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Carrion Carcass:
Get a bronze or better on the Rare -Or Well Done challenge
on Behead The Undead.
Badass Cyborg17.
Corporal Hart:
Successfully complete story mode under the normal or
hard difficulty setting.
Brandon Marcum.
Daisy Dismay:
Successfully complete co-op story mode.
Wicked Jester.
Dr. Peabody:
Complete the Amateur League with golds.
Badass Cyborg17.
Elite Henchwomen:
Complete the story mission Kharlos Express.
Harry Buck.
Gilbert Gastic:
Get a "Bronze" or better rank in the Challenge
"The Cats Pajamas".
Harry Buck.
Goliath:
Complete the story mission Something To Cry About.
Harry Buck.
Henchman Cortez and Swinging Tipper:
Complete The Russian Connection.
Harry Buck.
Silver Prometheus:
Complete the Elite League with "Gold" ranks.
Harry Buck.
Tin-Legs Tommy:
Successfully complete co-op story mode.
Wicked Jester.
Zombie Monkey:
Successfully complete the Behind The Undead challenge
(the first one) with bronze, silver, or gold.
josh klein.
Human sounds:
Complete the Cats Out Of The Bag challenge with bronze,
silver, or gold.
josh klein.
Hint: Platinum trophies:
During challenges and arcade leagues, if you get past
gold and get about another one third of the gold score, you can
get a platinum trophy. For example, on Behead The Undead with
the zombie monkeys the gold score is 25,000 points. If you get
35,000 points you will get a platinum.
BMGTHEGAMER.
Hint: Entering And Hacking:
The tank robots can do a lot of damage if they fire
at you. Throw a Time Disrupter grenade and then fill them with
lead using the SBP500 and they will die quickly.
Charlie Andersson.
Hint: Astro Jocks(Elite League):
This can be done quicker if you use the grenades to
kill the enemy. Note: If you miss, use your Dispersion gun to
shoot them onto the plasma grenade.
william kirk.
Hint: Mansion Of Madness: Make Jo-Beth
Casey attack you:
If you put Jo-Beth on fire while she has her shotgun
out, she will usually start shooting you until she sees someone
else to target.
Delbert
"Dee" Eel.
Hint: Mansion Of Madness: Make zombies
get up:
To make a zombie that is on the ground get up so you
can kill it (so it cannot sneak up on you later) put it on fire.
It will scream and get up. You can then kill it.
Delbert
"Dee" Eel.
Hint: Mansion of Madness: Avoiding zombies:
When playing this level, you will encounter some zombies.
To avoid them, duck. They will keep trying to attack, but you
will not get hit. Note: This does not work with zombies with weapons.
Firebird1314.
Hint: Mansion of Madness: Defeating Princess:
Stay in the corners of the courtyard and Princess cannot
grab you. When she looks up and smoke starts to come out of her
mouth, run in circles around the hole to dodge the fire. When
she is done, go back in the corner. Note: Always shoot her in
the head.
Delbert
"Dee" Eel.
To defeat The Princess, side-step in one direction while aiming
up and turning. The closer that Cortez is to the fountain, the
greater the chance to avoid being swiped. When the Boss is about
to die, step back and fire the last shots to avoid the final death
blow.
amts tvn, t nc, oduJason Voorhees.
When it pops up, start shooting it in the head a few of times.
Then, look at the base and an a eye will open. Shoot at it and
its health will go down a lot.
Nrfoz.
Hint: Mansion Of Madness: Defeating Carrion
Carcasses:
When you see a Carrion Carcass instead of shooting
it, hit it with a bat twice and it will die.
Delbert
"Dee" Eel.
Hint: Mansion Of Madness: Health pack locations:
There are a total of ten health packs in the "Mansion
of Madness" story level. Seven of the health packs are hidden.
All of the health packs in this level restore your entire health
meter.
Delbert
"Dee" Eel.
