winch-grip winch thing has a power rating of 11 hp, so if the trucks make that much sense, why shouldn't they be moddable? Which ones are available for track modding will depend on what the user chooses in the "vehicles.dat" file in their GTA VC folder, which contains details on both vehicle weight and engine drag. For a list of all available trucks, etc. (without any links unless I want to know the details on them), see I.100.D.f The second to last item is the Ultimate Wheel Loader mod. You should see how it changes the actual cars, trucks, etc.--take an existing vehicle (make sure it's a "trunk" vehicle, or it'll refuse to work)--unpack it in the Data Files folder, then drop it in WadModified. Then pick a vehicle you want to alter. http://www.gtastudios.com/forums/showthr...ue+Loader Various types of boats, specifically the schooner (cross between a small fishing sailboat and a big ship) and the sloop, can be used for race tracks, too. http://img9.imageshack.us/img9/3135/images934xa3dw3.jpg http://en.wikipedia.org/wiki/Schooner Thanks again to Andrizzle85 for sharing several pictures. A couple years ago when i bought GTA2 for my PS2, I found a "Shipbreaker" vehicle. It's a low powered van with ram-air tanks for protection and automatic backing wheels. It skims on water to slow down, then slows down more heavily to cruise along wide roads rather than sea. It feels quite natural in motion. It also has no tendency to shake when driving through thick traffic or turns in tight areas. http://img144.imageshack.us/img144/3069/00gta1shipbreaker17wd.jpg http://en.wikipedia.org/wiki/Shipbreaker The same van can be converted for Airboat mode, using the rocket for recoil and tie the back wheels together. Turn the front wheels forward for more speed, or turn the back wheels side-to-side for stronger cornering and less sway as you drive it up the road. If you do a lap of the beaches in Sandy Shores Airport or in Palomino Mountain, the on-road speed seems about the same as when you don't use mods. To reduce drag, rev the engine after braking, and reduce tire squeal under hard accelerations, try using a bigger shock absorber at the front--like the one for a modified Sprite. http://img619.imageshack.us/img619/2789/00gta1sprite8rr7.jpg http://img144.imageshack.us/img144/6404/00gta1spritebig20o5.jpg http://img146.imageshack.us/img146/5736/00gta1spritelower11aa.jpg http://img158.imageshack.us/img158/4939/00gta1spritelower12ec.jpg http://img110.imageshack.us/img110/5531/00gta1spritelower13rh.jpg http://img161.imageshack.us/img161/6562/00gta1spritelower13tx.jpg http://img196.imageshack.us/img196/3825/00gta1spritelower14pl.jpg http://img156.imageshack.us/img156/5916/00gta1spritelower15mq.jpg http://img208.imageshack.us/img208/4113/00gta1spritelower18mr.jpg Tips for improving steering Keep the game's LMB held down after firing the weapon. If you fire while having the LMB held down, your steering will change, going from firm to soft and back. You have to move the mouse wheel all the way to the right before you start steering again. http://en.wikipedia.org/wiki/Mouse_wheel Some people like to push the control stick forward and release it without releasing any key button, and keep the control stick pressed in reverse. I prefer this method because a great deal of it is mental: the stick must point in the direction you want it to go (like a car steering). I think it helps you avoid the things shown below. Pressing the stick forward suddenly gives the acceleration you get from using acceleration boost and turning on and off, without the acceleration of "turning", which can make it feel wrong to some people. Especially in fast-moving vehicles. http://img142.imageshack.us/img142/6489/00gta1controlstick57jy.jpg http://img142.imageshack.us/img142/5043/00gta1controlstick58pg.jpg http://img143.imageshack.us/img143/3366/00gta1controlstick66bs.jpg http://img142.imageshack.us/img142/4468/00gta1controlstick77go.jpg http://img213.imageshack.us/img213/3528/00gta1controlstick83xx.jpg http://img148.imageshack.us/img148/1882/00gta1controlstick98ct.jpg http://img160.imageshack.us/img160/568/00gta1controlstick114au.jpg http://img153.imageshack.us/img153/4075/00gta1controlstick134fz.jpg http://img150.imageshack.us/img150/9581/00gta1controlstick151rz.jpg http://img248.imageshack.us/img248/4890/00gta1controlstick176vy.jpg http://img148.imageshack.us/img148/9179/00gta1controlstick185ml.jpg http://img147.imageshack.us/img147/1519/00gta1controlstick189pb.jpg http://img145.imageshack.us/img145/8593/00gta1controlstick207ee.jpg http://img148.imageshack.us/img148/4455/00gta1controlstick213rm.jpg Some people are "floppy" with the left stick; pressing left only goes forward one step, not both ways. The most logical way to steer a vehicle is to press left a little bit farther each time and let the vehicle come up to whatever speed you set, then release left. Don't take chances, though. For a more floaty option, try using the B button. You might turn out to be floppier than me, though, and that's okay, I'm not perfect either. By the way, if you use a Steam controller and want to use these tips without the Steam controller's default settings changing them for you, look at Xbox 360 options under "controls > input. Then choose one of the thumbsticks--Left Stick on an Xbox, or Right Analog Stick on PC. There are other ways to move around that don't require moving the cursor with the Left Stick. "Steer" is slang for "drive," so there. After that, press A to accelerate, B to turn, and C to brake, and keep pushing the Control Stick in the direction you want to go. Common mistakes: Push the control stick all the way forward when you want to go backward. You could just push it all the way back, but it's more efficient for your vehicle. And you can hit reverse with a sudden back-and-forth motion instead of holding it down. While pressing the joystick forward, don't swing the wheel around over sharp turns. Push it forward to get yourself started and up or down as you need to go. Don't use the steering wheel to zoom in and out, or otherwise jerk around corners. You can use the throttle to do that, for example. Anything above 50 mph is a lot faster than it looks; the true limit is 100 mph. The gas pedal on PC should do everything here, too. Letting the car drop onto the bottom of the "S" seems to help. I'll keep experimenting with that later. Be very careful about oversteering the truck. It will run into things and usually kill passengers by taking their chances with the jungle canopy that turns anything it hits into snot. Make sure the car is going in the right direction before you apply the brakes. Try to use the steering wheel with a soft grip and see what happens. If you try and push the wheel hard or release it too soon, the car might not stop. Accelerate to get back the momentum after you miss a curve; you'll give it back just as quickly as you lost it in the first place. Don't press reverse if you think the car ahead of you will pass you. Doing that means the car behind you will go in front of you and the next car in line behind you will pass you. If you shift through reverse while you're driving in third gear, you may make no headway at all. Similarly, if you have to reverse over the hill with a police car cutting you off as you try to pass, you won't make any headway with reverse. Be careful if you stop dead or nearly so in the middle of the road. It can help you break away from another vehicle and keep your speed up. Things are different if you try to drive off a cliff, too. When that doesn't work, try stopping for a moment and pushing it out of the water. As for holding up traffic, there are a few tricks with speed bumps and riverbeds. First, you have to find a point where there's enough margin to let the car coast a bit and possibly jump it. The game probably has something like this built into it (I don't remember if it did, so you might try the boosting trick described in How To Speed Boost). Keep hitting "A" and make a brief dive toward it, letting up on A for a moment for it to catch up to your speed. Try a very slight spin, like very little of your front wheel spins the ground as it stalls at the end. If you've used the boost trick, try jacking the vehicle instead to make it gain speed again as it jumps the barrier. You could also use the boosting technique to spin around the obstacle at a moderate <|endoftext|> upper level of the north room. It is in a crate that appears to have actually two bridges. Jump into the centre room and pick up a huge chunk of metal. The toughest part will be how to cross the little rooms with no floor around you. Press Y while standing on a solid tile to make Conker hop over an edge and a gap. Don't worry, nothing will fall out of the ceiling. Just hop across them as they appear. When you get across all four gaps jump onto the bridge. Walk along it until you meet another gap that is horizontal. The challenge here is jumping across three spikes that are slanted. Climb up slowly and use the Y button to leap when you reach the top. Go through the door and you should see another large 'EXIT' sign. Go through that one too. The next area has giant pillars rising from the ground. When one falls your characters will just go flying into the air. So first avoid falling into the pit or there'll be trouble. This time however the pillar drops straight down. Jump onto the walkway in front of you and work your way across it. Watch out for the spikes that appear along the way. Make it across and you come to a wall. You can't climb across either floor this time. Just jump across the gap and leap off the other side to reach the next walkway. Go though the steps and take out the enemies. They won't attack you right now but do pick up their fireballs if they are nearby. All the walkways end on very steep stiles with high narrow beams. In some parts there are ladders. Take them down and watch out for yet more spikey ambush. If you survive all this a gigantic hole in the floor opens. Fall in it and then go back up to get out of this stupid place. Right near this hole there is a switch. Step on it, it will turn the gate behind you open. There's some Barrows Academy stuff inside that can be stolen (thanks, 20th century kids). Now return to the warp pad. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~ LYNDA [w2:11] ~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Drop down off the walkway, it ends at the bottom of the enormous room. Take the only exit left you see. Inside there is a cage filled with 3 zombies. Grab the heart container in this cage and run through to reach the exit above. There is a chest down here. Grab it and drop through the floor in the dark section. Jump onto the little flat platform. With Conker grab the gem you find and run past this enemy. Watch out for the spikes surrounding him (don't forget about him). When he is dead run around the corner to the exit that you didn't enter before. Run back through the same corridor, jumping over the two floors without touching the floor. Turn right at the corner and go up the stairs. Near the upper walkway there is a rock that you can easily push. Use the platform to climb up it and pick up a piece of brick. Use it to jump on the next platform. When at the top turn left and climb up the bricks. Stop at the walkway that extends towards the ceiling and jump up to it. ~~~~~~~~~~~~~~ ~~ MIDNIGHT RACE [w2:12] ~~ ~~~~~~~~~~~~~~ Cross the bridge so the axe will fall and you should have been able to get a charge up. Jump onto the long rails that extend off. Run for your life, avoiding the giant worm. Use it to catch up to the moving platforms and leap onto the red moving platform. Run through the loop and swing across the beam. Swing across the current to the next rail. Notice it is close to you. Leap from one to the other until you reach the top of the blue track. At the end jump onto the orange track and keep running. Swing across the gravity lift beam and keep running. Spin dash to dodge the spinning spike balls. When you land go under the beams that extend out from the tracks. Keep running and you will reach the finish. ~~~~~~~~~~~ ~~ CROSSROADS [w2:13] ~~ ~~~~~~~~~~~ Check out the path leading to the exit pad. At the end of the path is a blue bag with an orange head with a yellow nose. Touch it and Conker will perform a super jump. Now it's Conker's final chance to stop the crazy rats and save his friends! ~~~~~~~~~~~~ ~~ BONUS LEVEL [w2:14] ~~ ~~~~~~~~~~~~ Return the green tunnel to get out of this fortress. Go all the way to the right and climb the gears into the first level (actually don't go near the gear's face) until you find the empty space in the middle. Go around and stand on the green switch, once you release the gears turn left and Conker will swim underwater. Go back to the start of the level and make your way through the waterfalls. Run up some of the walls and try not to fall into the water. Once you come out on the other side you will see a grey pole sticking out of the ground. Stand on it and it will move. While you are still facing the pole press the A button and conker will then pull the lever and pull himself out of the water. The ledge has an enemy walking around and another in the middle. Walk across this platform to the exit. Not only does it have something strange going on in there (I know I mentioned the mouse earlier)but there is another bonus room here. Collect the key and turn around. Push the gray dot into the doorway to open it. Search the room where the dot was and push the gray one inside the entrance. If done correctly the wall inside should lower allowing you entry. Hop on in this area. There are five items in this room. Three keys and one candy bar. First push the button on the right to raise the platform. Jump on the train by swinging across it. It'll be gone quickly if you're slow. First jump on the platform to the next platform, swing across it. This is tricky because you must wait for the going to change. After that jump into the other train. Or jump the other way. Start crossing the wooden platforms and you'll bump into something the two sides are alike. Keep hugging the outside of it until you come to the end. Again hug it and jump into the next train. Don't worry because it stops very quickly. Jump onto it again. You should notice a little animal as it goes by. Wait until the going gets choppy for it to cross this platform. Do this three more times and you'll walk into a level 2 bonus area (if you didn't gain levels in these areas then you aren't playing at a decent enough level). Now get out of the platform. Climb up the ramp and walk to the button. Grab the computer on the way and use it to open the door. Jump into the hole. ~~~~~~~~~~~~~~ ~~ QUEST FOR THE LOST CHAO ~~ ~~~~~~~~~~~~~~ Don't cross the giant shark teeth, they are impassable. Instead hop across the small platforms, dodging the giant floating, spinning eye (he isn't really that big a deal). He should be low on health now though, so use the razor blader to put him out of commission. Move along to the right until the walls disappear and drop through the floor. Now turn right and jump over the gap. Cross the same platforms from wall to wall until Conker begins to dive in a fountain like area. Don't worry about hitting anyone or jumping on them or anything. Just jump when the big guy is still standing. At the end of the place where he is standing is another area with no wall. Enter in the brown liquid looking thing. Conker will turn blue. There is a little part there. When you are ducking for the most part the blue bar appears which means you can hold your breath longer. Jump onto the rectangular pipe. When Conker hits the block jump down. After a second when you land on the bridge it will pop out of the ground and you will fall down a big hole which leads you to a pit. Hop out of the hole to see what Conker did wrong. Dive back down after killing the bullseye guys and defeat the bats. Hop down from the ledge. On the ground near where you went under is another blue pipe. Get onto it and walk. When the walker seen when you are in the fire is on the left you will see a little thing fall behind you. Avoid that and continue on to the end. Now hop onto the Blue Bridge. After this head left and leap across the pipes. To get across the high-tide line you must jump off the water switch or use the moving pipes. Take a good look at the lines because some are broken. Then take a good look at the picture above and take a good look at the line. Then stop. <><><>CHAO BOX LOCATIONS<><><> ------------------------------------------------------------------------------- Chaos emerald. From the huge red mushroom where you get control of Conker jump down behind you. Look right and then left. What's that on the ground? You won't find it during normal play so concentrate on the game. Jump over it and go along until you see it. Jump to the platform and from here you'll see a lion in the ground. Go around the lions face and climb a tree to reach it. Stand on the door and it will pop out of its hiding spot. Jump on it and press B when it opens to go up. The chainsaw is in the tree where you start off, but first jump down to the hole in the ground. Use the new found turning ability to move forward. Notice the ant farm nearby? How about playing out crazy scenarios where you have to kill the animals for their batteries! The 5th battery you'll need to collect is hidden in the ground at a height where you may not want to jump out of the way at all (use the flipping mechanism if you are still holding the blade in your hand). Jump out and jump on the chain saw. Keep doing this until you reach the battery. Now work your way up the weird mountain until you find the statue of Kratts with your dog mascot in the background. Right away do a running jump over the soda bottles on top of the hill. That statue has a coin, take it for yourself if you want to steal the choo cube. Your dog won't let you leave without trying though and will chase you around. Follow the path past the steps and jump onto the platform that has a carrot on it. Get onto another platform that has a banana peel right on top of a pole. Jump on this pole to grab it. This orange pole is the longest pole you come across and if you can jump to the other side and back, you should be able to jump to the far end of the area. Climb the pole once again and move to the right or climb up the pole. Jump when you are on the highest point you can. There is an invisible pole right next to the coin bubble. Be careful of falling on it and getting squished. If you do get squished, just wait for it to sink and you won't die. Climb the pole and move to the end. Jump on top of the tree trunk over the pit. Climb it high enough until Conker takes off in the air and lands on the platform. Take the ledge and climb it up to a platform. On this platform there is a rotating pole. Ride it up, jump, go right, up, right, up, right, up, right, up, right, up, right, up, left, left, left, up, left, left, up, and eventually you will hit the coin. Jump down off of the spinning pole and jump across the pit. Jump on the spinning pole. As soon as you do jump down. You will see a coin on the ground. Grab it. Next you will come to a giant rock thing. Drop down and look towards the screen. Walk over to the L shaped thing on the bottom and Conker will say it. If you are standing on the L right when he does say it. Go through the loop (once) and say it now. When he speaks say it again. Look at the giant rock, it is on the western side of the area. Tada. A Chao Core! Now run out the way you came in and use that spin dash attack like crazy. It is impossible to screw up this time! ------------------------------------------------------------------------ 6.5 - Kongo Bongo [JJBB] +----------------------------------+ | You'll know how many bananas are left when you have to restart the level. +-------------------------+ | Each visit to the circus net $200 (after 200) | The moment a banana is collected all the rest is calculated. So don't throw any away! <|endoftext|> | | | | A Vampires Breath: Wherever this hitman is, there will be a glowing red spot. If it's | | not in a new location, it will be replaced by the 'Explosion' option. This will turn | | the sky red and every enemy that comes into contact with the explosion gets a | | damage bonus. Exploding: This part may only appear once. Hitman has to detonate | | himself. It does not do much, but the health of the enemies is reduced drastically | | (about 40% less). The exploding takes awhile, so you can't wait until he runs out | | of stamina. It takes about one second to explode. | |_____________________________________________________________________________| +------------------+ | Section XIII. - Alternate Gun Applications & Tricks | +------------------+ In "Day of the Dead", some guns are inferior to others. Some give the "Take Aim" cheat, some don't work properly. Well here are all the alternate gun applications and tricks I know of for the current version of the game. ======================= HK USP .45 SD6 / SPAS-12 ======================= Grenade In the Spanish version you get two grenades at some points during the mission. These weapons don't count towards your total kills on this difficulty level. If you've already killed somebody using your Beretta 92f1, you won't be able to get more grenades from this mission unless you switch to another pistol. You'll be rewarded for obtaining the FBI SWAT Officer's uniform as well if you did this mission during this period, but you can wear the SWAT Officer's Uniform as many times as you like during the rest of the game. -------------------------------------------- FBI SWAT Officer's Uniform (Firefighting) -------------------------------------------- * In the courtyard outside the hotel where you first meet Tracer Tong, look up to see a window above the desk. There is a door there you can't enter to get into the room. Open it, go through it, and pull the hood over your head. The shirt can't be seen because of the way the door faces. What you need to do is walk in front of the window, and keep holding down the B button. The camera won't see you through the hole, but if you sprint, and just keep releasing the B button, you can run inside the window, then pull up in front of it again. And if you do it right, the screen will change to show you sitting on a couch against a wall. After you've done this several times, there should be a short film from the movie "Heat" where someone plays a video game on their television. If you get close enough to the TV, you should see Tom Sizemore walking around the island in his Firetruck, when the film ends. * Now head back to the lobby of the hotel where the elevator is, and go through the doorway to the hall in front of the elevators. Look to your left, and you'll see an office up there, and a window that can be entered from there. Go into that open window, go through the glass directly in front of the door, then walk outside into the big courtyard outside. Walk across the walkway, and stop where the red light flickers, then look straight ahead. There are 2 doors here, which means 2 ways to get into the rest of the hotel. One is in the window next to the stairs leading up to the penthouse that you used to enter the hotel, which leads to the next section of the hotel. The other is in the room across from you. So turn around 180 degrees and go downstairs, and go through the double-door on your left. On the floor to your right is the room across from you. Go through the door opposite the one in the hall that leads into the hall you were just on. Get in the elevator, sit behind it and press B. When you get off, head into the big room where the police officer and Tracer Tong are. Turn right after you pass by them and it should load a cutscene where they're talking. Wait for the black bars to go away from a cinematic scene where a guy jumps off the building with you being shot at while running away. You can run through the exit window onto the ground. When you finally stop, turn right to face the window. Talk to Tracer, point to yourself, and press A. She will talk to the guard that used to live here, who she explains that there is a traitor in her own squad, and tells him to kill you now, as he might be able to tell what you're doing. Tell him "I gotcha," and he lets you go and tells another guard to look for you. Get in your vehicle and go back out to the street, but don't go all the way back into the main part of the city yet! Instead, go back into the side entrance to the hotel, go down the stairs, and turn right instead of left. There's a couple steps going up to the balcony outside and onto the city floor. Get on it and pull out your K7 Avenger or whatever handgun you want to start taking out as many cops as possible. Use it from above, too; it will be perfect for long-range target practice. Eventually there will be a pair of officers up on the rooftop by the walkway. Shoot them down with some well-placed head shots. Once they are dead, run down the stairs to the top level, then turn right and shoot off either of the cop's ears while he's still standing. Be careful not to shoot his brain out, or else he can still hear your gunfire and come after you. Run through and back into the main hallway of the hotel, which is the road going into the courtyard part of it. There should be an empty elevator car with a body in it for you to pick up as you leave. As you're leaving the building, the floor will split open for you to drop down to, so make sure to fire a few bullets into the opening before dropping down. In this area, there is a guy sitting inside a tent. He doesn't have anything to say, so talk to him until he raises his arm. Then walk over and pick up his gun. Hold it to his temple for a moment, and the game gives you a little speech... it says "The gun says, 'There is a traitor amongst us.'" Then it lowers the gun, which means he's betrayed. Walk around the campfire to where he was and there will be a cutscene showing you how he betrayed you. When it's finished, walk out of the tent, go past the tent (just in case any more officers came), and turn right until you hit a walkway. Cross it, then turn around and you will see two doors. One is on the right and one is on the left. Go down the one on the right. In this large room is a desk that has the [SECRET AREA] keycard on it and a floor plate on the floor. Turn on your night vision and follow the floor plate all the way down to the end. Jump over the gap between the metal walkways and land on the ground below. Turn left, go past the desk, and then turn right again. Turn left again until you hit a wall. Take out the K7 Avenger and put it to the right of the desk. Press it against the wall to reveal a grate. Jump up onto it and jump through the grate. You fall into the now opened room. Stay there while the government agents yell for backup from on high. They try to use their CMP 150 machine guns on you and in fact, have to abandon it when you lay the first bullet (the ability to save your progress was broken at this point). Turn around, and move the crosshairs to the left to take out the first three soldiers. Then look up to the light on top of the two-story tower. This light turns on; it means they have more men with them, so keep looking until it starts blinking, then take the time to make precise shots at the soldiers from above. Once they are all dead, grab the scientist's sidearm and wait for the other two to come. Kill them both with the pistol and pick up the scientist's Pistol (or his Suit) if he has any. Leave the tower and descend the two-story walkway of the tall wooden structure. Turn right and keep following it until you find the "Ring" objective. If you go down this path, you may encounter the SOCOM soldier/guard in the middle of the path (see the map), but killing him is not important. Exit the tower via the door nearest to you (where he was) and go back across the compound to where the tower separated. Turn right to the now missing bridge and enter the building on the second floor below it. There is an officer directly ahead with a shield. Look down toward the bridge and you'll see a ladder. Go down it. Stand on the control panel (by hitting X button) and it will lower the walkway by the second (finally!) tower. After a few seconds there will be an explosion. Turn back around and drop down. Behind the first tower will be an alley. Go over there and turn right, waiting at the corner for the next officer to come. This takes longer because he tends to be in the area, but after he comes, run across the bridge by turning left instead of right and then left again and walking a bit so that you don't get knocked off. Get the scientist's sidearm if he had one. You can shoot the green pipe outside his window, but you shouldn't need to. Either way, get out and you'll meet a couple of cop cars (they explode and kill two of the four guys on board) and a *big* man trying to climb through the broken windows of the tallest tower. His clothes are black and he has some sort of pantomime mask on. If you stay out of sight in the roof area, he won't start shooting at you. For now though, keep him down. When he finally falls, jump through the hole in the roof. Here, look up and follow the shadows of the office blocks. Eventually you'll find yourself outside the third (last) tower and at the very top. The doorway is visible, so go through it and turn left. Hop down onto the balcony, turn right at the bottom and walk toward the fire below. When the flames on the side of the building stop moving, look down, wait a moment, then jump. As soon as you land, jump again for the third tower and the same ledge where you jumped down, which is now a fire-shield in front of an exit (also activate the fire shield). It will remain there for the rest of the game. Go into the tower proper and walk to the far end of the ledge. Shoot your x-ray goggles downward. There's the passage (this allows you to access the underground portion after you escape the tower). Jump into the water and swim until you reach the shore, turn left (get the equipment kit and sometimes an armor kit), then the last few meters of the left walkway at the bottom of the area will break and reveal another passage to the basement. Swim through it and return to the hallway on the main level. Make it to the end and open the door near the fire to find a guard with an Mp5. Go down the nearby stairs and wait for the guard that comes up before going through the door. A little further down you can find a human target if you want it, although there's not much point in it since all the opponents in the mission are robots anyway. Underwater, you'll find the ocean floor and the shelves. To your left there is a big pulley that leads to a landing pod. Don't go down, but wait for the pedestal near the window to move forward. Now turn away from the landing pod and look into that opening. A robot will surface. Take him out quickly and leave the room via the door to your right. Inside is the helicopter. Use it to shoot the guy hiding behind the railing. Move along to the ramp. This ramp turns down, but do not leave the area (a steel barrier protects a flash bang and a box bomb) or else the barrier disappears and you'll fall in the middle of a pool, and fall into the radioactive lake. While still underwater, swim to the ladder and hop onto it, then hop out onto the deck. Walk a bit somewhere to the right of the big section in the ocean floor (watch out for the miner!). Quickly, swim to the hole/window and crouch down to peek out. After the fire stops going fast and the bridge lifts, move along the porch towards the small pulley located at the end of the long section in the ocean floor. Follow it until it returns you to the main building and enter it. Walk down the narrow staircase with the metal detector in front of it and talk to the inspector. Tell him you're ready to go, and he'll open the door for you. Wait for him to call the carriage, which you'll jump on and ride the elevator up to the ground level. Along the way (there's only two or three places where the path is continuous) you should check out the carriages and get various items from them. Also, it appears that even though the golden rule doesn't apply here, you should probably watch your step. There are people and things to run into. More details about this later. So, you have passed the flight recorder. Use the crane, but there's only one thing you can pick up, a tower, to build a platform. Then go through the door that's just opened and turn right to see an old friend who calls you badger. He won't change dialogue with you, although you can call him *Badger*. He also tells you about the black helicopters and that if you listen carefully enough you can hear them coming for you when you least expect it. Okay, so maybe I'm just crazy, but I did get excited by the thought of them. Anyway, walk down the hallway (it opens upward). Turn right and turn right (heh, funny way to say 'right'), and walk forward on the walkway until you come to a zigzag like stairway. Follow the walkway until you reach a stairwell. Turn left to see a metal grate that looks hard to scale. You may be thinking to yourself that it can't be scaled due to lack of strength (so you shouldn't even try), but it can. Climb up the metal grating as high as you can go without falling. (It's more a mental leap than anything else, but once you're up there all you really need to do is press left until you hit the switch). After you make it halfway up, turn back around and jump off before making a big leap over the fence that you don't quite make. It took me 5 attempts without giving up at this point, but once I made it I made it. Turn around and find the lowest part of the walkway, then stand and jump towards the grate. You can tell where it ends because on the wall just above the grate is a sign, 'Metal grate no scaling'. So stand on it. <|endoftext|> 1. Team 7 15 points 2. Team 5 14 points 3. Ship 2 8 points 4. Repair Party 6 points 5. Turret 3 4 points 6. Turret 4 4 points 7. Turret 5 4 points 8. Mission Completed 0 points 9. Team 1 12 points 10. Team 2 10 points 11. Team 3 10 points 12. Team 4 20 points 13. Mission Completed 17 points 14. Team 5 21 points 15. Team 6 18 points 16. Team 7 18 points 17. Ship 2 8 points 18. Repair Party 8 points 19. Turret 5 8 points 20. Turret 3 5 points 21. Turret 1 4 points 22. Turret 2 4 points 23. Mission Completed 29 points 24. Projectile 1 16 points 25. Projectile 2 12 points 26. Projectile 3 13 points 27. Projectile 4 10 points 28. Mission Completed 42 points 29. Turret 1 14 points 30. Turret 2 11 points 31. Turret 3 13 points 32. Turret 4 12 points 33. Turret 5 9 points 34. Turret 6 5 points 35. Turret 7 6 points 36. Turret 8 1 point 37. Turret 9 1 point 38. Turret 10 1 point 39. Turret 11 2 points 40. Turret 12 1 point 41. Turret 13 1 point 42. Turret 14 1 point 43. Turret 15 1 point 44. Turret 16 1 point 45. Mission Complete 40 points 46. Team 8 23 points 47. Team 7 20 points 48. Team 6 20 points 49. Mission Completed 33 points 50. Turret 11 12 points 51. Turret 10 10 points 52. Turret 9 6 points 53. Turret 8 3 points 54. Turret 7 2 points 55. Turret 6 4 points 56. Turret 5 1 point 57. Turret 4 3 points 58. Turret 3 3 points 59. Turret 2 1 point 60. Turret 1 1 point 61. Turret 0 0 points 62. Turret Mission Complete 0 points 63. Turret Last Used Weapon 0 points 64. Turret Weapon Descriptions -1 point 65. Psi Lab -1 point 66. Base Defenses -3 points 67. Doorway -3 points 68. Hangar -5 points 69. Bridge -6 points 70. Deck -7 points 71. Control Room -9 points 72. Engine Room -10 points 73. Main Hall -12 points 74. Office -15 points 75. Cargo Bay -18 points 76. Command Center -20 points 77. Aquinas Hub -25 points 78. Science Labs -26 points 79. Research Lab -28 points 80. Hyperwave Decoder -30 points 81. Killswitch -32 points 82. Nuclear Warhead Storage Unit -33 points 83. Solar Panels -34 points 84. Weapon Disposal Station -35 points 85. Special Construction Commands -36 points 86. Warp Core -37 points 87. Rendering Nodes -38 points 88. Maximum Engines -39 points 89. Phasing Armor Batteries -40 points 90. Buried Shuttle Trailers -50 points 91. Fusion Reactor Access Points -52 points 92. Buried Shuttle Launch Sequences -54 points 93. Human Shield Emitters -55 points 94. Full Charge Sound Scramble Codes -59 points 95. Reaper Turret Sounds -60 points 96. Power Outage Warning Lights -60 points 97. Vertibird Approach -60 points 98. Largest Firing Firing MIRV -60 points 99. Large Rocket MIRV -60 points <|endoftext|> NOTE: The old method of showing a "?" in the upper right corner to stop all other questions can still be used. Simply place it over every question you haven't answered yet and press Esc. 1. What is your full name? ((NAME)) 2. What is your birthday? ((DATE) DAY) 3. Where did you grow up? ((LOCATION)) 4. What year did your parents first arrive in this country? ((YEAR) YEAR) 5. Did you study at school? (YES/NO) 6. When did you leave school? ((DATE)) 7. How long has your next birthday been? (MONTHS) 8. What is your current age? ((AGE) YEAR) <|endoftext|> So the laser is in the way... When the mini-moonbeam is pointed right at you, jump. Jump while the mini-moonbeam is straight up and down the "s" shape in the center of the screen, and just before it reaches the top of its arc, jump again. If done correctly, when you land on the other side, you will not be hurt by the fireballs of the next level... Level 10: Blast to the Moon Password: EAIIYUZDXQAR9XWKX2QJYXMIA6T In this level, Bowser and his minions are going to make quite a spectacle. However, your long jumps don't have to be painfully long (a "miss" may happen). So use one of the platforms that is very high and above the ground that is below it. The only exception is that you should avoid the spikes near the start. Level 11: Go! Go! Track Password: YXFW1N5Q7JXV4L7EIJXBXGEMW0EL Jump out of the pit in the middle before the cannons arrive. Now just warp over there with your spaceship. It's hard to explain, but if you get a good "jump", it can be easy to make it. Keep practising until you master it, and you'll be able to do it in no time. ================================== Mario Superstar Tennis ================================== Hint: Play With Friends This game is really funny. The third course involves Mario playing tennis for the first time in his life! There are two options--"Super Mario Box Set" or "Super Mario Kart." Choose whichever one you want. I'd suggest buying the "Super Mario Box Set". You get five of these games for $10, which is good. There are six holes on the Tennis Ball court. There is a head toss ball, right ? ball, etc. Stand under the courts, then when the ball is heading left, warp up. Now you're ready to play. There is a reset feature on this tennis game. If you lose all three sets of a match in a row, reset until you win them all in a row again! It's better than losing. Pick this game if you're looking for something different from the other Mario games. It requires skill and strategy. Try not to use only jump powers (without power moves) unless you need to. Don't hold onto power moves on low health, because they won't last very long. If you do have to use those powers, wait around a few seconds and then throw them out, and don't try to take advantage of "Timed Jumps" unless you actually have less than two seconds before you hit the ground. Just because Mario does a Timed Jump doesn't mean you should go too. Get used to using good controls and trying to create your own strategies. This game isn't as easy as it looks. Names in Other Languages ----------------------------- French: Bizet Musuel Italiano: Sono Più Massai Polski: Polskie Mochi Portuguese: A Exercice Matando ---------------------------------------------------------------------------- ---------------------------------------------------------------------------- 13. Game Shark Codes ---------------------------------------------------------------------------- Game Shark - 1+4- 8F 0F 01 00 00 00 03 E8 9E 6C D3 2C 11 16 25 20 20 22 14 4A 04 FF 00 00 3E 3E 23 00 00 00 00 47 CB 0F 63 BF 6A 5F FC F7 A3 64 60 59 46 AE 48 00 FF F7 A3 C7 81 CD FF 74 61 A4 FD A7 28 3D C0 50 58 61 88 43 AC 84 24 16 29 00 FF F7 A7 44 8D AF FF 45 8C 83 64 FA AA 31 7C 00 FF 3D 7C AB 75 53 3E 30 FF 27 57 68 D2 FF 42 86 71 3E DD 63 94 00 FF 40 8A 80 81 41 69 88 3C 58 52 FF 11 1A 82 7E FF 15 13 61 C8 63 64 EE 00 FF 12 AD 35 93 7E 3E 17 FF 56 33 65 36 FF 15 92 51 39 53 AE 00 FF 55 DB 85 BB 1E FF E3 1A 2D 87 5F FF A1 3B 96 FF F7 5C 07 0F 7E 3E 52 53 FF 41 35 85 2F FF 22 7C 02 07 07 2F BA BA BA BB BB 10 67 FF A9 38 70 38 FF 02 00 07 06 F7 72 73 ED 93 89 EB 62 FF 3A 40 82 71 FF 09 00 06 04 80 6E 8F 32 9E 4F 3F 62 2D 25 FF AB 41 80 21 20 27 7E 08 08 F5 FF F5 40 83 98 FF 20 28 30 FD 00 00 F6 9A 24 5F 80 5A 76 F6 95 42 96 8A FF 7E 80 77 90 EB 2E AB 8B 45 44 22 5F 72 3D FF DE 43 1C 66 FF 86 6C 86 71 57 54 FF 65 F7 7E 9F F7 3D FF 14 44 91 55 00 00 00 05 06 50 94 F2 78 8F 9F F7 A8 B5 BB 45 93 7D 00 00 00 00 05 02 37 01 00 00 55 F7 EA 56 46 95 FF 84 FF 23 54 48 44 F1 DF FF FF 5A 75 81 EA 15 49 96 99 FF 31 34 6C 54 F7 36 FF F5 FF FF 4C 81 EA 8E 50 97 99 FF 8D 73 2E 64 F7 22 FF 5E FF FF 49 F1 A4 BF 51 98 99 FF 40 5E FF FF FF FF FF FF FF FF FF FF FF FF FF BF 5A 52 99 99 FF 26 5C 7D F1 83 FA FF FF FF FF 54 F7 11A 53 9A 9A FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF BF 4A 54 9D 1A ff ff ff fff 1C 1C 88BF 55 9D 18 0000 0000 0000 0000 00000 2C 2C F7A1 56 9D 85 3A 7F 2D 1A B8 B2 E6 F2 90 E6 F71B 57 9D 14 0000 0000 61 72 93 99 F8 84 B4 AA1E 58 9D 1A 00 00 00 00 00 03 06 00 00 00 A0EF 59 9D 81 00 00 00 00 00 00 00 00 00 F72A 60 9DA 14 1A F2 FD F7 F8 B3 90 B6 81 F1 A56D 61 9DA 83 30 2F 79 E9 2D B7 81 E8 B5 CB84 62 9DC 8D A8 C7 F3 D5 00FF F24D 63 9DD 4E 0F 12 87 1D 00FF E26A 64 9DE BF 2C CD A8 C3 99 1F 96 29 49 15 00 EC7A 65 9E0 2E 7E 91 F4 B9 1C E3 89 EAF5 66 9E0 69 32 1E 92 F5 99 B8 E5 72 C2BA 67 9E13 82 15 FF 00 C1 AA F7 E7 B8 C72B 68 9E17 07 DD AA F6 F6 D5 B9 00 F5 F3 77 E5BD 69 9E19 04 5A 81 F6 41 AA 53 AE F7 80 F62D 70 9DF 8E 4E 1F 01 F6 40 71 C4 13 F37A 71 9E30 08 6C 77 F7 08 A5 A1 50 D6 E8 4B F14D 72 9E38 09 3B 78 F7 11 A1 A6 BB B5 21 F54A 73 9E3A 02 AA AA 91 D5 13 A4 AA 74 D3 E8 F45A 74 9E47 03 C5 91 E7 18 AA AA 86 DB D1 E8 FC7A 75 9E41 04 66 CC C4 91 AE 81 BB 31 A1 CF1D 76 9E44 05 4C DD DD 81 BA AA 86 DA 25 5A BA5E 77 9E46 06 56 10 56 CA DD E07D 78 9E48 07 85 94 84 90 0A DD DC1D 79 9D22 08 CC 93 CC 43 98 91 B4 92 CB5E 7A 9D24 09 C6 F2 C4 A6 DD 70 80 86B5 80 9D29 09 CC 93 35 97 DD 81 77 ABF6 81 9D28 08 59 74 49 96 EE 17 83 37DD 85 9D18 10 23 4D 12 79 EE 60 84 86 94EE 87 9D17 09 51 99 15 82 EA 20 88 89 A66D 90 9D15 10 9D 97 2E 17 EA 95 3A <|endoftext|> Back to the level above, and head to where there is a big bridge (the yellow dot on your map). Jump onto that bridge. Go up it, then to the next, then to the next, then to the next, then to the next, then to the next, then to the next, THEN the next, THEN the next, THEN the next, THEN the next... You will have made it all the way to the end of this long (many bridges) bridge! After you get above the line, walk up the hill and into the open area on the other side. There are polar bears running around, and you can see the blue light pointing in their direction. Wait for them to be with you (look left, and try to make yourself look as far up as possible), then run toward the path of light going out and coming back in. Wait in the middle of the path (outside and facing the bear). You will be knocked back (I think by a bus or something like that), but stay the same spot. Soon, the bear will turn around and go back, so now run toward the lighter-colored area. This time, after he goes away, face it and wait again. Soon, the polar bear is somewhere in the center, so RUN toward him! He will follow you, and eventually make it up to the ledge above (wait till he gets halfway over the edge and start walking over the edge and he should get there before you do!!) Then cross the small bridge and go right onto the ledge. You will fall down to the left below the hole and land on the bridge, which you shouldn't have to worry about further. Again, this part is confusing. You might find that if you fall far enough, you will find another path that will take you from the ledge to the light. This takes some practice, because sometimes when you come down, the polar bear will not move. It's probably that you will fall through the ground where he was standing and not anywhere else on his little platform. So if you know where the light will show up again, get ready! Stand where you were and look towards the light, so that after it comes back you will be caught there again. Now use the controls the GAME BOY/INTERNET COLOR GAME: CONTROLS menu to navigate to D-Pad mode, and play the game using the A button. When you see him lower from his ledge, he will lower himself to the floor. Look to your left and walk up to him, so he will appear again. You can either hold still, or just stand so he moves slightly forward, depending on how much motion he wants. If you hold still, you'll jump on him, and in these times, if he moves then back into his low position, you can get in the mix without getting hit. When the light turns back on, continue to keep your distance, and stop attacking him when he will stop moving. It might help to listen to the music while doing this, or you could just be a really good jumper ;) Enjoy those few extra seconds of fun time (hint hint...) If, instead of waiting for the bear to appear, you find him in mid air, there are two solutions. Either get off the side of the elevated walkway, and head to the light, or wait for the ledge to lower. If it looks like you're losing, you may want to try the second method. Here is an easier way. Head across the bridge and to where he would have been. Press B to be teleported across, but don't let go of B (if you do, he might appear somewhere else), then jump on him. After he lowers himself, continue to press B, then jump again, which will give you control of him again. You can get it to work about 20 to 30% of the time. Anyway, once you finish him (which took me 3 tries. Finally one worked for me!) do the icy swim until you get back to the path you came from the first time, avoiding the bears again. At the pink spot just past the crossroads, go under the bridge to the right. Use the D-pad so you go to D-pad mode again, navigate to Control Mode on the bottom 3rd down of your controller, and select "LIVE CROSSED WALLS". Going a little bit right and picking the lock on the gate will get you into another staircase that leads down to the OTHER _death_ed wall. From here, the locker thing is your best bet at working in a pentagram. But you can also steal it, wheras I don't have any info on it yet. With the locker in mind, skip down to "MISS PHILIPPE'S HOUSE GUIDE" The FINAL grid puzzle is HUGE! Start the wii Remote in Pokèmon Stadium. Walk over to the mess hall (all the way across from the room you enter and exit), walk over to the table where the girl is talking to her friend, and she'll stop and talk to you. Walk over to her and press SELECT to put together the puzzle with the pictures on the boards. Make sure you bring the above picture up. Again, you can put two pictures next to each other in series, that way they look something like this : So even though that picture says "WALLA 1", it's actually saying "WHAL 1!" Now, there's a way you CAN kill yourself after you get up there that only ONE other person (THE EASY OLD MAN, KOLLEG, AND YOU) has figured out yet: Start counting to 10 by keeping the directional pad UP, and when you get up to 10, move the controller away from you as fast as you can, stand up, turn around, and then turn the directional pad, go up, up, up, and up, going ALL THE WAY to the top (that means to where the girl is, too). She'll see you when she turns. Turn around, be patient, move the Directional Pad at the last second so she's looking at you, or go very very slow. Once she turns, she'll move aside for you to climb on the box holding the keycard in. Climb on down, climb to the upper balcony, take the keycard, and then put it in the door. Switch to Mario, enter into the pink area, or just go in there for now, you decide... Just remember that there are in fact many ways to do this little mission. Once inside, start doing what you need to do to get the key, and get out again (go to the corner) and go straight out the front door of Miss Phillippe's House Of Horrors. On the S-curve that goes all the way around, jump onto the sidewalk, and then onto the street that goes up and to the left. Enter the yellow, windowless building there. There is a keycard machine inside. Pull it back out and tap 2 (one) times fast enough, or it won't recognize you. Use it to unlock the house that you saw on the map... You know, in the outline drawing of the house. Go through the door behind the laptop display, to find a [SECRET AREA] for you to search around in. Go up the stairs to the first floor, and open the chest for a Super Power. Pull out the key that appears with the Super Power in hand and go through the nearby door, and on the third floor, go straight down the steps to that one wall you didn't pull out from previously. Enter, and immediately turn around, and you'll see a pool of blood... Shoot the wall out, and there's the painting that you should have pulled out. This time, you can shoot it to remove it! It'll just disappear, but it's there all the same, so there's no reason not to try. As long as it remains, this painting isn't needed to access anything, so you won't lose the big portion of the painting needed for "Death By Chocolate." Exit this "secret area," and go up the stair case that was blocked off before. There are more boxes for you to pull out of, even if they are completely useless now. At the very end, hit the right-most one for a hidden room, with an awesome powerup. I won't tell you its name, just how you use it. You pull out a list of numbers, and then proceed through the hoops and stairs. The room has red walls. When you reach the midway point, pull out your Power Glove and Z trigger, and go up to the red box and press B. Get the two chips, which send you running down the green tunnel. Don't get it stuck, because you'll have to turn the control panel again, using A to turn it, B to move, and Y to fire the gun. Then re-enter, do what you did for the x-ray glasses, shoot the red wall out, and hop across the gap. Exit the room. You will see an empty entrance. Jump over the ledge and go into the blood room. Don't take the cake there - instead, the wall outside the blood room will open... ------------------------------------------------------- | | | | | | | | | | | | <|endoftext|> I haven't been given any more info on these yet, but I had one sighting of a "P" nameplate-something like that. Just FYI.... Anyway-here's a few things to play with... - it can even be used as a car bonnet/panel spoiler. As I recall it could be attached to your bike and the body would just swing out into the wind. This is because you'd always be in control and could just fly off, i.e. fly higher and further than if you were weightless. - maybe the best way is to drive it around your favorite landmark. - I've noticed that if you take it somewhere REALLY boring like I did- sometimes it'll make its own little movie. It'll keep changing scenery along the way from a random spot on the map. - it will even cause some very bizarre phenomena to happen, like rain falling when there's no wind or lots of water, etc... There you have it folks; the "X" Special! If I recall correctly, it was also featured in a Street Fighter arcade game for the Genesis called "The Faces of Evil" where it was apparently for Boss stuff (maybe they got carried away?)