At the first checkpoint where you get the bat after you burn the
little black ghosts, there is an armoire to your left and a low
dresser to your right. Press Action next to them to open
them. There will be a health pack in them.
In the room were you first see the little girl's ghost and she
turns half the room on fire, turn left. There will be a low dresser
a few feet away the fireplace. Open it to find a health pack inside.
Unless you are low on health, do not use this until after you
save the scientist from the giant worms.
In the big room with the giant table after you get the shotgun,
turn left. There will be two low dressers against the wall with
the door you used to get through. Go to the one farthest from
the door you came through and open it. There is a health pack
inside. Unless you are low on health, save this for while or after
you fight the Deerhaunter.
After you defeat the Deerhaunter, go up the stairs and into the
door to your right. This takes you to a hallway. Go to the second
room on the right where a scientist says, "It's not real...
It's a bad dream... It's not real... It's not real... Oh please
make it go away..." On your right is a low dresser, and in
the far left corner there is an armoire. Open them to find a health
pack in each.
After you fight the zombies in the library and go through the
room with the scientist sitting behind the couch saying rhymes,
there is a long hall that turns. After the turn, go to the last
room on the right where the zombie breaks out of the armoire.
In the far left corner of the room is a low dresser next to the
bed. Open it to find a health pack inside.
After you see the little girl's ghost in the attic and the zombie
breaks though the wall, there is a little room and a hall. Go
down the hall and jump into the lower part of the attic. There
is a scientist that is dying near the stairs. To his right is
a health pack.
After you fall through the floor and walk down the stairs, a scientist
will talk to you about his "great leader". If you continue
to the left and open a white door, there is an open closet to
the right with a revolver, a shotgun, and a health pack.
In the kitchen where you fight the Carrion Carcasses after you
fight Princess (the creature), there is a table to the left. There
is a health pack sitting on top of it.
Hint: Training Ground: Armor:
There is a rock that goes upwards. Run up it and you
should fall off and land on top of a little bunker that has armor
on it.
bradley stirling.
Hint: The Russian Connection: Easily kill
guards in the sniping portion:
In story mode, if you throw a grenade with maximum
power you can get it in the part of the area where the guards
are shooting at Harry Tipper. Note: The best time to do this is
when the guards are coming out in the second half of the sniping
part. Throw a grenade in the middle of all of them as they come
out, and a barrel will explode and kill them all.
Delbert
"Dee" Eel.
Hint: Scotland The Brave: Get a flare gun:
When you first start the Scotland The Brave story mission,
turn left and run over to the boat. There will be a flare gun
inside.
Delbert
"Dee" Eel.
Hint: Scotland The Brave: Get a Double
Kruger:
In story mode, stay close to the water at the beginning
before you get in the castle with the ship. As you near the castle,
someone with Double Krugers will run out of one of the destroyed
buildings. Kill him and take his gun.
Delbert
"Dee" Eel.
Hint: Scotland The Brave: Armor and other
items:
At the beginning of the level in story mode, there
are some destroyed buildings as you run towards the castle. Go
inside them. You will find things like armor and grenades.
Delbert
"Dee" Eel.
Hint: Scotland The Brave: Easy kills:
In story mode, at the checkpoint immediately after
you defeat the gunboat, throw a grenade in a window on the roof
of the building where you get the truck. This will kill most of
the guards inside.
Delbert
"Dee" Eel.
Hint: Scotland The Brave: Extra TNT:
In story mode, get to the door you must destroy with
TNT. Wait for a short time after you have used your TNT. More
will appear and you can save it for when you battle the tank.
Delbert
"Dee" Eel.
Hint: Scotland The Brave: Skip guard fight:
In story mode, in the room where you see the meeting
being held, instead of fighting the guards there, run straight
to the door in the room. An intermission sequence will begin,
and the enemies will disappear. This saves ammunition and health.
Delbert
"Dee" Eel.
Hint: Subway: Trains:
Go to the control room (where you can see the main
train tracks) or just be a member on the red team in a team match.
Red members start near or in the control room. You will see three
switches. Press A on the middle one. You will see a train
come out from each opening. If you are on either track and the
train hits you, you will die. However, it does not count as a
kill for the person who activated the trains.
XMoman34.
Hint: What Lies Below: Defeating the Boss:
Use the Ghost Gun and position yourself carefully.
Find a rock that shields Cortez's legs while allowing him to fire
back. The fire attack from the Boss must drop to the floor before
moving forward. The rock will protect you from most of the fire
damage. Use a melee attack to kill the bats and allow the Ghost
Gun to damage the tank.
Jason Voorhees.
Hint: What Lies Below: Defeating Princess:
When you fight the giant eye monster (Princess), run
right up against the well and shoot. You should not be able to
get hit.
Miguel Lopez.
The final Boss, called Princess, can easily be defeated with the
Harpoon weapon. Just wait for the beast to open its mouth and
fire away, aiming for the metal container in said mouth. Three
harpoon shots on target and Princess will belong to the past.
Edwin Ireson.
Hint: What Lies Below: Lab computers:
In the area just after the electric zombies, you will
see a few rooms with a glass cage by them. On the nearby computer,
you can have the subject inside the cage undergo electricity,
incineration, shrinking, zombifying, stretching, cranium-expanding,
and thinning. If you power up the stretching or cranium-expanding
too much, the subject will explode. There are two computers in
single player and one computer in co-op mode.
Keith Hutson.
Hint: Venice: Get to hidden places:
In Venice there are secret areas with the number six
weapon and other items. To get to these places, wait by the water
for a boat to pass. When the boat passes by, walk onto it. There
are two spots that if you walk into them they are not accessible
from the rest of the level. Depending on where you get on the
boat you might not be able to get to the secret areas (if you
get on too far down the river). If you get on the boat where it
first comes out of a low tunnel and ride it into the large tunnel,
there is a Max Damage. Note: In some game modes like "Elimination",
there is no boat. To tell if there is a boat, go to where it goes
in the low tunnel and check if there is a boat waiting next to
the tunnel. Note: The boat always goes in the same direction.
Note: The boat makes a splashing sound when it goes by.
Delbert
"Dee" Eel.
Hint: Zeppelin: Bomb drop:
At the center room of the Zeppelin multi-player map
is a hatch that opens. It will be very easy to figure out with
the power-ups on. The platform that holds the Max Damage power-up
is the detachable platform. Fire at the platform and the hatch
below it will open. This causes the platform fall out of the zeppelin,
to the unlucky player(s)' doom.
Keith Hutson.
Hint: Absolutely Potty challenge: Destroy
pots while reloading:
While you reload, push the pots into each other and
they will break most of the time.
Delbert
"Dee" Eel.
Hint: Behead The Undead challenge:
In these challenges you are fighting zombies. Keep
moving and you will not have a problem. Make sure to stay out
of corners and get used to your surroundings so that you can move
and not get trapped between the zombies. It is possible to get
at least 75,000 points on every one of the three by using this
technique.
Lookybooky.
Hint: Come Hell Or High Water challenge:
Extra points:
Shoot the targets in the genitals for 100 points. If
you shoot close to the genitals you get will 75 points. The head
is only worth 5 points. The alien's chest is worth 100 points.
megan and aric.
Hint: Glimpse Of Stocking challenge:
Instead of shooting the zombies, pistol-whip them with
your double Kruger. This saves ammunition and almost always kills
them in one shot.
Delbert
"Dee" Eel.
Hint: Big Game Hunt league:
Use the "Zeep" to kill the Deerhaunters.
Delbert
"Dee" Eel.
Hint: Pox Of Mox league:
When you start, go to the zone nearest you, then follow
the zones outside. Once you gain control of the outside zone,
kill all the Moxes then go to the door opposite of the outside
zone (the one the Moxes came from). Once inside, follow the corridor
to the first zone inside and stay there. All the Moxes will come
around the corner in front of that zone in a line and you can
kill them very easily. Do not let any get past that point and
you can keep the first four zones under your control very easily.