-to me, anyway. ___________________________________________ _______________________________________________________________________________ ==-------======-------====---=-=----===-----===-----------====----=-------===----- _ _ _ _____| | | ___||_ ___ __| ____ ____ ____ | | |_)| |_|| __| __ __ __ __ _ _ _ _ _ |_)( ) )'_)''') """"(_) """* __ ''""" //__** | __( _|_| |_| |_| _|// / \_//\()| / \_/\(/ ) / \(/ )`// `'/_/`'/|_`'/(¯ • )'(_|___| \('_)('__") | |('/ , (_| \(_)\ _ | ' ||( ,'(_)| _|, ._/'__ '. ^"© ' _/_ |___| |'/ .'| '|"( ('))( • .' \(/ _`. )"® '',, \\'/./'. (_)') '-' ' ,' ',(-(/_) '(',_'_.'(/,_'.(_, ('/')( _' '/'_ \\' " \\' _ ',',/(~,_".'. (_'."'`"' ". "(/.' (" _ |' """( ___,_ ".'""(,(((""" ."'-".",&' ", _'—' ."" _',-. """"" _|"' "."""" .'~,,, ' """" _ '". "('. 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('-' '()/'.-.('-.'.' .'-'.('-' '.'/.-' /'.-' '.-' '.-' '/'.-' '.-./-' .' .' '.-. ./.-'.('-' '.-' .' '.-'.' .' / '.-' .' '-'.-' /'.('-''-/-'-'.-.'.'/.-' '.-' '.-''.-'/.'-.'/'.-'/'.-.-' .' '.-' '.-' '-'/'-/.-'.''.' '.-' '.-' '.-' '-'/.'.-' '-'/'.'-'.' '.-' '.-'/.'-'.-' '-'/'-/-'.-. '.-' '.-' '.-'-'/.'-'.-' '.-'.-('-''.-. '.-' .'-.'/-' '.-'-'/.'-'.-' '.-'-'.-' .' '.-' '.-' /'.-''.-'-'-'-'-'-'-'-'-'-'-''-'.-'/.'-'.-'/.-.'.'.-' '.-'/.-'.'-.'-.-'-'-'-'-'-'-'-('-'-'-'-''.-' .'-'.-.-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'/' '.-'/.-'.-.'.-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'."' " "In fact I think the ute is some sort of giant intergalatic transportation machine that's flown here from Mars. It can fly around without friction, and when it touches down, it just keeps on going! It seems to be able to maneuver in any kind of weather--rain, sleet, snow, fog, and even sand storms. But there must be a lot of maintenance that goes into keeping this thing going, because every time one of these little old ladies kicks up some ice or something... Oh well. What can you do? " """""""""""""""""" -TOXIN: " "I read somewhere that bugs tend to fight larger bugs first, because they're weaklings. My advice: Use this guy as you would use a regular bug, but with the added benefit of getting the giant brain bug powerup near the end. At that point, you'll get more and bigger brains. " "As of now, I've been using all the normal bugs--the ones in boxes, pits, etc., and the giant bug variety. When I reach the tunnels, I'm usually tempted to stick one in the tunnel mouth to see how long I can last, but luckily I have always found whatever block falls out still blocking my progress. If I hail a bunch of headcrabs at one person, perhaps an eyebot or two, if he doesn't have the ammos or land mine traps and is brave enough to stand in the open, I try something like this: Get one alien zombie, put him down (he won't move) and let him stand in the open. Have a second zombie come runnin' and shoot him <|endoftext|> twenty or thirty girders. The forklift will turn around, bringing more girders to the forklift, then go back. Go over and put a "?" icon on the left side of the girders. When the driver comes by, say: "Just pick up some beams and put 'em in the forklift." Then it'll be time for "Payback" with that few. After you pick up all the girders you can afford, take them all to the other end of the room to pay the big amount. The forklift will come down again. Put one on the forklift above and back it up to pick up another set of girders. Take them all to the end of the level. You should probably get the fly swatter on the wall. Pull yourself up onto the ledge. Run to the end of the room and when it's safe, toss the fly swatter at the wall at the end of the tunnel there. Walk back through the swing doors that led back to the pool near there, all the way back through the force floor where you got the kid. Back in front of the swing door that you used, pull out your gargoyle weapon. To the right is a beam. Shoot that. Now run to where it was and walk on it. You don't have to do this, but if you want to, I think it makes sense. Walk across the next beam towards the lighted windows there. As soon as you hit the beam, jump up on the window. This will destroy the little flying thing that is blocking your path. Wait until you hear a beeping sound from outside and go inside. +--------------------------+ | Stage 01: Tunnel | +------------------------+ Run past the electric fence. It'll start shooting at you now, so jump onto the fence. Jump onto a roof that's higher than most of the roofs. (I think you could also use this spot to enter the top of the house where the swinging things are on.) Run forward until you see the stack of planks. Jump onto it. Slowly rise to the very top of the pole there. (I'm sure you know what I mean.) Now watch the bottom of the pole. When you get to the very top of the pole, look to the left and you can just make out that there's a hole in the floor. Drop down the pole until you land on the small roof with a lamp on it. Throw the switch. This should free the tetra. Exit the rest of the way to the left. +-----------------+ | Stage 02: Partition Wall | +-----------------+ Jump onto the platform to the left. Ahead of you are a bunch of electric eels and a few platforms they bounce off of. You can only do this part once. So hop onto the last platform and stay at its bottom until the other end starts moving upward. At the same time jump onto the ground, turning the motion back to normal. Bounce on the switch here to make two pillars appear. Get on the first, then quickly jump to the second. Ride them. On the third platform, look up from the ground between them and the camera. See the rings above you? Ride them up. At the top, ride the other two up. Watch the platforms here. Watch the rail car on the far side of these. Turn around at the end of the last rail car. You'll see a hole in the ceiling from when you rode up those platforms. Go back to it. Ignore the electricity and jump up the shaft. Jump down the shaft to the left and to the right. There's an area where there's purple lasers near you. That's because this area is partially filled in. Use the rings to get across. They have bars, so don't touch the spikes that appear. For some reason, I still don't understand, there's a part in this section where you must stand on the central pillar and turn in-between two beams. From this position, you can get a ton of rings. Get them if you like, and then keep trying again until you get to the end. Just be wary that you fall off the above platforms. And make sure you have enough rings with which to bounce up and down. After going through this section multiple times, you can stand on the platforms to get as many rings and earn up to 3 stars. Or you can go back and repeat the pattern until you see a yellow symbol on the lower-right of the screen. If you pass this point, one star will appear on the fence behind you. Oh, yeah! This is another secret route. +---------------------+ | Stage 03: Hydro Plant | +---------------------+ When you first come into this stage, jump over the gates. The sign has four numbers. The first is the number on the gate, the second is the time, in seconds. The third is the entrance number for the hydro plant. Note that the word "Hydro" appears twice. That's because the two areas containing this stage are one. However, you may see all four numbers there, or none. Next, hop up onto the platforms. Climb up the ladder at the top of the room and go through the door. Turn left and go up to this sign. The first one is the "start" value, the second is "stop", the third is "enter", and the fourth is the entrance number. Also note the word "Hydro" appears twice. The next thing to do is figure out where the stop and enter letters are. I suggest keeping track of all the letters, the three of them shown here, to make figuring them out easier. Also, by keeping track, you won't have to tell me, you're smart! Start with the start: In "Hydro Plant", go through the door in front of you, then turn around. Read the sign that looks like a stop sign. It says "Stop". The next letter after the sign is "Enter". The third letter after the stop sign is the "enter" letter, and so forth. Once you've gotten all the letters, turn around and go to the lower door in front of you. Open it and you'll hear the music begin. Jump into the water, dive under the bottom, and swim to the small island across the water. Press the select button here (with the A button) to bring up the level map, which should list a number corresponding to the letters I already mentioned (i.e., I got the text for the start, stop, and enter letters). Swim straight down, but instead of swimming all the way through the tunnel into the bottom of the level, swim right, underneath the 1st door, then left, beneath the 2nd door, then right, until you see the door to the left of the exit. Go up this door and you'll be in a large room of sorts. Notice that you'll be floating up in the air. When you reach the door to the left, stop. Look at the direction the walkthrough would indicate to go. Press the A button again. Jump up into the area surrounding the first door. Find the 1st wall, which is in between the 3rd and 4th floor boxes, and press C Down to duck under it. You'll land in a room similar to the one you took an early exit out of. This room is "topped" off in the same manner it was at the start of this world, i.e. you'll be floating in the air. Go through the door here and you'll be in another large room. Same deal as before. Hold still and wait for the second ceiling to come towards you. Slide under it and find the middle box you entered from. Duck under it again. Pick up the chest inside. Make sure you don't press B when pressing C Down (it's about 20 times too slow!) If you lose your grip on the chest, you'll drop it. You'll also find a star powerup pumped through it. The only problem is, once you pick it up, you can't put it away until you die (or restart the current world). Find the 1st ceiling from the left of the large room. In that room is a row of doors in the middle. There's no need to go in there; go around to the right of it. From this room you can exit by going through the 2nd ceiling to your right. Go in and you'll be led into a room similar to the one you used the star to get rid of the light here. The only difference is that in that area there are two ceilings. (You might want to re- read the "star powerups" paragraph to make sure you know what you're doing.) The ceiling above the hole where you came out from isn't worth your time. Don't risk going any further than here. Get back out of that hole and go back into the large room. Use the 1st ceiling to get yourself going again. This time, however, climb the ladder across from you. Locate the second ceiling that goes up to your right. Go up and slide under it. Then, climb up the ladder to your right. You'll soon have a choice between going back down into the first room, or going back up into the second one. Here's where I say good luck. You have to be fairly quick to avoid not only the flames coming out the hole on the far right, but also the red flames between the twin pillars on either side of you, and the ceiling of the hole in the middle of the left part of the room. (If you're reading this and you made it...pretty nifty!) When you reach the first ceiling in the opposite part of the two, hold position in the air until you see a hole open. Quickly jump into it. You should bounce onto the passage above the hole once you make contact with it. Proceed to a ledge that leads to a 1up heart. Continue forward and you will encounter two red fires on the ground that shoot fiery balls in every direction. Avoid them using the same strategy you did back in the beginning. On the other side of these flames, there are some spinning walls that have nothing going against them at all. They go up and down randomly, quite often without keeping their corners in their own places, and they move easily enough to be stepped upon by those moving around inside them. They are no real danger but they will take you out of position from time to time. Some of them make more room as you ascend so you could end up heading to the ground instead of the closest bit toward the ceiling above you. At least it's not impossible to pass with some practice. After you go up the second ceiling, immediately run over to the ceiling directly below the hole you jumped into. (It has a tiny gap in its center.) Jump over it and you'll reach the left wall (but be warned there is nowhere to stand until you cross the way/floor above you.) Eventually you should run into another spinning wall. That one has a small space in the center. There is a block next to it that can act as a stepping stone to the right wall. Get your bearings and jump over the wall. Go through the door (in this case, the pit chamber) and jump on top of the boxes. Once again, this one presents you with the choice between going back out and back into the first room or going into the second one. I'm going to suggest that you take the second route. Wait for the spinning wall below you to fall, then quickly cross to the corner of the far right wall and jump over. Once again, watch out for the red flames coming out of the hole in the floor in front of you. Run along the way/floor and watch for the block just beyond it. You should really have practiced this place to death, but if you haven't, trust me: the fire's resistance makes it very difficult to sneak by. Remember the arcade game you played as Yoshi, bouncing off something? A fire will fall after just about every bounce, so you will lose unless you have enough speed to keep bouncing. For this one, bounce like crazy. Keep jumping until you come to a place where you cannot go any farther because of an obstruction (like a block). Bounce off the obstruction, jump onto the block, get up, then repeat again. If you do this correctly, you will run into where you need to go before you bump into an obstruction and have enough speed and, ultimately, luck (or what's left of your strategy) to get up there. Note, however, that many obstacles will send you in different directions at different times. If you grab a block right after bumping into one, you may be in the right spot, but you're probably in the wrong direction. Bounce off the second obstruction in exactly the same way as you bounced off the first. Then, wait for the flame to burn out before making any decisions. When it does, start running and, believe it or not, you'll be fine! Turn right and climb up that wall thing, and jump down into the small gap below. Be careful not to touch the floor below. Climb back up the corner of this wall, and then just jump over the fence near the exit, then jump out. For my money, though, the shortcut is now much easier, especially when the flame doesn't knock you down. ~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~ Main Hallway ~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~~<>~ This hallway has little in the way of surprises and only two hazards: two fires that sometimes appear out of nowhere. The first one of these is to the left of the right wall where the hole was. Jump over it when the flame burns out, but don't get caught on the lava while you're in the air. The second one, coming up through the floor, is similar, except it isn't that easy to avoid. It appears out of the grassy area only once (and you must be flying), so try to jump when the fire burns out (try to land on an object <|endoftext|> | |C = Small Key (Blue Key) | |B = Baseball Cap | |A = Headphones | \ \ /--------------------------------------------------------------------------\ | Number | | Description | Use the Headphones to call me for backup. | \--------------------------------------------------------------------------/ / ----------------------------------------------------------------------------- /---------------------------------------------------------------------------\ | 03. Cheats and Tricks | \---------------------------------------------------------------------------/ Cheat Codes: ''' They have been written by Chris Lester (clement@magnets.com). Please do not make changes without contacting me first and obtaining my permission first. Thank You! :-D With the release of new updates, I'll be adding codes to this section so please feel free to add codes if you want. [Qb] Quit Game In the main menu, hit F8 then enter quit game as a cheat code. Select any mission that you wish to resume from, then type in quit game to quit the level. '+' Join No Game With Me Select your Xbox Live account at XBLPlaystation2.com and press up on the D-pad. Now hold the R trigger down and select ANY of your friends, then repeatedly press up. No pop up messages or nothing. Exit To Memory Card Go to the main menu of any level, and select exit to memory card. From there just press R and select the memory card you would like to return to. Virtual Reality Mode Press Z twice consecutively then select view projection mode. You will now see a grey background against a white backdrop. Wait for the reading to turn green then open your controller (use the select button to switch between 360 and VR modes) and play, victory is yours. Multiplayer Level Presets First go to XBoxLive.com and search XBoxLiveContest. Join one of the many Xbox Live events which are listed under the "Join" link. Then click on the dropdown box at the top of the page and search for the name of the event you want to join. Search for Multi-Player as well as Underdogs. Search and navigate through the results to find the event you want to join. Life Infusion Mode - Start Multiplayer with either Mike Tyson (HD Version Only) or YOU for a fun multi-player mode. Choose any of the two characters or start at the beginning of the game and choose whoever you want and explore until you want. Options Menu - First of all type Options into the XBOX Home Search App and you should get a screen with all of the options available to you. This screen also shows some of the things that are available to buy in an Options menu so use it when you get stuck or confused. Brawl Lobby Bot Choose the Character in the Matchup menu and wait for the bot to appear. Then choose any of the characters below that and press a direction (default). It will tell you if you pressed correctly or not. When it says the opponent has taken a small step towards you type bbot away from the character list. If they stand still type bot back again. From here you can select either Dave, Chaz, Eddie, Kano, Leo, Phil, T. Hawk or Tiny to fight them. A few players prefer to play Tiny since he's so cute and easy to get near but he's usually a tough opponent... Menu Mode Special Forces Once the Invert Control Pad option is selected, move the control stick anywhere in the menu to select Special Forces as a submenu. Here you can fight as any of the female Special Forces soldiers. Color Selection Next type color selection into the XBoxHome Search App and select one of the following color schemes. The default scheme is Red/Black/White with Yellow as the third colors. Note that the same colors do NOT always match. Odd Job Mode So, how does Odd Job fit in the menu of characters? His primary colors were Green/Yellow/White. However, his alternate colors were red/yellow/blue. Well, here is what you do. Move the OPPOSITE COLORS button to select a different color scheme. Flying Kick You don't need me to tell you that you should use flying kicks, right? So here's how to fly kick. Hit X while standing straight and any other position to fly kick. Walk/Run/Jump/Dash (special moves) / Swimming / Running Attack / Hammer Swing / Rolling Attack / Power Slam / Head Butt / Grounded Fist / Front Kick / Stomach Punch / Back Kick / Front Slap / Arms Up / Peck / Peck / Tail Tip / Right Hook / Left Hook / Roundhouse Slap / Fireball * Flying kick is counted as Special Move. When special moves complete you'll have an arrow pointing at one of the five buttons next to their name. For example, if you did wall kick and when you have ten stars you fly kick you will get the special move star next to the W button. It appears at the bottom left corner of the screen. Walk/run/jump/dash and it disappears. Invisible Switch Menu So I've already mentioned that hitting the sled will let you into Invisible Mode. While in this mode, no one but you can see you. But since it is invisible you have to be very careful about who you attack, etc. In order to attack in Invisible mode you must go into the hotbar and select the combo that you want to use. Now hit the sled and you will stay invisible. Indestructible Finish When you pick up one of those ring boxes in some of the action levels (such as Final Rephrase and Kong Jungle) hit them right after the hotbar icon appears and you will automatically become invincible for 2 seconds and then disappear. Rear Gun Barrel Bomb. Let's say you are in Chain Chomp's Ending Battle Mode. Take out your pogo stick, press up twice and you are facing either the Ice Block/2 blocks combo or the Gargantua Combo. Or how about the Cannon's Place set? Press UP and you're facing either the Level 3 Crusher set or the Giant Knuckles combo. And if you really want to be unique, try using the Reindeer Kick move on the stage and use the second stick to switch sides! First Step This trick was taught to me by Ernesto Corchado: The first step of every rope bridge in Round One is the right or wrong way, it takes you between them... How do I do it... go up the bridge, collect the cash and then walk through the door on the other side. Teleporter Cams On many Action Stage maps there are two panels of blue that look exactly the same except that they are marked with dots. At the start of most Action Stages these are where you can activate teleport cams. After touching either one just stand still and soon enough you'll find yourself transported to the next screen. To make this trick more useful, go behind where the teleporters are and touch the panel with the green dot. This causes the second panel to turn on. Touch the second one and voila, instant teleport to the next Screen! To complete the ultimate trick, stand either behind the teleport button button OR between the exit to the area and the teleporters AND THEN start teleporting! Afterwards, watch out because the final panel is all the way on the right! For a slow reveal, wait until you reach the area with the two teleporters. If you wait just before reaching the teleporter in the air, you may be able to time yourself perfectly. If not, you might be the luckiest guy on earth! Paralyze the Enemy If you want to knock out the enemy with your freeze attack without getting hurt anymore, grab the enemies from behind by using the respective finger, and you can continue slamming him around until his head snaps back and he doesn't get any oxygen to breathe anymore. You still lose some health but it's more than you gain! So this trick only works when you have hold the B button down. If you hold the A button and it remains held you'll see the enemy's head break off. Save Your Own Game Sometimes the game gets stuck somewhere. Make sure you aren't stuck on something too hard, such as the Boss Mode. Then select your last saved game. Just say "Choose File..." and choose the file that you want. =========================================================================== NINTENDO FOR THE NINTENDO SUPER NINTENDO SKEET-HAIRS =========================================================================== /////////////////////////////////////////////-----------\\\\\\\\\\\\\\\\//\\\\\\\ /////////////////////////// SECRET LEVELS /////////////////////////////////////////////////////// /////////////////////////////////////--------------------------\\\\\\\\\\\\\\\\\\\ Just a note that you can level up every Super Smash Bros. game except for the main game on Easy Difficulty. Every time you beat the main game, you'll earn a star in the upper right hand corner of the save menu. ________ _ ___ \|__|_|____(_)_____ //_______ // |-|___________________ |_/||\ || __ /\ ( __\ |\ \\ )\ | | | /\ \ | \/ |_|\/\ ( ( |__\ / |_\___| ||\ () / || \ ( / _ /_\___| |_|| ) ( \ / |____|____ _| (_/ || ) / |___|| ( ;__/ \__|_| __ )\ _|__ | ||__) / \ /\/_||_\|__| ||__)| _ | /\ __|| .' //\\' .' .' .' _.' .' //' .' .' ._./' .' .' ._./''-. //' .' .' .'/ /.'//' ./,'._//;..',(..' .' /_/. //' .' .' .'/ /.'//' ./,'._//' .' '.' ._./' .' .' //' ._.' '-' .' .'/ '/.'./'./(.'(' .' '/' .' ,' .' .'/ '/ .' .'/ '/.'/'/.'/;.'-'.;(./' .' '.' .' ._./' .' .'/'/' '-' .' '.'/' ./.'(.'(' /'/'.(.'-'.;'./';/./' .' .' .'/ '/ / '-('/.'/' ./'-'.(/'.'/' ./'-'.;'./'-'.'/./' .' .' '.' ',(.'-' .' .'/' .'/',' '(.-./' .' ,'.' ..' -.'./' .' .' ./' '.'(' '.'/' '-'..'/.'/' ./'-'.'/.'/'/',-' .' .' ,'.' .' '.' <|endoftext|> Well, of course you're gonna need a gold. Oh, but are you sure you'll be able to get the one you really want in your first run? B) Beginning the game Do you have any luck at all with everything before you enter the first dungeon? Do you manage to enter the dungeon? Do you get a lot of items? Are your stats good enough to beat the game? C) Dungeon Order If you enter every dungeon as soon as you get there and then I suggest that you follow the order that I'm referring to - you can search for items, people, etc, in the order they are listed in the guide. (and it is very useful if you're trying to find the right keycard.) If you start from the beginning, I suggest that you do this: P2 - Shaft Rock (don't worry about Keys you can get from the Shovel; you should be fairly strong as a 5th grader). Go south over the desert (use C4 or some other obstacle). Then go west. Go west when the path turns east. Follow the west path until you reach the Mt. Moon. If you look south west, you should see a staircase. Make sure you've gone north. You will soon reach the top of Mt. Moon and you can go south into the dungeon proper. In the cave just to the left of the large steps, is a good Key, the Secret Key. Remember this key. It is very important when entering certain rooms and may save your life. The person inside may be killed if you don't have it. P1 - Inside Mt. Moon. To get back out, climb down the stairs (hoping for a shield) and go south (cave doesn't have stairs). Get your food, Fat Donkeys. Now, while still alive, eat the Fruit from the tree north of your grave. Not only does the fruit restore your health, it also gives you mana so you can run through portals. Return to the Keyhole room and enter the cave north of it. You should find a map on a table. Search your sword and the map! (takes a bit of effort and will take a while to load.) There's the northern passageway in the lava. This is straight. Turn left at the junction and continue in that direction. There are more Skull Frogs in there. You'll come across an intersection where you can take either north, east, or south (assuming you took the southern path earlier). Take south. Do NOT pass the path ahead because there is a Treasure Key, and you never know when you might need it. Continue south and exit through the door at the far end. In the dungeon you can now get the Power Switch (see D). Put your life above that of your friends. Of course, you have a life gauge, which can hold up to 99 lives. It goes down by taking damage. But they have 100 lives each so if you die they'll restart you with 99 lives. Don't walk on the black tiles, because they'll disappear on you. The only way to kill enemies is by throwing Food at them, otherwise their is no possible way to kill these guys (they cannot be killed. They are cyborgs). As usual, you'll hear about this enemy and players talk about it and play around with it. Of course, you can only use their name...then your friends will appreciate you a whole lot more. Anyway, there are pretty much only 3 ways you can exit the dungeon after going right to make you leave, including the first time (see the Walkthrough section). See the Exit Options/Teleport Information below if you'd like to know how you can leave the first time (I think it's on the fifth floor, but just wonderin'...). Yes, there is a teleporter in this level; you'll always find one, even if you don't take the northern route. This only takes you to what I call the Spider Lane...it doesn't return you to the Surface. However, the real fun begins once you get into it. Give this section another look if you ever feel confused, or run off and got lost. Okay, here we are, inside the dungeon. Well, here we go! First two rooms: _______________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\ | | | 1.) Mines | | 2.) Cavernous Area | | 3.) Extensive Underground Tunnel | \____________________________________________________________________________/ /==========================================================================\ | >GEN4. Dungeon Features< "|||" || |======================================================================|/ \ / | ==================== | | Item | | | | - An Orbis Ore allows for 1 Master Ball to be thrown. | | - One Full Health Potion gives 10 HP (thus heals 100 points) | | | | - Rings give you 1 extra life and 20 rings when worn together give you 30 extra | | | | - Up to 6 Magic Beans may appear at one time. | | - Once lit, a flame does not go out even if the pot or lamp is removed | | | | - A Fire Shield can protect you from all Fire-based attacks | | | | - To enter Warp Tunnel Dungeon, trade an Adamant and Wings to C3 of C2 (upper floor) | | | | - There are 5 different buttons on the Control Pad. | | | | - If the game is paused and you press one of the Start buttons, you come back to | | where you last saved. | | - It's possible to enter Warp Tunnel Dungeon from above it by pressing down while the | | | | * - Number pad keys 3,4,6,5,6 and 1 can be mapped for moving around in the maze | | | | - When Cane of Somaria is used on the Capsule, there will also appear a | | Ring Box with an Amulet inside. This changes the appearance and uses up the Orb. | | | | | | When the Escape Rope is pulled, Donkey will immediately drop into his shell. | | Pressing Down and B at the same time will send him flying off again. | | - If you are Knuckles only, you can use Cane of Somaria to bounce off walls and ceilings. | | <|endoftext|> Ring Member #9: Bruce ------------------------- Day 7, Time: 3:00pm ───────────────── Objective : - Steal the car of Nero - Exit the Ice Caves - Enter the manor - Leave the manor and head to Glottis' Garage (there are 4) - Park your car in front of the garage (there's a light next to it) - Speak to Bruce - Then grab a lamp from the stall on the left of the light. The bathroom - Leave the bathroom - Speak to Glottis (who will then open his shop) and pick up the items - Return to the ice cave - Drive through the gate - Choose "I don't have time for this now" when asked what you want to do - Walk down the stairs to the courtyard - Go into the mansion - Take the elevator to the 2nd floor - Pick up the pen in the room and exit - Go back up and then get the thread in the window - Grab the pen again and exit - Get out and go to the window (can be difficult with the noise made) - Use the scissors on the rope - Climb the ladder to the roof - Enter the shack and walk right - Pick up the corks, go upstairs and speak to the professor (he will say he can open up a path up there...) - Talk to him again and he will tell you that he can open the door, but he has some sort of patch that must first be placed on a keyhole puzzle on his desk (you must press all 3 buttons at once). Go back downstairs and repeat the procedure. - When this is done speak to the professor and he will call the Jailor. He will also unlock a gate. Return down to the shack and place the patch on the keyhole puzzle. Then exit the shack (don't use the harness yet!) and go back to where you first used the bandage. You will find a board covered by the hedge. Open it using the code you got for the Kendl/Nero scenario (4999)... - Enter the kitchen. - Ask the cook if any more food is needed. - Move the pot near the oven. - Burn the chicken in the pan - Fire will come out of the grill - Turn on gas. Make sure the meat gets burned - Now take the cheese and return to the table. Put the cheese on the steak - Use the meat on the grill and it should turn brown. - Use the cauldron on the other side of the stove (get the jug of water nearby - Set it to boil.) - Boil the water. I am not sure what does this do. - Leave the kitchen and climb the stairs. Return to the main entrance and enter the guardroom (where the lock is on...LOOK! It's glowing blue! Ha ha). - Use the fingerprint reader on the keyboard. The lock unlocks and you'll find a switch. Hit it (the guard will come) and he will talk. - Rejoin the party at the guardroom. Tell them to wait so you can sneak in silently and see what's going on. Talk to Glottis when he asks about the Rope. - Walk to the scientist. He should let you hang so you can make your escape. (If you die now a guard will come and kill you, glottis being the most likely) - Get through the door the other way, until you come to a room with some containers in it. Get the vial out and go back to the guardroom - Sneak behind the guard. They'll notice you as they've never seen anyone on the bookshelf before. - Turn around and drop the vial on the floor to receive a message. Let the guard come after he gets his mace out. - He'll yell at you and lead you to the crate. - Get on the crate and slowly descend down the hole. You'll take a beating, but you'll eventually fall off. Swim to the surface and use the Whirlpool behind you. Not much here, except one of the brutes will change sides. - Watch the other two "swim" off too, one goes left, the other goes right. Run out the hole. A new area will have opened up! - Watch the guard on your way in. He doesn't like you. - Once inside, look down and press V to reveal the lever. Press it, and the wall will lower. Exit back out and go down the ramp to the main area. - Listen to the guard (he will tell you to leave) Continue along your path to a fork. Take the first left path you see (he just leads to a dead end). Follow the road across to an intersection with a big rock sticking out of the ground. Take this left (looks like a giant boulder) path and when you are down the next tunnel, look out into a huge cavernous area. There is a giant stone man walking the lava in the middle area. - If you go right and talk to him (he's sitting on the platform) and you ask if there's anything he can help you with he says "Sure what you got?" Try talking to him again and tell him you're leaving. He'll wave you toward the exit which will bring you back to town. - Head for the mines and swim over to a body of water surrounded by a wall. - Go into the water. You'll see three things: A switch, two glass windows, and a black hole. Go under the windows and get the stick. - This should summon the black hole out of the hole in the floor. Swim right under the window to reach the switch. You must use the stick to knock this switch. When it goes down, quickly run for the switch. Repeat until all the switches are down or you drown. If you put this puzzle together right you will be able to swim up the hole in the floor and out... +-----------------------------------------------------------------------------+ The puzzle isn't hard once you think of it. It is similar to a door where a puzzle piece must be pushed out of a doorway without bumping it. See the picture below? This is like Puzzle Palace, only with doors. See the gray thing on the button? Push that button 3 times and push the wooden button once (except once because you have to hit it in the same direction you moved the puzzle piece first) to open the exit door. See the ending picture where you can see through the hole in the floor. Thats why the left pair of pictures are stuck up here. Now take the picture below it and rotate it 90 degrees clockwise. Rotate it counter-clockwise. Now swap the picture and now go through the exit. Now that you know how to solve the puzzle, head into town and move south. You will find some green vines on the entrance into town. Swing a vine around and find a grassy patch for some mushrooms to eat. From here, head into town and head south twice. Now you can either go north to another intersection or you can go west on a path and then southeast to the town square. Before you go south to town (where the chest is) be sure to enter the mine and swim north to find some dung bombs and a rock area. Be careful not to go too far south and enter the vault in the corner that doesn't yield any items. Just be sure you have enough money to pay the 5000 gold which you should be able to easily, or travel further south into the town. Inside the vault is a tombstone on a zombie that leaves you no choice but to enter the entrance. After entering the vault, ride the fire breathing dragon up to a broken bridge that leads outside. Follow the road north to the land of Tree of Might. When the land of Tree of Might appears, follow the road south. Notice the clearing on the left. Use the root system that your dragon loves to pull you up to it. Leap over the fence (don't step under the fence) and continue south until you reach some water. Don't bother making your dragon jump since the land of Tree of Might hates you. At this point you might want to use your root system to create a shortcut to a chest in the high grass beneath you. Continue east into the clearing. You will now notice the land of Tree of Might has gotten large in front of you. Not quite big enough to enter though since the ground doesn't rise above the river where you just entered. Here is a list of what to do: 1. Get onto the ledge going northwest. 2. Use your hookshot to reach the ledge. 3. On top of the clearing on the far bank, follow the row of roots 4. For the shallowest part near the land of Tree of Might (leftmost section), go into the opening on the bottom right. Go down the stairs. 5. Down the rows of roots heading west, swim up and locate the chest at the top. 6. Take the opening northeast from column 7. Go north from there, 7. follow the roots southwest to find another chest. 8. Follow the green thread heading south along the eastern edge of the west side of the clearing. Be very sure to avoid stepping on spikes and falling off the ledge. 9. After you've dropped off the ledge you must jump from the tip of the ledge to the land of Tree of Might. Jump from the highest point on the south side of the clearing onto the green ground. 10. Go south from the chest you just got on the green ground. There is a tiny segment of dry land directly south of column 9. Fall off the block to your right and walk across. Once again, make sure you're wary of poison gas, lava and other nasty things that might get trapped inside the structure behind you. Then walk across the gap on the western edge of the land of Tree of Might to exit the building. 11. Walk west along the map to the larger land of Back to the Future town square. Right when you walk into the town square, go north. Talk to Walter who will tell you about Dr. Emmett Brown and then he asks if you'd care to help him get back in time. Say yes and he'll let you put on his experimental time machine. This is also why you need the suitcase and umbrella. But before you put it together, go back to the west section of the town square. Use the root system to head north and back out the same way you came in. Follow the old road, cross the bridge and talk to one of the zombies. He says he's sorry and wants you to repair the time machine so he could return in the past. So take the time machine on top of the clock tower to which he points. It turns on automatically. Exit the time machine when all of the gears are set in place and run to the left for two chests with gold inside each one. One of the cannons fires rockets at you though so kill the zombies before going forward. When you fall to the lower level, watch out for the magma flows. Cross the rest of the canyon to the west to reach the area that contains Lester's Store. Go inside to buy the necessary items (fire arrows for grass monsters, root rings for zombies). Now go outside to fight a bunch of grass monsters (group can be a pain). When they are dead, go inside and push the button to open the door and enter past events! Pick up one of the umbrellas and put the other one on the machine's door to shut out the zombies and grab the scroll. Watch the scene (more like a cutscene or whatever they call them these days) and "Get out while you're ahead!" If you don't see the mummy, go through the elevator in the center to reach the second floor. The mummy will appear shortly after you do. Once he leaves, time to go back to the Time Machine... 