Note: If done correctly you can finish the level in 2:45.
Delbert
"Dee" Eel.
Hint: Screw Loose league:
Kill the Monkeys as fast as you can and do not let
them get in a group. As soon as they get in a group, whenever
you kill one they will automatically get the coin because it falls
on them.
Delbert
"Dee" Eel.
Hint: Don't Lose Your Bottle:
Use the Single LX-18 with the scope and you will have
better accuracy and in turn will save ammunition and time.
Delbert
"Dee" Eel.
Hint: Train: Drive cat:
When you get trapped in the room and the green gas
floats in, use your glove to tip the statue back. When in that
room, you will find the cat. You can drive it around.
Austin Schmidt.
Hint: Train: Slot machine:
When walking into the room where Cortez or Tipper says
"Did I miss the party?", there is a slot machine. Walk
over to it and press A to play slots. Press the buttons
under "Hold" to hold that slot.
Austin Schmidt.
Hint: Defeating the Deer Haunter:
In the Brotherhood house, you will be trapped in a
large room with zombies. Take out the zombies with your pistol
and baseball bat, but save all the shotgun shells that you can.
When you defeat them all, the Deer Haunter crashes through the
wall. The key to defeating it is to walk in circles around the
beast in the middle of the room, continually shooting it in the
torso with your shotgun while taking minimal damage. When it is
defeated, the door to the next room will open.
Lewis-Paul
Stuchbury.
In the room where the Deer Haunter is found, use your baseball
bat to kill all the zombies. Do not use your guns; save them.
When the Deer Haunter comes out of the wall, run past him and
into his cave. Put your back to the wall and shoot him. He will
not be able to hit you.
Miguel.
When the Deer Haunter breaks out of the wall, quickly run into
the small opening where he just broke out of and start shooting.
The Deer Haunter will be directly in front of you swinging, but
he cannot hit you while your in there.
Robert Nickel.
When fighting the Deerhaunter, run into the hole he left in the
wall and go all the way back. Wait for him to come as close as
he can to you. You can inch forward and try hitting him with your
bat. There is a very narrow range where you can hit him with your
bat (thus saving your ammunition) and where he cannot hit you.
If playing in two player mode, have player two go in the hole
and player one throw chairs at him.
FunkyBunch.
Hint: Rescuing The Jungle Queen:
Enter the prison cell on the other side. Create a line
of vertical holes on the metal drum starting from the top. This
results in a large pool of gasoline. Shoot the lantern that hangs
from the ceiling to blow it up.
Jason Voorhees.
Hint: Defeating Prometheus SD/7 and/or
Prometheus SD/8:
These are the huge robots on the Machine Wars and Something
To Crow About levels. When you see these robots, charge them until
you run into their chest. When you are this close they cannot
shoot you because their arms are too long. Then, shoot them in
the head or, if you want to save ammo, punch them to death.
Delbert
"Dee" Eel.
Hint: Defeating the tank:
Go to any ramp and stay out of the tank's sight. Use
the Telekinetic Glove to take the ammunition when it spawns and
attack the tank with rockets.
Jason Voorhees.
Hint: Defeating the techno-organic tank
creature:
Before you enter the room with the beast (at the checkpoint),
take out all of the enemies in the room, then on the ground floor.
Pick up the health and armor at either ends of the room. Go upstairs
and turn right. Follow the landing around to the end to pick up
some very powerful plasma grenades. Then, go into the room at
the top of the stairs to face the tank creature. This beast spawns
exploding worms from its rear. Remain close to the pillars to
avoid being incinerated by the spreading explosions. As for the
beast, aim your explosives and guns at the weapons it is packing
on his back. These include lasers, machine guns, rockets and others.