4-3. Dimensional Vortex All you have to do now is climb down the ladder just below the counter. Once down on this floor, use the boots here to jump over the chasm to the next level. Use this long shafting ledge to fly up to the higher world where the Time Portal is located. Head down either side and drop down again to see events. Once that's over, jump into the portal for two new people. Buy at least 1-2 fire arrows to begin taking out groups of zombies quickly. I'd recommend buying more than you think you'll actually use because two circles start appearing out of nowhere (without you even trying!). Kill them fast because they can catch up to you (even on hard) if you let them get too far ahead of you. Make sure you pick up the 16 root rings. All around the vortex you'll find them scattered around. If you need MP, always get the heal power! There's so much running around here, and you'll miss out on not being injured! Be careful though because there are plenty of secrets on this world alone that no mere mortal man should venture without a short sword of any kind and preferably the quiver as well both swords should come in handy. <----------------------------------------------------------------------> +-----------------------+ | Level 7 Blue | <|endoftext|> ," or which belongs to a lab-coat with the "CYBER" symbol. The same password will unlock all versions of the Power Armor, as will knowing the code to the locked research terminal located in this room. 2.2.4 Looking for Love ------------------ Behind the counter is a shelf. At the far end is a small teleporter that lets you up here. The bottom bookshelf has an armor and a workbench. The end on the right has a PC, two workbenches, and an inventory. Walk up to this shelf and turn left. Follow this small passage to get to another teleport. This one leads you to a hidden office, on the second floor, where there are two shelves. You can use these shelves to store things and to access the inventory in this room. Be sure to save before using the secret hideaway. In the office is a console to turn off the security grid. There's also a storage closet near this office that holds two Stealth Boys, as well as a workbench. Use it to upgrade your Jeeps' armor. Return to the previous desk. Once inside it again, go to the middle area. Turn right and walk up to the footlocker. Open the door and look in the room. Once you're done, take the door that was blocked by the fence. Go up the stairs and into the elevator. Get on the metal stairs to the fourth floor, but be careful. To the left of this area are two lights. To the left of them is a wall. See the opening to the right? Press 'G', then walk through it. Walk outside. Pick up the suit lying against the wall, and examine it. It'll have the cybernetic upgrades you need. See the 2nd part for more information on how to obtain the 4th level Cyberdyne Systems Replication with the workbench there (after "The Mind of Madness"). After getting the suit, return to the elevator. Start it up and exit the elevator. Now, back outside. Continue down past where the elevator was (going south) and exit by going north. There's a grate between your view and the ground. Go in there and use the welding tool on it. Drop down off of this ledge. Crouch behind the first building. Walk left to pick up some boxes. Look around for anything useful, such as computers, and a computer station. Look to your right as well; you can climb up the side of the building if you want, and you'll come out in a loft area with a lot of shelves. Look at everything, from the computer to the lightbulb above, for any good computers. If you need more computers, take the ladder across from the burning building on the south end of the second map image. Anyway, drop onto the crates that lead to the roof, and keep going north to the roof of the warehouse. Climb the rope that's on it. Cross over the railing and look left. On the edge of one of the rooftops, just across from the fifth window at the fifth picture, you can see a vent. Look through it for the ladder that goes into a secret room. You can find a switch and jump into the vent. Once you do, turn around and move forward to find a ladder that goes down into the water. You need to move west so you can follow it back down into the pool. Before coming back, walk back a bit and look to your right. There's a broken lock box there. Open it for a key. Jump in the water to swim east, and when you surface again, step into the clearings. Go to the left. There is a computer monitor there. There is something in there, I won't tell what. Anyway, drop down into the water you're in and swim northeast. Once you get to the southeast corner, turn left and you'll find the vent again. Jump in there and follow the second roof south. Keep heading northwest until you see a ventilation fan. Jump out of the way of that fan and crawl under it. There is a webbed pit at the bottom. It should have flammable gas in it. Drop down, though it may take some effort to get down, climb up the ladder, move west until you see the fan, and then drop down into the hood of the fan. Use the switch you found earlier, and continue on northwest. Note that when you start moving west again, the webbed pit will no longer be there. After dropping down the last time, you'll go into the vent. As soon as you turn north again, there's a foggy area right under your feet. From here, turn east and you'll notice a bit of junk and black space ahead of you. Turn to your left and climb the steps. At the top is a switch on the wall that activates the panel in the tunnel (on the other side of the brick wall). Once you hit the button, a gate will open, revealing a large hole. Stay at this position, in this hole. When the spider robot appears, quickly crouch down and run as far away from him as possible (he won't attack you). Then move out of this position and hop up to the platform where the lever that releases the gate has been activated. You'll know that it's safe because the gate opens, releasing a burst of air (enough to push you back). The door then closes. Turn around and go outside. Ignore the garbage truck and enter the building that is further along the street than the one you were just outside. A guard's hiding behind one of the tall columns, so drop behind him and pick his pocket. Pick the mini-key he gives you too and open the door on the wall nearby. Inside the room is another guard. Pick his pocket once again and open the other door on the wall near the trash can. Once inside, turn to your left and head all the way straight, past the "Media" sign, until you see the "IT" sign in the middle of the building. Enter the door here. Inside, wait for the elevator to stop and ride it down two floors. Proceed through the doorway at the bottom, and this is when you meet Donovan Carter. He's got the scythe of Sith vengeance which you can use against him and Sam, but it isn't his personal weapon, which he isn't prepared to give up easily. He always has plenty of backup, however, so don't worry about it yet. Also note that once you've killed him and taken the battle rap, he will not be the one to give you the battle sword; Sam instead, will give you your prize. Also, after the cut scene (where Carter drops his weapon), he will drop some of his body armor (not his helmet) as a prize for you to take. I would advise picking it up, since it's really useful. When you pick up the battle sword, make sure it's swinging to its fullest extent. Run behind Carter and grab it from the ground by grabbing it with your free hand and pulling on it. Now, pull it up as far as you can, and then let go. As the blade comes back up, sprint out of the entrance and run back toward the same parking garage area before incoming. This is easier said than done, so keep trying. Wait for the blade to come up to its full strength, the blade will move slower after you pull it back up, and while it does, he will still have help to support you, so don't sweat it. Sprint toward the fence on the main road. A guard's walking in and out and shoots automatic pistol shots (misses on occasion). Time your dash to the inside, turn around the corner right before you reach the fence (if it's night and you hit the fire, it's not good), and sprint for the alley on the left. Here, there will be no bad guys or guards to hinder you, so you can pull up your battle sword to test it out. Once you've run through the alley, going over to the roof above (from the main building area) to get to the manhole cover in the way, head into the far side alley. One way is straight on, the other leads to the exit of the alley. Either way will lead you to a line of rooftops to the next sewer entrance, Head to the very end of this alley, grab the flamethrower, and then exit off the south facing portion of the roof. When the X Marks the spot, this is what you want to do. The X means a line of flame will follow you around the corner. Get ready to throw the flamethrower. From your previous position, sprint down the right way, and move forward (left or right) as soon as you hear the blade coming up. Pull it back quickly so it doesn't fly too far off and it won't miss the corner, or else it will definitely miss the corner. When you throw the flamethrower, you will often get a hint of the starting direction. It takes practice, but it is reallllllly easy. Take as long as you need. Keep doing this until you can rip the blade like a pack of cards and start throwing it all the way off the edge of the roof and catch it on the wire, etc. Hint: If you're getting slow and still have trouble throwing the blade, try using your flashlight. There is a small beam of light in front of the flamethrower, and some people swear that if they stand on the light and try to toss the flamethrower, their hands light up. Try that if you have a hard time. Either way, once you throw the blade, it should burn off the wall at the end of the roof to the other side of you before breaking the wall apart. From the one mentioned previously, walk straight through the doorway (with the chain-link fence, do not enter the door), and one block away from the fence. There will be a guy on the computer there, so go talk to him and then approach the fence to enter the garage. Go past the elevator into the garage. Try to drag the chain and put it around the door you came from, then either put it around the switch at the other end of the garage or just drag it behind you and lock yourself in. After you do so, Jain suggests that you switch to heavy attack. If you didn't try to drag the chain at the very beginning, you won't have any chains yet. So pull your the cloak off then equip heavy attack. If you think you can still swing in close quarters, try to sneak behind the fellow from the computer first. Pick up the battle shield from the desk on the far wall, either by pulling it out of the window (jump near the desk and hold left) or by climbing the stairs to the right. Use the switch on the inner wall to the left of the stairs. Leave and return to the far corner, where there is a ledge there. Use the battle shield to defend yourself against multiple attackers from a distance then jump up and down there while swinging the power switch to cause the driver to come. Walk around the car, light the flames, and return to the great hall. Go see Quinlan if you don't already. If you did not come across the hooded man in the first warehouse and then dumped your armor there, pick up one of the clothes and a suit of armor from either the window awning (for the fight between him and Sahrnia if you came in later), or one of the beds in the guest bedroom (there are several) and return to enter the door at the end of the hall. You'll now find the room where you killed Bowers. You have been warned. Exit through the other door (you may prefer to take the shortcut), avoiding the highwaymen outside. In the yard, I recommend using a ripper to grab the guy and drag him to the building, taking the cloak. Sneak around the car before the lights go out, leaving a dark trail to give him a little time to turn around. Kill him with the scythe, then check his pockets. Note that there is a pocket to type "trivial game" in. Take the cloak, retrace your steps to the courtyard hallway, then get back into the car and drive back out to the room where Bowers was being held. In here, turn the wheel off the gas and wait for the guys to emerge from the other room. Knock one down while you keep an eye on the balcony where the other guy is coming out of. Once the other exits the other room, turn the wheel off the gas, then run up and kick him. This guy's health bar will drop quickly, so when he gets in your sights, shoot him. He has no armor and about 50% life anyway, so it's no big deal. He'll die in one shot anyway, so quickly return to the big room and hide the bodies (you can lure the fleeing guy to come to you or it will run out onto the courtyard if it runs low). Return to the room Bowers was being held in. In here, crouch under the top ledge. Then climb onto the box on the floor. Climb the ladder there to the third floor. Climb up to the fourth, climb up to the fifth, and climb up to the roof. Here you can roll to the roof using the roll key, then roll back onto the box to exit (this may require patience). Go back to the roof and look inside Bowers' room. Pick up his uniform in front of you (so you can dress Bowers if you need to). Run into the room and turn the wheel on the generator, then climb to the room above the generator. Look inside the grate in the ceiling there; knock the guy out, then go pick up his uniform from here and continue into the next room. Get out the knife, wait for Bowers to tell you to leave, then enter the other room. Jump onto the ledge if you want to, then drop down onto the next area and jump again to find a long silver ledge leading upwards. On here, kill the guy that comes around the corner (make sure to go to headshot mode). Continue across here to get his uniform. Now run back towards the kitchen. Turn on the power and then head out to the balcony across from where Bowers was being held. See the guy at the plate? You know what to do. Kill him too, then go pick up his uniform from the table in the control room. Remember that you can return to the next room without having to hit the white spot on the floor in the large landing-type room that Bowers was being held in. Exit this one, go through the opening next to the red marker on the ground (the one where you had to break through the concrete guard rail to get the gizmo), and then exit again. Enter the next such room. Walk across the box, but make sure to stand back, as the ladder you're standing on will rise (once again, remember the knife trick). You should hear the guy yell for you to get off the platform and run towards the door. Walk to the edge of the platform opposite the door and press C. You should hear a security robot raise the alarm and you should see one across from you (or possibly behind you). Drop off the box and go outside. In the courtyard there's a red box where the roof meets the side wall. Make sure you use some items from the warehouse or you'll have to get those from this room. When it raises, go over to the platform and jump up. See the green <|endoftext|> Charmander or Charmeleon. The game saves its progress whenever you enter into battle, so if you lose battles, the default powerup won't be used. ------------------------------------------------------------------------------- Final Comments: This is a great game and a great cartridge. If you want to save a lot of money on games, get this game, but not for your main system! This game is well balanced, with several different types of Pokemon, lots of good items, great graphics, pretty songs, cool music, and a lot more. Finally, a 3D Pokemon that you can actually stand next to! I give this game an 8.5/10. ------------------------------------------------------------------------------ /\ \____________________________________________________________________________\/\ /_\ /\ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ +--[e] GAME CORE INFO [ESC] --------------------------------------- 5.00 --+ __|------------------------------------------------------------------------ | |A complete list of all 151 Pokemon in Pokemon Red/Blue/Yellow and their | |evolution. | +--[ T A B L E O F ]------------------------------------------- 9.00 | |Pokemon are divided by type (Water/Psychic/Fighting) and then by individual | |models. Some special cases are noted as | |-------------------------------------------------------------------------. .___________________. |(_| ___| | |_|_______________________|_| |_________(a.k.a) Teams)|\| |_____________________________________________________________/___ | Name Type Evolution Power | |-----------------------|---------------------------------------------------| |Abra Psychic Fire Yes Yes | '-----------------'---------------------------------------------------------' ************************************************************************ #001 Bulbasaur Grass No No Yes | #002 Ivysaur Grass No Yes Yes | #003 Venusaur Grass No Yes Yes | #004 Charmander Fire Yes Yes Yes | #005 Charmeleon Fire Yes Yes Yes | #006 Charizard Fire Yes Yes Yes | #007 Squirtle Water Yes Yes Yes | #008 Wartortle Water Yes Yes Yes | #009 Blastoise Water Yes Yes Yes | #010 Caterpie Bug No No | #011 Metapod Bug No No | #012 Butterfree Poison Yes Yes | #013 Weedle Bug No No | #014 Kakuna Bug No No | #015 Beedrill Bug No No | #016 Pidgey Flying No Yes | #017 Pidgeotto Normal/Flying No Yes | #018 Pidgeot Normal/Flying No Yes | #019 Rattata Normal No No | #020 Raticate Normal No No | #021 Spearow Normal No Yes | #022 Fearow Normal No No | #023 Ekans Poison No Yes | #024 Arbok Poison No Yes | #025 Pikachu Electric/Electric No Yes | #026 Raichu Electric/Electric No Yes | #027 Sandshrew Ground No No | #028 Sandslash Ground No No | #029 Nidoran Female Poison Yes Yes | #030 Nidorina Poison Yes Yes | #031 Nidoqueen Poison/Ground Yes Yes | ##############Pinsir#######+#####Pinsirite############# Pinsir Bug Yes Yes | Pinsirite -Attacks twice. Greatly increases Attack. | Pinsir-1 -Normal attack that does 1.5x the damage you inflicted on it. | Pinsir-2 -Normal attacks do 2x damage and have a 25% chance of paralysis. | Pinsir-3 -Normal attack that has an 80% chance to paralyze the enemy for 1 turn. | ------------------------------+-------------+-----+--------------+----------- | #001 Bulbasaur Grass/Poison | #002 Ivysaur Grass/Poison | #003 Venusaur Grass/Poison | #004 Charmander Fire | #005 Charmeleon Fire | #<|endoftext|> (Dungeon) Route 2 7.4.6.5 - Giant Ring #8 The Giant Ring #8 is found in a warp tunnel that you will be teleported to in the warp station at 01:48. Once you teleport, fall into the tunnel and you will eventually reach a fork in the track with "Eggman's Room" on it. Enter his room (You will want to do this to learn the Goron Dance if you haven't already learned it). Now play the Hook Swing move to open the door and grab the ring. Goron Dancing Guide (Special thanks to BlooMongLlama for the tip that the Warp Control works better then I thought) To dance the Dance of the Timeless River, swing the Hook Swing as fast as possible and when the ring appears, jump and hit A to do a Spin Dash Punch to pull of one of the following moves: Circle Dash- homing attack on all four limbs (starts 0F or 01) Somersault Kick- kicking upward (same damage as the Gale Boomerang/Hammer, but has accurate directional control) Punch Attack- just like a spin dash punch but faster Upward Ballot- toss an apple forward Downward Bombardment- two-handed throw backward Scissor Sweep- throws apples off screen Flippers Upward Sweep- thumps while running up into a ball Flippers Downward Sweep- thumps while running down into a ball Leaps Through Time- very useful if timed correctly; just keep hitting A and B and in all different positions. Highly recommended for any character, although the special effects may not always work for everyone. NOTE: The Dance of the Timeless River ONLY works ON the Official Nintendo 64 version of the game SPECIAL NOTE FOR NINTENDO GENERATION 2 VERSION: This dancing technique DOES NOT work ON the Original Game Version. Nor does it work ON the later Advance Remakes of Adventure Town. Instead, the only way to dance it is by using a Gasha Seed...unless someone can tell me how to find out which remake of the game they're talking about 8. Shop Items and Their Prices 8.1 - Compass Location: Goron Beauty Price: 5 rupees As you can see, you can get this from anywhere but in your home town. This item gives you a map of where you've been to so far! If there's something you really need to know, then go ahead and get it, otherwise stick to the town maps provided to you by the "Map" option in your Shop Menu. Note that once you return from the last Dungeon Map, you can't go back the same way until you get another one of those. There are a few other "in use" items in the game that you can buy in shops and such, but I really don't think it's necessary to get them unless you really need them. However, remember that you can sell some of these things at the Shop for high prices that you can get in the real world because they were rarer at first...okay, I'm rambling. 8.2 - Small Key Location: Dungeon Map 1st time you visit the dungeon Price: 4 rupees You'll always start out with this...what? I guess it was pretty nice when you could pick up any of those Key Items you needed with ease. When your first Key Item comes up on your map, press A and you'll show the map on the corkboard and get this handy little key. You'll notice that in order to enter dungeons for the first time (as you usually do), you have to pick up this key at the bottom of the dungeon with B instead of A. Sometimes you can still manage to skip some floors by doing this on a floor before you get stuck, but this method takes a lot longer and isn't as efficient. 8.3 - Roc's Feather Location: Monster House 3rd time you visit the dungeon Price: 5 rupees Oh no! Looks like you have to go home early tonight. Well, since you can't go back there yet without a key (because you'll lose your current key after entering the next dungeon), we can't return now. It looks like you'll have to finish with this dungeon, too, then...sigh. So, then what should you do? Right, let's head home! Hmm...okay, well, return to the entrance hall where you started this dungeon. On the right side of the room will be a menu that gives access to the monster house 3 times. On the right wall of the room (by the entrance way), there is a door. Go through and follow this hallway (including the newly revealed one) until you reach an ETERNAL CHAIN that stretches outside in space. Don't worry, there's no chance of getting lost just yet. The key is in here and it's locked behind a piece of glass (just look around). To get through the glass, you must first push the door beside the chain in here open...that is, press the key button (hold the button down and try to pull it). Pull the key through the glass and hold it down again. Then release the key. In order to leave the room, open the door again and pull out the key. Pull it through the glass and eventually you'll be able to get out of here. Yay! Also, make sure you get the loot! 8.4 - Magic Potion (price varies depending on potency, availability and cooking skill level of the potion's recipe) Location: Goron Dancing Book Price: 10 rupees I'm not going to lie, finding this book is not easy. Ever since I discovered this place, I got surrounded by ogres constantly trying to read it. After conquering the heck out of them, you'll probably pick one up from under the approximate tree blocking your exit and open it. Grab the Heart Piece and quickly run into the air (double-click) to fly outside of the rock fortress. Anyway, if you look on the ground by the cave or 'Keep' name (there's a treasure chest in here as well), you'll see that if you cook the food that you borrowed from the chest (using the pot), you can create a Potions ingredient. Put the ingredients in the pot and it magically creates another ingredient for you. This is useful for making many different potions, especially since most recipes from the book are the same for all recipes. Now go back inside the Rock Fortress and take your Heart Piece to the center on the outer edge of the Rock Fortress (directly across from the book and weapon shop) and play the Tune of Echoes to enter the Inner Palace. Follow the steps upwards to challenge the boss and fight...YARNG!! How exciting! Hopefully you remembered which dungeon you've visited by showing this boss the "Map", which is located in the First Floor Shop (if you haven't gone in a while, go and get it). YARNG talks about his past before you and how he was trapped in Emberuse (this was ages ago and to prevent him from killing himself, they told you to stop him!)...Well, now he's faced more troubles than ever and needs to regain his strength. Play his tune and you get to come out of his head to fight him. He's one tough foe with loads of HP and his attacks are...well, ugly. Paralysis, Fireballs, Sleep (heh), Silence, Freeze, Starlight, Recall... All of these spells are used in their forms below, so don't bother with a Magic Potion for them and remember, cast Barrier every round when you're fighting him! I recommend using Tingle to open the treasure chest containing the key. After beating him, you can pick up the not-so-valuable book lying near him. Since it has a very high magic power, I suggest equipping this book whenever possible to increase its usefulness even further. Also, you can always use the password "Nyg" which should double your items by 500 each! 10. THUNDER BEAM GAUNTLETS ------------------------------------------------------------------------------- These four gauntlets grant power in their respective elements, each holding magic powers over water, earth, fire and ice. By incorporating these, they have more power in their respective elements than any other equipment in the game so you want to choose whichever that's best for you. Note: As you may have noticed, the names of each pair of gloves are alternate spellings of the main item names. This is because Nintendo would get mad at me saying "magical wristband". Shush now ;P - Water Gauntlets Description: Contributes 30 points to Fire attribute. - Earth Gauntlets Description: Contributes 40 points to Ice attribute. - Fire Gauntlets Description: Contributes 40 points to Fire attribute. - Ice Gauntlets Description: Contributes 50 points to Lightning attribute. 11. GREAT BALLOON BONUS ----- After killing the Great Moblin, head to the sky above the Roc's Feather. Drop off the ledge (a wise idea) and grab onto the main platform of the sky above and then jump up to the top of it where the Great Balloon Bonuses await. One of these here holds the Geas Ring, which allows You to talk to everybody and commands them to follow you. Of course, being the greedy, greedy red bastard that I am, I ran through the other one and went straight to the top...where I had to battle the King...who appeared after beating the other two. Good times. If you killed the King before winning against him (sadistic pleasure :D), you won't receive the bonus, but it does appear if you lose. And that's that. Now my guide is complete! Though the only thing left to do in Lynna City is walking around, and that's about it really. Just be sure to explore everything, there are lots of places to visit and some tricks and traps just begging to be used. Mmmmmmmm yummy.... Oh yeah, if you haven't already figured it out, I make no money whatsoever out of writing these guides (well, except for doing errands for my local stores. And some hackers were nice enough to sell me a neat secret in Wave Mountain for $1000). But it's fun! And you get to write me nasty letters, which (obviously) you must read first. Ahhh, well...see you next time! _/¯\_/¯ /¯\_(ツ)\_/_/¯¯'‬/¯ |(ヘ`∀`)/ (✉/ホ/´′) / (´ _)|(´ ¯) \ ` / )'‬ / (´ ¯) ``/ \__/` ''')))))) |(_/(!\) _) | '¯ ---------------------------------- Rock Road - Midgar Zone ---------------------------------- Object of the Game: Enter and exit, the Sand Ocean Cave and Rock Road respectively. Difficulty: 9/10 Start by climbing down the ladder by moving forward with A Button and taking the first right. Take the rest of the way up the steep hill on the bottom part (skip the flower and climb the next ladder up). Enter the cave by either climbing up or taking the top level of the second hill. Go right and take the top level of this second level. Go through the Rock Wall and quickly run under the rock. Then go back and enter the cave again, this time taking the middle level of the middle tunnel. When the door opens take the upper route up. Leave the cave when the door closes and continue past the blocks and rocks. Continue ahead until the path splits in two. Jump into the green tunnel to reach an ancient shrine in the middle of rock that you can climb into. Jump out to find another rock shrine and ride that as high up as you can. Exit the rock shrine and jump into the yellow shaft. Slide along the bottom into the entrance of the next level. Exit the shaft when the door opens. Walk forward and go right until you see a wall. Toss something toward it and follow the arrow to a giant ring room. Flip into the action button to dive deep into the sand. Jump in and use the L2 button to roll or spin your way out of the sand pit. You should emerge at the top of the sandy walkway leading to the Sand Ocean Cave. *Now leave the level* *Whew* that was a bit arduous for such a simple act. Go back to the place where you saw the spikes sticking out of the ground. Step in front of them and you'll hear the "HOOHOOOOSSSSS!!" The wall behind you will lower and you will see a bee hive located atop a peak high above. Climb to the top and go inside. Follow the bee around till he stops. Press against the wall to be lowered down into the hive. When he flies back, move aside so you can stand up and press the Y Button to pick the lock. Be sure to stay still (press the B Button) and wait for him to land on the nectar. As soon as he does, fly back and grab some of the nectar from his last meal. It's ready to be sucked through the tube to open up the next area. *Return to the bottom and take the bottom route to re-enter the previous level* *Go back up and through the Giant Ring* **************************** Pyramid Valley **************************** From the start: Go right 2/3 of the screen. A few creatures will come at you. Just avoid them if you must. Wait a few more seconds and a pyramid will appear in the ground. Get ready because a gate is going to appear in the <|endoftext|> 1-8: Get the block across. 2-5: Jump on the things to get to the roof, and from there jump onto the ship. 3-3: From roof, jump up the platforms. 4-6: Across the chasm, go all the way across. 5-4: Go down the tube. Tip: Get a jumping potion from Treasure Trove Cove so you can jump higher this time. ----------------------------------------------------------------------- Obtain 500 Rings After going down that circular wall at the beginning of the level, you'll come to an area with floating platforms over water. There's one ring you can grab here! Use your final Running Pimento! That will help you with this part. Grab one ring, then go down the tube. Grab the ring and go back up the tube. Jump up to another ring. Now come back and come back again, over and over until you have one ring. Now turn around, face the last ring you had. Use the flying pimento gesture to get rid of it, and you're done! Do the same for the other ring...you now have 500 rings! You now have 25 Rings and start the Mission Complete! Secret Methods for Level 5 --------------------------- Take out the yellow moving thing by using the virtual piano to send some entering music into his head...then wait for him to land in the cage...he'll go through it and disappear ----------------------------------------------------------------------- ======================================================================= Trilobite Island ======================================================================= ----------------------------------------------------------------------- Stage 01: Swinging Bodies ----------------------------------------------------------------------- BONUS ROUND: 100,000 POINTS When you first walk in to begin Stage 1, there will be three blocks next to you on the left. Stand on the red platform below them (It should show the road at the bottom). Wait for the Piranah Plant to rise up, then walk to the far left where there is a pole sticking out. Swing on this pole upwards, and at the top you will see three rings. Pick these up and make sure you slide under and use the moving platforms before they fall, because if you don't the platforms will move the wrong way around and you'll be stuck there. Then wait for the 'piranha' plant to go through the red lock at the top. On the far right side, there are two fireballs. When he comes towards you, jump out of the water and hide behind the blue pipe. If you're quick enough, you can jump on the Piranah Plant (So you can push him to the lower level) so you can get on the upper ledge. Beware not to drop any ring underwater. Now move through the stage using these tips...the piranhas and the fireballs...all these are important stages. Move along carefully watching what you're doing and avoiding the more dangerous things. When you get to the very last spinning block and use the pole, watch the moving platform and be aware of it as it moves all over the place... Once on the final block, cross the pits without falling off or getting hung up on the poles. It can be tricky at times but you'll be fine. But the hardest thing is trying to hit the Piranah Plant. He moves through the blocks so you have to pick him up and move him up and down. Watch out for the rings, they will tip you when you try to throw out, so watch out and you'll be okay. When you reach the end of the final block, you have to watch the moving platform carefully and jump onto the pole, where the ring is. Make sure you not only follow the pole but also walk the low platform off the edge. Now you have to climb up by pulling in the levers. At the first level, pull one lever and it will take you up to the second one, and so on. There are three levels to this process and each has its own different enemies so the guide will cover those here. At the second level, pull one lever and grab the moving platform above you. Then use the pole to climb all the way up to the third level. In this level, you will need a lot of patience as some of the moving platforms will spin out of control and you won't be able to grab them and bring them up. To get past this stage, just do it like I did...move slowly on the moving platform, jump down the pole and then quickly climb to the pole that levers you up...this will work fine if you step in the zone to avoid the spin out of control...and yes it is tough...but once you go past it, you will get the point. The switch at the third level does nothing in this level, except for the fact that the two switches below the pipes holding up the last spinning block can be used to save time. So go up the pipes and flip the switch near the turnbuck and slide down the pole...note that you CANNOT get down this pole unless you enter the ring and come back down in the ring and when this happens you won't. Continue up and when you get to a fork in the road, it's time to go back to the first level and pull another lever and ride the moving platform over to the third level. When you get to the third level...remember this time, the third level is not the fastest route. There is always something moving ahead of you when you stop at the middle of the track. It's best to go slow at this point. The piranhas and fires the flames are evil, making you fall when you're not supposed to. I had no trouble with those things, but keep your wits about you while moving slow to fast. At the third level, there is no red key door so you must take a shortcut. Jump over the flame and then fall the right side...if you didn't get the ring you probably would have fallen into a pit and you should have gotten it at the last major platform...you may have to re-race or run back to the main part to get it....but after that, you'll get it easily. When you get to the third level again, make sure you get an extra life in to the small area. Then get another life from the locker room on the lower level and then continue to the end. You need the ring but not the pitch black room and if you feel it's too dangerous then don't enter the ring...go back to the second level... There is a trick for going from the third level to the last level that I can only guarantee works on the second level...by doing the act 2 piranha plant walkthrough, go past the opening where you got the bomb and note that there is a switch near the brick wall on the left side....pull it. This will open a secret path that leads to the fourth level...grab the ring there before continuing to the end...or if you didn't have it on the second level, I've saved you hours of searching because you can finally get it... Alright, now you should know how to get past this without even looking at the stage! Also, you should know that there is a long hallway of rings in between the second and third level and the fourth. If you have good moves, you can avoid the Piranah Plants and figure this out. Take note of the tilt shift battles. There is one ring on the third level...only on that level, I promise you....you will find it, it is close to the blue key door and near the polar bears. Keep going past the chao stars and push forward on the pole. It will take you to a blue key door and there it is...the ring... Go to the fourth level (For...no really) and you find a shortcut...if you have used the yellow key in Act 2 and have entered the corridor behind Stitches where the ring is...it leads to the third level. Keep going past that tilting walkway until you come to a part where there is a new ramp leading up to the second level...stop and walk across the ledge... watch out for the fire pits and the piranha fish...don't forget to grab the ring (If you need it) on the left. Pull the switch...quickly...and turn around and go all the way across the bridge...quickly pull up your rope and pull out your zora tunic...climb the pole...all the way back to the start of the level...walk up towards the ring and notice that you will save time...make sure that you drop all the other rings that are adjacent to the ring and get this one first...now only ONE ring and it's all yours...ON THE SECOND LEVEL.... There is still a problem with riding the poles, they will spin you out when you hit them...but you don't want to know what happens if you try spinning yourself...anyways...there is a little catfish thing underneath the pole on the far side, jump up there...it has 4 eggs...kill them all, then jump back down and jump up again... (HERE IT IS!) Now you will see how to maneuver on the platforms which is not easy... I don't have any strategies...just advise you on which way you do a certain thing and hope it's enough. Look in the book "Zelda" which is there on the bookshelf in the back of some shops for help...also, be sure to look in the shops to the right of the 3rd level (A list of the shops and their sells are in the beginning of the FAQ)....for a ruu key and 20 ruu's... which is worth 50 rupees...there is also a shop behind the houses where you got the green key and 8 coins...there is a shop behind the house with the pink key and 10 ruu's...hop in there! They will sell you rupies very inexpensively...Get him an 8 and he will give you the key...very... affordable...come back the next day and buy the key for 13 ruu's... Buy the ring after you get the ring box...this gives you 100 rupees... buy that key...you got some change now...you owe me money! Well what else you got? It's hard to think of many more things... when should you go here? Probably when your ready, if you haven't done the puzzles in the last level and are not mind blown or at least not yet...because in Zelda, once you get the blue key and get to that red place, you'll quickly fall into despair...it's like LOST...the tough choices....you can choose to take the easy way and wait...or you can go full force ahead...so without much reccomendation, go ahead and head to the red chest with a hole... There will be no shrapnel as to the pieces...but they will join together in a new version of the chest... Then go to the red tree... Open it, and grab that big ugly object...a face...It makes you think of the knight's journey...going through a labyrinth...but we're NOT going that way...and not going anywhere either! For now, just pick the face up and hold it...its a fruit... Now look at it. You've seen a lot of fruit...that doesn't make sense...You eat fruit? What does that mean??? The face...that means two things...1. This is an apple (oh god....don't say apple, this is a disguise!), but this...is a fruit...2. This is Zelda! And you killed her!!! Stop panicing...speak up... When you see the spade button, pause and process....ok now you're talking... A spike...dammit... Ok, okay...as you move you swing the spade...now a ...? But maybe, maybe this...isn't...look at that stupid face...NOW its four apples.... Its just up there...I mean, look at it...Look...it's beautiful....When you step out of the shell....what, the whole turtle was a fruit???!?! (Duh!) But it's even weirder than that. The fruit is on a nearby face...and the face can shake off a few apples and yet this...isn't one...If you pay attention to what just happened, just think about "The Tragedy Of Link..." Three faces, three different ones...are they fruits? Two? Have Zelda! Okay...let's hope she isn't dead... (again) So...that leaves only one...One of them. When you open it, enjoy the show...I think you liked how that one Fruit Cell worked..wow, look at those three fingers...They must be playing around with each other...why doesn't it eat the apple? I'll bet they meant to do something... (And if you were paying attention, the one on the left is crying...but that's another subject...) Now the two fruits sit in front of each other...and a long story begins. Take note of how cool the fight is going...hah...lol...I didn't know a turtle could fight...YOOOOURAREINTHETREE!!1 Open the right fruit to find a BIG BLUE KEY...Take it, walk up to the right Tree trunk a few times... "That's it!" (No...nevermind...your acting) Walk up and through the blue portal... Walk toward the right snakey face...This is a robot...The eye? The eye? The eye just stares at you...wait, NO! Come out from the turtle...Wait AWHY DOESN'T THEWASMUCHSPEECH EVER WORK OUT FOR ME!?!?!?!?! Its like its just as blind and useless as the eagles.... As you walk towards the robot face...Keep on moving up and stand by the side of the robot...to the robot is a blue key...Think twice before pulling out that big mace...Just knowing that will ruin your fun....Walk toward the blue key. Your smile slowly turns into anger...Oh, it wants the juice...Boo. "Go away!" The robot starts screaming...Get back onto the right tree trunk as fast as possible...The next area...