At any opportunity you get, throw the five plasma grenades you
have and try to get them to stick to the weapons that have not
been destroyed yet. These do a lot of damage to the beast. Keep
hugging the pillars for cover. After awhile, you will have most
of his guns. Do not aim for the organic parts of the creature,
as it takes no damage. When it is defeated, you will meet Jacob
Crow again.
Lewis-Paul
Stuchbury.
Hint: Taking out the energy sphere:
In the factory where the TimeSplitters are being incubated,
the giant energy sphere powering their growth can be taken out
on the top level by flicking both the switches on either side
of the ball. This will lower its defense. Then, take the lift
down to the floor below and throw a plasma grenade (found next
to the lift) at it, causing it to explode.
Lewis-Paul
Stuchbury.
Hint: Delete enemies:
At any checkpoint, pause game play and select the "Restart
from checkpoint" option. As soon as the game resumes, all
enemies will be gone.
Delbert
"Dee" Eel.
Hint: Kill enemies with steam:
In certain levels there are metal pipes. If you shoot
those pipes, steam might come out of them. If it does, it will
hurt anything that touches it. This is useful for killing enemies
when you are low on ammunition. Some mapmaker tiles' pipes also
produce steam. Note: The steam does not hurt robots.
Delbert
"Dee" Eel.
Hint: Hitting enemies with flare gun:
The best possible way to hit moving targets with the
erratic and slow flare gun is to aim at their feet or the ground
they are standing on.
Danny Assuncao.
Hint: Get enemies to dive off gun turrets:
Throw a grenade at someone while they are on a gun
turret. They will dive off and you can shoot them while they are
on the ground.
Delbert
"Dee" Eel.
Hint: Shoot through walls:
The Mag-Charger can shoot through walls in arcade mode
if you set it to its secondary fire mode. Note: The Mag-Charger
is a shock weapon -- you cannot hurt shockproof people with it.
Delbert
"Dee" Eel.
Hint: Better accuracy:
If you have a double gun, switch to the single version
for better accuracy.
Delbert
"Dee" Eel.
Hint: Raining harpoons:
Fire harpoons straight up in the air in an outdoor
level. They will rain down in about the same location approximately
ten seconds later. They will being moving sort of slow, and look
strange as they fall. Someone who stands under these will catch
some harpoons, while other harpoons will spear them.
Delbert
"Dee" Eel.
Hint: Grab a tranquilizer dart or harpoon
out of the air::
In story mode, when a tranquilizer dart or harpoon
is coming at you, use the Uplink to grab them out of the air.
Instead of them sticking in you and hurting you, you can collect
them or they will fall to the ground.
Delbert
"Dee" Eel.
Hint: Drain other people's life into your
health meter:
When you shoot someone with the Ghost Gun it transfers
his or her life into your health meter.
Delbert
"Dee" Eel.
Hint: Punch someone without touching them:
If you are close to a virus or someone on fire, you
can punch them without technically touching them so that the fire
cannot spread to or hurt you.
Delbert
"Dee" Eel.
Hint: Hurt a shockproof person with the
Electrotool:
On alternate fire, the Electrotool can hurt a shockproof
person.
Delbert
"Dee" Eel.
Hint: Get a Scifi Handgun x2 in the "Machine
Wars" story level:
At the beginning of the level, just after you step
off the broken bridge look forward and slightly to the left. Ghengis
Kant will be lying dead on the ground, and next to him will be
a Scifi Handgun x2.
Delbert
"Dee" Eel.
Hint: Make Strudel "solid":
Normally when you drive up to someone with Strudel
you will go through their feet. In story mode use the Uplink to
pick up Strudel. Press X and you will take control of Strudel
when it flies off. As long as you do not stop, whenever you hit
someone you will bounce back instead of going through them. If
you are going fast enough you can hurt them. Note: As soon as
you stop moving you will start to go through people again and
must repeat this process to make Strudel hit them.