(Get ready for some bizarre stuff here) Now your face appears behind some rocks...Wait, what is THAT...? It's a DREAM...The monster appears! HA HA HA HA....And you...get going! Down a tunnel...It jumps up right before your eyes...But what is it...is it just a dream? Or has it woken up? Just then...Something snaps and it falls onto the ground! Huh?, where did it come from? You watch in complete shock as the thing comes flying after you...quickly get up the stairs and hide behind the rock wall. The thing lands near the ledge that leads to the gray door...It stops...What's going on?! Pull the green switch to start the funnel around the door open...After about thirty seconds...What the hell just happened!? Get ready for the fucking roller coaster ride....It gets faster! It goes faster!!... Weird! The machine hovers above you, seemingly watching the whole time, they always get out of their own fucking way. After fifteen or twenty seconds...Hey, what the fuck IS THAT!?.... Now you have to go a whole 180 degrees to get a good view...What the hell came down anyway?? How do they land with a show in the background??? Well get ready for the ride of your life!!!!!! The last section appears less and less...Where are they all coming from???...THE HIDDEN TANKS! Move all around...Up...Down...Left...Right...A/B...C/D..... Well, that did it for me...Then sit back and relax! --------------------------------------------------------------------- Cool Cool Mountain ======================================================================= Bandana Guy ======================================================================= Here's a surprise for ya! I've been waiting for you. Look out for my breathing mask. If you encounter any spiky weeds, you can rest easy because you won't get hurt trying to chop 'em up with your hatchet...Yeah yeah yeah, don't look down, the mask'll protect ya. Now take the ball and <|endoftext|> Orang-Utan (Capsule) $300,000 Gattling Cannon (Suspension Lift) $1,500 Advanced Beam Launcher(Turbo Boost) $6,750 Hyper Bomb (Hyper Thrust) $3,400 Stun Baton (Padded Arm) $2,250 Antidote Kit (Backpack) $600 Healing Drop (Chest) $900 Angel Hair Ball ($150,000 Cash Value) $70,000 ------------------------------------------------------------------------------- Upper Route: ---------------- Body Armor: $55 $2,400 Mack Shooter (Clamp Plates) $5,200 Arm Bandana (Left Sleeve) $4,050 Plain White T-Shirt $5,100 Batu Bag ($10,000) $550 Steroids Package ($4,500) $1,150 Jet Engine Gauge ($100) $250 Gillman Gauge ($100) $250 Debris Bag ($250) $250 Laser Mic ($1,600) $2,450 Feather Player Turret ($2500) $2,650 Fiber Optic Dome ($225,000 Cash Value) $15,000 Jade Figure ($1,350,000 Cash Value) $3,750 5x Super Incline 1.0 (Higher Airway & Cheek) $3,750 Standard Incline 1.0 (Lower Airway) $3,750 Super Incline 2.0 (Crepitus Pulmonis) $8,500 Iron Stakeholder ($1,250,000 Cash Value) $375,000 Round Table Square 4x2 Post ($550,000 Cash Value) $400,000 Sir Francis Drake Old Wive's Tabernacle ($54,800,000 Cash Value) $1,910,000 Burden of proof $10,700,000 ------------------------------------------------------------------------------- Downgrade Route: $50,000 Boomerang Bob's Shop $12,000 Wide W Doors $13,000 Tennis Court (+District Map -$900,000) $430,000 Stadium Loge P1-P6 (+District Map -$130,000) $55,800 Parc Plaza (*District Map +Pricing) $27,200 Plaza I (Tall Roofed Building) (+Parking Facility) $75,500 Defaced Plaque -Site of Burial Site for Hunter Pence (+Location of Cover Story) $1,200 Patio (+Parking Facility) $20,000 Customer Aide Building (+Naval Yard) $60,000 Community Center (+Service Area) $25,000 Garden Sprawl (+Grand Tour) $30,800 Flood Control Hall (Bus Terminal) (+Elevated Rail) $35,000 Parking Garage P4-P6 (Foundation of Downtown) $70,800 Hospital (+Senior Citizens Building) $45,000 Plaza J (Low Flooded Zone) (+Parking Facility) $95,600 Marriott Marquis Hotel $100,000 Marina (+Chinatown) $80,000 Grand Canal Railroad Storehouse (+Railroad Train Yard) $500,000 Grand Canal Station (+Train Yard) $360,000 King Center $450,000 Grand Canal Station (+Train Yard) $540,000 Grand Canal Shop (+Station) $250,000 (*These values are estimated and paid directly to me by IceBreak)| ------------------------------------------------------------------------------- =============================================================================== F1. Trading Sequence =============================================================================== THE TRADING SEQUENCE IS EXTREMELY INFORMative in showing the monthly grind requirements and how much you must accumulate for a certain rating. The initial percentages can vary widely from person to person as you will experience different amounts depending on your hardware and the games levels. You should also be aware that your gear increases in value over time which can add about 10-15% to the overall cost of a character. The rating system works just like in the arcade with a base ranking which changes depending on your performance within the game. It is based upon the current amount of coins earned in each level and points scored. The higher your rank, the more that gear in the shops costs. Collected coins will help you climb up through the ranks as well as increasing the grind levels for a rating. The items listed below can be acquired, bought, bought back, or used until you have reached the highest rank. All items are affordable and not too expensive for what you get when you sell/buy them. Most are considered gimmicks by most and are generally only for the hell of it. When the Trading Sequence starts, your stats are divided into 6 tiers. At the beginning of each month, your score goes down by 2 points. In addition, you gain or lose 1 PP each time you go to the shops or fight/play a "Fighter" at the Arcade. With all these details, this can create a dramatic change in your statistics if you're a beginner in the game but should not prevent you from winning as long as you're smart. You should still look at the chart below to see which characters you can farm coins off of, their rating, and how many coins a particular item costs: _____________________________________________________________________________________________________ |-----------------------------------------------------------------------------| | | | | | | | | | | | | | | | | | | | | | | | <|endoftext|> foo) is targeting the fish with the paddle. Now he jumps into the water and then you need to hit him in the head three times, for him to die (the only time his life meter won't be gone is when he's drunk). He'll then fall into the water and go through his flip chute. You need to throw his paddle at the swinging serrap, so the ladder goes down. Hold Up and press A at the same time, to have Zafty drop onto it, grab onto it, and swing up. To stop him from moving when the ladder stops moving, when you get out of his hand (for example, on the last button press, or a button pressed twice later), quickly press Right and Right once again to do an aerial kill combo. Then press A to release him and continue, grabbing the fish the next time he flips back around, etc. Note that while you're holding him, he's spinning very fast. If you let go as Zafty starts flipping over, the spin will stop and Zafty will fall to the ground. But if you release too soon, he'll land face-first upside-down. As with all flips, if you touch the bottom of the flip, Zafty will break your cable (if you pick the wrong fish), blow up, or bounce off of something hard enough to kill him outright. WATER: While jumping across the wall and paddling the same area of the wall, Zipper will shoot some bubbles in an "X". Press the Down on the D-Pad at the right moment to get on top of them as they come out. Continue this pattern until you do a flip, but this time, use the paddle as the trigger instead of the face buttons (unless you want to change the pattern of your shot). This way, press Down and left/right or up/down to make Zipper jump forward, backward, left or right, and sideways, respectively, and press the up-and-down triggers, or up-and-left, and press the face button at the same time in order to pull off your aerial kill move. Or you can hit Zipper with your hatchet repeatedly in midair for big damage as long as he stays airborne - it'll be easier if you release Zipper after every 3/4 of a second when you select the air weapon. ROCKET BUMP: A fancy coin trick which requires a good memory to do. Make a note of the level number after you drop Zipper into the water below where you are. Shoot a baseball between both of the two walls. If the wall that had your bat before is still there after you toss the ball in, throw it in the upper one first, even though it doesn't hurt it, and Zipper's hook will pass through the lower wall (hopefully). This method works whether the wall is open or not, although I haven't tested it. To do it, just hold Right for several seconds after you begin to release the R trigger (this means you must have finished some other event, like talking to someone, then picked Zipper). The game will have already drawn up a rock as a fly to take care of the baseball. So start releasing the R trigger and wait a few seconds, then let go of R and release the L trigger (or hold Right longer than normal). The rock fly should be as deep in the lower wall as the baseball was in the upper one. Zipper's hook will travel through the lower wall without causing damage, because the lower wall was open. However, the rock he grabs will carry your hatchet now, so you have to repeat the process all over again before Zipper grabs a new baseball. Hopefully, the idea is clear. SURFACE TRICK: When Zipper grabs a surface in the water, you have to wait for him to turn around before releasing the R trigger. Press the R trigger instead of the face buttons in the following order (from least to most) (note that the numbers will be higher, usually, when launching rocks): 1, 2, 4, 6, 8, 10, 12, 14, 16, 18, 20, 24, 26, 28, 32, 36, 38, 40. You can actually release the R trigger (hold it for about 1/3rd of a second) before he turns around before he drops the paddle in order to make two attempts on the same spot in the water without any loss in momentum. It will only work if you stand in mid-air between the two screens after the water flip, but it does save time. Also - if you press the R trigger before he finishes turning around, his finish flip won't hit anything. Wait for him to turn around. But make sure you don't accidentally do a flip that'd probably kill him quickly (like the ramming melee attack, i.e. throwing a rock into his head or hitting him from behind with a hatchet). Put the gun away, then shoot the rock back into his face (and possibly get it on you). STICK'S BLADE: This one is easy to do but hard to explain. Take Zipper, leave him with the ball machine on the right, and walk back and forth near the baseball player. He's definitely going to turn around when he comes back to the middle. Do the reverse "turnaround" (place Zipper close to the ball machine and wait until he turns around) and you will have a LOT of luck on the swimshot shots. After doing everything you need to - shoot the top baseball into the water, quickly swim backward when it hits, grab the baseball, and shoot it into the water again. Repeat this process until he leaves. Easy. THUNDER FLY STRIKE: During the 3-player mode, you need only do one dueling sequence (or zipping around the mansion) for the duel to continue. There's no second player involved, so don't worry about that too much. What you have to do is play the game as fast as possible on the Normal game mode, using all your ammo and punches (try to use only 1 punch each round and limit yourself to max punch of 16 punches per round), for a total of 15 rounds (30 punches if it were played in single player). If done right, you'll get past the second stage unaffected. Once you get past the second stage, you'll have to fight Zipper twice within the next 20-25 rounds, followed by 4 more rounds until the end (yes, he does kill himself on his own too, but that's exciting, so why keep reading?). This is called "The Zipper Rush." Note: One of the benefits of 3-player mode is that you can do this raid in stereo. That is, you'll see Zipper for the last time during the normal night or day 1 sessions, but during night 2, since you're playing with a friend, you'll see it during the second one. (NOTE: THIS WILL NOT WORK WITH A2 AND A STRONG BADGER MODEL UNLESS YOU HAVE PULLED THE CALENDAR TO SHOW MORNING AND NIGHT ONE OF THE RAID.) ----------------------------------------------------------------------- OTHER BRAIN TEASER FILES -------------------------------------- To combine two individual files, rename one of them first. Here are the three other BRAIN Teaser Files, which share quite a few common aspects. TOOLS Cheat Air Time Accelerate Alex J Invisibility Wall Jump Berserk "Draw Fire - Press Up, Down and Left while moving to draw fire" Zipper Mode Chase Bringer Fire Arrows Hit Stoppage Into the Muck <|endoftext|> | | | Two of the best Melee weapons in the game. It's possible to kill any | | creature that is running for the nearest player. The only drawback to using it | | is that it might not shoot straight, but I don't see how anyone would notice | | unless you are throwing a lot of eggs. | |----------------------------------------------| | Type: Heavy Weapon | | Cost: 1500 | | Damage: 160-200 | | Armor: N/A | | Weight: 39 | | Requires: 2 Leather Strips, Iron Ingot, 4 Orichalcum Ingots | |-----------------------------------------------------------------------------| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ _____________________________________________________________________________ |-----------------------------------------------------------------------------| | RUNE | |=============================================================================| | Item Name: Rune. | | | | Type: Other | | Location: Arch-Mage Quarters | | | | Recharge Times: 10/15/20 | |-----------------------------------------------------------------------------| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ _____________________________________________________________________________ |-----------------------------------------------------------------------------| | ROPE | |=============================================================================| | Item Name: Wooden Rope | | | | Type: Other | | Location: Arch-Mage Quarters | | | | Recharge Time: 5/10/15 | |-----------------------------------------------------------------------------| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ _____________________________________________________________________________ |-----------------------------------------------------------------------------| | SHOVEL | |=============================================================================| | Item Name: Shovel | | | | Type: Misc. Weapon | | | | Description: A fine wooden shovel with a handaxe attached to it. | | | | Notes: This can be used in combat, as a weapon, and is also required for clearing the spikes | | on certain levels. However, it isn't very effective against spikes, making this item almost | | totally useless. | |-----------------------------------------------------------------------------| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ _____________________________________________________________________________ |-----------------------------------------------------------------------------| | SLATE | |=============================================================================| | Item Name: Slate | | | | Weight: 2 | |<|endoftext|> Max Melee Damage: 45-61 Attack Modifier: +6 (attack) Special: Upgradeable, Staff, Lightning Location: First Sector 2, Room of many Secrets It's like a little shovel, so you can switch between a Light Attack and a Heavy Attack when it's equipped. It's far better than the Axe in most circumstances, but not all. If you're attacked while using this weapon, your HP gets reduced by half for a few seconds (unless it hits a character/enemy directly), then increases again to full after that event ends. Plus, if you leave the sector during that time, your stats get reduced even more, which is bad. Use this only for boss fights, or if you're low on MP and need some. ------------------------------------------------------------------------------- Ring x2 | Regen Rate: 30% | Magic Regen Rate: N/A | Strength: 8 | Dexterity: 12 | Constitution: 16 | Intelligence: 9 | Wisdom: 14 | Charisma: 15 | Total: 173 | | =============================================================================== Section 6: Walkthrough [WALKT] =============================================================================== I. Version History II. Introduction III. The Walkthrough IV. Secrets V. FAQ VI. Legal Junk VII. Closing --------------------------------------- Game Overview Formats: PC Genre: Action Music: Original Score ------------------------------------------------------------------------------- THE STORY ------------------- You are Cole Train, an ordinary high school senior who can't seem to draw girls as big as he is... or get into any clubs that suit him, which would be pretty funny if he sucked at it. So when a new rock band comes along and offers easy money, you decide to sign up, despite the fact that only one person will ever see you play. You start out by stealing candy from kids who run errands in your neighborhood, but you soon discover that doing their jobs for them actually makes you more money. So, this is how you make your living. If someone does a job well enough, they'll tell you about it. But right now, you're looking to make some easy money. Well, I could teach you a better way to earn money (or I could show you some), but first things first: Steal the van. Steal the stuff inside (including the small key on the seat next to the back door), and leave. One of the other kids in your neighborhood has his car stolen every day, so tell him you know how to steal cars! Steal two more vehicles to get even more money. Then go to City Hall. As soon as you enter the building, go straight left and jump over the white gap, then jump back over and on top of the small gray structure, then climb it to the top. Then jump left and hop up to the roof. That's your car, so get in. Quickly exit this area. Get onto the road, get off at the red emergency stop on the right, take the right turn when the road curves left, and then continue left. Jump off and run to the big yellow truck, just like you did last time. Once inside, exit through the back exit and jump out on the other side. Now quickly run out and jump through the tiny elevator shaft on the far end. It takes two jumps, so make sure you've got good timing. Take this elevator all the way down to the street where you started. Keep running on until you see the red emergency stop that was blocking your path last time. Go in and go left, avoiding the police officers by staying across the street and sneaking past the security cameras, etc. You'll come to a bunch of houses and garages and *YET ANOTHER* pick-up truck. Move the pick-up as close to the street as possible, then drive straight into it and it will disappear. This should net you an extra 100 dollars. Once you have everything, run outside and jump into the water, then swim underneath the bridge (don't worry about the cops) and dive into the river... You hear the sirens, but it's just two men playing darts. After someone hits another one out, proceed down the alley and knock one out. Cut the wire near the jail cells, then talk to Leon for a few scripted lines. Move on down the street, avoiding the firefights (which hurt more than the guy playing darts) till you get to a long wooden plank with bars on either side. Knock out the man with the gun here and move on. If he gets too close, look up and shoot him. Once the area is clear, move on, jumping over to the upper area once again. Approach the bridge and keep moving around. Eventually you'll reach a lot of concrete structures with fences all around. Jump across the boats and avoid the bollards. Do NOT fall off here though; it's very dull and there's really no point anyway. Once across, take the left turn, then keep going left and keep going left until you pass the landing boat. Ignore the firefight as you continue and drop into the river below. Get onto the dirt path under the three little jump-rope bridges. You need to get on the second one before the fireman passes by. When he's through there, continue on to where the jumpship goes down. Slide on under the metal gate to the right and stay crouched for the next assault. Stay crouched and move forward and jump up on this piece of wood in between the two trucks. Get down, then jump onto the metal beam on top of the tractor's cab (it's on a tall platform so keep your balance). Jump on this beam onto the main platform and hit the switch to open the door, then walk inside. Jump onto the metal platform above the table, then go under this platform and carefully slide down the big vertical metal ramp into the room past the door. Flip the switches on the desks here and back up, looking for this ladder near the second desk; climb up and jump up. Now drop down again and walk through this door. Follow this level around a bit, on the walkway, avoiding the fire parties. Eventually you'll run into a man who is freaking out. Tell him "Stay away from me!", and tell him the same thing twice more. He panics and runs off to save his family, so follow him. Then go through the door after him. Continue walking down the path til you reach a big fork in the road. The direction it points you in will determine which side of town you're going to. So choose wisely, okay? But first, you'll have to jump from something. There are wooden steps on the ground in front of you, so step onto them, taking your time. Now jump up to the low platform on the right, and just wait for the fireman to come back. Walk down there and pull the lever he's chasing, and he'll go flying into the air. Immediately follow him. Keep following him, taking advantage of his turning speed. Keep away from him and kill the guys with guns. Wait a little while until he flips the switch, then fly up behind him and pick him up. Talk to him and turn the wheel to send him back into the water and let him drown (if you don't know what that means, watch the guy die), then toss him into the now full water bucket. He will break open a vent, which falls onto some conveyor belts above you. Pull him up on the first belt and jump on, then jump on the second one and do the same thing with the third one... a lot of lines appear indicating where each belt has a dead end that leads to a roof. Thus, we do the math: As you can see, the belt you want to ride takes 8 links, thus 12 total links. So with 12 links total, ride the 2nd link, jump on the 3rd, jump on the 4th, hop over the 7th, hop over the 8th, and land the last link onto the final belt. Make sure you don't jump from any of these, or else you risk falling into that dry well which he faints in. Once up there, pick up all the boxes and stuff in the freezer, then jump up onto that third belt. Don't jump on yet; walk up on it, then jump from it, and just keep walking on, climbing up into the open drain pipe (oh ho ho!) The exit is in the very lowest section on this side. Pick up all the stuff that falls into the drain, then come back up. Ride the fourth link of the belt you came up from. Wait for the fireman to stop at an open area to the left, then jump up onto that part of the wall there (making sure not to fall anywhere, of course). Jump onto the floor from here, then jump on the elevator leading up to the other side (you MUST jump on this). Go up, then fall down on the platform at the other end. The exit is at the end of this long stage, around the corner. Take it. This is a pretty easy level overall, when you think about it. However, if I had to make a suggestion, I'd say to get some armor as soon as possible. It helps a lot at this point in the game. Also, drop as much ammo you've got on your way up because you can likely do without, especially when you get to the first real boss fight. But hey, that was easily solved by your earliest armor. Just make good use of it now. ==------------------==----==-----==---------------===-----------====- <6> SHADOW HILL ZONE ==------------------==----==-----==---------------===-----------====- .:......................... (R) ., ......... . .-'....../'.. ,,. ........ .:'........'',. /' . /' .. ' .'..... ,' ..* '.. .-. ',.... './. ':'. ;/' ........ .'... './.'./, '.'... .'..'.... . '. , '. ' .. '.. './'./. ,.*',... '..'. ':... ', '/. *' .'. ,./'.... '. ,. '. '.. '... '.*',... './.*',.',. /'...'. ':'. '. /'. .'.\'/'. /'. .*. '. '. -.'-. ';. ./'. ./. '././././.',/'. .'. '. '. ''-' '. .'. '/','... './'. /'. /'. -'. '. '.''' ':..' /.'... './-'.-./'./.' '-'..'" '. . /"./.'... './'./'."/.'...'. .'. '."'" '. ". '. '.'... './'./'."'. -.- '. .' '..' './'. .'-.'. './.'./' .'. .""" '. '. '". './.' "./. .',/."/.''. """"'"""" '. ", .". '. ".** /. ."""". /".". ."""."""" ". '",'."./. '. . ./"./.".\ "("("-""""" "./. *'. ",/./.*** . ./"./.(("""""" '.......".-.////-. .""""..." .""""" ". /"/.""... ". /".//"/""(/".". .""""""" ". ". ". /". ".."".... "...(/./.... """"""""" ". ". ". /". "-."... ". ".....-"... "."""""" ". ". ." .("...( "./".... "./.("././"... <|endoftext|> You'll see a rope lower into the water. There's also a camera in it, shoot it with an arrow and it will drop into the water below. Now swim into the area with the Rope Bridge leading to some Snippets (they're like oars on your boat). Try to cross the bridge without falling off by jumping on the Ropes: they won't hurt you while you're on them. Now there are two more Ropes leading to another rope that leads to the Squid. Hit the Pipe Bomb on either side of this rope. To make a pipe bomb, use the same technique as you would for an Arrow or Aperture Science Magnet Gun and stand on it and move. Press Spacebar repeatedly quickly to set it off. Make sure not to hit the Pipe Bomb at the end of the rope because it'll fall down through the floor. The other route is actually really boring - go back to where the Aperture Science Laboratory was before and turn left. Look carefully, there's a machine on the ground that you can build a Lift Bridge on that leads to the Floors in the Mammoth. To do so, run to the machine. Turn left and place the Pheropods in the hole, then use the Flux Capacitor to place a Floor Conveyor just beneath the Flux Capacitor. The floor should lower from above so you can walk along it. There's a Floor Connector just above the elevator shaft (this could be tricky). Place the lift track directly underneath the small Lift Bridge. You can get there, but it doesn't look like a good idea to me. Try running under the Lifter instead and repeating the process until you get it working. Near the top of the shaft there's a Game Genie code (try Cheat Code : 0029). If you have the game, here's what I did: First jump on the pipes that are across from the machine, go up the other ladder, and I used my Powder Keg there. Then I went down the pipe that has the purple light. Go straight forward past the Lifter, and right after the two pipe stacks, push the Wheel off the ledge and continue right. Push the second Wheel and it will rotate until it hits the switch. Continue left past the vacuum cleaner, and climb up those pipes. Continue straight and you will notice a third wheel that's moving to the left. Get onto the Lifter. Move it down and up until you reach the floor. Turn and face the yellow Lever Switch. Push the switch down and get the Elevator. From here, walk away from the elevators until you're facing the small platform with the red lights above it. Be careful because a Crane is behind them. Get on the red Lever that's next to the lifts. Run all the way across the chasm using the upper-right lever (the top one), and get the Elevator to the floor below. Continue to the elevator and ride it up. At the top there's a Brick Wall near the walls. You can swing the Axe onto it, then swing on to the Floor Switch (make sure you aren't waving the Axe out in front of you). Ride the Switch down a bit. Walk forward along the Small Lift Track. Then turn and face the Walls. Swing on to the Red Lever. There's a Pipe in front of you. Jump on to the Red Lever. Watch out because there are Ladders and Pistons in the room (but not near the Red Lever). Continue to the Yellow Lever and walk down it. Shoot the first Brick Wall in the room to the left. Walk across it to the Red Lever and do the same thing to the other Wall. Now you're back to the Red Lever. Ride it to the end of the track and get on the Blue Lever. Once you get on it, go straight ahead and jump on the white Lifts going forward (pick them up now if you need to). Now go back to the Red Lever and ride it to the end of the track. Ride it until you get to a Red Switch. When you see a green Arrow coming your way, aim toward the switch, and wait. When you see the Switch turn, walk up to it and wait. When the electricity shoots out, immediately take the elevator up when it reaches the same height as the switch. Get back onto the Lifts now and ride them up. At the top is a Large Puzzle Sphere. It'll be like the ones in the Destruction of Phantom Menus room from Virtual Training but bigger. Grab the switch and spin dash across the pit. At the end is an Energy Refill Bot. Make sure you have enough charges before you activate it because you can only use one charge per minute. From now on, the Energy Refill Bots in this chamber will count down while you try to destroy them. After a few moments, they start to explode. In this room, you have five different switches that let you change the direction of the energy energy lines; they appear as highlighted arrows over the lines. Stand on the wrong line and you'll roll to the exit. Go forward and jump on the Machine Wheel to make the platforms rise. As soon as they rise, turn and face the four wires with a + sign over them. Wait for the arrow line to point right. Jump to the Wire and you'll stop the line. Wait a moment, and jump to the other Wire. The line starts again. The third time, jump to the Wire and it stops and picks you up. Leave the Machine Wheel where it is and you'll have a lot more fun swinging the Axes around. Now go to where the Machine Wheels were and jump on the Line when you're picked up by the second one. Get on the Lifter and ride it all the way up. Make sure you put both Bodies on the Left Lifter (or you won't survive, trust me). Grab the Ring Box and go through the next Teleport Pad. When you come out, face right to see another large Warp Portal. Use it and hop into the Energy Refill Robot. It'll start "Wooing" you, and after about 20 seconds, it will teleport you somewhere else for 300 points. DO NOT LET THE ENERGY REFILL BREATH OR IT WILL DELETE YOUR LIFE SAVES!!! Anyway, get back on the large platform of Platforms above you. Jump up on the Wire that was connected to the Machine Wheel. Make sure you grab the Line that's leading away from you. It seems like you can't reach it, but it's actually not very far. Walk across it, and hop on to the next. Keep hopping over the gaps, and eventually you should hit the line. If you still don't get it, just keep trying. Eventually you will get it or it will just teleport you. Get the Box of Rings inside and use the other Teleport Pad. Get back on the large platform of Platforms. Go forward past the rotating Blue Lifts. Jump on the Line leading away from you on the wall and it will stop. Walk across it. When you get to the sign, you should see the third Red Lever at the very end of this long rope. Just as you reach the third Sign, the Red Lever breaks and you're shot up into the blue sky... but don't worry! You fall right away without losing any Energy. Oh, wait... you fall INTO the blue sky... And you fall right into the Turret. He's got a good lookin' red suit. Get ready for some action! _ \_/\_/_ /_/ /_/(_/-_) /-_-/ /_-1/_ -/_`-'-'-'-'-'--._-.__.. '-' _./ _'-'.'-'--.. _ .'-' '-' '. Glitches: You are thrown into an infinite loop here. Invincibility: Your sprite disappears completely from the game (on PSX anyway), but if you enter or exit ANY door during it, you'll be ejected from there. ____ |_ _____'.___.' -'~' __/ _|' '.___. . ' !__.' ( ) ! __.' (_/ .,__ ._'-._ '-' ' . __'.-,'-'-' '. , '-' -'-' '. || '. '-'-' '. | '.__.'-' ' '. __'. _.'-'._ '.__.' '-' '. '/'.-' '.-' '.-' .-.','- , '. __'. ',-. '.-' '.-'',' '. '-'-''. ', '!' '.-' '. '. '.' '. '.'. '. '. '. ', '. '. ' .,-','.___. '.__.''./.__.'. '. '. '. '. '-' '. '.',_.'-,_.' '. '. '. '. '. '. '. '. '. '. '. '. '.','','','',,'',(-,_.' '-' ','.('-''. '. '.' '.-' '. '.-. ', '. '.__.' '. ','-''. . . ,. '. .','. _.,.' '.-. '. '. '. '. '. '. '. '..',','. '. '. '. '. '. '. . . '. '. '. '. '. '. '. '. '. '. '. '. '. '. '. '. '. '. '. '.' '. '. '. '. '. '. '. ',','-'',('',',.'',('',',',',,'',',''. <|endoftext|> 1.08 - Creature Zones FAQ/Walkthrough 2.01 - Pteranodon Zone 3.01 - Angel Island Zone 4.01 - Sandopolis Zone 5.02 - Robotnik Canoes Zone 6.02 - Devil's Red Ball Zone 7.02 - Warps 8.03 - Credits ------------------------------------------------------------------------------- /\====================================================================/\ /__\ S E C R O L L A N D S /__\ /\ /\ /\ /___\ \/ __\/| |_|__| | _ ___ ____ /\\ / \ \\ /__ / /\ / / __\\\ /\ / / / / /_./__| ./. \/ /\__\\/_\._____/ //____.-' '. .___'.|-' .\.__\' /_./ / / / '/'. '.-. '.' '. '-' '. .` `-.-'. .`'-...`. ', '. ' '. '. ('. \.-'.'._______)', `.-' '.-' '. '. '-.' '. .' '. _.-'-.-'. `'-..-' '. .' '. '.'. . .' '. '. '. ('.________/)', ','.'. '. '. '. '. '. '. '. '. '. `.' .-..-. . ,'. '. `.-'. .-'. '. '.'. . '. '. '. '. . '. '. '.(.-' (.-' (.-' '. . '-.' '. .'-..-. ,' . '. '. '-.... '. ('. '. ''. .'-.-'. '. '. '-..........-' .,'. '.(.-(.-)', '. .-'. '. '. '-,. '. '. 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(£~TVZ) .'- -------------------------------------------------------------------------.' /\ \\\\ /\/\_______________________ /\/\ \/\/ search tag: [ds_gameviews] — Video Game News /mf \/\/ return to the main menu /mn \/\/ http://www.youtube.com/user/paperikipman /mo \/\/ http://en.wikipedia.org/wiki/Dave_Howard /mn ======================================================================= <|endoftext|> ~ SKATERS FOR ALL ~ ------------------------------------------------------------------------ All skaters have one main problem: they all fall down. And not in the fun way! That's what this section is about. When you get kicked from a grind, it almost always ends with you falling and slamming into the wall. You try to recover, but you still can't move. Ouch. This sucks. You can only hope that you jump (or spin) before coming down, otherwise you're in trouble. Once you are on your feet, you should try going into a turbo, or a trick that uses your momentum to pull you forward. If you don't want to go for the trick, you can skate backwards or do a backwards flip or burpee to put some power behind it. However, it is best to take the damage and keep skating through it, because if you don't have super kick it will generally send you right back up there, so it's an easy fix and often safer. ~~ HIDDEN CHARACTERS [3.00] ~ CHART, STRATEGY, & UPDATES ========================================== Every secret character has their own unique names; see their index to find out how to add them to your collection. There are separate sections for new characters added each time there is a new game to highlight the current list. The "Character" section of the "Ecco The Dolphin and Beyond" FAQ lists every secret character currently known. This section shows the basic information needed to complete each challenge. There is also a chart showing the attributes of a hidden character at each difficulty level. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ CHALLENGE 1: SCRABANIA BUG ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =================== Difficulty: ***** You can have a downright bad day when you land at Stumble Buggy. Fortunate enough to land without crashing into anything, or getting thrown off of it (in a turn for the worse), you get a whopping 100 points per quarter mile run. Shame about those bricks; 100 points per one. U P G R A D E Even though I don't have access to a home machine, I had access to a NES (2 years old in 1991!) and remembered I'd gotten this exact challenge. Fast forward to 1997 and this was the challenge I remember, though better programmed and clearer this time around. This is a really simple track, but with that sort of power, even simpler makes this the easiest track overall. To my knowledge, this is the ONLY track to ever use only the standard Mushroom Cup Koopa shell. =============================================================================== Strategy: If the road is coming straight at you, then start accelerating to start getting away. If you approach two roads close together, go to the left-hand side. However, if the road is curving slightly left or right, then go to the right side and you'll gain a few extra seconds, enough to make the difference between a good time and a poor time here. As long as you stay within a certain range, you'll be fine. =============================================================================== -30 second time bonus Up : Up Down : Down Left : Left Right : Right Circle : X - Wall Square : O - Wall L + Circle : Wall R + Square : Wall L2 + Square : Ceiling R2 + Square : Ceiling Side + Square : Ceiling X - 10 X + X : Wall O - 9 O + X : Ceiling O + X + O : Ceiling O + X + O + O : Wall X - 18 X + X : Wall O - 17 O + X : Wall O + X + O : Wall O + X + O + O : Wall X - 34 X + X : Wall O - 33 O + X : Wall O + X + O : Wall O + X + O + O : Ceiling O + X + O + O + O : Ceiling X - 3 X + X : Wall O - 2 O + X : Wall O + X + O : Wall O + X + O + O : Wall O + X + O + O + O : Wall X - 5 X + X : Wall O - 4 O + X : Wall O + X + O : Wall O + X + O + O : Wall O + X + O + O + O : Wall O + X + O + O + O + O : Wall O + X + O + O + O + O : Wall O + X + O + O + O + O + O : Wall X - 1000 X + X : Ceiling O - 999 O + X : Wall O + X + O : Ceiling O + X + O + O : Wall O + X + O + O + O : Wall O + X + O + O + O + O : Wall O + X + O + O + O + O + O : Ceiling O + X + O + O + O + O + O + O : Wall =============================================================================== =============================================================================== ***SPECIAL THANKS*** Thanks to my brother, Dave, who helped me learn many things on Sonic the Hedgehog 2 Thanks to GameFAQs.com (www.gamefaqs.com) for posting this walkthrough Thanks to IGN.com (www.ign.com) for running a great reviews web site! Thanks to Spaceeinstein for correcting me on the Power Shield Piece, and Andreas Veinander for his suggestions for the Hall Pass Challenges Finally, thanks to Sir Bahamut, who we saved many times in the past, for giving me hints in my early days of playing this game. Disclaimer: You cannot race the clock in Bowser's Castle. You CAN, however, place 8th through 12th places. You cannot win this mini-game, either, but if you are skilled enough, then placing an eighth-place finish can be a good idea for a future event. Try to place in the same level as everyone else, as they may take less time to rack up a place. .---------. . .---. ' / `-. `-| | ' `-.___,-`.|. `-' __.' _,_. . | . \-''__+'-' | '- . / ' ' . ' /_.-, |_. '._____.-';/'/'.__.,',| '.____,' '/. .'¯¯¯',- '',/_. '.\\'¯` .__,'\(._) .__,' ' \ .__.'" . ' ',`-'. ,':/ ; \/ '.__.'/,'._.' . '','.' . ' .`' '-' '. `.____./`. ,-' ,-' .-' ,'."'. ._' = . . ___.' '.____.' .' '-.-', (." . .-""´/'-..-' .-.-' ((`_,'|"'(('-' ".__,' .-' ,'.____.' '. 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"""'. . __.' `-. __.' .',`'-'`.``,':.':`'.. _.' '..'..';. __.'`. (__.' , ''' `':', ;'.`'. . `'.__.'` `';:.':.'.__.' :':.' ;__. . ;. `'.__.' `:'`. ` ',._.;. ; . ``'.__.' `.__., """""=""""'"""---""-'/"--""-"--"""""~=="""""""""" ==.. __.;;;:_;./'';/'' /'__".__'.__.",." ".__.'.'' __.'.'''./.'__";"""""""":._." -"""""';,;'/'' --""-,"""--;"`"... ". .,'...._.. __. "--".::.. /";/.__.' ." "-""""..""" "'-.-""""":"";__.; . ."""";. . .-;"";""""-""--""--".__.;:.. :.. "_,.. __'." .______."":--"."""""";:.;.__.,";.._... .";--""-"--""--".__.'""""""""""""..__.:..__,'.. /";----"-"--""--""--"""--""--"""""--""--"""--""--""--""--""--"""--""--""--"--""--""";";---""--""--""--"--""--""--""--"--""--"--""--""--""--""--""--"--"--""--""--""--""--"--"--""--""--""--""--"--""--"--""--""--""--""--""--""--""--""--""- An unfinished FAQ for the PC version of Half Life 2 created by Chad Fortunato, 2003-2007. This document is copyrighted (c) 2005. Do not use it for any Commercial purposes without my consent. Introduction An introduction for those who want to know what this FAQ is about and why you might want to read it. I am not an experienced gamer but I would like to write a FAQ for Half Life 2 in which I can find some information that help me when playing Half Life 2. All trademarks and copyrights are credited to their respective companies. Table Of Contents <|endoftext|> Climb into the cannon and climb up. At the top, jump over the ledge to find two power-ups and enter the door on the left (You can use the hookshot to get to it). --------------------------- Level 3: Ice Cap ---------------------- Here is where you want to be if you are playing in 2 player mode, the 1 Player version of the game. Before you start off, your friends should jump in as well to avoid getting stuck in the water or those horrible ice platforms that could rip you to shreds in seconds. To exit the level, either go across the river or jump down into the river. Don't let the name of this level fool you, there is an ice field all around this level. It helps to use a Thunder Shield to deflect the electricity that comes from the poles. Try using Spring Ball to make your way up the pole and onto the snowfield. Enter the house and climb the pole. Kill all three bats to open the gate. Now this is a good level for Metal Link's Rock Sledge. Use it to bust apart the wooden box above you to gain access to the blue warp portal. This is another one that will take practice (or time) to master, but in my opinion it is relatively easy once mastered. Here is a good summary of how to progress in this level. First thing, you should collect that heart container. Jump up to another pole and use the Pegasus Boots or Pegasus Rod to reach the very top. Next, jump down to a moving platform. Climb back up to the next platform and press the switch up there. This opens a gate for you to go through. Climb back down to the moving platform and watch out for those fireballs below. The gate will now open. Collect the heart container and drop through the hole to the left of it (or right if you miss the switch, which is also possible). Walk across the ice platform, you have now completed this level! Use the Hookshot to reach the moving platform in front of you. Wait for the roller and jump onto his tail. Ride him up (press A repeatedly), then walk through the green tunnel. Fall down on to the small ice platform below, collect the heart container and drop down (press A) to the next platform. Walk through the green tunnel (I think its best to do this by holding Down while going through the tunnel) and fall down on to the next platform. Go to the heart container that appears and hop up on to the platform below. At this point, your friend will be jealous and say you haven't gone after him yet. Well then, your up to the challenge. Hop up on top of the moving platform, jump over and cling to the side of the ice wall. You need to run along until you reach an area with platforms above and below you. Run up and grab the Heart Container there. If you fail to get it, try again, and try again, and again! When you have collected it, drop back down onto the moving platform and hold down the B button again. Hold the B button down while on the next moving platform. Now continue going around the track (try not to fall off!) until you reach a new platform. Use the Switch Hook to climb up to the pole at the end of the pole. Walk back on to the moving platform, and do the same thing you did before, but this time stand on the opposite side of the platform. Go ahead and land on the third pole (watch out for those fireballs! The other pole has no current). Continue walking down the pole until you see a new switching platform appear in front of you. Switch behind it and switch over to the pole with the Heart Container on top. Land on the pole and go straight across to the moving platform. Wait until the pole appears in the opposite direction of the first pole (you can easily tell which ones are the correct ones because they are the only two facing the opposite direction for a split second or so). Then go on the new pole. Do the same thing as you did before, except push the switch when it comes near you. After you switch back to the second pole, wait for the pole to come back. On the third pole. There is a switch on the other side of the pole that you can use to turn off the power. Doing so will take you to a shield that you can equip. Equip it and walk back across the pole, falling off onto the new pole. You'll have to keep running back and forth on to continue jumping to higher poles and heart containers while wearing the shield. With the shield equipped, jump onto the moving platform, then jump to the next. Keep walking/swimming up these poles, collecting hearts as you go along until you finally get to the top. Once you get to the top, approach the switch and a "!" box will appear. Step on it to open the door you'll notice up high. Inside, you'll find the enemy for this Boss Key. Let the timer hit 0:00 and head forward. Two enemies will come out of the doors ahead of you and start shooting electric blue orbs at you. Time it so they disappear when you're inside the tunnel. Press the C-Left button to make Link charge up a blast of electricity (doesn't have to be charged though!). Once all of them are defeated, the gates behind you will close. Once the downbeat of the music ends (if you timed it right!), the boss door will open. You can see a couple enemies turn into Flickies outside the Boss Door. The last enemy is the Final Boss Flicky from Twilight Princess. He uses his tentacles on them to charge them up and does a leap attack where he drags you into his stomach and throws you out to die and face the Big Baddie. In order to defeat him, you must charge him up by hitting him with either his own shot of electricity, or using the switch. The more electricity you send his way, the quicker his attacks will become. You can, however, knock him into the lava pit. Jump up after him to avoid damage, but then wait for him to take a step back before charging him with any more than one elec, otherwise he will completely drain you. He'll eventually grow tired (he's pretty big), but in the meantime you'll be able to aim for his heart that's waiting for you to throw him into the lava pit. This Boss Battle Strategy was written by Dark Necessities . He also wrote the Very Long Version of this walkthru. I tried to add my stuff in as little as possible but still kept this overall length. Still, this FAQ took a lot longer to write than most other FAQs I've written, so if anything seems out of place, send me an e-mail pointing this out! Thanks! Anywho... As Link lies wounded and helpless on the floor of the room, the image of Big Baddie from Majora's Mask starts to appear on the screen. He starts to charge a beam of lightning, but he stops before he hits Link. Meanwhile, another Link opens his eyes and sees what's going on... _______________________________________________________________________ Monolith Breaker Level 3 ========================= DONUT STREET In the N64 version, this level was made a bit shorter. For the PC version, the whole level becomes much, much longer. It's still very short. It consists mainly of staircases and connecting pipes. As soon as you enter, the music changes a little bit. Suddenly, it's clear that something big is about to happen. A bolt of lighting sweeps through the room, casting a bright light that prevents players from seeing far in the distance. Just as the light passes, it turns around and blows up, sending some bad guys scurrying away. As the wall behind the light runs right to left, you notice some blocks move toward you. (I believe these are switch blocks.) You know where to run because it's safe there - not so here. They shoot at you from above. At first, you think you're safe, but then some nasty looking armour falls from above and knocks you off your feet. Try to stand there and worry about it while it crawls up your leg. From what I remember, this is the only time you meet a monster down there. Jump to the right, and you should be fine. Jump up and to the left at an angle, avoiding being knocked off your feet by the skeleton blocks, etc. You'll know you're still standing on solid ground when a switch on one of the skeleton-like blocks is found lying on the ground. Run over to it, then quickly make your way back to the wall without the switch. Walk up to the switch and press it. Press it again to make an existing block move out from under Link. Walk up to this block and press it. That's the block you