Delbert
"Dee" Eel.
Hint: Make Strudel fly:
In story mode, use the Uplink to pull Strudel towards
you. Once it gets close enough press the activate button to control
it. You will automatically release Strudel and will have control
of it while it is flying through the air. Note: Strudel is very
light, and will fly for a long time.
Delbert
"Dee" Eel and Secret Agent 001.
Hint: Stick a mine to your foot:
Aim down and to the right slightly when you are someone
with big feet, like Robot Louis Stevenson. Throw a mine, TNT,
or plasma grenade and it will stick to your foot.
Delbert
"Dee" Eel.
Hint: Move the explosive barrels in the
Machine War story levels and the 2401 story levels:
In the Machine War story levels and the 2401 story
levels there are rectangular barrels that have what looks like
a tiny energy node in the middle. If you shoot this, the barrel
explodes. While these look too heavy to move you can use the Uplink
to move them around. If you throw them at an enemy it will kill
them, but the barrel might not explode. You can use them to kill
people until they explode. Note: These are so big that enemies
cannot shoot past them to hurt you, and they are too dumb to just
shoot the "node" in the middle to blow it up.
Delbert
"Dee" Eel.
Hint: Grab something out of your reach
without the Uplink:
If you see something like a harpoon stuck in a wall
or an item that is just out of you reach, do a melee attack to
make your character's arms go out. Sometimes you can grab it that
way. Some melee attacks may work better than others; for example,
types of melee attacks from third person view: punching (unarmed
or Uplink), bat swinging (baseball bat), pistol whipping (brick,
pistol 9mm, Kruger 9mm, LX-18, Scifi handgun, revolver, Mag-Charger,
monkey gun, flare gun, proximity mines, remote mines, timed mines),
and hitting with the butt of your gun (Injector, flamethrower,
shotgun, Dispersion gun, Tactical 12-Guage, Soviet rifle, harpoon
gun, ElectroTool, Plasma Autorifle, SBP500, Minigun, rocket launcher,
heatseeker, Ghost Gun, Scifi Sniper, vintage rifle, sniper rifle).
Note: The machine gun and K-SMG do not show the melee attacks
from a third person view. Also, Any double guns have the same
melee attack as the single version.
Delbert
"Dee" Eel.
Hint: Grab the Med-Unit 6:
In the "Something To Crow About" story level,
you can use the Uplink to grab the Med-Unit 6. If you drop these
softly and they do not explode, they will just disappear. If you
throw them at something like the Uplink, usually they will explode
with the force of over three plasma grenades. Note: A lot of the
time you will see the Med-Unit 6 just before a rolling robot attacks.
The Med-Unit 6 is the best way to kill them. Note: If you throw
a Med-Unit 6 at a shielded enemy, it will destroy their shield.
This is useful when you do not have an Electrotool.
Delbert
"Dee" Eel.
Hint: Play music:
Go to arcade mode. Choose any game type except for
"Mapmaking". Choose "Disco". Choose any character.
Find the drum, microphone, and guitar. Press A near the
drums. Each time you press A, a different drum will sound.
Go to microphone and it will screech. Have a friend do one while
you do the other. Note: The guitar never makes a noise or sound.
los_palagos_and_leon.
On the Disco level you can play three things: the drums, use the
microphone, and straight across where you see microphone is a
DJ booth. You must go upstairs to play it.
Ninja Monkey.
Hint: Do not get virus:
On training ground, go to the base with the giant rock
sticking out of the ground. Go to the bunker that you can jump
on if you are on the giant cliff. Go to the right. Go off the
bunker and stay as close as you can to the bunker. You may think
you will go off the edge, but you will not unless you go too far.
Ninja Monkey.
Hint: Aliens reference:
In the first mission, when you man the machine
gun to defend the base you will hear someone screaming "They're
coming out of the walls! They're coming out of the goddamn walls!"
This is a reference to the movie Aliens.
carriemckenzie.