need to get your N64 pad touching; remember that. Pressing both timedatasay move it just enough to turn Link to the left, and you'll pass through that wall. Continue across the switch until you come to a point where it connects to a green robot but doesn't connect in the other direction. You have to go back the way you came to make that connection. Do so. Then, walk into the unbroken block of green metal to the left of the electric shield. If you get hit, the robot will spring you up and you won't be knocked off your feet (for some reason, the robot never sends you flying). After you touch the block, the controller comes to rest (or moves so it's touching the wall). Aim your stick straight ahead and hold forward. You'll make a blue ring of electrical energy surround you, sort of like when you were fighting Eyeglass in Light World. You won't stay in that "electrical" state long; the "shield" causes you to fall, but it has to do something. When it starts getting close enough to you, pull back on the joystick (harder) or hit the alternate fire button (slower) until the side of the electrical barrier touches the player. It has to catch you, and once it does, you land on solid ground. You now have a big surprise for yourself to drop into with the Boss Battle coming up shortly. I'll totally be taking a nap before I attempt to beat this boss. _______________________________________________________________________ Boss: Octogon (Summer) ---------------------------------- SHORTCUT: Make sure Link's tail is still wagging fast in the air when Octogon appears. The Sonic/Megaman-style orb will cause damage to Link, but the Whirlwing Orb could easily take away all the health he has left. Short Hop Slash attacks works well, as does Spin Attacks, but you'll have to use your own judgment on which strategy will work best. _______________________________________________________________________ Princess Zelda: Gasha Seed =============== Slash your sword downward. Wait for the next one to come up to you. Repeat until dead. _______________________________________________________________________ Maku Tree/Goddess of Wisdom: Headband -------------- Throw your sword at her three times. Wait for the third headband to spin once and the fourth to appear to her on its way down. Throw it at her, hoping the random spin will land between the last two and cause some damage. Wait for her to swing it back and throw another before she ends the current headband's life. The same method works if the second headband appears later than the third. _______________________________________________________________________ Book: Ropes --------------- Shoot a Sword Ball at the tree by the book. When it spins and fires at you, throw another at the tree with the Rope in front of the hole. Shoot a Sword Ball at the tree with the rope through the hole. This is done only once, at around 5,000 rupees, and you can usually accomplish it with no problem after getting used to the ducking motion. When you've eliminated all possibilities of possible withdrawal by the book, or withdrawal by you, the game becomes your rescue mission. Look below on how to do that. I suck at this game because I got rid of the rope very early on and got completely destroyed every time I tried to rescue the princess. Whatever the reason, it was impossible. So I went back and got rid of the Rope yet kept the Book. At this point, I'm convinced that Rope Oinks are beneficial to this battle. Grab the B Button and B. Press A immediately afterward to pull out your Rope Oinker. Using that, capture the Beavers and toss them at the Book. Why? Well, let's see... (It may help if you have quick reflexes.) (NOTE: If you don't have a Rope Oinker, if you must, let's make things easy for us. Press A twice and release the Rope with the Rope Oinker equipped. Cast it on the Rope of the Book) <|endoftext|> netrunner, post-apocalyptic action! I recommend the PS2 version of this game. It's listed at www.xbox.com as "Tom Clancy's Splinter Cell". I have no clue what anyone is trying to say by calling it a "Mafia" (Xenu probably knows). But, okay, "Mafia 2", which was also published by Ubi Games, uses a modified version of the "Splinter Cell 2" engine, so what are they talking about? It looks like "Splinter Cell," or you could just call that "Splinter Cell." Thanks go to an email from Jean-François Foucart (calf@cs.vu) who tells me this: Stephen Bush calls the new Tom Clancy/Ubi/Falcon games "Empire Earth" in his book  The Story of the Falcon 3 and Falcon 4. http://www.microsoft.com/win/components/msdos/default.mspx http://en.wikipedia.org/wiki/The_Story_of_the_Finch And, he writes: "From the manual (and my 2002 book): "Empire Earth is a popular philosophy which argues that power corrupts... [T]he first major system to be affected by Empire Earth was the US government." Of course, the second system to be affected would be the American military, and the third - the vast, global spy apparatus..." http://en.wikipedia.org/wiki/Philosophy_of_Evil http://en.wikipedia.org/wiki/Philosophy_of_Power http://en.wikipedia.org/wiki/Power_corruption "Wing Commander I & Wing Commander II" by Mike Okuda were supposed to be a single game on the PlayStation and PC, with updated graphics and sound. At one point in development, the game was renamed "Empire Earth," but changes in title were made, apparently because the Star Wars names were already taken. http://www.gamefaqs.com/pc/2714-shadowrun/about/gameplay-technologies/6183 The gameplay technology it covers is covered by background avatars at the wiki I linked above. "Elite" was originally called "Thunderbolt," a name some fans found more powerful for the futuristic setting than the previous "Elite," which had struck a similar tone (although I liked "Elite"). http://www.elitetraders.com/elite/starship.html RTS games are all much the same, so it might be fun to post something like "Space Marine: What Did You Expect?" about how to do the multiplayer right (i.e., lots of micro operations). If you're interested, there's a picture on the site of a guy playing it in a local LAN (the black guy). http://img111.imageshack.us/img111/3994/00gta1spacemarinewhodey94mg.jpg http://img111.imageshack.us/img111/5849/00gta1sharpspacemarine12hy.jpg http://img101.imageshack.us/img101/4258/00gta1thunderbolt3gf8.png http://www.rtsft.edu/~rockman666/Mining/SC2.htm Rayman has an amazing voice, but who is Gobi? ("Bounce Bounce!!") http://www.raywannabe.co.uk/raymond/tv/Rayman2.html Another Chinese River boy, Wang Chuan, plays a gangster on the tv show "Life Goes On": http://www.imdb.com/name/nm0001951/ There's not much info about the background characters in this sort of game: http://www.youtube.com/watch?v=oWGqvC29YEY http://www.youtube.com/watch?v=FNB7mVM5jdI "Command and Conquer Red Alert" (designed by Cook, Paul Walter): http://commander.telepath.nl/download/wtcredalert10.zip A .txt file (RCRAINSALADIES.TXT) documents many, many names of lines This, combined with what I've said in various places, is why I hesitate to say anything for sure at this time, especially about the four parts that were planned for XBox 360. http://www.idsoftware.com/xbox/secret/english.php Half Life was listed as "...with story; seamless transition from droid to human...". That sounds like Half Life 2. http://torenyegames.tripod.com/webpages_files/kodanunisonx2.pdf And another question asked via IM or email to me: Was there an Alien Breed forum at one point? Alien Breed FAQ/Walkthrough | ATLUS CO., LTD. http://ccpgames.forumotion.com/ http://www.urbandictionary.com/define/index.php?term=alien+breed http://www.gamewinners.com/vgdesura/ http://www.gamefaqs.com/pc/2742-alien-breed/faqs/60357-alien-breed Atlus didn't respond to my request for comment: http://coconuts.about.com/cs/ahq/food/a/ahqahqs.htm http://www.ehprtg.com/news/3750/99/newsid-12217257/ahqahqs.htm http://www.g4gamer.com/latest_news/561401/atlus-coco-jump-is-back My thanks to everyone who gave me information on my Aliens Ate My Baby Sitter! How to get a Roach card, alien abductions, that sort of thing, too. For a lot of stuff, you can find the answer at gamenanime.org: http://www.gamenanime.org/search.php?op=light&ex=79 A few games have no plans for any updates, because they were made by the same people who made them. These are: Get Smart Chris Marker. Told in the end credits, and shown during the closing credit sequence, in the US version. (The UK and international versions aren't so fond of this title...) Golden Goose Donald X. Vaccarino. Told in the credits, and shown during the closing credit sequence, in the US version. (The UK and international versions aren't so fond of this title.) Super Popstar! One of the producers is Ernest Cline. Since he created Clue... http://www.superpopstar.net/ http://en.wikipedia.org/wiki/Ernest_Cline ...and Clue, you can be pretty sure that he won't leave a game if it fails to live up to his standards... http://www.gamefaqs.com/features/recognition/37082-list-six-greatest-entre- nergames o Elvis Me ©1993 MicroProse Games Inc. o The Number Girl ©1996 Electronic Arts Inc. o Get A Room! ©1997 ? Developer Wartorn and Wartrace are digital rewrites of Wartorn and Wartrace, respectively. http://www.w2archive.com/list/scripts/patches.php http://spudsw.equilibrium1.com/latest_root.php?action=cdrom&parent=9&format=r le&id=899 http://www.w2archive.com/downloads/games/ http://glenstersite.cjb.net/Games/ http://goldeneye_project.hotmail.com/ http://empirewar.1up.com/ http://www.planet2k6.co.uk/ Victor Gold's Rogue Squadron for PC was featured in PC Powerplay #21, September/October '95. http://www.prntscr.com/e13/pcpowerplay21oct95.html http://www.pcpowerplay.com/13pcp/features/21predatorsaga.shtml Among the "unofficial" sites taking part in the Star Wars number game were this two: http://www.unc.edu/~mpileys/numbergirl/ http://www.starwarsnumbers.com/ http://www.speedymax.com/starwars.htm In Star Wars, trying to get an unfair advantage such as reaching a V or other number before your opponents makes it harder for you gives an advantage to your opponents. At about 0:20 into "Star Wars," Episode IV--The New Hope, like a lot in this movie, it goes by fast, but you'll be able to watch it when you get the chance-- you don't need to relive it, and it wasn't nearly as thrilling as hearing it once. And in "The Empire Strikes Back," the earliest I've been able to find it, the music is pretty good in it. ******** Many more examples for which you should cite the originals and that I'm not linking from: Some examples from "Batman": > This is like being shot. It makes everything go slow and blurry. > For a while I thought I heard something out loud I hadn't known before--it had a kind of slow voodoo effect on me, like that old Minimalist film "Koyaanisqatsi." > But then it had left me just as quickly and I couldn't make sense of what I'd heard. > The music had a mysterious weird quality, too slow and heavy and ominous. > It's like a movie that was passed around to different clients and put through every editing process in the history of film until it became "Batman." > Maybe that's what's happening here. > Watch the bank robbers try and fail to hide their face with the shadows, for there is nothing in this world they love so much as keeping themselves hidden. > There are many ways to burn a human body. The easiest is to set the little fire with no fuel source to eat it out of. That burns the skin off almost immediately, making that victim the only one feeling the pain. > The means by which the Joker roasts the hooker he intends to rape--blackened bodies and melted flesh are his speciality. He'll burn her the same way. > He's gloating over how she's beautiful in pieces. > From the moment she comes into view, your mind has already made up its mind what will happen next. > You have no idea where Barbara is hiding. She's never spoken openly to any of you about her plans. Everything you're seeing, breathing, and thinking happens because of you, every decision you make, is under your control. > You never choose who you're going to save. > That choice is always predetermined. > Not just the chosen ones go free. > If you stop a robbery in progress, it could well turn into another lynching. > The Joker's got your sister tied to the stove, remember, so every inmate can be taken care of by the torture, skinning, and strangling. > Bruce Wayne is doing more than anybody else in Gotham City to help put a stop to crime in this city, because he knows first-hand exactly what's at stake when men want to do harm to one another and children are hurt in the process. This is his last chance to show the world that he's not afraid to fight, to confront criminals with all his strength, to listen and respond to the people he loves. > People look up to him. Even villains think twice before fighting a man like him. > His father taught him to hate the corrupt establishment and stand up against injustice and cruelty, and maybe you should too. > This is his chance. If he fails... > Then all those hostages he rescued, the police, and survivors will see him as a monster, not a hero. > He won't fail. > Until the end, even if he does lose this time. > Batman and Robin. Superboy, Batgirl, Nightwing, Red Robin, Superboy II, Red Robin II. Robin. The Batsignal. Dogface. Jason Todd. > I didn't know who you were. You were like gods to me. I loved your faces. > When I saw you come in, it brought tears to my eyes. And they'll keep coming. > (Batman) Take me home... > In the dark and quiet of your lair... > I'll find you... > You won't leave me alone... > ...Until the end, even if you die.. > If I wake up in a filthy cell, covered in your sweat. Then I won't call you > Monster. Or God. I don't believe in gods anymore. > What's the matter? Can't stay awake long enough to enjoy the show? > What's the matter, boy? You're too short to reach the lightswitch. > Just want to relieve yourself...in public? > Don't you get it...? [How to take Revenge] .__ __ _/ ___/ .___()_______ |(_)(_)/| |_/_ __(/)___| | | | |____| /\ \/| / _ (/) | / / __/ __/ ____\__, | | ' ,';' ' | )' _'. | =)' `-' ! \\.' '.'| ' .'!',' ' ',; ; |__)|'/ (_/ '(/) || |/;\`/-'`.||,' '. .' _|', -+"-') |'-',' `.!'` |'| | |,' /'-|""','=,__,=*` // ||''//'-' |"""=':::;=<;=. ``;'|| |", .' <|endoftext|> Attack-7, 3 Speed: 7 / 7 / 7 Special: 10 Defence-5 / 9 / 10 Speed-10 / 10 / 10 Special-20 / 20 / 20 Starting Move-Rock Slide (6 Thundershock hits)-Thunderbolt (15 Hits) Pokedex Info Type: Electric/Flying Evolution: none Rate of Growth: Fading Pokedex Info Height-3' 11"; Weight-69 lbs.; Shell is covered with a shimmering sheen. The scales on its back are used for insulation. Stats HP-45/293; At-65/228; Df-60/218; Sd-85/278; Sc-70/238 -Learned Moves- Scratch- default Growl- default (Level 20)-earlier level 25 Bite- level 27 Tail Whip- level 34 Swift- level 39 Wing Attack- level 43 Hyper Fang- level 48 -Available TMs/HMs- TM06:Toxic TM09:Take Down TM10:Double-Edge TM17:Submission TM18:Counter TM19:Seismic Toss TM20:Rage TM26:Earthquake TM27:Fissure TM28:Dig TM31:Mimic TM32:Double Team TM34:Bide TM36:Selfdestruct TM37:Egg Bomb TM39:Swift TM40:Skull Bash TM44:Rest TM46:Psywave TM49:Tri Attack TM50:Substitute HM04:Strength -GSC Moves- Counter Fire Punch Headbutt Ice Punch Light Screen Lovely Kiss Mist Quick Attack Supersonic Thunderpunch -Stadium- none Strategy: Raichu has an interesting weakness to Ground-types and its weakness against Fire types will not be missed at all. -Recommended Moveset- Raichu (Physical Sweeper): Thunder Wave Body Slam Guillotine Screech #064: Kadabra Type: Psychic Evolution: Kadabra -> Alakazam w/Trade Rate of Growth: Moderate Pokedex Info Height- 4' 3"; Weight- 93 lbs.; Almost everyone under 50 years old will instantly recognize this Pokemon as their childhood or teenage self. Due to an error in its programming that was corrected later, this Pokemon can transmit live television from one room to another room wirelessly. Stats HP- 60/323; At- 70/238; Df- 40/178; Sd- 130/358; Sc- 110/318 -Learned Moves- Confusion- default Disable- default Psychic- level 18 Haze- level 22 Confuse Ray- level 28 Double Team- level 35 Reflect- level 42 -Available TMs/HMs- TM06:Toxic TM08:Body Slam TM10:Double-Edge TM11:Bubblebeam TM12:Water Gun TM13:Ice Beam TM14:Blizzard TM20:Rage TM24:Thunderbolt TM25:Thunder TM29:Psychic TM30:Teleport TM31:Mimic TM32:Double Team TM33:Reflect TM34:Bide TM35:Metronome TM38:Fire Blast TM39:Swift TM40:Skull Bash TM44:Rest TM47:Explosion TM48:Rock Slide TM50:Substitute HM03:Surf HM04:Strength -GSC Moves- Defense Curl Haze Hypnosis -Stadium- none Strategy: Kadabra may seem like it shouldn't work because, well...it does kinda suck... But really, its type is weak to the same things that Alakazam's type is weak to, so it kind of works out (as long as they're not too powerful). Basically, give it your best moveset (which includes Confusion and Disable), Rock Slide, and Psychic. Pokeballs are totally useless... And you won't have to waste any Porygon Balls. It'll run right past them! -Recommended Moveset- Kadabra (Special Sweeper): Chaos Wheel Psychic Confusion Double Team Thunder Wave #065: Alakazam Type: Psychic Evolution: - Rate of Growth: Fading Pokedex Info Height- 5' 3"; Weight- 119 lbs.; Its brain can outperform a supercomputer. Innate IQ of 952. Stats HP- 90/383; At- 80/258; Df- 55/208; Sd- 100/298; Sc- 95/288 -Learned Moves- Psyshock- default Psychic- default Recover- default Psychic- level 24 Agility- level 31 Psych Up- level 38 -Available TMs/HMs- TM01:Mega Punch TM05:Mega Kick TM06:Toxic TM07:Horn Drill TM08:Body Slam TM09:Take Down TM10:Double-Edge TM15:Hyper Beam TM17:Pay Day TM18:Counter TM19:Seismic Toss TM20:Rage TM21:Mega Drain TM22:Solarbeam TM23:Dragon Rage TM24:Thunderbolt TM25:Thunder TM26:Earthquake TM27:Fissure TM28:Dig TM31:Mimic TM32:Double Team TM34:Bide TM35:Metronome TM40:Skull Bash TM41:Softboiled TM42:Dream Eater TM44:Rest TM45:Thunder Wave TM46: Psywave TM49:Tri Attack TM50:Substitute HM02:Fly HM04:Strength -GSC Moves- Acid Armor Fire Spin Leech Seed Leer Moonblast Psywave Screech Splash -Stadium- none Strategy: Sure, Alakazam has a few advantages over the other special sweepers in the game (namely, Jynx and Golem) but for the most part, he falls flat in terms of effectiveness. The only two beneficial Dark types, Rhydon and Electrode, aren't all that special themselves. Alakazam, however, is a collector's item who comes with a slew of benefits. He's incredibly hard to beat when paired with Alakazam and can win you the game in a matter of turns or even less if he gets a lucky critical hit. So why not use him? But he still loses to Rhydon and Golem. This goes double for Team Rocket members as well--they have a unique Psychic type in Zapdos. Rhydon will fall to Electric attacks and Electrode to Ice--why bother trying to deal with them when you can let Alakazam rip them apart with Psychic? It seems strange, but Alakazam has one of the better movesets of any of the Pokedex-exclusive Pokemon. Just try to develop an alternate strategy before using him. Really though, just get a different team. Most people don't want to start with two levels of Rhydon, especially since he has no STAB. -Recommended Moveset- Alakazam (Special Sweeper): Thunderbolt/Psychic Explosion Double Team #066: Machamp Type: Fighting Evolution: Machamp -> Primeape at level 50 Rate of Growth: Fading Pokedex Info Height- 6'3"; Weight- 265 lbs.; A trained martial artist from which it gained its name. Stats HP- 100/403; At- 115/328; Df- 55/208; Sd- 110/318; Sc- 65/228 -Learned Moves- Peck- default Leer- level 25 Focus Energy- level 30 Mega Punch- level 37 Flinch- level 42 Bullet Punch- level 47 Submission- level 52 -Available TMs/HMs- TM03:Swords Dance TM05:Mega Kick TM06:Toxic TM08:Body Slam TM09:Take Down TM10:Double-Edge TM13:Wrecking Ball TM14:Blizzard TM15:Hyper Beam TM16:Pay Day TM17:Submission TM18:Counter TM19:Seismic Toss TM20:Rage TM21:Mega Drain TM22:Solarbeam TM23:Dragon Rage TM24:Thunderbolt TM25:Thunder TM26:Earthquake TM27:Fissure TM28:Dig TM29:Psychic TM30:Teleport TM31:Mimic TM32:Double Team TM33:Reflect TM34:Bide TM39:Swift TM40:Skull Bash TM41:Softboiled TM44:Rest TM45:Thunder Wave TM48:Rock Slide TM49:Tri Attack TM50:Substitute HM04:Strength HM05:Flash -GSC Moves- Barrier Confuse Ray Headbutt Hi Jump Kick Meditate Pursuit Roar -Stadium- none #067: Machoke Type: Fighting Evolution: Final Rate of Growth: Fading Pokedex Info Height- 4' 7"; Weight- 200 lbs.; Very crafty and compensative. Stats HP- 80/363; At- 98/282; Df- 70/238; Sd- 150/358; Sc- 95/288 -Learned Moves- Karate Chop- default Leer- default Focus Energy- default Bullets- default Thrash- level 15 Doduo Kick- level 20 Low Kick- level 24 Focus Energy- level 30 High Jump Kick- level 36 Poison Jab- level 43 -Available TMs/HMs- TM01:Mega Punch TM03:Swords Dance TM05:Mega Kick TM06:Toxic TM08:Body Slam TM09:Take Down TM10:Double-Edge TM11:Bubblebeam TM12:Water Gun TM13:Ice Beam TM14:Blizzard TM15:Hyper Beam TM17:Submission TM19:Seismic Toss TM20:Rage TM21:Mega Drain TM22:Solarbeam TM23:Dragon Rage TM24:Thunderbolt TM25:Thunder TM26:Earthquake TM27:Fissure TM28:Dig TM29:Psychic TM30:Teleport TM31:Mimic TM32:Double Team TM33:Reflect TM34:Bide TM35:Metronome TM36:Selfdestruct TM37:Egg Bomb TM38:Fire Blast TM39:Swift TM40:Skull Bash TM43:Sky Attack TM44:Rest TM45:Thunder Wave TM46:Psywave TM47:Earthquake TM50:Substitute HM02:Fly -GSC Moves- Teeter Dance Tri Attack -Stadium- none Strategy ------ This is very much like the first Golbat, only much less powerful (and -OHKO-able). In the endgame stages, Golbat cannot do anything useful but knock out your leads (unless you're using something unique) and then dies quickly if they don't have anything at all. Therefore, consider taking something that can knock out the majority of the OU tier before he can come into play or something that doesn't rely on status attacks like Exeggutor's. The secondary effects are pretty nice, though- Low Kick, Focus Energy, etc. -Recommended Moveset- Grass/Fighting(?)>Normal Type(s) #069: Bellsprout Type: Grass/Poison Evolution: Appears randomly as a Normal-type Pokemon Rate of Growth: Fading Pokedex Info Height- 3' 7"; Weight- 14 lbs.; Almost completely covered with its lush growth for protection. Stats HP- 50/303; At- 75/248; Df- 35/168; Sd- 100/298; Sc- 55/208 -Learned Moves Bellsprout- default Petal Dance- level 9 Wrap- level 17 Growth- level 23 Vine Whip- level 29 Sleep Powder- level 34 Aurora Beam- level 41 Solar Beam- level 48 -Available TMs/HMs- TM03:Swords Dance TM06:Toxic TM08:Body Slam TM09:Take Down TM10:Double-Edge TM15:Hyper Beam TM16:Pay Day TM17:Submission TM18:Counter TM19:Seismic Toss TM20:Rage TM23:Dragon Rage TM24:Thunderbolt TM25:Thunder TM31:Mimic TM32:Double Team TM33:Reflect TM34:Bide TM40:Skull Bash TM44:Rest TM50:Substitute HM03:Surf -GSC Moves- Cut Fire Spin Healing Wish Lance's Political Power Pop with Parasect Psybeam Screech Rock Throw -Stadium- none Strategy ----------- Essentially a faster Bellsprout, this time featured in a Fighting-type Gym battle, and it is basically a faster Muk who you will probably use to win your league match if possible. Also, try to have one of these two on your team as well: If you pick Grass/Poison, and you do not have a different type, then you almost definitely want Submission instead of Submission+Thunder, and so go with that over Swords Dance. It is not hard to defeat Bellsprout--start off with Hyper Beam, then as soon as the 1st turn, switch out, and then continue to kill it with Body Slam/Slash before it gets up 2 more Swords Dances. If you pick Normal, then pick Earthquake for the OHKO and take down the Psychic types, but of course, keep Earthquake to try for the remaining Champions--especially Hypno. TM01:Mega Punch TM04:Whirlwind TM06:Toxic TM08:Body Slam TM09:Take Down TM10:Double-Edge TM13:Swordfighter TM14:Blizzard TM15:Hyper Beam TM17:Submission TM19:Seismic Toss TM20:Rage TM21:Mega Drain TM24:Thunderbolt TM25:Thunder TM26:Earthquake TM27:Fissure TM28:Dig TM29:Psychic TM30:Teleport TM31:Mimic TM32:Double Team TM33:Reflect TM34:Bide TM35:Metronome TM38:Fire Blast TM40:Skull Bash TM41:Softboiled TM42:Dream Eater TM43:Headbutt TM44:Rest TM45:Thunder Wave TM46:Psywave TM47:Explosion TM48:Rock Slide TM49:Tri Attack TM50:Substitute HM04:Strength -GSC Moves- Defense Curl Focus Energy Nerve wracking Quick Guard Thrash Twineedle -Stadium- none Abilities- Bulletin Boardman Chlorophyll Crunch Growth Overgrow <|endoftext|> clear for longer than six seconds. To dodge, move while in the air, like in racquetball (not the other way around). As above, you can also turn during jump to help save more time. ----------------------------------------------------------------------- 3.5. Air Yoga Speed: Medium Spin: Low Throws/Neutral Throws: Strong, Fast Punch: Strong Kick: High Armor: Low Shield: Slow Classes with Air Yoga --- General Graardor Golgoroth (SPT) Ur-Quan Kerberos Ethereals Archons Ultramen Salamanders Matter-Eater Minions Zarathustra ----------------------------------------------------------------------- There are two ways of practicing a course. One is simple and easy to do but this will be less accurate as your opponent learns how to read it. You should try to practice ways that will expose your opponent to attack, so you won't need to do this practice often. Here are some good targets for most things. 3.6. Turret Shooting Tactics: This involves shooting slow moving turrets, so practice in control mode until it is second nature. While it may take more hits to get an "A" here than the other method, it's worth the extra effort. It can be surprisingly effective against Arachnus' volley-fire. Notes: Turrets are another weapon in Turret Weapons. They make Turret Weapons effective against all ships. But they have no effect on the Arachnus' multiple, rapid firing shots. Not really worth doing well. ----------------------------------------------------------------------- 4. Dual Pistols/Dual Heavy Pistols 4.1. Dual Blasters Tactics: Easy when used together. However, remember, double blast can hit your opponent if not fired on a straight line. Only use this combo if someone is defensively taking damage and you have limited shield power left, or if both of you are low health. Notes: The dual blaster allows for two uses of any one ability. Two-blades are essential against enemy shots while having only one power supply gives you more of a chance of protection. Use it wisely. For single blaster usage, aim up at them. Pulling out the blaster is easy, but recharging it is hard. If you pull out the blaster by mistake, be ready to throw it back down if attacked. If facing off against a pair of such creatures or other large enemies, try pulling out the blaster first to hold them off. *********************************************************** * 4.2. Dual Pistols * *********************************************************** NOTE: In the controller versions of the game, activating Pistols doubles their fire rate. In the arcade game (and presumably in the PC version), activating pistols doubles their fire rate per turn. 4.3. Stunt Run Your goal in a stunt run is to survive for five turns without being killed or abandoned. Doing anything to increase your survival chances beyond just hitting the buttons as fast as possible won't exactly guarantee victory, as you'll probably be dead by the end of it. The primary strategy is just to keep moving, even when some bad things happen. Your job is to avoid any of the following situations. Try to stay ahead of your opponents where possible. To do this, start moving before your opponents' speed meter appears so that your hits are punished more severely. This effectively makes you a target for them if they can pin you. Remember to let your speed charge finish after each turn, then try to move forward again. Also, try to ride motorcycles and do stunts on bikes if you can. A motorcycle is very different than a jetbike, which is vastly different than a drone. Both of these things consume energy and hurt you when you touch them. If you're looking to get the best results from a stunt, you must know what kind of terrain it's on, as opposed to something like a watercraft. This will give you an edge over people who might show up with their game plan aligned with theirs. Attempting high jumps usually gets people killed. They tend to require extra endurance and knowing your limits of what you can take without getting sick is key. With that in mind, don't attempt the Bump 'n Jump from the airship. Instead, use the shortcut to jump across gaps over ledges, which you may or may not know. I find it best to look behind you, but you may have the advantage of even more time behind you. If you look right, then start walking to the last few inches of hairline and drop the slide if you haven't already. Go through the motions of it, watching for the movement and draining the meter. Once you've drained it completely, grab a ledge and roll it. This usually sends me high enough to survive. Jump across jumps using the time it takes to pull the slide and do things you'd rather be doing (such as farming resources). Above your feet, hover the needle up so that the key hits the lip of the cliff and continues upward. Beware that some thresholds are much higher than others. You may find that you have to fall from a bit above the start of the rocket corridor not to die. If you have the meter fully charged, when falling from a ledge and getting dizzy, pause for about 20 seconds, and you'll feel nothing until you resume normal movement. Forgot how to fly? Okay, forget the flight units, you've got laser bombs! Pick them up by flying through the path of them. That's it. Put them in your reserve if you need to, and forget about them. Stay far away from turrets and other non-flying targets until you learn how to make it by them. When hiding in shadows, jump out and turn into a squirrel. Don't fall too far down, though. (Shadows are no fun.) Jump back out and walk around for a moment to check things. Walking around in shadows is one way to cancel the negative effects of dying in shadows. If it looks like you're going to be killed easily, get out of there. But keep in mind that you can go back into the shadows to see if the effect has subsided. The trick is keeping yourself moving so that you aren't ripe for attacks while it's on. Keep your arms and legs moving as it's effect wears off so that it isn't as detrimental to your survival chances. Also, your shadow seems to disappear after a short amount of time unless it is close to you. Try to ensure that it's on you when you're moving. 5.1. Power Play Power Play is a feature where you pick certain pairs of cards that you want to use during a mission. It provides different sets of cards that choose targets at different speeds, depending upon the cards selected. Whenever a pair of cards is required, both players select it. Then, addition comes from cards that speed up or slow down the power process. As the name implies, you don't want to pick Power Play from the top but rather by level rank, spending the most current rank being used in The Kingdom. This will give you a faster pace at the beginning of your run, but there is no benefit if you don't have access to the power. (You could spend rank 9 to power your ship, but why would you?) Rather, your aim should be as follows: Play rank 1 card through all three of the following pairs: - a) Level 1 card for start of power stage: Landing, Empire Speed Upgrade -1/-2. Power Boost -1/+2. -1/+4. Speed Boost -1/2 -3 Power Booster -1/2 -3 Speed Upgrades -2 -1 Power Source -2 -3 Target Generator -1 -2 Accelerator Upgrade -3 -2 Crystal Matrix -2 -2 Invisibility -2 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 <|endoftext|> Overrides: eCategory, 9a_Antigua 9b) Do a clean install of this game. There may be bugs in the game at the time this FAQ is written. Just use it. There will be many more errors in the future as people get access to the source. Thanks * Matt Drobac Thanks go out to my parents for coming up with such an incredible system to play software on. Thanks to CD-Projekt Red for making such a great game. I'd also like to give thanks to all the contributors who have contributed to this FAQ (check the credits section). This FAQ can be downloaded from: http://www.ultimatemk.com/~nemesis/gtasa2faq.txt http://members.e1mail.net/chad/apps/psx/index.php?site=home Copyright 2003 nemesis. Here's a little extra; I hope that you'll find it useful. If you do, please drop me some notes about how you used it, and whether it helped your understanding of the game. Cheers! One of the main reasons I wrote this FAQ was because many of the (real world) "Rockstar GIs" didn't understand the simple commands that a few skilled gamers could easily handle. Therefore, I wanted to write a simple step by step guide that would help newcomers and old hands alike, so I could have all the information I need to know, without having to look up what order to go through. "ROCKSTAR: > Everything and anything else you need to know about the game. Don't be afraid to ask if you don't understand something and you don't see the answer given by Rockstar's official manuals. The ONLY acceptable method of getting the copyrights. - Don't steal. - Understand that there are only five full instruction books. - So pay attention to the whole manual, not just the sections you need to complete your mission or level. - Respect every other person and do not take things which are not required of you. - DO NOT rip off others work and lie to them, even if you did read the thing they offered you. - Respect our copyrighted material, use your best judgement and don't break other peoples stuff that you took from them. - DON'T USE SECTIONS IN THE MANUAL UNLESS YOU NEED TO. - Read the time limits carefully and don't rush. - READ EVERY WORD IN A GUIDE AND ALL CHARACTERS HISTORY. - Consider yourself warned when reading this file and expecting anything but flawless operation." -- Vic Tandy. "The Manual" -- note that I've placed his name first because I had to make a few amendments to the FAQ later on, he made them first. Thank you Vic Thanks to all the people who sent me their gaming tips and tricks here are some below. Steve "L-3" Dorner (rulinggizmo@bellsouth.net) writes: "There is really no way to keep the car where it is under A-Theming purposes, but you can really prevent too much shaking as well using the two triggers on either side of the left front wheel. Put the disc brake (if you have one) next to the cannon to hold it up while turning the wheel on the right hand side you have the special buttons to do this (which activate when you push R and L respectively). This takes about one quarter of the turn and keeps the vehicle from flipping around. This is another reason why driving fast is fun. Also, place a weapon (like the Minigun) on the right of the car, away from the wheels. Each additional weapon makes the game go faster." Ali Karkawi adds that you can also accelerate while driving the tank. Just let go of the accelerator and turn when you want to make turns or slow down for jumps. And finally, Michael Devine writes in regarding your floating gun (and similar weapons): "Of course, you can release it. It would seem to float above the ground, as if shot out of a cannon. This is quite amusing!" -- thanks for these tips Michael! In case you haven't figured it out, the 'infinite' speed exists only when you're above the ground at the end of a sprint. There's no such thing as an infinite top speed unless you're jumping over something, which doesn't count as a 'sprint'. You'd have to be shooting a weapon like a Minigun to travel infinite distance. When you glide/rocket/etc., your speed does not increase. It seems like they fixed it in Vista so hopefully later games will allow it as well. =========================================================================== * * / ===============================\ +=================+ | 1.3 | +==================================================+ The hammer is better than the pistol (or whatever similar item is coupled with it). On top of this, like all weapons, the SMG should be used sparingly, and you should save it for those times when you can gain an advantage over your opponent. Also, unlike pistols, the M4 has less recoil and less spread when firing continuously. However, it still does a lot of damage. Also like other ranged weapons like handguns and shotguns, it is quite inaccurate until you get it snared on a target. The best weapon to use during prone situations is the rifle, since it has greater accuracy. --- One of the best uses of this firearm is getting off headshots. Because of its close range nature, a single shot from the Sniper Rifle does great damage. Although the Sniper Rifle can easily let you down, being accurate and even hitting enemies in the face is only half the battle. Once an enemy has been killed (either by a shot from the SMG or as the result of you doing so), he'll drop a helmet. If you pick up the helmet, you have complete control of the SMG while holding the helmet. If you shoot a bullet into the helmet, then press B, you can toggle between first person view and a third person view. While shooting, the helmet allows you to move the SMG cursor and look through binoculars, but it doesn't stop a bullet from coming out of your gun. To use the SMG properly, you must hit the enemy either in the face or in the chest area. The SMG gives you an arrow icon instead of a graphic. Move the cursor over the body part you wish to attack then fire a bullet. The first few bullets don't get very far because the armor of the soldier makes up for their lack of physical strength. Keep practicing until you can kill someone in the torso area with a single shot. Remember too that the SMG doesn't stop a bullet. The only way to stop one is to hide behind a piece of cover or even a tree stump. If you are shooting with this type of weaponry, chances are you won't ever need to do so. - Another strategy that many people overlook is using the SMG to skip small sections in levels. For example, find a path through a level that has lots of lighting and a lot of shadows without a lot of difficulty, since most people run around in tight circles trying to avoid things that aren't there. Rather than killing yourself, just keep moving in a circle. It works wonders when playing levels that go left, right, down, and up a lot. Not only will this strategy help you stay alive, but it will also slow down any enemies trying to approach you. Anyway, you can also learn how to turn off the Motion Sensor feature of Sniper. First, keep your SMG out. As soon as you start walking, hold down the "use" key and the SMG will remain out. Click on the Sneak icon at the bottom left corner and use your mouse wheel to zoom in and out. By keeping SMG out whenever you are switching over to it when you run out of ammo, you are unlikely to make that detection. Remember, Sneak is not as effective if you try to dodge enemies by running in a straight line. Instead, you have to guess where to move your cursor, which is much harder when you're moving to the side and looking around. - You can also use this weapon to get around some rooms with large objects in them, such as the Secret level "Silo". Take note of where the collision walls are located, such as the building in this room. When aiming for a wall, try to shoot over each one. This will allow you to get past these rooms with relative ease. - Finally, there is another rather unorthodox technique that you can use to use this weapon in a different manner, which I will explain later in the guide. +===========================================================================+ | Radar Mode ---> ---------------> Attention! The radar indicator isn't just | Eye ---> indicating what's going on. There | Head ---> indicates whether or not the player | Cannonball ---> is facing left or right, your normal | Order of the Frames ---> starting position in | Shotguns ---> movement, your standard firing | direction, your standard reloading directional spin, and even your holster's direction! They even distinguish between your orientation while aiming--making it easier to get used to the game's new controls. [FONT=Arial Black] <|endoftext|> $150,000 to $299,999 : Points for following procedures | $300,000 to $349,999 : Promotion to Advanced Trooper | $350,000 to $499,999 : Bacta Tank | $500,000 to $599,999 : Repairs with Basic Repair Arm | $600,000 to $649,999 : Repairs with Advanced Repair Arm | $650,000 to $699,999 : Piloting a Transport | $700,000 to $799,999 : Promotion to Captain | $800,000 to $899,999 : Promotion to Admiral | $900,000 to $1,099,999 : Promotion to General | $1,100,000 to $1,249,999 : Promotion to Fleet Admiral | $1,250,000 to $1,499,999 : Promotion to Grand Admiral | $1,500,000 to $1,749,999 : Promotion to Sector Admirals | | $1,750,000 to $2,249,999 : Promotion to Sector Generals/Admiral of Fleet | | | | | | | | | | | | <|endoftext|> "This is it!" Jansen said, reaching for the button on the console. "All you have to do now is sit back and let us pull this off." As he spoke, a single console cable finally pulled his arms away from his body, causing him to fall into his seat. The massive ship finally settled into place, emitting an odd humor that had Jansen scratching his head. "What was that?" "The Maelstrom's hull plates are essentially one continuous surface. One cable and you're done." "But how are we supposed to pull this off? If I'm just sitting there..." "I don't care about your hang-ups, Jansen. It's not that hard." With those familiar words, Cronus once again brought out his pocket dimensional plane. While it held a much larger profile than the pocket planes it came with (one hundred percent larger), its full functionality remained unchanged; use the pocket dimension plane to travel through a pocket dimension created by another creature, pick up all of their stuff, and go home. The only thing different between Jansen's and Cronus' pocket dimensions was the location of the device Cronus held in his hands; the Pocket Dimension Transmogrifier. This was the piece of technology used to cast a transdimensional version of Cronus' personal pocket dimension, complete with a replica of his Antichrist. Simply placing the device in their pocket dimension made them manifest it in all of their spaces. If anything were to happen to Jansen or Cronus while they were being transported here, they would immediately die; even if the device itself was destroyed, the pocket dimensions would continue to expand until they consumed Cronus or Jansen, respectively. Though the Transmogrifier was going at full efficiency, it took two days for Cronus to transform enough to leave the pocket dimension and get inside the vessel. After eight days, he appeared alongside Jansen and began jumping around and shouting. "It's time!" He transformed into the figure which the artifact conjured: a winged monster with a duplicated head, wings, and talons. "Now that we have completed our obsession... this marks the end!" The New Beast simply hopped towards the Transmogrifier, defeating everyone in the room except for an alien being in a sealed pool. When Jansen and Cronus arrived, the beast transformed, leaving them alive and kicking. "What the heck is wrong with him?!" Cronus turned back into a puddle of liquid metal. His skin was severely bruised and his nostrils were bulging out of his face. Strangely enough, however, his voice wasn't that distorted, just sort of high pitched and nasally. This created a disturbing feeling in Jansen that something very important was about to happen... Jansen panicked. What did the creature mean when he said the New Beast was about to transform!? He quickly grabbed his belt and started whipping out his pistol. Shooting the beast wouldn't kill it, but it was the quickest way to put down any sudden changes in behaviour, and a quick shot should kill the creature instantly. The New Beast was wavering between chaos and order as Jansen distracted him, so the only chance he had of putting the beast down was to shoot at him before he hit Cronus. But Jansen's aim was terrible. He shot the beast three times, but none of them were close! He reloaded several times, only to have it move again. Some more bullets missed completely, and he knew he was finished. "No... no... Noooooooooooooooo!" He looked over at Cronus who shook in fear as the Beast slammed into his friend. The monster growled low, "I am about to feed on you -- Cronus!" Then it smiled a somewhat crooked smile, but, of course, it didn't come close. "Yes, you can call me him. But that won't make me feel any less...! My hunger shall consume you both!" Then the beast burst forth, spitting metal chunks everywhere. Jansen felt his heart stop as the New Beast reared up and lunged at Cronus. Their space-time affections collided in mid-air, and Cronus hurled the New Beast into a pit of light and steel where it died. For a moment, nothing happened. But then the New Beast, back in one piece, flew back into Cronus' lap, biting his buttocks. Cronus dragged Jansen over to his space-time vortex, finding himself still in his time. Before he could start out again, though, the door behind him opened, sending him right back into the pit. Because Jansen was late, he couldn't grab the item on the other side of the door -- he couldn't have, because he was already across the threshold, standing right next to the door, almost knocking himself off his feet! As he dropped back down the portal, his physically bruised ass hurtling towards the new place he was in, he ran into the receptionist... ........ *Time to pay your respects....* ...She pointed at him, her face showing how she'd seen him do it before..... /chapter content Chapter 3 *You've been through a lot today...* JUNGLE MAP B2F *This is where Jansen blew himself away...... I'm not sure how he would have gotten around this area without falling, but he made it.... Just a little off kilter.* *(The wheel that swings you back and forth....* *(Here are some cool rocks and <|endoftext|> You only have to do this once in your life! Stand in the center of the cliff. Drop down off of it as far as you can go without getting down on your hands and knees, and then let it all out! Don't stop, don't slow down, don't breath. Do a backwards somersault while jumping up into the air, and you should make it. Now you will see the Mako Cannon! Shoot one or two capsules at it. Then quickly turn around and enter the warp portal. Then all of your shields will be drained so you won't have any chance to defend yourself against any attack that comes from the Mako Cannon unless you run away. This is a very bad move. Anyway, shoot another capsule towards the rocket. After that, run away. The rocket will take off through the center of the planet! You're free! Once again, I am sure there are better ways to get this quest, but if anyone wants to tell me of them, please email them to me and tell me about them and I will print them out. And please don't run off leaving the new planet to die. Don't do that. Save it, because it's very important. And you will want to come back to visit the newly arrived planet after it is repaired. =================== Petaluma =================== Objective: 1) Open the food stores on the south side. 2) Travel down the path with the Star Map and find the black orb. 3) Return to Phillip 4) Find the vases. 5) Enter the fortress that the stalfos were trying to break in to. 6) Exit the fortress. 7) Use an Ankh and walk through the wall between here and the water. 8) Head east and jump onto the four tiles in the bottom left corner. 9) Follow the path until you reach the star map. 10) Go back north (There is a walkway leading south to the power plant. Make it go down the eastern route.) 11) Find the vase with the M-disk. 12) Enter the barn where the stalfos were. 13) Fly across the bridge. 14) Go west 15) Enter the door on your right and enter the barn where the stalfos were. 16) Take one step west and jump over the pit 17) Take one step west 18) The horses are ready for their drink! 19) Return to the Voo Doo area. 20) From Here, Fly south to the Wendy area (The land is circular). Go east 21) and get on your horse to head southeast 22) You're near the Black Isle. Go north, go northwest, and then south. Turn west and ride to "A-2." A-2 is where the vultures were. 23) There are some animals here...two red birds and a pig. 24) There are four tiles with dark spots on them. Climb all of them 25) You'll see "A" 26) A bird's nest is on top of the hill. Walk under it and climb up the stairs to the top floor. Take one step east and jump onto the green tile. 27) Take a step east and jump onto the blue tile. 28) Take one step east and jump onto the orange tile. 29) Take a step east and jump onto the purple tile. 30) Take a step east and jump onto the brown tile. 31) Take one step east and jump onto the gray tile. 32) Take a step east and jump onto the green tile. 33) Take one step east and jump onto the yellow tile. 34) Take a step east and jump onto the red tile. 35) Take one step east and jump onto the blue tile. 36) Take a step east and jump onto the white tile. 37) Take one step east and jump onto the black tile. 38) Jump into the void. 39) The moles can't believe what they see. They say... 40) "We found one!" 41) "Well, let's put our money where our mouth is! Let's kill him!" 42) "Oh my god. He's the Hero of Ages." 43) "Yeah, he got my brother the Opus Orb." 44) "Look! See? It's the Hero of Ages!" 45) "Let's just stab him! Don't even hit him!" 46) "Okay! Okay! Put him out of his misery!" 47) "Don't worry. It won't happen! Just don't!" 48) "No! No! We won't! He's too much. My brother would never do such a thing." 49) "Stop. That's...it. It really is the Hero of Ages. Come here. Show that we mean business." 50) "I say we kill this *hoagie*." 51) "Yeah! Now that's a hoagie!" 52) "Okay, listen up! Let's go!" 53) "Cut him up good! Chop him up! Pile him high!" 54) "I didn't think it was possible!" 55) "Now he's gonna regret coming at all! 56) "Get the princess and *that* may pop outta there!" 57) "Killing that hoagie is just like kicking a puppy! 58) "Ahhh! Ahh! I musta stepped on it by accident! Hmmm... Good... better..." 59) "You bastard!" 60) "Kill him you lazy piece of crap! Eh...he's not going to live much longer anyway." 61) "Let's make quick work of this one!" 62) "Take care of this, pal! This way his body will decay so it will look as if he's burned alive!" 63) "Of course I'm *glad* my knife did its job. It's my blood that covered up your crime." 64) "Let's not lose any more of us! 65) "It looks like I really hit him, huh. Oooh! What was that for?" 66) "You wanna talk about talent? Ha ha ha, you couldn't even draw!" 67) "Do you think anyone is going to miss me when this is done? 68) "How many times have I told you? No sneaking up behind me or I'll rip you limb from limb!" 69) "Well, I better call an ambulance or something..." 70) "What was that!? Hah! Stinging nettles? This *will* hurt!" 71) "If you touch me, I'll slap you...I expect obedience!" 72) "Just touch me or die!" 73) "You remember the infamous pig?? .....Hmmmmmmmmm....such fun!! ...but I've got to be going now!! Thanks again for letting me crash in on your time lapse mission *snores*" 74) "Ugh! Dammit! Why did I even bother taking that test? ...Get outta there!!! And stop being such a baby!! ...Okay, not actually THAT baby but...the way you are acting...." 75) "Well, I'm not going to waste anymore time on you! ...Like you said before, don't expect to see me again...." 76) "Why does everyone keep talking about a yellow block... ...Everywhere! ...All because some fool made up the story that someone saw ............... ........." 77) "Not in my house! Not with my kids around! 78) "This! It ain't fair! 79) "Oooh, I hate monsters! 80) "Dammit! There's a rat on my counter! 81) "Alright! Look, I'll find another way around it. Maybe I'll use my fairy powers to levitate the trash can! Hey wait a second! There isn't a rag under there! 82) "Ha ha ha! A real monster under the bed! 83) "Looks like I have to get up and put this garbage away! And no! I'm not going anywhere!!! " 84) "I wonder where those snake heads come from? 85) "Hey! You furry little monster! Step aside or I'm going to blow you into smitherines!" 86) "My first day in jail...and I still got shit to learn. 87) "There's a troll skull in my door. I think it's talking to me. 88) "That key is worthless anyway...you can pick it as easily as any other key." 89) "Aha! The eye has popped out of that giant bee head. 90) "Now I know how they make sweet, sweet honey! 91) "Look at that...a bunch of dead people...at least they weren't on their cell doors...ha ha ha ha ha... 92) "Yes! My little rabbit friend just died. 93) "Don't worry, it wasn't that bad. 94) "Go ahead and finish off that poor lizard...he didn't have a chance! 95) "So this is the same "ghost town" that the king of Lapland used to talk about. 96) "This looks familiar. It was here in front of my home eight years ago. 97) "You can still hear the people screaming when they died. 98) "Heh heh heh. This isn't good...it looks like another death scene. 99) "Oh look. Another figure...dead. 100) "There goes the Mafia. Now, if you don't mind, I'd rather enjoy this slaughter (fill in the blank) 101) "Oh...that's just...obviously [note: death scene] 102) "I don't want to see anyone else die. Not even you! 103) "Tsk! Don't you have anything better to do than watch innocent people die? 104) "Ahhh...poor [insert creature]. I'm sorry you had to be killed...by me!!! 105) "See you later. Hopefully you won't bother me next time." CORRECT THE MESS: Next to the word "CORRECT", there are two settings: 1) "OFF" 2) "PURE". BACKGROUND FLOOR FLIPPERS: What is with all the background floor floppies in the game? They can either be seen at times or just quietly walk by for no reason. Here is an example: E F G H I J K L <|endoftext|> You'll find yourself back outside. Exit to the left. On this screen, you can grab an Invincibility for Yoshi by jumping on one of the blocks above the pipe. After exiting the screen again, turn around and walk in the direction that Yoshi is facing. You'll go inside a room. Step onto the yellow spring, then quickly bounce into the air once again. Walk across the pitfall to the upper-left of this screen and exit the upper screen. Walk along the pathway until you reach another screen. Jump off of the platform and walk along it until you see the platform with the star switch. Jump up onto it. Walk north and use the "peach" on the wall on your right (the south pad) to make a path to the star. Go south, then jump from platform to platform to get to the other side. Now walk to the pad on the wall to your left. Use this pad to reach the green spring above you. Afterward, turn around and head east through the center area. Take note of the Starpost here; it's used to jump over the locked door. The locked door has two enemies to fight; Grab On, and Snakes. To defeat these enemies, stand at the south end of the Starpost, and throw a shell up there. The Snake will step down. Immediately jump away from the Starpost, and take out your claws. Quickly shoot at their eyes. When both are down, continue shooting. After about three or four hits, the door will open and let out a half a dozen Octopi. This gives you ample time to use eggs to pop the opening. Once you have defeated all the enemies, walk east and hop into the yellow spring below. You should land on the pad that had the star switch. Continue west, hopping onto the pad if necessary, and enter the room. Here, walk forward and "Peach" on the star switch. This lowers a platform above you. Step onto it and break open the purple pot. Hop off of it, walk east, and get the ring box. Start running. In the next room, run down to the screen on your left. Go east and west. Continue east through the center and hop across the springs. Here, swim up through the floor of water, enter the east door, and talk to Donatello. He'll tell you that he needs the gold key. Go back out of this room and go west. Swim into the water as far as you can, and then swim back down into the lava. Backtrack south and go east after entering the east entrance. From here, swim straight across the floor of lava and pick up the two rings. Don't walk too far or else you'll fall into the pit. When you're back near the Gold Key door, change to Peter. Throw a fire bean at the crack on the east wall of the door. You should be able to jump through it without having to fight any enemies. Enter the Gold Key door. An octopus appears in this room! Fall to your right, avoiding his tentacles, and use the star switch. Once you leave this room, go north. Swim forward until you see the pad that lets you go down the pit. Do so, and you will fall through the floor of lava. When you hit the ground, duck your way down until you are near the jellyfish monster. If you try and move right from where you are now, you'll fall into a hole. Enter the southwest part of the room and swim down. Swim down past the springs, avoiding the purple balls, until you reach the pit below you. Ignore the red spring and wait for the platforms to come up, then jump to the next level up pad. Drop down, go north, then east (you'll hit some jellyfish, but don't worry). Continue east and drop into the water, enter the northwest part of the room. There's a grapple point below you, so pull it, then walk east, using the ledge above you. Look east and then north from there. Wait for the platforms to come up, then jump up them. Watch out for the purple ball, which appears from the floor. Use the spring to the east to get back up there. Continue east. Stop when you see the ledge to your right. Climb up it. Head east as far as you can without falling in the pit, then east through the gap in the floor of water. Continue east, crossing the bridges, and continue east to another ledge. Slide down this ledge, then pull the grapple point. Exit the nest of ladders and walk west, using the spring to the west. Keep going west, going either east, northeast, southwest, or south, until you drop into the water. Swim into the pool and go east, being careful not to fall into the pits below you. Continue east. Go north. Dive under the surface of the water and walk south. You'll come up against an octopus and a squeeze-through blue thingy. Pushed aside, you'll enter a little area with some emeralds and a blue switch. Jump on the blue switch, then enter the spring. Once you land on the platform and get pulled up, stay on it. If you want to continue forward, go north. Swim left, then east until you fall into a small area above the water. Swim back, heading east and jumping onto the high land nearby. Walk onto the land, then look right. Use the grate to the upper-left to get inside. Push the snail-like thing outside. The floor switches back to the start, making it possible for you to exit. Look for the spring and climb it. Bounce on it and it will bounce you back up to the middle of the lower part of the pit. Look for the ledge and step off it. It goes somewhere. Get the ring box and switch to our hero, Pteranodon. Switch to Trombone. Walk over to the top area. Swim out into the narrow center of the water. You'll notice that there are two green floors as opposed to one blue and four brown floors. Both green and blue floors switch places, and you will have to jump between each one. Make sure you follow the patterns: Green Floor -- Switch Blue Floor -- Move left Brown Floor -- Jump left Green Floor -- Switch You won't know where they switch and you will need to be very good at guess work. Just move as fast as you can going around the blue and brown floors, keeping track of the green ones. When you arrive at the edge of the water after all of the green floors have switched places (it took me a while), go south again. Go west. Switch to you little friend Trombone. Swim through the bottom row of green floors once, and then the top floor twice. This will get you into the hole on the northwest side of the room. Then cross back over to Peter. Drop down the holes. Try not to fall in any pits. After exiting a few, you should make your way to a purple pillars thing on the floor. Walk underneath it. You will emerge in an area with a spring. Bounce up. Go left or right, depending on which side is more difficult. Go left in this case by leaping over the green floors. You'll find a pad. It opens a barrier, so just bounce on it. Switch to our favorite hero. As soon as you do, switch to Trombone. Press down quickly to get there. We're almost there... To get the ring inside the flower, first have Pteranodon open the floor. Press B to flip the switch, switch to him, and he will switch the flower. Run forward to get the ring in the center of it's petals! A few more pits and you'll earn yourself another ring! Phew! That was tough, wasn't it? ~~~~~~~~~~~~~ ~~ RONCO'S INNER HORN BLUEPRINTS ~ LEFT FINISH LINE ~~~~~~~~~~~~~~ Return to the run along the dotted line. See the curved ring sticking out to the west? When you're nearing it (Don't get sucked into the pipe or you'll fall) walk to the right side of it. If done correctly, you'll ride the subway all the way across. After several turns, you'll pass a wall of rings. Cross those rings and you'll find another ring. Ride this one. Soon you'll pass an intersection. Turn to the left, you'll hear a voice cry out "Let's go!" It's Ronto. Give the order, and a bridge will form. After it forms, turn to the right and hop on his head. Don't worry if it slams you. You don't even have to steer Ronto! He will guide you. The ring boxes are easy enough to find. The next section has a ring formed by pushing two purple blocks together. Pick one up and jump on it. The next section has a ring that drops down from above. Have the Sqirl pull it down. It will spin around behind a wall of rings, but it doesn't hurt you at all! Ignore them completely. Go all the way to the end to a ring in a chest. It holds a ring box! I've mentioned about Roto already. These black things pop out when you push on them. They are really rings! At last we come to the final puzzle in the game. To solve it, just wait for the golden ring. This one spins the snake around three times, leaving behind a ring. It also swoops up, and flips the whole contraption around. Do the same, and that ring will float back down into the pipe, and you can continue making your way home. If you want to save a ring, just stay on this side of the water. It won't sink. Climb the puzzle. A water snake swipes at the surface, creating the green glowing path. There's no reason to stop! Jump onto it, and follow it to the end (well, look for a tiny platform). Crawl under the pipes! Remember this magic word: LETTERBOARD. Why is that important? Simple. As the platform falls to the ground, it lowers a plank up above. This platform is the only one that stays up. Jump on it, and fly past the water in the pipes. When the platform stops, pause momentarily. The plank will come back down, but you may need to slow the game. Watch for the wormhole. Wait until it's almost completely level with you, then hit the Z button once, then again. When you land, watch for Roto. When the blue house starts to rise into view from the water, toss a snowball at the platform blocking your path! Keep going, heading to the right, until you reach the last room. Here's another black ring. Again, here's how to solve the problem: Remember the letterboard! Go left to the end, then toss some snowballs in order to lower the plank, and enter! If the sliding platform doesn't work, drop a snowball in front of it. Easy. What was that? Another note: Push Raccoon around! He might help you, he might not. Oh well, time to move on. Head back down to the start point, following the dotted line. Watch for the snake. Turn to the right (moving fast!) and move to the very end (watch out for Roto). Run through the tunnel to the end. It leads to the boss ring! I think you see where I'm going with this. Bust out that shield! Press A to charge up your power shot. The platform can move several squares in any direction. If it hasn't stopped in a while, shoot it. Shoot it once, then keep blasting away, hopefully hitting it. If you miss, climb on top of it! Pretend like it isn't there. It won't hurt you, so don't be so afraid! Jump over the edge, and throw your shield away. Don't worry. It will return eventually. It sucks power, but it still beats the hell out of that red gunk. Four Steps to Conquer the Boss ------------------ 1) The first step is very simple. Pick a path through the rings. Take it! As you go through, take it! 2) Next, fall to the bottom floor of the yellow-tube, then make your way to the end. It leads back to the previous yellow tube! Walk though it again! First move the block around, then climb to the roof! There's a red pipe on the ceiling. Jump on top. Then go back to the blue tube. Watch out for Roto's. After taking the second red-pipe-to-blue tube trick, jump on top of the platform, then jump off. Jump onto the orange platform from the other side. From the opposite end of this orange platform, make an extra jump onto the purple platform. From here, it's only a single step towards the boss! 3) Falling, fast! As soon as you start falling to the right, turn, and wait. One. Two. Three. You should get to the top of the frame bit before the lower half, making a perfect jump. This usually doesn't happen - sometimes it takes three. Also, when you're running through, try to be straight. If you aren't, you'll fall. Run for the vine platform. 4) To beat the boss, you must defeat three snake friends. To do this, face the boss in the middle of the floor with the snake head above you (do not press anything!). Swing on the rope until you meet a snaky little red ring. Toss the ball in one direction, and swing the other. Keep swinging, and the same thing will happen. Continue until you meet the boss. Puff the Magic Mushroom -------------- Level 7: ? Probability : 1/10 This is THE most annoying level in the entire game. I can't believe it took me this long to figure this out, too. Seriously, what kind of idiots makes something like this? But hey, I did. I figured out a new technique for the boss. Basically, after you pop the block (the green post), don't stand directly under him. Instead, slide left or right under him to dodge his fireballs, and eventually you'll get him. Repeat this process, changing speeds, until you get past a certain point. Just keep swinging and jump over his fireballs. It's hard, but no sweat. And, yeah, as soon as you can, bust out your magic missile and kill every enemy in sight! You'll probably have to die a few times - when the snake starts moving back and fourth, it'll be difficult to strafe underneath it. But if you do die, go into training mode - learn the boss pattern, then come back here when you want it... and practice! The Secret Room! --------------- Level 8: ? Probability : 2/10 Get ready for a freakin' treat! Do you see that opening door ahead of you? It leads to a little secret room. Brilliant! Practicing on this level - well, kind of - has gotten me pretty good at this stupid damn secret door thing. Why? Because you are able to walk through these wall openings as if they were solid floors! That makes them much safer, and much more fun, to mess around on. Okay, let's go in there... Get used to the fact that you can see out through that big, empty gap to your left. Now run towards the opening, shooting the thing as you run to find the keyhole switch! Now get ready to exit <|endoftext|> left of the bush. This puzzle is easy when you think about it, but an excellent one to have handy during any difficult situation. Run over and stand in the "bottle aisle," then walk over to the right corner and start walking into the "mug rack." Try to do it quietly so your neighbor doesn't go flipping out on you like he did last time, and you can easily get up to the second shelf and head into the next room. If you run out of the mug rack without making contact with it, look down at the ground and find a stepping-stone. Once you're there (you should be able to see the third level), try to drop right from the step for the column that holds the popcorn. You'll find the gate with a candy apple on it, allowing you to move on to the last level. If this gate closes on you, go back to the "mug rack." Now go over to the far end of the "room" and make sure the popsicles have broken, then exit through the door to the right. Use the popping straws and the apple on the gate to free the Alien Loon. Use him to push the pumpkin onto the switch to open the barn door, and jump in. NUTS 'N SCALES Run left and grab the turnip {or anything else} on the elevated platform. Walk right and pick up the nutmeg switch. Then use the pumpkin. Use the switch again to leave the area. Use the nutmeg switch again and enter the barn. Go across the tunnel and wait. When the henchman begins to swerve to his death, quickly pull the lever to the south for more ammo. Continue (don't panic) until only two guards are in the barn. Take them both out. Now go right, away from the barn, and climb the ladder. On the next floor, walk through the doorway on the right and kill the guard inside. Go outside the barn and toss a pumpkin bomb in the east wall at the very end. The trap will detonate any of their backsides it hits. When they both are gone, look south and take out any remaining guards that may still be inside. Exit north and follow the path. At the fork take the south route, then walk around the "wall." Don't stop to worry about killing the various walkers or snipe anyone; just make it to the other end and move on. Use the corn on the switch that drops the next floor. Stand near it, then slowly but surely walk up to the glass and quickly flick it off. Watch out; if you blink your face too many times, you may fall into the swamp below! Enter the portal to get the Xen guard. Now find the stairs on the right. Climb them and go through the glass barrier. Kill the guard up here {look left and then right for a wall that will open, kill him there} and continue left. The roof above has a large gap in the top left corner; go through it for some ammo and health. Pull the lever on the northwest side for a sliding door to the next level. Jump into the void and go left. Follow the path while using the gears in the screen on the lower portion of the screen to jump to the next screen. Walk across the gap at the center of the box shaped area (jump into it if you want) and use the west-up pumpkin switch. Jump on top of the small spring in the center and drop through the hole in the ground. Jump to the spinning wheel in the corner, pull the lever, and walk forward. The wheel will rotate 360 degrees, so before you reach the next screen the wheel will have rotated some further. Jump into the first hole you come to, and walk east to where the northern-most wheel has rotated. That's the one you need to get to to complete the level. However, just as you're standing on the west next-highest wheel, the east wall splits right down the middle. The eastern side of the split is currently out of reach, but walk/run east past the wheel, and there will be a glass window you can break through by leaning against it. This leads to the next level. OVER THE BODY MINE Start by walking up to the corner of the "wall" under you. You'll see a chest in the top left corner. Push the pumpkin it's guarding into the water on the other side. Hop onto the spring hanging there (or wait for it to drop). Shoot the switch on the southwest part of the wall that is above the spring, and pull it. Kill all the patrolling baddies and open the chest to get a health pack. Shoot the switch on the south wall that is over the spring. Step on the north path in the row, kill the guards, and move on. Look left for the second-to-last spring; stand up on it and swing up to the top floor. Look north-west to find an alcove to enter. In here, hit the switch. Now move around the top of the room to get a cool view of the west wall wall split. Swing north and hit the switch. Now swing east and stand in between the two walls on either side of the spring (you may have to get a running start). You will see a bump on the eastern wall. Fall through it and continue into the newly opened inlet. Move south, up the staircase, and through the short opening to get the gold key and chest. Now exit. Inside is the last chest piece (empty) in the level. WALKING INTO A SKY Move across the bridge that the body-mines fell through. Run forward to a gate you can open; do so and step through the double yellow bars. Hug the right wall and jump over the pit when it opens up. As soon as you land, jump to the right of the water pit and walk along the ledge ahead of you. When you reach a small ledge going down, jump over to the right again and wait until the slope leads back to the surface. Climb down the brief section of ground, and run for your life. There is another set of double pipes below you. Walk up them until they curve downward at a 90 degree angle; slide down it. Turn right, and when the water is low enough, RUN across it (don't walk; slide). Get the health in between the treads (switch to your night vision). When you see the walkway in front of you, turn left and slide down the opening. Ignore the ladder and use your new-found night vision to see a bridge with three planks. Stand on the left pillar and place your crosshair on one plank. Press jump to jump across. If done correctly, you should hear a grinding noise. Step into the space between the plank(s) and crouch with the hands on the sides. Slowly glide across the plank. If done correctly, you should do a ground-pounding sound. Continue to glide from plank to plank until you are out of the area. Note the plank below you, there is a health pack. Make sure you've got the jump key handy, because you're about to go into a minefield. Swim across the planks one-by-one, and you'll easily make it to the other side. Kill the enemies and grab the tail. Take a quick swim and then glide across, now landing near the entrance of the shaft where the blue key is located. Run across the path with the tail attached to you, until you reach the blue door. Open it and hop into the air vent. Go through the door leading to the mines and stop outside the lift. Crouch to the platform on the far end. Lower yourself slowly onto the lift and ride it to the top. Go through the door and back to the beginning of the mine field. The health pack atop this rail station holds 100 rupees. Exit, and just don't touch the rising hull or you'll blow yourself up. Walk forward till the red steps are visible. Shout your name and run towards them. Turn around immediately to avoid being shot back off the escalator. Jump off it (I mean SHOOT the FIRST thing you see) and get onto the wall on the other side. Walk backwards off the ramp you just came down. At the bottom, turn right and walk forwards. Soon, you'll see a green wall at about eye level. Crouch and squat to get close enough to walk over it. It has glowing edges; stand on it and roll; the next section of wall becomes visible. Run right and climb up the stone steps leading to the statue. Walk along the metal railing, and eventually you'll go where the hole was. (The only reason why I said to be "extremely cautious" is because the gunners shoot back.) Climb up the ladder past the gunner and jump over to the other side. Once over the wall, there is a path like the bridge one section you went down. Take the path you will meet the shield monster on...while he is shooting at you...when the bullets come in towards you, quickly RUN into the opening. He won't follow you. This is the safe spot. Stay on the right wall as he fires at you, and stay on the right side of the void that emerges. After a bit, he stops and starts taking potshots at you. Reload and repeat until he's dead. When you've killed him, he drops a Megaphone. For now, go through the red doors and exit the room he came out of. Turn right and go up the stairs in front of you. At the top, take the Rupee chest at the end of the passage. Continue straight to find a small room containing the exit on the opposite side of the room from the doors. Also, walk a little ways down the path and you'll notice a Rupee chest in the dirt area to the right; hit B to activate it. Kill the green headcrab that crawls out and exit. In front of you is a pit. Jump across it and kill the blue headcrab. Two of the four windows in this area are booby- trapped, so if you try to break them, you'll die. Instead, you have to jump to the platform with the octopus face (get used to the name--it's coming up) face. Equip your Rapier and cut away the crate blocking the gap. DO NOT hit it, though. Instead, dash across the gap before it opens. The next pit is very similar to the last one, except there are two iron crates. One is at an awkward distance for you to jump to--just make sure you can jump and turn in the direction you need to to get across the gap. To dodge the bullets and cut down the time you have fighting the Octopus-Face-Man, equip your Power Bracelet. The yellow ring will give you light defensive armor. Jump when you need to and dodge all the threats with your Rapier. He'll put his plan in motion after the two sections are connected. When he does, he shatters the windows. Since the first part of the floor you're standing on breaks, jump up to jump to safety. If you can make it to the ledge, another shell monster comes after you. There's also another Octopus-Face-Man sitting in his cage. The experience of the boss shouldn't take much strategy: Get past his spit, get close to him, punch him once to break his ability to spit bullets, and work your way back to the safe place you were heading to earlier (the safe spot). This is the second pit. Just like the last one, you have two iron crates on the left side; turn to face the roof and jump to it. Fall onto the rope, hit the switch, and climb up. Exit through the opening in the small room. On the same stairway, go straight and step through the locked iron door on the left. Climb down the ladder, put the Power Bracelet back on, then drop down again to fall into the water. There is a healing pool here; open the wooden door near the pool and swim straight, avoiding the Cyclops. Go under the bridge and you'll spot a shimmering gray platform. Swim straight across it. You'll emerge on a path. An enemy resembling a headcrab falls onto you. His attack isn't especially hard to dodge, but he often lands in your lap if you don't cover all the space he can hide behind. You can either jump over him or kill him while he's still hanging around. Eventually, the pathway will lead to an entrance that leads to the third pit...and a fourth.... You'll take on the fourth and final pit in the area. There's nothing new here except the strong radiation buildup. Most of your health is regenerated, but you will find yourself dropping faster than before. Simply move fast and save your health potions for future fights against this zone. At the end of the fourth pit is the exit to the final room. Past the barred doors, you'll find the Magma Cave. It may seem pretty boring and uneventful until you've been in this area, but it is the most important part in your journey. Not only do you get to experience more than 1/4 of the game here, but you also fight King Dodongo! Don't let his tough exterior fool you--this guy hits hard. His new weapon is the Red Leaf Green, which can suck you in and pull you to wherever it roasts. Oh, and did I mention he's hungry? What's better than a wild west shootout?! Make sure to beat this level as soon as possible! Theory: A big part of Super Mario 64's charm has always been its well thought out levels. Every single object in the entire game has a purpose and function, but they're tucked away in tiny spaces and difficult to reach. This bonus area looks like it could be a dream come true for some level designers out there. It would be a real shame to miss out on such a neat bonus world just because the levels involved weren't up to par. Still, we won't know for certain until we see it in action, right? So let's go ahead and fight our Koopa family. Level 30: The Big Egg Keystone Features: Bomb-dropping koopas Where to Find: Just like Mario 64 and Super Mario 64 2.0 before it, The Big Egg is found in the palace stage in World Four (in the green airship) that requires ten star power stars to enter. You can find the place where it flies by simply jumping over the green-colored blocks. Overview: The Big Egg features one of the more complex worlds in the Mario universe. There is one tricky jump in particular that separates us from normal land. Also, you'll notice that you are very low on blue coins right off the bat, so don't fret too much about getting them. As always, there is no map for the world, so head to the right when you start the level. Here, head to the area in which you are set free by having stomped Bowser in the door at the beginning of World Six (itself a sideways remake of World Six in Super Mario Bros. 3). Use the upper path to work your way towards the exit. Shortly after, you will be attacked by three eggs that pop out. Beat them by moving underneath them. The first four, though, will scoot closer together, preventing Mario from reaching safety immediately afterwards. The red eggs, however, work better because they never scoot close enough together for <|endoftext|> Comet Hammer has been removed. - Fixed an issue where the gun turrets might take infinite damage from grenades if there was a lot of them nearby - Rebalanced the health and armor of the hunters in the second part of the mission. They will drop their guns but still be very dangerous when in large groups. - Tweaked the "Gamma Raid" Scout/Assault Rifle mission so that it's more difficult and has bigger rewards as well as removed the mission reward chamber, just the reward room. - Tweaked some rewards in the Combat Armor rooms. There should now be an extra item added to each Armor Room reward table. The ammo for that item, of course, will remain in the same spots it was before. - At least one level 10 attacker will appear on the bridge of the "Gamma Raid". It is now a 50/50 chance of at least one level 10 attacker appearing on the bridge. (Hopefully the new Secret Level will help this level to become popular again) - Removed the flamethrower from "Outrider" since it wasn't being used as it should have been. Sorry, George... - Eliminated the Alien Drone from the "Trojan" mission because it was kind of a pain to deal with now. - Removed the alien drone from the Engineer's Lab the "Viva La Resistance" mission because it seemed too easy of a challenge for this early stage of the game. - Minor tweaks to the "Earthing Invaders" mission so it should be slightly harder and there are more ways for you to complete this level. - Adjusted the Guardian Egg to make it easier to see in the distance. - Added a bonus of 40 units of Ore on "Low Farm" towards the end of the level to help those who did not receive enough of the resource in their gold level planet. This should also help us get back those people that bought the game only for Earthing Invaders but later decided to upgrade to level 6! (These people were not informed that the 40 ore bonus would appear until they finished playing Earthing Invaders and then went back to the main menu... Also, now there are 7 gold levels instead of 8!) - Removed the two Shield Drones near the start of the "Vice War" mission because you can barely see them anymore after taking the Heart Breaker upgrade in "Unchain The Hacks". Sorry, fellas! BUG FIXES: - Increased hardpoint space available on the BlackKnight by 1 token. This should fix the bug on levels 1, 2 and 3 where your ship becomes stuck when loading the next disk into memory. Version 3.0 (02/14/99) ----------- THIS UPDATE IS NOT VERSION NUMBER THREE! THIS IS THE LAST TIME I WILL BE POSTING ANY UPDATES OF THIS FAQ IN MY THIRD VERSION! SO PLEASE DO NOT SUBMIT QUESTIONS TO THE FAQ AT THIS POINT!! IF YOU HAVE A QUESTION ABOUT A LEVEL THAT WAS MENTIONED IN THIS FAQ THEN SEND ME THE COMPUTER SCREEN IMAGES FROM YOUR SCORE AND I WILL ADD THEM INTO THIS FAQ!!! THANK YOU FOR YOUR TIME AND I'M OFF TO GET HIGH ON FATE!! _______________________________________________________________________ /\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\ /¯> < \/ ---------------------------/ /\/\_____________________/\/__ /\/\-----------------------//-----/|-|-|-|------- | | ¯¯¯) ¯_____ ¯¯¯¯ .___.' ¯.' | |_| _ .-' ' | | '.' | | | | | | | | || | .' | | | | | .~' | | | | | . .'._| \| | | | | ( '. `' | |___\|_/|_/|_/|-._ '. ¯/.|| |/| | | ||' _ . \' | .'| |____\ | | ¯'.'.-' |__'\ ))| '|' / |\¯ '| | __| ' |¯ , | | __. | /' ' '. ¯| . '| . '| . . ' |. '| . _ `. ' \' | ' . '. ' |. '| /'. . ' | '. \ || . ','.-' | ' . '.-' | .;:.-',':' '. .|'. .- '.-' '. '.-.| ' '.||';' ','-.' .'/.' \ |. '. '.-' '. '.-.|'. '. '.-.-'-''.-',|." ._'.-'\|-(' `-\| .-`').' | |////' '|.' | '. '.-' '. '.-'-' '.' '.-''.-' _ ', '.-' '.-''-.- /'. ' '.-' '.-'-' '-'-' .'|.' '.-'-'.-' /' `-. '-'-'-'.-';.' '.-'.' | |__.-'`' '.-.'.' '-'-'-' .-' '.-' '.-' '.-',' '.-' ', '.-' '.-' `;' -'-'-'-'-' '' .-'./'. ' ._';,' '.-'.;. ' '.'.'.' .'|-'-'-'.-'.-'\-'.'-'| | . .-' '\. .' .' '.-' '-' '.-.` '.'.-.`. '.-. .''.'.'; ''''.'; '. .' ;'. '.';'.-. `';'. .' '.-' '.-' .' '.-' .' '.' '.' '.-'.' ;'_.-' '-'-'-'-'; '.-'.'.' | |' ' |', '. '. .'. '.' '.-' '.-' '.-.` '.-.`. ';'. '. .''. '. `'. '.'-'. '. '. '. '.-.`. .'`. '. '-'. .' '.-' '.-' .' '.-' '.' '.-'.';' ','. ' '. .' '.-'-'-'-'-'-'-'+' ============================= APPENDIX C ======================================= 1. Mission Name (Spock Not Found). 2. Mission Objective. 3. Ship Type and Location. 4. Main Power Source. 5. Shuttle Type (Main Engine). 6. Additional Power Sources. 7. Engines and Auxiliary Power Sources. 8. Enemy Ship Types and Locations. 9. Particular Configuration and Deployment Pattern. 10. Recommended Equipment. 11. Platform (Optional). 12. Frequently Asked Questions. 13. Final Thoughts. 14. Credits. My Mindscape : * Ridley Scott * Steve Purcell * Chris Todd * Robert Chyr * Peter Farrar * Richard Edlund * Jonathan Blow * Rob Dzioba * James Duggan * Ashraf Elghalil * Donald Gilbert * Barry Blumberg * Barry Wong Welcome to My Worlds, the ultimate resource for all things Star Trek. This is an unofficial fan website created by fans for fans, run and moderated entirely by fans. It was begun in April 1996 by Toby Lester (tpeltaver@signet.com.au), a.k.a. Spiros Tulip. The original site, www.myworlds.com, was created on August 23, 1998. This site has now grown into a massive structure with many facets. During its initial formative years, I tried hard to keep in touch with Tpeltaver but it seems he is now off travelling or writing some other completely unrelated fan project. I still find the site useful to browse and there's no need to contact me regarding news or problems. As of January 1st, 2003 this page is official and appropriate for framing in your home. Everything you see on this Web site is copyrighted work, so if you want to use any information found here, do not reproduce it without prior permission. You may also consult the copyright.txt file here for details, including fair use or reusing information found elsewhere. If you're looking for the official source of these FAQs then check out the SciSoft World Official Site. If there are any errors or corrections that you'd like to send my way, please feel free to send them to snww.scissoworld.com. An active contribution would be greatly appreciated! To subscribe to the SciSoft mail list for exclusive content (and see the latest fan fiction!), just type subscribe scissoworld at the address you provided above. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. ***** ********** ********** ********** *********** START OF DOCUMENT SCISSOWL PROJECT CALLISTO Version 2.0 July 25th 1997 by Kyle J. Browning First published at scss.systems.net Version 4.0: Updated to v5.0 (data) Version 3.6: updated for 3.6 Version 3.5: More accurate build system Version 3.4: Bug fixes Version 3.3: Updated for 3.3 Version 3.2: Some minor bugs fixed. Version 3.1: Updated for 3.1 Version 3.0: Updated for 3.0 Version 2.9: Updated for 2.9 Version 2.8: Added his drive method for getting the super missions Version 2.7: Updated for 2.7 Version 2.6: Added what I think is the most complicated method in the whole guide. Version 2.5: Updated for 2.5 Version 2.4: Upgraded the GameFAQs site. Version 2.3: Updated for 2.3 Version 2.2: Updated for 2.2 Version 2.1: Updated for 2.1 Version 2.0: Updated for 2.0 Version 1.99: Updated for Version 1.95: Updated for Version 1.91 Version 1.9 Version 1.8 Version 1.7 <|endoftext|> bottom. Look to the bottom left to find a door. This is an elevator. When you walk through it, you get credit for Victory - Fire Emblem: Shining Sword Asserts a permanent Link from Save File to Game and vice versa =============================================================================== Random battle 30 points (2) ------------------------------------------------------------------------------- Battle Item 3 Attack/Defense 10% Levitate 5% Poison/Growth 4% The above list doesn't include the enemy knights in chapter 2. However, if you're fighting them, it really doesn't matter. You can just parry their attacks and hope they don't do anything that would cause them to use up a turn like using a skill. You can use the listed "Use" abilities, but you have to choose when you want to make use of them. Using this will not cause you to lose a turn! Don't worry; it's still very easy for characters with high critical hit rate skills. If you want extra damage, just equip weapons that are made of light material like crystal or mud and use your crit chance. In terms of weapons, you'll have to stick with mithril and adamantine weapons until you can buy powerful weapons made out of other materials. The other battle items are pretty useless at best... Infinite MP 20% Save Option 8% Auto-Leveling 3% Midnight! 1% Color Change Item 0% Item Duplication 1% Memory Changing 1% Ability Duplication 1% Skill Duplication 1% /-------------------------------------------------------------------------\ | QUEST FOR THE GOLDEN BEAR | \-------------------------------------------------------------------------/ Aqours Special Mission Effect: All members must be present for ending. Location: Rank 9 th route (via Wild Bear), Scout 6th route (via Northern Forest) ====================================================================== 0) INTRODUCTION ====================================================================== This section is here so people who wish to know the overall basics of the game can read it before playing. Even though there is no such thing as an FAQ for the game, I decided that I'd try writing one anyway as some of my friends were asking for one. That can probably count as "finding it in my heart to write an FAQ for this game". Well, if that isn't motivation enough, feel free to skip this section and go on to the next one if you would like more information. -~~~PICK A FRIEND~~~ - In this game, you select four other schoolmates from all the members of your grade, and together form a club (hence the name). You, however, must decide your own leader. Your choices are based mainly on your personality: is there someone more confident than someone too nervous? How about someone who needs supportive friends more than everyone else? Of course, they will also choose their chief merchandise, which will affect what you get as rewards and prizes when the time comes to go shopping. -~~-THE MATCHING GAME~~~ - You can either participate or simply observe, but it's not necessary to do both though, so it doesn't hurt to choose. Naturally, your friend's choices differ based on how well they match with you, and likewise your choices determine how well they match. Therefore, it is very important to help your friends if possible, just by talking to them or sending letters. Not only that, but finding your matching several times is easier, as each time you find one, you see his/her appearance for the first time. You can then use your "Matching Crystal" to choose from all the matches until you finally pick someone you think is perfect. The magical mirror will also give you clues on how your new friend should act: be nice, worry about you, be careful, etc. I won't make any comments on which choice works best since it depends on your personal opinion of your friends and so on, but always choose your best friend as your main champion. Of course, if you don't have much confidence, you could ask the nearest girls to be your second player. They'll pick the person they are closest to, so let me say again that you should always select your best friend. -~~~MARKETING AT ITS BEST~~~~~~- - The third option is to shop at various stores owned by your friends. If you are having difficulty making money during the games or otherwise, you can sell some of your newfound item donations. Then on the counter they will say what percentage they want to get for that amount, and you'll have to submit them with your Mirrors to be allowed to shop. Some of them will want unique items (like some girls don't care about cute stuffed animals as much as they will when buying this perfume), and others will want cheap stuff (I love the Gacha Bottle X2, but I've sold two masks that way; it's not worth it). Most of the time you'll end up buying the cheapest product you have at those stores, meaning that if you have a bunch of copies of items you would never need, but sell just because you can make extra money off them, then just sell them to the stores. After doing all of that, you may want to buy some items to hold over from your previous lives. Talk to the clerk with a Ring Box in your hand to get full price! -~~-BOUNCY BABY!!