Hint: Battlestar Galactica
reference:
When you select INSTETIK in multi-player mode he
says "By your command." like a Cylon from Battlestar
Galactica.
Wicked Jester.
Hint: Dogma reference:
On the story level "Khallos Express",
while being debriefed by Anya, Harry Tipper will throw a guard
off the edge and then say "No ticket". This is what
Silent Bob says after throwing Bartleby and Loki of the train
in Dogma.
lduncan283.
Hint: Indiana Jones And The Temple
Of Doom reference:
On the level were you kill "Princess",
the contraption that Jo-Beth is on is the fire cage from Indiana
Jones And The Temple Of Doom.
Hint: Jurassic Park reference:
When you are at Crow's computer, when you activate
the countdown/self-destruct sequence, the monitor will display
the message "You didn't say the magic word" and will
have a little guy laughing and shaking his finger.
Miguel Lopez.
Hint: Perfect Dark references:
Story level "Breaking And Entering" is
a mission that acts much similar to the Perfect Dark level
"DataDyne Central: Defection". Both involve being on
a rooftop, taking out security, and making your way to someone's
private office, and then into the labs below the building. Also,
like Joanna Dark, Amy Chen is also investigating a company's research.
In "Something to Crow About", R-110 unexpectedly gets
its own personality, much like Dr. Caroll.
Keith Hutson.
Hint: Starship Troopers
reference:
When you are trying to help Past Cortez from being
killed by the TimeSplitters on the beach, you can hear one of
the men yelling "Come on! Do you want to live forever!".
Lion hellstar.
Hint: TimeSplitters 2
reference:
Story levels "Machine Wars" and "Something
to Crow About" play similar to "Robot Factory"
in TimeSplitters 2, considering that you fight robots similar
in ability to ChassisBots and SentryBots. Also, you get involved
in taking out energy sources, much like the energy nodes in "Robot
Factory".
Keith Hutson.
In Scotland The Brave, after you save the jungle queen go to the
piano. It sometimes plays the song from the Anacoda min-game from
TimeSplitters 2.
Bradstonpickle.
Glitch: Co-Op teleportation:
If one character under control moves too far ahead
of the other one, the one who was left behind will "teleport"
a few feet ahead of the first character, often resulting in strange
camera angles.
Lewis-Paul
Stuchbury.
Glitch: Training Ground: Leave level boundary:
Get to the base where there is a large rock. Run up
to the point where there is a little yellow patch. Run through
it and look all the way down. You should get caught in between
the rock and an invisible barrier that stops you from falling
down If done correctly, the invisible barrier will quickly push
you into the rock, which triggers am auto death. You can now wait
out the entire game. Note: this is difficult to do, and is useful
for Virus.
bradley stirling.
Glitch: Dumb robots:
Equip a spawn-an-attack INSETIK with a baseball bat
in Mapmaker. All it does is walk a few feet forward and knock
itself in the head with the bat. Even if you go up to it, it will
not attack.
Keith Hutson.
Glitch: Rapid firing enemies:
Some story AI characters in Mapmaker have the ability
to fire some weapons like machine guns. The most noticeable way
to make this happen is to set a Cropolite with a Flare Gun. Although
it takes about three seconds to load a Flare Gun, some Story AI
characters still fire it rapidly without ever worrying about reloading.
Keith Hutson.
Glitch: Butterfingered bots:
Note: This may or may not work with any other character
besides Berserker Splitter. Go to Mapmaker and set up a Berserker
Splitter with a key. When it does its camouflage cloaking and
reappearing, it will accidentally drop the key. It is possible
the game does not treat the cloaked Splitter as a solid character
and causes the key to fall.
Keith Hutson.
Glitch: Wrong voice:
When playing as Mr. Socky, his voice is like an old
man character when he is set on virus. However, his voice is not
like that when he is shot.
TheFiendRuler.
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2006, 2007 Al Amaloo. All rights reserved.
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