~~~ - The fourth option is to go shopping for the baby. For most characters, there will be flowers and jewelry available, but for Aqours you'll need some good equipment for a youngster. Sure, you could walk around the city and buy any old nice ring and belt, but if they're cute enough, no one will be able to resist. To start shopping, talk to your friends. Some will be really eager while others will not want to part with anything, even though it's cheaper, sorry. Try walking around the city and look around a little before deciding to go in. There's a pretty high chance that at least one friend will pay attention to you while looking at the rings, so don't miss this opportunity. - CHEATING THE WALL~~~~~~~~~~~~~ - If you notice the clock on the wall while standing still, there will be a numerical code that shows when it will count down. Not only that, but it's possible to jump through these codes at designated times without the possibility of getting caught. By doing so, you could actually save the entire day! Unfortunately, like with everything in life, sometimes one bad decision can really ruin the day. So watch out... - THE WAY FORWARD TOWARDS THE MEETING~~~ By the way, in addition to these three options, there are plenty of other things you can do besides shop at shops, like going on dates, singing with a band, reading old books, watching movies, visiting amusement parks, fishing, working on carpentry projects, and exploring. Really, it's up to you. Not to mention that there are tons of secret things to do in each of the character's hometowns (if you haven't already visited them), so check the various sections of each character's section of the guide for more information on each location. - SPOILERS AHEAD!! NOTICEABLE OVERSEEING!~ - In the first few neighborhoods, there are always many houses and buildings within a certain area that has a super special message written in Chinese. These are VERY hard to read, so practice before trying to solve them. Furthermore, there are quite a number of houses that may have no normal explanation, even after taking the trouble to examine it carefully, but will say something specific like "Watch Your Back" at random. This triggers a lot of events, so I definitely suggest that you study up on Chinese before going into these districts. You will have several chances to figure it out, depending on who you choose as your champion. It is also important to note that in several cases, you can visit your favorite town and see those cryptic messages, but this will ONLY occur if you are playing NicoNico Douga or Aqours on NicoNico Douga, so don't fret about it if it doesn't happen for you. Anyway, here is a list of all the messages that are hidden within these 4 different districts: Showa Town: ---------------------------------------------------------------------- * Mr. Biggie the dog stays at Joohee's house during his stay * Mr. Biggie refuses to give Suhosan-ssi love * Joohee washes up in front of Joo Hee's home during her stay * Mrs. Chan is attacked by someone * The gatekeeper won't let Joo Hee in when he leaves, also on the road * The ring princess (Riko) turns down the rings offered to her Riyoko no Mi: ------------------------------------------------------ * Chang said the name Raji Chub Lamma sounds familiar. * As an ice crystal, Riko cannot leave unless it melts. <|endoftext|> | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | <|endoftext|> http://img335.imageshack.us/img335/6277/00gta1screenvc241oz7.jpg "Running Man" is also the name of a Chinese reality show that features cast- ing members who compete to see how long they can run in place while being chased by an arrow. A 2002 episode was nominated for a best drama oscar, but lost out to "Good Will Hunting." I've seen an edited version on TV once, and it seemed pretty good--the closest comparison to the game is "Guitar Rock," which comes close, but not quite, to being a GTAScript. It had a lot of the same things as The Running Man, including a mountain with a giant-sized pink ball bouncing around that moved like the running man does. (GTWAGScripts also has info about the pink ball.) Glottis wrote me: The screen capture above is from a music video by three Chinese pop stars (Nan, Junya, and Yushu) called "There's something inside you" or 很性悠盔指南精神力關. See a movie clip below: https://www.youtube.com/watch?v=UR_F5dwqyH8 Nan: A Chinese singer-songwriter with over 100 million views on YouTube Junya: China's first celebrity boy band (with Tan Hoang and Wang Xue Yushu: They're mainly famous as their former dog. See the dog meme pic.twitter.com/fBpDYsQSzr — Zainab Salbi (@ZainabSalbi) September 7, 2016 Here's another tidbit. In 2005, a group known as the East China Gangster made headlines when five young men burst into a concert venue in Shanghai wearing ski masks to hide their faces. The images went viral in China and elsewhere. https://en.wikipedia.org/wiki/East_China_Gangster Thanks again to Glenster who pointed out the Nan/Junya part of my screen cap credit. To make this particular song popular in China, which is why you got the Pink Ball there, you could have used the VW Beetle car entrance. You could watch it there in the background, then move it down there to play the next level. But you don't need the Van Buren Carpark because there are several on the map that look similar enough--and some of them will get you closer to the Fiery Inferno Trophies (but not all at the same time). Try the following ones. There's one in Southeast Long Island City, south of the four Cabbies you can see from the air. There's one just S of the W intersection N of "PANAMA BEACH." Then, SE of that, there's another NW of "PRISON YARD," and yet SW of that one is another in the middle of the park in Downtown. So, for example, you might put the Pink Ball at: - NW of Tropicana Field - 1st Street and 3rd Avenue NE of Tropicana Field - 3rd and 6th Avenues between E. 6th and E. 5th Streets - along the West side of the block that looks like it could be the address of a law firm - across the street (or blocks!) of "ANTI-PERFORMANCE" - and just North of "THE STREETS OF LOS SANTOS." Finally, here's what they say about that disappearing sea in the song: https://www.youtube.com/watch?v=1eOi6xU7gAg GSAMESASCENSIONGAME#4984: Lost Continent https://gtaforums.com/topic/569942-gta-san-andreas/ https://www.youtube.com/watch?v=oNXCDISosAE https://youtu.be/pc0mTzuKLn4 https://www.youtube.com/watch?v=-c2AJEP-AdM https://www.youtube.com/watch?v=sgEbQB3aC_c https://www.youtube.com/watch?v=y0ix4fWLhBA https://www.youtube.com/watch?v=ARhutPsKhKA https://www.youtube.com/watch?v=Ri55gz4Kjx4 https://www.youtube.com/watch?v=OzJ0_VfpB0w https://www.youtube.com/watch?v=Q9tTSM8ty5k https://www.youtube.com/watch?v=teqnzdOhLPc https://www.youtube.com/watch?v=FvIkfJskHhs https://www.youtube.com/watch?v=4jRRLEocVDE https://www.youtube.com/watch?v=XnsVPPIDUsM https://www.youtube.com/watch?v=1lSPxOYKGWs https://www.youtube.com/watch?v=sqj81TA18LI https://www.youtube.com/watch?v=6qt9idu9GmA https://www.youtube.com/watch?v=OVAK5Np_Xro https://www.youtube.com/watch?v=8joCAAj8bLQ https://www.youtube.com/watch?v=pnQA77iRPLY https://www.youtube.com/watch?v=0ah6PC9bO08 https://www.youtube.com/watch?v=ZhMVUYhuDCk https://www.youtube.com/watch?v=00mc30EWGrA https://www.youtube.com/watch?v=KEg3jeV5rtw https://www.youtube.com/watch?v=W71QFMqSHzY https://www.youtube.com/watch?v=IiwGUp2AsUk https://www.youtube.com/watch?v=Bpu9sDMB2mI https://www.youtube.com/watch?v=KRj9urT9Swc https://www.youtube.com/watch?v=UlwhCdnHBGc https://www.youtube.com/watch?v=gBuwnirF_GA https://www.youtube.com/watch?v=nwfQ_3UIjco https://www.youtube.com/watch?v=Aeikf2XdsSA https://www.youtube.com/watch?v=CrfNvJie1cc https://www.youtube.com/watch?v=DcmE04jl50A https://www.youtube.com/watch?v=ptvv1scv-8k https://www.youtube.com/watch?v=nvT7BxeowCYA https://www.youtube.com/watch?v=uccevmF0tbg https://www.youtube.com/watch?v=ScWAyiiSSvE https://www.youtube.com/watch?v=R12Vyd9hDIA https://www.youtube.com/watch?v=HEOH4UZJJvM https://www.youtube.com/watch?v=uPGSMHAEX7c https://www.youtube.com/watch?v=AacSImGdkME https://www.youtube.com/watch?v=XLSJbaAoSHQ https://www.youtube.com/watch?v=XruD5uhYOPw https://www.youtube.com/watch?v=WXXRB2naKVE https://www.youtube.com/watch?v=yql3ZLCqdlI https://www.youtube.com/watch?v=cRfdpMrBkRA https://en.wikipedia.org/wiki/Andy_Stewart https://en.wikipedia.org/wiki/Live_Broadcast_and_Radio https://en.wikipedia.org/wiki/Jack_Bailey https://en.wikipedia.org/wiki/Lights_of_London_%28band}_%28film%29 https://en.wikipedia.org/wiki/The_Time_Machine https://en.wikipedia.org/wiki/Charlotte_Church https://en.wikipedia.org/wiki/Stanislav_Skorobogatov https://en.wikipedia.org/wiki/The_Shadow_Men https://en.wikipedia.org/wiki/Francois_Miguel_Ballet https://en.wikipedia.org/wiki/Lucy_in_the_Thirties_(film) https://en.wikipedia.org/wiki/Richard_Pevear https://en.wikipedia.org/wiki/Richard_Pevear_%28musician%29 https://en.wikipedia.org/wiki/Sergei_Singel https://en.wikipedia.org/wiki/Roman_Raich https://en.wikipedia.org/wiki/Miriam_Moskovitz https://en.wikipedia.org/wiki/Margarete_Meyer https://en.wikipedia.org/wiki/Mary_Martin https://en.wikipedia.org/wiki/Margaret_McDonald https://en.wikipedia.org/wiki/Catherine_Marie_Montrose https://en.wikipedia.org/wiki/Alison_Elsberry https://en.wikipedia.org/wiki/Brian_Ross https://en.wikipedia.org/wiki/Douglas_Kerr https://en.wikipedia.org/wiki/David_Brinkley https://en.wikipedia.org/wiki/Joe_Savitt https://en.wikipedia.org/wiki/Tony_Blundell https://en.wikipedia.org/wiki/Barbara_Wilkes https://en.wikipedia.org/wiki/John_Papalexopoulos https://en.wikipedia.org/wiki/Roger_Wallace https://en.wikipedia.org/wiki/Deborah_Bowie https://en.wikipedia.org/wiki/Francisco_Arturo https://en.wikipedia.org/wiki/Herbert_Lynn_Grillo <|endoftext|> action, then you get to watch it in slow motion. And there's nothing more cool than being the king of slow motion! Of course, one can do this with many different types of toys. There is also no limit on how far one could go with this game, as it's so simple. It really is that easy to have a lot of fun. Also read "How to use this FAQ" at the bottom of the Guide Index. That should help you out much further. Thanks for reading! ---------------------------------------------------------------------- 1.0 - Version History: ----------------------------- Version 1.5 (February 13, 1999): Added Information about Cactus Jack and Badniks. Added "The Goofy Speedway Trick" section. Version 1.4 (January 18, 1998): Fixed an error in the Dale Cornucopia section, and added info to the Giant Ring Space. Version 1.3 (December 11, 1997): Corrected some mistakes that were found after the first public release. Version 1.2 (November 25, 1997): Updated Cactus Jack to be somewhat fair. Version 1.1 (October 21, 1997): Add information about the Gloomy Galleon. Updated info on In-Between Courses. Version 1.01 (September 17, 1997): Put up the second Official GameFAQs Strategy Guide and completed the old version 1.00 Guide Index. Version 1.00 (August 20, 1997): First Public Release. ----------------------------------- <1> The Story So Far... <1> ----------------------------------- At long last, Mario Party comes to Nintendo 64! You'll play through the game in your very own Mario Kart-styled adventure! Each player takes control of their favorite Mushroom Kingdom character and tries to collect all of the coins that they can before time runs out! The game has six playable characters, each with their own special abilities that make them better suited for certain races or events. With cards instead of karts, players take turns taking turns driving their chosen Mushroom Kingdom vehicle and trying to make it through the course without crashing into another player. Players keep score by collecting coins during the race, but if both drivers crash into a wall, the person who crashed into more walls wins! But most importantly, play continues until one player loses all their lives. If a player loses all their lives, they must turn off the game and start over from the beginning of the game. Each character has four "Booster Cards," which boost a few important stats of the character. After each race, players can buy these cards using a purchase price and coins. Many other items are available in the form of "Power Ups." A Power Up usually gives a +10 stat bonus, or something else positive. Most are also required to beat different mini-games, like flying the skies or jumping off buildings. All other things are purely for fun and any power ups will probably prove useless unless played together with another item. The game starts each player with ten coins. These coins can be spent on anything. Some are used to purchase Boost Cards, card bonuses for certain missions. Once you win five times, you will automatically upgrade your character to level 3. At level 4, your character gains extra life points, etc., even though you're not actually doing anything to gain those points. You can only hold 10 lives, however, and losing all of them forces a restart. This rule goes double for level 5, since any points lost cause you to lose the game. Once every player has purchased everything, they are brought back to the main menu screen and told how many races to play and what time periods to choose from. A timer appears on the left side of the screen for each player and reminds you that time runs out in the end. The player with the most collected Coins during each race wins. Races are timed differently depending on how many times you've won. Here's a quick rundown of how the tracks work. For now I'm assuming that you only want to complete normal courses, but see the Course Walkthrough later on if you want to try getting 100% approval for the Special Cup and other bizarre things. Don't worry, I'll tell you all the secrets once you've beaten every track (which shouldn't be too hard). (Note: The credits list the creators of the following characters; these names may change later.) Mario - Mr. Miyagi, Mario himself Luigi - Luigi, (no relation) of course Peach - Princess Peach (what else?) Daisy - Daisy, (just plain daisies?) Koopa Troopa - Koopa Troopas? I don't know. Toad - Toad, (???!) Donkey Kong - Donkey Kong, (he's still dead right?) Link - Link, (again... sorry?) Ganon - Ganon, (it can't get more evil than this) Yoshi - Yoshi, (yes, he does exist...) Raccoon Mario - Raccoon Mario Cheato - Cheat Shy Guy - Shy Guy Bowser - Bowser, (hey, he makes a pretty cool cape) Pebbles - Pebbles Pink Bob-omb - Pink Bob-omb Waluigi - Waluigi, (can we just go ahead and name him that already??) Wendy O. Koopa - Wendy O. Koopa, (bless her heart) Red Lakitu - Red Lakitu Brown Lakitu - Brown Lakitu Yellow Lakitu - Yellow Lakitu Sourceror - Sourceror Green Sherbet - Green Sherbet Flaming Sherbet - Fiery Sherbet Chunky - Chunky, (what is this - er...lakitus?). Vulcan - Vulcan, (ah, his name sounds familiar...I wonder where he gets his fire?) Queen - Queen (who would have thought she was so damn good at running around?) Cupcake - Cupcake Ricky - Ricky, (Who would have thought... oh look, a character from my old favourite computer game of all time - DOOM!!), (boy does it remind me of YOU!!!!!!!!!!) Flint Rocks - Flint Rocks Black Flakes - Black Flakes Black Sugar - Black Sugar Vegetables - Vegetables Mystery Meat - Mystery Meat Monster Teeth - Monster Teeth Spiked Bark - Spiked Bark Snowball - Snowball Bellflowers - Bellflower Pumpkin - Pumpkin Clown Shoes - Clown Shoes Mushroom - Mushroom Rolling Stone - Rolling Stone Balloon Flowers - Balloon Flowers Ice Cream Cone - Ice Cream Cone Mini Mushroom - Mini Mushroom Harp of Time - Harp of Time Ringside Bananas - Ringside Bananas Double Ring - Double Ring Twinkle Lights - Twinkly Lights Knockout Candles - Knockout Candles Key Flower - Key Flower After completing each track, you face off against Bowser (the red guy) in his very first form. Before entering the race, your choice of stats increase to reflect that of an upgraded character. This process takes place simultaneously in both the single player mode and the multiplayer. For example, even though your Mario is Level 2, when you enter the race, Bowser will have a lower starting power. He also has less health. But even if you do absolutely nothing to your character, you can still outrace Bowser by having him beat your opponent within the time limit. If you don't mind beating Bowser but don't want to use the upgraded characters, simply drive through Bowser while the time limit is active and receive no penalty whatsoever. If you somehow fail to beat Bowser within the limit, he's going to set the odds AGAINST you. Anyway, onto the race itself! There are four colors of turns: straight, sharp and oblique. Straight corners aren't actually corners. They're ZIRLWOOD CURVES! You've got an annoying little blue ball that follows exactly in your direction. You have to steer with the control stick as to not slam into the wall or a brick. Oblique turns don't follow the path exactly, they curve around the inside. You need to avoid hitting the wall, which isn't all that easy since there's also a brick in the way. Keep a steady hand and you should be able to turn these corners. If you hit one, it doesn't hurt much because there's no collision box here. Of course, you could always take advantage of those rainbow bricks that make up most of this area. These aren't anything particularly special, except that some are strategically placed to lead into more. Beware though -- the rainbow blocks will occasionally throw you off. A nice touch is the fact that the tracks tend to run slightly different lengths every time you play, meaning you'll need to adjust your driving techniques. The best way to win is to practice the basic maneuvers (turns). Then move on to some of the shortcuts you find scattered throughout the level. The only other thing you really need to worry about is the warp pipes found everywhere. Pay close attention to their directions for extra points (more specifically, paying attention to the direction in which the flag flies in front of them indicates the position of the next flag). Although the Warp Pipes themselves appear randomly every time, there's usually a pattern. So pay attention, and after you learn how to do everything correctly, you might want to try the hardest difficulty setting in order to rack up the most extra lives. What follows is the description of the levels themselves, followed by a brief description of what to expect from Bowser. ---------------------------- Battle 8 - Bowser This was obviously the hardest level to score a high enough rank on to get access to the 200+ star ranking (it took over 40 tries before I got the 0 Star), so please keep that in mind before attempting this level. Here are the general strategies I used for a little over 4 months until I finally made my score of 15,000,000 (which just happened earlier today;:). Note that I never used cheats to achieve this. As far as I know, it's completely un-doable with the current version of the game. Now we come to the actual walkthrough. When you begin the race, remember to let go of Z to make Mario jump higher than normal, then hold right and right again to accelerate upward. Don't hesitate at any point when the timer runs down. Remember, you get another chance at saving the day once your name appears over Bowser. When you see Bowser's name appear, turn around and wait. A small opening in the ground will appear about five feet above the track, allowing you to jump across the gap in midair. Once you jump, you won't be falling down and damaging yourself. It's a pain to manually turn back, but you've gotta learn to live with the occasional error. Make sure you land safely before continuing. Jump over the gap in midair again to continue. Remember that you lose a life every second, so make sure that you spend every last bit of energy possible when you come across Bowser. You may wish to stop practicing that exact pattern after a few races, because Bowser's often timing his leaps extremely well. Try keeping a little extra distance between you and Bowser in the beginning, otherwise you can easily fall into the pit and lose a lot of lives. Note that it helps to pause the game every now and then to give Bowser room to jump and avoid landing directly on him. Also, if you're confident that you can land safely without dying, you could try jumping during Bowser's jumps. It's not necessary to outright press "B" when you jump, however, you could just start the jump a tad earlier and let gravity do the rest. Even if you miss the jump and end up falling directly on Bowser, there is a good chance he'll still be facing away from you. Most of the time this shouldn't happen, but if you are forced to face him towards you and he ends up being facing away from you, you might want to try the alternate method detailed below. Jump from the platform above Bowser three times. Once at the top, two <|endoftext|> I'm done. Goodbye, sweetling." This will be your last conversation with Lord Bafford. Now that he's dead, it's time to go back and see what the king has planned for you. Leave the keep and go down into the valley. Explore all the villages and take any that you want (the elf is waiting in his house). Walk outside. Leave the village at the signpost. Head north-west out of here and a few steps from where you are now are two paths - one going up and the other down. Take the lower path (the west path leads to an evil witch named Gwen). Take her to meet the king. Talk to him about Gwen and he'll tell you to kill her (which I found out was a lie as she wasn't there when we arrived). He then tells you that she's inside one of the tombs, and asks if you would like to go along with him. He sends you on a small path through the forest that goes around past the village. Follow it and there will be some stairs to climb. There should also be a tree. You have the option to chop it down. Do so and head south-east. When you get to the dead end with no way up, wait for the branches to split open and walk across them, avoiding the spikes. You may need to do this again as they can be pretty annoying. At the top of the next set of stairs is a big boulder and some roots blocking your route back to the main area. Wait until the branch splits open and continue onto another part of the path (be sure not to fall off, or worse!). Go east and south, watch out for the rocks and avoid the thorny bushes. Continue forward, and you'll come to a large courtyard. Follow it all the way around until you reach the point where you must climb down three sets of stone stairs. Don't worry, it isn't hard to find. When you get to the bottom, walk across the path. North of the entrance is a chest containing a bit of money. Go back to the place where you had to climb down, follow the pathway around a bit more, cross over to the north side of this room. If you look carefully at the wall across from you, you'll see it opened, revealing a staircase. If you know how to use the terrain changes, make your way up it. Keep going forwards until you see another staircase. Go down this one too. At the bottom, walk down and take either stairs (one up and one down) to the hallway outside the tomb. Once you're out in the open, turn right and walk straight ahead towards the door. On the door is a statue of a man wearing a crown with his left hand raised (this seems very strange). Carefully walk over to it and look at it. A hole opens near the base and inside is the King's Hand! Congratulations - you've completed Part 4. ------------------------------------- Chapter 7: The Depths of Despair ------------------------------------- The next chapter begins with the protagonist being taken by the guards outside the jail cell. Say "What are you doing here?" while standing still. One of the guards will talk to the protagonist and ask what he's got against him. They won't let him pass unless he answers the question, so say "That's none of your business. Who are you? What have you done?" After this, go up the ramp, enter the town and go into the inn. Here, look for the priest standing next to the bar. Ask him about the Book of Belial and he'll tell you about the book. Give it to him and he'll read it. Afterwards, take his flute from him. In return, you get a magic whistle. Return to the entry hall of the Inn. Now you can hear noises coming from the nearby cellar. Run up to it and use the magic whistle on the chalkboard. A staircase will rise up where the bars were. Climb up it, ignoring the spider in the first corridor. Proceed to the end, where you'll encounter a dragon. Kill it and leave the way you came in. Back in the dungeon, enter the secret tunnel just to the right of the guard. Inside you'll find four treasure chests filled with goodies. Look under the floorboards of the door on the ground level (it's easy to miss it!) to find a gold nugget. Use the key on the lock and pick the trap off. Return and enter the little door there to exit the dungeon. Return to the town and go to the Priests Guild. Enter it (ignore the two doors on the south and north sides because there's nothing behind those doors. Just walk in). Leave the Priests Guild and take the northeast/southwest passage out of town. Up here, follow the tunnel all the way around until you see an opening. Go through it and you'll be taken out of the sewers. In the town, speak to the old woman sitting on the right. She thinks someone has stolen her treasured ring. After talking to her, keep walking in this area. It's actually a picture that she painted...in hopes of getting rich! When you get close enough to touch the painting, an unseen ghost appears and spooks the poor girl. Return and go to the priest by the bar. Tell him that the ring has been stolen and he'll think you're crazy and offer to help you. He tells you about the book but refuses to give it to you. But he does agree to see if we could find a way to fix it. Once you've talked to him, cross the bridge across the river and go west. After crossing the bridges, stay left and follow the path to the right until you get to an archway. Take the first right (to the guard's house). This time, however, the guard says no as soon as you walk up to him. Well, ignore the guard and go down into the secret passage beneath the church here. Follow this passage down until you get to a tiny doorway leading into the middle of nowhere. There are two guards guarding this way, so be careful. Once you get to a fork in the road, head west. At the intersection, turn south at the new barrier and follow this path through another archway. You'll see a set of steps and stairs going down. Just past them, if you don't already know, is another archway, leading to a stairwell with a silver keyhole above it. Just below it, take the first left (that means west again), then go down the stairs. Keep following this hallway until you come across a sealed-off room. Walk out onto the roof of the adjacent building and drop down the wooden steps. You'll land on some steps that lead downward (where you want to go). At the end, turn around 180 degrees and go back the other way. Take this second route to the east. Ignore the weird shaped metal thingy on the wall and instead walk down the short flight of steps that lead to the southwest corner of this floor (not counting the little alcove or "garden" areas). Follow it to the exit. If you messed up with the switch (and you probably did) then simply return and go west. Cross the bridge across the river and continue west. Head towards the church to find a locked iron door (with another hidden map!). Open it and go through it to get out. Now go up that same course again. Exit the cathedral and go southwest. The Church has another door which you need to open by turning all of the gears (this unlocks a locked room that has a keyhole over it). The place is packed full of enemies, so make sure to hit every single one of them. Now, go back west and take the main avenue westward out of town. Continue following the way you came in. See the ladder between trees? Just like a picture was painted! They even had some emblems of what I'm guessing is the Devil himself! Use your blackjack on the painting. Grab the key off the rack and walk up to unlock the door. Wait for the ghost to start running away. Have the ring equipped and put it on. Equip your blackjack and smack it. This will open the gate. Now walk outside the church. Follow the path and when you get to a sign saying "Go North", look up. Press Z to raise the flagpole, which is exactly like one found in the country. Walk through the tower and turn left. Find the shrine and raise the flag on it. On the flag pole is a stone with "Prayer - Statue of Liberty". Raise it and move to the statue. Put the ring on and pray to it to let you pass through. Now proceed down the path to the door marked "Exit". Well, apparently you can't just walk in without the ring on your person. Find the elk head across from where you started the town and press A next to it. Drop the key off the shelf (don't forget to check under the table, too!) and take the ring off your finger. Place the key on the shelf. Then use the ring on the door to enter. Walk inside to get the Holy Grail Quest! Now leave the Grail Door Room and go down the hall, being extra careful not to step on any false stairs. Keep walking straight ahead until you see the door marked "Stairway to Heaven". Use the red crystal key on it and pick it up. Go forward and turn right to a ledge covered in stained glass. If you have the Ring, then now you can also put it on to activate the pedestal. Get off your blackjack/soulsphere and kneel. Slowly lower yourself to the bottom of the ledge by using B to rotate your body. Look up and put on the ring before reaching the ground. Turn left and go into the door marked "Church". Walk through and up the steps. Look up and go around to see the altar. Use your blackjack to knock it down and stand back up, facing it. Put on the ring and face the pillar. Jump into the water and get on the pedestal. Now you can do it again, but the second time you jump in, you must hold down A. Jump into the fountain, wait for the barrel to roll under you, then press R1 to slide across it as fast as possible. When you reach the far side, get on the platform and go left and up the steps. Face the flag and hit it twice. From there, go north to the next room. Now face the wall of the balcony. Move your character so he's looking at the side of the wall on the south edge. Take a left and face the wall that faces north. Don't bother trying to climb the large pillars sticking out of the top wall here; they're too high anyway. Instead, walk along the wall until you reach the water. Wait for the floating barrel to fall. Once it does, swim out of the water and drop down to the floor in front of the temple. Face the wall and run west. In order to avoid the spikes sticking out of the ground, either jump up on them, or use C2R1 while sliding under. Go out of the small room and go east and up the nearby set of steps. Continue north, up the steps, and turn left to see two more doors. Press the button at the end of the walkway across the bridge. Climb up the wooden staircase in the middle and keep going east past the starpost. At the point near the bridge, hop on the ship and jump onto it. Ride it back to the exit in this section. Backtrack a bit to the giant statue on the edge of the beach. Pull the lever there and get in the boat. Back out again and take the silt strider east. Keep heading east until you get to a pirate ship. This time, there's no one aboard, so ride the boat east. There are two switches on the deck that open up rooms on the ship. You'll know you've reached them when you see a window open up on the outside of the ship. <|endoftext|> whip it. It's a hard thing to do. ------------------------------------------------------------------------------+ 21)Your own Player information and Stats ------------------------------------------------------------------------------+ Here are some things that you can see about your player, if you press the Hint/Help key on your keyboard: Character Name: Your name here. If you don't know your player name, use your GameFAQs username to find out. My username is /u/AceofSpades . Email Address: The email address from which I may receive information from you. Date Created: DST-YYMMDD (e.g. 2011-12-30). Use this if you want me to think of Date Last Updated: DST-YYMMDD (e.g. 2011-12-30). Use this if you want to give Status: This shows how far along you are in completing your walkthrough for Page Views: How many times this FAQ has been viewed at GameFaqs.com Comments: Is it just me or does everyone hate comments? Well I'll be glad to get Total Score: A number I've decided upon arbitrarily. For the sake of comparison, look I'm pretty sure no one cares if my total score was 888.42... anyway... go there! _______________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\____________________________________________hid3| |-----------------------------------------------------------------------------| | | | The FAQ for the 1992 Atari Jaguar game Simon's Quest. | | Written by Mel | | 1999-2000 Mel Bay - mbe@altair.net | | \====================================================================/ In a world where Simon Jarrett is without friends and often on his own, he finds himself trapped in an ancient castle with no memory of how he got there. Simon needs to find out who his real parents are before he can escape from his fellow prisoners. As he explores the mysterious castle, Simon must solve puzzles to gain access to new areas and search for items such as rings, keys, bombs, switches, etc. In doing so, Simon will uncover the secrets behind the evil scheme of King Vorticonx. He will battle fearsome creatures that threaten to stop him in his dreadful quest. The fun doesn't end once Simon enters King Vorticonx's dungeon; he must then fight his way through numerous floors filled with obstacles, traps, and other fiendish traps before entering his final showdown against the wizard. The wizard will taunt Simon endlessly until Simon tells him his real name: Olly. Now that Olly knows the truth, he will allow Simon to escape. But first he will force Simon to play a game of riddles and actions to free all of the other prisoners. It is up to you to save them all. And Simon will help you throughout this stage. Collect your prize once you have won, and you'll be given another chance to beat the wizard and free the others. With their freedom now secured, enter the exit door to complete the game. ______________________________________________________________________ Harry Hooper (www.harryhooper.com) Back To Basics Version 1.0 October 3, 2000 Copyright 2001 Harry Hooper ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NOTICE OF DISCLAIMER You may copy this guide for personal use only, but not selling it or making money off it. If you would like to post this guide on your site please ask me first via email (harryhooper@yahoo.com). This document cannot be used as a stand alone document. All of the information contained within is covered thoroughly in the Guide itself, and all spoilers should be avoided. This document is protected by copyright laws, and is therefore only allowed to be posted on sites that accept legal documents. Also, this document is made available freely to the public domain, meaning that it has never been copyrighted. Don't sue me. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ CONTENTS 1. Introduction 2. Storyline/Background Information 3. Walkthrough A. Adventure 4: An Unexpected Turn Of Events B. Level 1: Treasure Hunt B. Level 2: Through Time C. Level 3: Relic Run D. Level 4: Into the Castle E. Level 5: Labyrinth Race F. Level 6: Help Wanted! G. Level 7: Apprehension H. Level 8: Storming the Keep I. Level 9: Showdown at Demonhead J. Level 10: Trick Or Treat! K. Level 11: Race Against Time L. Level 12: Desert Encounter M. Level 13: Shock Attack N. Level 14: Blood Feud O. Level 15: Fire Pit Derby P. Level 16: Snowman Run Q. Level 17: Cutthroat Caverns R. Level 18: Secret Of Monkey Island S. Level 19: Silver T. Level 20: A Torture Test T. Level 21: Voodoo U. Level 22: Scaredy Birdy U. Level 23: Jungle God V. Level 24: Going Postal W. Level 25: In The Basement X. Level 26: Freeze Frame Y. Level 27: A Slice of Lifeday <|endoftext|> BOBBI LANGFORD. She has to do with the rabbit in "Cookie's Revenge." From the top of the stairs, go into the apartment and pick up the bag on the living room floor. Walk out to where the two balconies are connected by a brick ledge (you can see one of them from where you started, but they're hidden). Turn around and walk down the small ramp onto the balcony below. Walk through and around it until you get to a door. Open it and enter. You'll find yourself in a windowless basement of some sort; go forward to a ladder on the right and climb it down to another landing. Jump off the ladder and run all the way left then right and jump again when you reach the other side. You'll land on a catwalk hanging over a pool of water and onto the other building, which is the lobby. In this level, you will be under constant observation by both the rabbit and her guard. As you pass under the second set of double doors, you will hear the guard mention something about an emergency call. Instead of going into the office and opening that secret door, turn left instead, go through the doorway, past the elevator, turn right into the room, and open that big metal door there. In here, look at the wall across the room and there is a picture of a plane flying overhead with an arrow pointing to it; take the arrow off the wall and put it back to make the airplane fly to your position. Now just go around the middle of the desk and place your hand on that little red button labeled '3.' When the alarm goes off, quickly go around the chair and press B near it. The gate behind you will lower, opening your path. Go in for your first mission assignment. ***************************************************************************** [A2] - "Smash and Grab" [04.03.01] ------------------------------------------------------------------------------- This is probably my least favorite mission, but it must be done. Objectives: 1. Disable camera surveillance 2. Destroy RFID tag locks on Safe To start off with, get out your trusty crowbar and beat it against the safe. Just hit it against something hard like concrete or wood and you should get it stuck enough to unlock it. Take a breather and check out the crates above the safe. They are some thick steel ones with bullet-proof compartments. There's also a stack of 10MM AMMO beside them. Grab the ammo and use either if of the boxes as a shield to move away from the other box. Once you've gotten everything, start pounding away at the safe. If you have nothing handy to equip, wait till the screen changes to let you equip anything then rush to the door. Smash it and enter. Look straight ahead for a keypad. Pick whatever code you want (anywhere between 48857 and 0123456789) and you'll get the device that disables the cameras. Now go back to the couch and try another combination. This time, go in the hallway on the left. Watch out for any guards coming after you. Go through the hall until you come out in front of the only camera you need to disable. Knock it off and save your game again so you don't lose any items or ammo. Equip your Bushwacker, shoot it once, aim for its head, take cover behind the pile of boxes and kill it with one more shot. It should blow up. Now go to the far end of the hallway and look around for the lockbox. Unlock it with the key that was stored inside. Now leave and take care of the guard roaming around the area. Run straight back towards the Safe room. Use the keypad for security, and this time pick whichever code you got when you were hiding in front of the locked door last time you tried. Push the button to activate the invisible barrier around the Safe and go get your objective. Enter the safe and hit the button on the computer, putting an end to the secret police. Return to the door you used before and exit. In front of your is another keypad, set at 0421. Pick that to open the top safe. Once outside you can disarm the RFID collar and run through the gates to the main containment area. In this area, you can watch the guards patrolling the area while waiting for an alarm. Wait and you may even be able to sneak by them. Continue until you come to the stairs leading down, going down a few steps will make things easier later. Get to the bottom where there are two guards, and take them down quickly using the Bushwacker. Turn the corner and you're in for a surprise! One of the russians is ready with his M16 and you are most likely unarmed. Shoot him in the face and quickly take his gun. Turn around, head in the direction he came from, and hide in the dark corner. A sniper rifle is next to him and unless you have Ballistic Protection (ITEM# 32), there is no way out. You can do this by holding down the fire button and strafing to avoid the bullets. Crouch under him and take him out easily. Keep shooting the russian while staying crouched until the alarm sounds. If it doesn't, then run. He might still be firing at you. If not, jump over him as soon as he fires and continue strafing around the corner. You should be able to dodge every single bullet thrown at you while keeping him alive long enough to finish him off. Now all that's left is to reach the Safe. First off, turn right and walk forward to the guard to your left, he has his hands up. Walk past him and climb the ladder to the Safe. Open it and grab the paper. Now turn around and go back down. Keep walking and when the red light comes on, run to the door in the corner. Hop on the crate to your left and climb up. Stop at the same point before the broken window so that you won't drop out onto the grass below. Take a deep breath and just keep your hands out in front of you. The guard standing near the window is about ready to blast you with his pistol. Jump out and duck and turn your body to the side. When he stops shooting, duck back into the dark passageway (he shouldn't see you). Wait for him to stop and then you can run back out and grab his weapon. Place it against the wall to show him who's boss. Shoot him to death. Now you can proceed to the next section without feeling too much like a punk. +=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+ | 6b2 | Abandoned Train Yard +~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+ This mission takes place in a train yard. Head forward and turn left to see some bodies laying on the ground. A dead soldier has a LAM tucked away under his arms and, if you press B, you can hear the man say "Hey, ain't that a little neat?" His name is Kramer, so call him if you want. I know what I'd like to do now. Face the first guard who starts shooting. Press Left on the D-Pad to roll forward and you will see the second guard running away. Take him down as well. Go right and then back left, opening the gate by jumping on the old car that is blocking the way. Move forward and press B on the D-Pad twice to go in. A white fence will block your way, but a little less than three seconds later the gate will be lifted. However, run right instead of left and then go into the gate. Watch out for the guard who jumps up and down on the ledge ahead. At least two more guards will start chasing after you as you enter the train shed. Kill all four of them. Next go forward to find a guard along the railing. Climb the ladder to the roof and follow it to the Guard Room. There is one more guard on the other side of the grate in the Guard room. Walk forward, throw a grenade, shoot the guard, then jump over the grate and jump into the car at the right. It's actually easy to get on board if you get set up correctly. But, here we are. Exit the car and walk forward. Now quickly hop into the water. This is tricky and takes practice. Swim across and swim back out. Next go through the first level door that you can. Check the crank handle to the right and pull it. Jump on top of the roller-ball machine at the end of the hallway and kill the two guards. Use the nearby lever. Pull the lever again and pull the switch to the left, this opens the door. Leave the room. Proceed to the next hallway and swim through the last level door that you could use the crank. In here is a second room with an even bigger roller-ball machine. Swimming across is hard because the floor in between levels isn't solid. Enter the top level door. You'll be greeted with some shit going down. Quickly escape and move forward to where you entered the trainyard. Move forward, quickly move forward again and try to jump off the open building that has the sign that says abandoned trainyard. Don't do it yet, wait to fall off until the others pass you by. Turn around. Remember the small shack? Well look inside. One floor down is the unlocked Safe that has the Guard Code: ZK6BVX (just to make it clear). Now jump down onto the tracks. Follow the path around to the far side and throw a grenade. Crouch under the center column (it should blow up) and crawl underneath. This will help protect you from gunfire from those stupid guards. You'll eventually come to another area with a dog in the back of the rail cart. If you sneak up behind him when he goes by and stick the butt of your gun into his face, he'll drop the Key Card you need. Step on it and go through the door. The rest of this level is pretty simple, except for the Barrels of Gunpowder or whatever they're called in the manual. If there is one question i would ask everyone who says there are Barrels of Gunpowder or something else with gunpowder is why do you need it. And why does everyone hate us and tell us we suck or something. In fact there is only one way you get to those things and its not easy. So what i'm trying to say is, don't bother. But yeah. You've probably figured that out already. +=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+ | 6c1 | Upgrade Your Gear +~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+ To upgrade your gear, run left and shoot your weapon until you see a green light appear. Slide your finger around slowly while firing until it stops, then continue to slide and stop again before pulling your finger back and firing. Make sure to keep your finger tight and steady. That's all it takes. Repeat this process three times on each piece of gear and you can get better stats. The information below describes the upgrades. Name: Health Meter Cost: 100 Units Effect: Increases the amount of health that is displayed. Name: Bullets/Second Cost: 25 Units/Shot Effect: Reduces how many bullets it takes to kill a target. Name: Reload Speed Cost: 50 Units Effect: Reduces reload time for all weapons. Name: Ammo Clip Size <|endoftext|> | | In the bottom-right of the screen is a very small, hidden treasure room. You can use the same strategy as above to reach it and get yourself some coins. To access this treasure room: Go up to the coin block with a *small* star on top of it (it will be on the bottom row). While still in the block, push left one space so that you are standing on top of a coin-switch. Press Z+A repeatedly until you see a bright light appear. Once you do, the switch should have become solid. Now go back down into the coin block. Push right two spaces, jump onto the coin-switch and enter "Zora's River." Play the Tune of Ages and head back through "Oracles Cave," where you'll find an area full of water that has suddenly risen in height. Enter the area through the door at the bottom. Watch out for enemies here! Step on the warp tile to teleport you to the surface. Walk around to find your hidden stash of 10 rupees. This is the location of the switch that brought the water up in the first place. Press Z+B to access it from beneath the large block wall. Head back into the little secret passageway and walk across the raised block to exit the dungeon. Use the Switch Hook on the switch to lower the water. Let the blocks fall off the ground. Jump over the holes that form to finally complete your dungeon quest. By the way, if you're wondering why there aren't any stars around here... Well, I have no idea either. So don't ask me :) ______________________________________________________________________________ ___ Table of Contents : 1. Introduction 2. Item List 3. The Story So Far 4. Basic Game Mechanics 5. Items 6. Character Stats 7. Walkthrough 8. Credits =============================================================================== 1. Introduction =============================================================================== This FAQ was written by myself - Jim Walker (jwalker@netcom.com) based upon my own experience while playing Zelda games. It may or may not contain information that others might know about this game. I have tried to write everything clearly for you so that if you wish to understand this FAQ you must read each line carefully. If you would like to contribute something please e-mail me at jwalker@netcom.com and state what it is and i will try to include it. This document has been divided up into sections and sub-sections due to its lengthiness. Each section has sub-sections but they all need to be entered one at a time before you continue reading further. By looking at this guide you are expected to take notes on the information given and then fill them in one at a time when necessary. Don't just look around blindly looking for the answer. Remember that things in this game may change from person to person so it is really important that you read this file as you play. It can be kind of hard to follow at times so please try to pay attention to the text and you should make progress without much problem. As always I welcome corrections, suggestions, comments or tips. _______________________________________________________________________ =====================How to Save/Load/Quit ======================= ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ There really isn't a trick in this game that will allow you to save your game whenever you want and continue playing whenever you want. You will most likely have to create new files depending on what you have done in the previous level since a few saves will be lost as well as your current file. So how do you save? Simple, hold down the B button and the A button at the same time. Once you release the buttons, the game will freeze momentarily. At this point you can press Up to view your currently saved file as well as close your current file. However, if you had recently loaded a file into memory, you cannot go back into your file unless you re-freeze the game again. Also, if you have only saved once, any subsequent saving will overwrite your current file with whatever the last save was. Therefore it is imperative that you DO NOT SAVE YOUR GAME ALREADY!!! Always load your game BEFORE YOU SAVED IT. The key to saving your game is to remember to save often during the game. If you do not check the "Save" option every now and then, you will lose all of your progress and become stuck somewhere in the game. You may also accidentally create a file containing duplicate items or spells which will prevent you from returning to that specific item or spell later on if you happen to lose all of the items you had previously. Even if you did not plan on reloading your game, saved your game while trying to find an item, and failed to find what you were after, the game WILL force a reload of your entire save file. Keep this in mind. _______________________________________________________________________ ==========================Guide Reference ================ ¯¯¯¯¯¯¯¯¯¯¯¯ While the contents of this document itself are fairly self explanatory, being that it was written to help those who play through the game by themselves, I thought I'd put a few pointers towards the player who needs to refer back to this guide and see where some things came from. Here is a list of locations where you can find various stuff: __________________________ Etherial--This is your best friend and you'll be needing him a lot! Ether is found throughout Hyrule; however, he is most easily located in Skull Dungeon. He wanders around freely inside the dungeon which means he won't be caught in walls or other hazards. Magic Potion--Your go-to item. Found in treasure chests in dungeons, these potions heal you automatically for large amounts. In order to make one, you must first click on a pot that contains water. Then, use the A button to float upwards. When you hit the top of the screen you will notice an arrow pointing downwards. This indicates that there's magic contained in the pot. Now hover over this and you will receive a potion. Potential Gemstones--These gems range in rarity and will unlock doors inside certain dungeons. However, because there's no way to tell what golden or dark versions are, it is impossible to say whether you will get a dark golden gemstone or a normal golden one. Miniboss Guide--Most rooms in dungeons have a boss inside. Each boss has a pattern within their patterns and these patterns will give you clues as to where the boss will appear next. Some bosses are very similar to the ones you've fought before, whereas others may be completely new. There are several different walkthroughs available online (including my own) if you prefer them. Rune Locations--Each rune requires you to have made the corresponding symbol before you can tap it to perform its function. They are also randomized each time you play the game. Shortcuts--One of my favorite features of Zelda 64. Many enemies and structures will reward you for jumping on them instead of fighting them head-on. For instance, punching boxes don't move you forward, but pushing one aside will send you flying high above it. On the other hand, an enemy that appears behind you will punch you in the face but won't hurt you in return. So why not jump on top of it for double damage and experience points? ___________________________ Other Miscellaneous Stuff =_____________ ------------------------------------------------------------------------------- 1. Enemies can throw bombs. These can kill Link, even when he doesn't jump in time. 2. Some objects breakable by Bombs (such as pots, blocks, etc.) can be broken by Magic Potions. 3. Certain surfaces can make you bounce off into space. Bounce too much with too low of a Jump Button and you fall into an invisible hole. 4. Certain enemies such as Bombman sometimes pop out of holes and go for jumps. 5. Hitting a ring with your sword causes you to spin with invincibility. 6. The shield can protect Link from so many attacks. It will eventually wear out though, so be sure to keep replenishing your energy bar by collecting energy balls from monsters. 7. Arrows fired out of bows can be absorbed by shields. 8. The shield will protect you from weapons capable of killing you. 9. Use the B button to jump over gaps. It will turn gray with age. Don't worry about it. 10. Freezing, burning, and drowning will do nothing to Link. You are invincible against cold temperatures. Fire cannot harm you either. 11. Certain bosses can only be killed by Boomerang Man's shurikens. 12. Your shield will make bullets into flowers that shoot fireballs at you. 13. Killing a monster/boss will trigger a cutscene/commentary. See below for more info. 14. When Link enters a dungeon, he leaves his rupees and key on the ground for another person to collect. Collecting both keys enables you to leave your wallet in the floor forever! Good luck beating the game without losing half of your money! 15. Once you gain the Power Bracelet, your sword starts to shine brightly while charging. Whenever your sword becomes fully charged, the blade glows whitely. Press A while holding the weapon button to charge up a light blue sword! If you want to charge up an even brighter blue sword, press A just before releasing the weapon button. Even if you release the button while holding the button down, the sword remains charged. 16. Link's sword splits into two after he wins a battle. Hold Left or Right B together when switching blades to split into three swords instead of one of those shiny swords! 17. To win the Game Boy Color version of Legend of the Mystical Shovel, first defeat all four of the Sword Masters. After that, open your map. Move right 1 square on the map to enter the area. 18. This tip was written by Piker26, who kindly gave permission to put it here. 19. Anytime you take damage, hold Left or Right B until a message box pops up telling you that you're taking damage, then go back to the attack buttons that are normally used to fight enemies. There is a chance that you'll learn a new technique that way! Here's how: Start by hitting A, then switch to the power-sliding technique. Switch between the slide and hit techniques by doing A + B + A. With practice, you can learn to do this without having the joystick attached. 20. Sometimes you can start a battle with just a piece of bread. Put it in front of your character and they use their shovel immediately. 21. The "Small Key" in Oracle of Ages is actually a Magnet Shield! Not only does it repel any enemies, but it also protects you from falling into <|endoftext|> The game starts when you take control of Sam. Run forward, and turn the analog stick in the direction you want to go. The camera should swing left. Walk into the crack that is a few feet away from you, and turn the analog stick to follow it (if it goes too far, turn back). When you get in, and there are two ledges leading down, jump on them. Jump off the next one, and drop down onto another ledge, and then onto yet another ledge, until you come to a rope hanging from a pulley-type thing with a ladder underneath it. Climb up it as far as you can. There is a door at the top. Open it and walk through. Jump across the platforms when you reach them, and soon Sam will be on the ceiling above you. Go across the little set of moving floors and ceiling here. On the third platform, get under it by running along one of its sides, but not touching its floor. You'll land on the second level. Then run along the other side, and drop down onto the second level below it. Turn right, and run past the tentacle monster while holding up your gun (you'll have to move pretty fast if you want to dodge his tentacle attack). If he's going for an attack, keep away from him so that you don't fall off. When he stops, run towards the open doorway. Get close enough so that you can shoot him, but no further. He won't hurt you when you do this. This may sound hard to pull off, but trust me--it's not. Once you've shot and killed the monster, collect his tentacle blood, which will heal Sam, and you're done. Now leave the lair via the doorway you came out of, and head west. Look around the area for new tracks. Follow these tracks back, and when you see a trail leading east, continue east from where the tracks stop. You'll find the entrance to the monster's lair. Inside, you'll find the first boss monster--the Blue Shrike. Now I know what all the codenames for bosses were! You start out in the middle of a lake with some somersaults, but quickly fall down onto several flat areas with wading boots and a jet pack. In the northwest part of the lake, there is an opening between two trees. Drop straight in. At the bottom, kill any spider monkeys you see. They might get you before you get to the switch. Down here, there are three doors--one that leads north, south, or east, and another that leads west. From where you are now, pick the west door. It is a staircase with a keypad lock. Just push 'A,' 'B,' or 'C' and enter the code you got when you fought the bad guy in the western room. Enter the next door to meet the first boss: 3F4C 4102 1202 3CFC 2111 ---------------------------- Kill the flying monkey, and pick up the key on the ground. Take the stairs down and fight the second boss: 1F0D 5302 1041 0332 0011 This is a bit easier than the last boss, but still takes a lot more practice to beat (especially in 2-player mode). You must use Sam's crosshairs (not aiming at enemies) to hit the enemy. Stay near the pillar in the center of the screen. The boss has four attacks. First, he'll hover up in the air. Shoot him once he gets close, and he'll spin around the room for about ten seconds. After he does this, fire at him again. He'll fly around again for just a bit longer, and repeat his pattern. Don't let him hit you. Keep firing at him after each spin, and eventually he'll break through the pillar blocking you. This will make a wall rise. Immediately jump over the rising wall, and use the handholds to get to the highest ledge on the east side of the room. Your goal is to climb up on the end of the ledge. Press B to climb up faster, and A to grab on to the higher piece of ledge. Wait for the boss to lower himself to the ledge, and wait till he raises again. Repeat this process with the second piece of ledge, the third piece, etc., until he's gone. When he crashes into the ground, shoot him until he explodes. Collect the Holy Water that falls from him (don't worry, there's no real danger of dying on this boss). Pick up the key, which opens the door on the opposite side of the room (south side). Drop down into the hole he made. Head forward and you'll find a pyramid with a switch in it. Push it and immediately go back to the surface, crouching down. Run all the way south until you're on the north wall. Cross it and crawl through the tiny space in the southeast corner. You can't exit here because there's no way to go back to the previous room. Instead, turn right and take either path (east or west), depending on which door you came from. To the left is a switch blocking a door, so quickly flip it, then run east, taking care not to get squished by a falling rock, until you reach a rock jumping mechanic that can be used to jump high distances without getting crushed. Use it to jump across the gap. Go to the exit, then turn around, turn left, and follow the catwalks around until you reach another rock jumping mechanic. Jump off to the right side of the platform you land on, and jump from there to the platform below. This may seem impossible at first, but it's not too hard to do. Turn around, move down, and jump off from the broken tower platform above you to the one below you. It shouldn't be too hard to figure out how to navigate. In this new area, go to the northeast corner and hop onto the walkway. Make your way back to the south side of this area. Continue along the track, and when you see two "?" boxes, stop. Look carefully into the southwest corner. There is an anti-gravity pad. Climb it. Upon landing, pull yourself up and move forward. Walk east until you reach a big wall. On the other side of the wall is an opening, so step inside and drop down. Swim through the water. If you have any rings, take them and float back up again. When you come up on the other side of the wall, go back underwater. Bounce up on the spring to your left and then move to the north. Swim around the west wall of this hallway until you reach a tube. Hop in. Follow it all the way down and press the button to open the door. Walk through the doorway and up the steps. Drop down and swim through the waterpool. Get some rings, then head back to the underground room. Swim down the left wall of the pool, and get out of the water. Turn around and you should spot an opening. Get in and submerge. Once you resurface, head north. When you get to the door, press it. Now you are free to go anywhere in the building. Open the exit doors in whichever order you wish. +~~~~~~~~~~~~~~~~~+ | Boss 6 - Robotnik/Chaos +~~~~~~~~~~~ [6.05] | +=~~~~~~~~~~~~~~~~~+ Find all seven Chaos Emeralds (use the map or look them up) and you've completed the game. Stop there though! It would be wise to spend a few moments saving your game! In addition, I'd recommend that you play as Sonic Adventure 1 to get the feel of how the play field works. Once you've saved your game, continue to step 4b to start level 2. +~~~~~~~~~~~~~~~~~+ For the next three levels you need the super speed shoes. Find all seven emeralds before continuing to walkthrough these areas. There's a switch behind the stairs leading to the third boss, Robotnik/Chaos. Pull the lever in front of you and the floor collapses. Crawl through this passage to enter Robotnik's chamber. At the end is a set of boxes containing a ring capsule. Run through the falling platforms, and head south. Be careful not to fall through the hole at the bottom, there's no chance of you doing that now. Keep heading south, but don't forget about the ring capsule. Stand under the collapsing floor and jump towards it, catching on the beam, once you've caught on. Don't worry about getting hurt; just get to the other side without dropping in the lava pit. Once you make it, pick up the ring that appears. Enter Robotnik's chamber (by going back for the ring) and follow the passage to a switch. Press it, then cross the gap and swing across the pillars. Swing over the walls until you pass through a tunnel, then do the same thing again. After going through another tunnel, spin dash through the slot. If you did it correctly, it will take several tries to make the jump to the next floor. Go south and use the Gravity suit to get past the bricks around you. Pick up all the rings and watch out for lasers and spinning spiked balls. Jump on the ledge to the right and pick up the rings, being very careful not to touch the spikes. You'll find a switch in the southwestern part of the room. Flip it and enter the northern part of the room, where the floor is falling out of the shaft. Get past it using a special jumping technique learned during Tails' first visit here. Get past the laser gun with ease, then drop down and jump to the ledge on the far left. Shoot up on the nearby platform and climb the ladder. Get the rings and fall in the lava pit, avoiding the flame throwers and spiked floor. Go to the center of the room and flip the switches to lower the floor. Use a Super Ring (after making sure you have collected all 7 rings) and jump on the ledge, quickly press the B button and jump as soon as you land. Go down on the right side of the chamber, then drop down to the bottom floor. Kill the spined enemy, then climb the pillar by the lower path. Save your rings. Climb up the final pillar, then jump over to the upper path. Turn and face the top right edge of the pyramid. From here, shoot a light blue orb at the ground ahead and run through. The orb will melt away revealing a hidden pyramid. Shoot the orb a second time and jump on. Ride the moving red thing and push him to the right. Then ride him to the left, killing the enemies along the way. Push the orange block onto the platform below it, then use it to get over to the platform to the left. Jump from it to the left platform and use it to get on the moving platform, killing the enemies along the way. Push the orange block into the new opening, which sends you to the next area. Go east, shooting any rings as you go, until you see a destroyed wall. On the south wall is a switch. Hit it and the wall turns solid, so keep pressing the "B" button and jump when you're ready. Continue running west until you reach the staircase. Step on the "B" switch and go west twice more, turning south after each section. Cross the yellow light after the section. Go south, but be careful of the machine guns, because they can put you off balance and kill you. Go forward, jump the gap, turn right, turn left, and go south. You should land on an ascending platform above a purple platform. Take the platforms on the north, east, and west sides, killing the monsters, and get on the highest of these. Before crossing the laser walls, however, jump up and hit the middle switch in front of you. Walk on the purple platform and a strange mechanical device may appear, moving if you stand on the black <|endoftext|> 8. Notes on Tradecraft 9. The Nine Types of Spies and How to Spot Them 10. General Weapon Tips 11. General Vehicle Tips 12. Tips for Attracting Women 13. Tips for Surviving in the Wasteland 14. Skills You Need in Good Measure 15. Weapons that are Not That Effective 16. What's with That Ammo Pickup Thing? 17. Guns in 1st Person Mode 18. Guns that Take Lots Of Bullets To Kill an Enemy 19. Armor 20. Items That Increase Your Stats 21. More Basic Things About Survival, Like what Food and Water Do 22. Commands That Are Always Available (Like /breakable and /achieve) 23. High-End Gear That Costs Real Money! 24. Disguises and Faces 25. More Advanced Ways of Getting Around 26. Useful Signs and References 27. Enemies' AI 28. Role-Playing Games 29. Frequently Asked Questions 30. CREDITS AND COPYRIGHTS 31. DISCLAIMER/LEGAL INFO 32. END OF FAQ 1. INTRODUCTION This is a complete walkthrough/FAQ/walkthrough guide of the game Fallout: New Vegas. I wrote this, and have had it up since December 15th, 2007, so, it's been a while since the last time I updated this. Still, it's not finished, nor will it ever be; It just goes over everything you'll need to know about the game, from start to finish, including the most basic stuff like controls, weapons and items, enemies, quests, and whatnot. This walkthrough takes you through all 5 starting areas of the game and through a bunch of quest lines, ending at Las Venturas in "Courier Drops." There's also a little section about character creation and leveling which explains how your stats are raised throughout the game. 2. VERSION HISTORY v0.6 - Started out with no plans but went ahead and did it, got my journal in order, fixed some grammar errors, deleted three old versions v0.5 - First release v0.4 - First version. Walked though A LOT of locations, made sections more complete v0.3 - This is basically an empty walkthrough right now as I'm still writing the FAQ/Walkthrough. Also added a couple useful tidbits v0.2 - Found a really good location. Been working on getting quests out to get back into the groove of things v0.1 - First release. Walked through a lot of locations and quests. Got some equipment v0.05 - Added some important stuff, more weapon tips, NPC information, starting locations, and fixed spelling errors v0.01 - Just started. Walked through Gomorrah, Vault 13, NCR v0.02 - Added Vree's first name, killed/escaped the super mutant leader v0.03 - Made the questline section more complete. Added a few places, got my journal back in shape, fixed grammatical errors, fixed a couple item names. v0.04 - Finished the main walkthrough up to the Brotherhood of Steel, got the training armor out of beta. Added the misc section. v0.05 - Added the Courier drops quest line. Completed the misc section. Walked through C.J.'s place. Wrote a few notes here and there. v0.06 - Walked around the Strip. Fixed a mistake regarding the speed armor. v0.07 - Completed Misc section. Walked around the Strip, filled out the map, took a look at the various factions in the game. v0.08 - Added in about half of the equipment that I think is very important to note. Added a few more locations, weapons and etc... I'm currently making a major revision to the guide so expect major changes soon. v0.09 - Changed "courier drops" quest line, filled in two more locations, changed my class v0.10 - Changed my class again. Picked up sniper rifle again, found a cool little location. Completed misc section. Added in a few more skills v0.11 - Completed misc section and went to Diamond City. Walked through Diamond City. v0.12 - Completely reworked and redid the Misc section. Changed my class again. Read through several books now. Got one. v0.13 - Walked along the coast, near the big sign. Unfortunatley, I was ambushed by raiders as I was walking along. Killed them and looted their corpses. v0.14 - Done alot of reading and did some mapping. Walked through Nellis Air Force Base. Reached the NCRCF base by doing a bit of travelling. Completed misc section. Changed my class. Added another skill point. v0.15 - Found some interesting information via reading books. Brought up the Courier Caps quest. Took a break for awhile. Created a profile. v0.16 - Started walking again. Went to the Hub, outside of Goodsprings. Found another great spot. Walked west towards NCRCF. Found NCRCF and walked into the building, fought raiders, walked left, found a radscorpion ambush...then ran out the front door. Removed the item tag. Added some info on Sierra Madre Casino. v0.17 - Completely rewrote the walkthrough and description sections. Added a lot more to this guide. Now includes a general strategy guide for using melee weapons (and I'll add in some specific advice on each weapon shortly). v0.18 - Finished that section of the guide. Went to Arroyo after returning from Vault 16. Started walking south. Noticed some important NPCs who would've given information if I'd read them earlier. Ran into a policeman, went upstairs to talk with him. Got my stuff from him. Run into somemore policemen, go down further until they stop you. Talk to the overseer to learn about the vault masters. Keep going, eventually run out onto the street where everyone lives and tell them you want to talk to the master. They give you a keycard and say they can take care of you. Do as they tell you and they send you downstairs. You now have a key to the masters room. Open it up and use your super attack (hold X) on the guard to gain access to the next area. Use your power on the guards guarding the switch. The third floor will open. Talk to the master, ask what he needs. He says that his kind don't need food or sleep. You're not satisfied with his answers. Ask for help. He tells you to kill him. Tell him you are ready to die. He says that this isn't over, and that you should fight him. Fight him. ------------------------------------------------------------------------------- +-----------------+ | | '-'---------' | | '---' | .------. | .-.-------. | .-----. | '-'-----' | '-.-' | '.------.' | '-' | '.--------'. | '--' | '-------' | <|endoftext|> Baretta M1918 Squad Automatic Sniper Rifle (9x19mm) -Tracking Module The Baretta is a really cool weapon, and the only other weapon that has this much fun! It comes in 5 different calibers: 9mm Parabellum, .30 Cal. Mauser, 8x57mm Mauser and the most powerful, it's own caliber, the 30.06. The barrels are 3/4 rack, making it easier to aim but slower. The Berettas comes with an Auto  Firing Mode which does 7 dmg per round at close range, or 13 dmg. over 6 seconds from a stand off, so keep your distance until then! When you do fire this gun, stay at least 10 feet away from anything in front of you as it will take every last bullet for itself. With the correct skill level, I have killed almost everything with this thing up till 25 feet. Now that would be fun, but I'm not a hobbyist like some people say... Grenades ------------------- Not all grenade launchers can go as far as yours can. Some have them limited to one size, while yours can fly and explode farther than anyone else's. This makes the game harder on those who wish to specialize in grenades. They also tend to require more skill to use effectively. These weapons however come in two sizes, small and medium. Medium size is what I prefer, since they are easier to throw and don't have as long a throw time as others. Small ones though have their uses, because they are easy to spot if they hit something. Rockets ------- Rockets fall down when thrown, and can bounce into objects before landing in the player, so try not to waste them! Rockets are a pretty effective weapon against large groups of enemies, so use these wisely. Rockets can also be used as a sort of secondary ammo, and should only be wasted after using one of the other types. They can usually go further than any other kind of grenade, and don't need to hit anything to cause damage, so don't even bother wasting them on things. Also, don't bother trying to shoot them out of tanks, unless you want to die. The only time rockets can do any damage is if someone blocks their path, such as being stuck by a mine or stuck behind another object. Tank Mines ---------- A common enemy in many games, Tank mines look like a regular brick, except they have red circles painted on them. They can explode on contact, dealing damage in one instance. While useful, they will fail to kill most enemies, which means they are less than useful against a lot of them. If there are two tanks on either side of an enemy soldier, throw a tank mine right between them! They'll both get blown up! Enemies trapped underneath will simply float around in mid air, waiting for your next command. Explosive Shells --------------- These things are kinda hard to describe. For starters, they seem harmless, but they actually do quite a bit of damage to everything they touch. They're usually pink, and you throw 'em by pressing the space bar. You can control how far the shell goes when thrown by holding the fire button and moving the reticle, and you can even hold the fire button just before throwing for instant detonation at a pre set distance. On closer inspection, however, explosive shells appear to lack self-destruction properties, and so they are still dangerous to use when alone. Once you start thinking about the explosions themselves, they do seem a little unwieldly, requiring too much care to control on the move. So the real reason explosives aren't fully destructable is probably to make sure you don't end up in some hairy situation where an entire group dies because the wrong grenade accidentally went off at the wrong moment. It's a minor concern though. Flame Thrower -------------- Like the Rocket Launcher, Flame Throwers can go very far. The problem is that they burn for way longer than any other weapon, and they consume ammo that's near impossible to find later on in the game. But hey, flame throwers bring joy, don't they? Anyway, if you get close enough to an enemy soldier or alien, press B to make this weapon glow bright yellow. This lets you see where it was, and you can move around freely around it. When you come up to it again, it will be glowing white again, indicating that it did not burn through its ammo yet. Fire it at enemies by pushing B quickly, and you should notice that it burns right through the armor of anything in the screen. A few shots, and they are dead! Nice perk. Don't forget to get the upgrade that gives you more flame storage later on, or else you won't be able to transport it! Bouncing Bullets ---------------------- Some bullets will randomly hop off the screen and change direction. Not good. You know what this means? More pain! So don't worry about it for now, because your life isn't worth much anyway. But do use this tactic with the Flame Thrower or Cannon. This can really mess up an opponent's day. Try walking straight at it as soon as it pops up, and you'll probably blow it up. Just watch out for the flying bullets (except the Brownie) while doing this trick. Keep this in mind the next time you're playing! Cannonball Trap ------------------ When standing on top of a cannon, or on top of a high ledges while firing a weapon, you can walk around the cannon without getting hurt, and you won't be fired on by enemies that walk onto it! When you jump into the air, the ceiling of the gun will drop to reveal some hidden treasure! This is a VERY sneaky thing to do, but I have done it! Oh well. Anyway, this works exactly like the Bouncer, only you can walk around the cannon without getting fired on. To activate it, stand on the 'up' part of the ground where you would normally stand, such as where you would normally aim your weapon. Now, instead of releasing the gun, wait until you hear the "pop" sound. Then, drop down. Once below, release the gun. In the first place, this might seem difficult to pull off, but it's not impossible. When you get up again, the cannon will have caught up with you and pulled you back down to meet it! This can take practice before you can pull it off reliably, but once you have, you can sit on the highest part of the cannon platform and blast away at your enemies while you have plenty of room to move around. Or you can get yourself killed because the floor collapses after a short time. Hail Storm/Blaster ------------ This is one of those moves that has two purposes: dodging projectiles, and killing enemies in a ridiculously easy manner. First of all, prepare to have no idea what this move does. You can run up to a Soldier (with his Backpack equipped), move to the side slowly, then release B. If the man doesn't get hit, he'll be stunned for awhile, during which time someone could pop out from under him and shoot him down. Unless you are an expert sniper, you're going to have to be fairly quick in dodging these attacks. Also, it seems as if Hail Storm fires multiple rounds per pulse, rather than single ones. So you should keep this in mind when facing enemies who are using these attacks often. Anyhow, you can tell what an attack is going to be by looking at their Backpack. If it's yellow, you've got a safe opportunity to strike; otherwise, there is almost always a risk involved. For example, let's say you're fighting against two Marines carrying the Backpacks. One of them has a green Pack; the other, red. Which one is weaker? Well, red packs fire faster, usually. What this basically boils down to is a bit of guessing work, really... but just remember that the harder your opponent's backpack is, the tougher it is to dodge their attacks. An even simpler way to explain this is with a video: https://www.youtube.com/watch?v=Snl7jN0gIKo Flash Grenade ----------- Here's another one of those annoying things that most people hate about Half-Life. Although this little gadget is cool to use in specific situations, in general it makes everything SUPER IMPORTANTLY TOUGH TO DO. Watch out, the Flash does lots of damage, and if you miss, it can blind you for a moment. It also gives out good lighting for night scenes, though! The Flash is a deadly device that should be used with care. Now, how do you avoid it? Well, either run around and look for places that aren't lit by lights, or stay close to something. If you do that, it shouldn't matter whether you're shooting a pistol, a shotgun, an MP40, or a rocket launcher. Antidote Kit --------------- Now, the Anti-Detox Kit is a powerful medicine, giving you temporary health and speed boosters in times of need. However, use this, for now, only in dire moments. We recommend you save it for emergencies. The best place to stock up is...inside a Combine Concentration Camp (or somewhere similar). These camps contain Combine Soldiers, so it should be easy to locate. Once inside, check the tables for water purification devices, and get whatever you want! There are various devices here: One will temporarily heal you, one will make you run faster, one will give you extra health, etc. It's not too important which one you choose, as they each provide different benefits. Bunker Wall ------ Gotta love this! A wall that you CAN climb over. Now we don't know why Gordon Freeman would want to go through the walls of a base where Combine soldiers are trying to break through, but that's exactly what happens in the game. If you can stand it, this can be quite useful. Of course, remember that in order to get past the huge alien monsters, you have to use their own weapons against them. As long as you're in a fast vehicle (such as a Train) you'll be fine. As you probably already knew, Antlions can scale walls. So long as the Walls keep you from reaching an exit point, a good wall hopping strategy is necessary, so try finding a ladder high enough. Just remember, if you see the door opening behind you, stop. It's going to close before you reach your destination. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Lethal Drone ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Weapon Characteristic ----------- Explosive Damage Effectiveness - High Rate of Fire - Medium Reload Time - Slow Accuracy - Low Zoom - None Tactics -- Smart Bombing is always a fun alternative to regular combat. You'd think that such a small device would be pretty useless, right? Wrong. It's surprisingly lethal. Simply put, the Lethal Drone has a very small clip (1/4 of a normal grenade). But since you can throw a full clip of deadly explosives anywhere on the screen, you can drop it on the ground, shoot it, then quickly pick it back up again to drop it again. This technique is known as "Smart Bombing" and is easily my favorite weapon in Half-Life. Why? Because it's FUN. Use Smart Bombs like you'd use fireballs: Just toss it and watch it fly. Of course, the same thing goes for all Lethal drones. You can do plenty of stuff while smartly dropping them. The most common tactic I've seen people employ is the following: When they come near, chuck a full Lethal drone up in the air (as far as you will allow it) and wait. Immediately after it lands, pick it up and set it on fire. BAM, instant kill. Obviously, the more accurate the throw, the more kills you'll accomplish. And if you can manage to get off two hits at once, imagine the devastation! This technique works well against both Imps and Combine Soldiers alike. With any luck, you'll find yourself with tons of spare ammo lying around from dropping these things. Also note <|endoftext|> | | | <|endoftext|> | | | The next three are a different story. There is a chest in the room to the left. Open it and | | there's some Rope! You can use the rope on that spinning spike thingy that looks like a | | keyhole and pull yourself up onto the ledge of the wall. Now you need a way down. Use the | | switch in the middle of this area (one of those Star Key switches) and go around it using | | the Statue Key to open the Locked door. Go inside and get the Compass. | |__________________________________________________________________________// /\ .. \/ - ENDING S /\ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ \/ .` `.' _'_.. .-. .-...-' \\\\'-----'----. -.----.-'-------._____...'---. |'---;-' '-,____ \\'-._ .'._______, '-'----.', '--.______,,,---',''----.,,'-'-''''----.., '--', '-.... '.`. '. ,-' '. .' .,.-. ,' '. '-'___'-''.'-.,'' '.'-..-. .' .,-.. '-. ',',' ,.---'---.',...---. .---.,,. .-'.-'. '''-.'..',',' '. .-. '-.' '-. .',';'-' ;';-' '-.. .'-..-' .-. '. .'-..-. .' .' .-','' '.','.-' ',',','-..-,','-... ,'.'-'.'-.'.'-. ,'-' '. . .-.,','-..'-'','' '. .-' . . .' .-.. .'. .'','-' '. '.',' '. '. '.'-'. '-. ,'-.'-..-.. '.'',' . . .',',','-..' '. ','.' '. '-''. '. '. .',';'. .' '. '. .' '. '-.', '-',' . .',',',','. '.'-.'. '-. ',' '. '.' '. .' '.',' . .',',' '. '-'.-',',' '. 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I'll update it from here on out... ----------------------------------------------- ================ ================ /_\_| |__\/\____/_/ \___/ / _ \/ __/ _ \/ ___/ //_/ / / / _` '\|__/ _ `\__/ _ .__/ _ ,'__/'/ .' (_/|' .' . .//'____/ .//_____/ //______/ . \/ //'| \\ / .___./___./_.-'-.'-'-'.'-'-'.'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-'-' A large thank you to the following websites that provided the information below. Without them none of this would have been possible! : ------------------------------------------------------------------------------ http://www.gamewinners.com/newsletter/news/publish/date?ctype=print ------------------------------------------------------------------------------ <|endoftext|> \/ /\ | / | / |__\/__/\/___/\/__/___/ ____/ \/ | | | \/ | | _____________________________________________________________________________/ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ THE LONG HOOD: SNIPER RIFLE AND SHOTGUN ============================= The Long Hood is a perfect companion for the Explorer. In addition to the usual ammo and supplies, you can switch to your sniper rifle in the inventory screen. However, this perk isn't very useful unless you're playing an experienced player (I tend to only play the beginning of the game when I'm an experienced player). You'll notice that it adds +1 to Perception (which affects everything from picking locks to lock picking) and 1 to Agility (important if you want to sneak around or attack people silently without them knowing about it), but nothing else. However, if you want something else from this perk besides Sniper Training, then read on! ______________________________________ Note: At this point in the game, the Expert level perks are virtually useless. Unless you plan on doing all of the sidequests, they really aren't worth taking... you get better stuff for free at level one. Therefore, I have recommended leveling as early as possible by choosing Gunslinger instead. As the Advanced Sniper perk has a range of 0-20 points, not 20-40 like most of the other perks, it can be helpful at level five when you need to do some sniping. If you choose Sniper Rifle instead, however, then you may as well skip this whole section. If you feel that it's important to know how to use the long gun effectively though, read on. ______________________________________ Sniper Rifle : Your Long Gun will fire bullets with more power. This increases from 10 to 30 shots per clip. At higher levels, this allows you to fire longer-ranged weapons such as the crossbow with less effort, which can help out against enemies who are close up (like Cyberdemon) and narrow in range (like Masterminds). For those reasons, I prefer to select this perk over the Advanced Sniping perk since this is also so very useful. Rocket Propelled Grenade : Similar to the Rocket Launcher, this is your long gun's strongest weapon. It fires rockets with far greater force than any other launcher, including the RPG or Heavy Rocket Launcher. The effect of these rockets is similar to grenades of the same type; they explode within a shorter distance than regular Rockets but have much greater power. They do have recoil though, so don't expect accuracy - they're kind of "hot" when they hit their target. One reason why Rocket Launchers are superior over the heavy guns is because they can be thrown farther, making it harder for enemies to escape harm once you've fired them. Even though this doesn't apply too often, they still work better than normal pistols at medium range. And since you gain three extra rocket projectiles each time you reach Expert level, this perk becomes even more powerful. You should keep this perk in your active choice. *********************** BATTLEARMS PRIMARY FOCUS (7): SKILLS IN WEAPONS & WEAPON TECHNIQUES *********************** Skill Perk Description ------------+--------- Pistol Pistol Novice No effects. +5 SMG Novice Increases carrying capacity by 5 pounds. +10 Heavy Battle Armor 25% bonus to armor class. Increases carrying capacity by 50 pounds. +25 Rifleman 30% bonus to critical chance. Increases carrying capacity by 35 pounds. +35 Recon 40% increase in detection radius. Provides 10% reduction in detection from 70 feet. +10 Combat Shotgun Base damage vs. human targets reduced to 8 base damage. Damage vs. robots is unchanged. +15 Feeusion Cannon Increases blast area to 15 yards. Increases carrying <|endoftext|>