Advices, recommendations for Operation WinBack, platform N64

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Cheat codes - Operation WinBack cheats - Advices, recommendations

Advices, recommendations for Operation WinBack, platform N64

==================================================================
         W I N B A C K - C O V E R T - O P E R A T I O N S
==================================================================

Synopsis: Winbak is best described as Syphon Filter for the N64
          and/or Play Station 2. You will need a $15 controller
          pak to save properly, just like every other gawddamn
          game out there. On the PS2, this will cost you $45.


Contents
--------
100 - Introducing Winbak
.10 - Modes offered
.20 - Control Options, discussion
.30 - Tactical Manuevers, lecture

200 - Items, Objects, Environment
.10 - Equipment, lecture
.20 - Advanced Tactical Combat, discussion

300 - Solo Play Reconnaissance Report
.10 - The Grounds
.20 - The Office
.30 - The Warehouse
.40 - The Control Centre
.50 - Operation Winbak Accomplished!

400 - Multi Play
.10 - Characters, discussion
.15 - PS2 Multiplayer, Bot Mode, and Challenge Analysis

500 - Cheats and Stuff
.10 - N64 In-game Cheats
.15 - PS2 In-game Cheats
.20 - Ending Parameters
.30 - "Take off every 'Zig'. For great justice." (Winback on PS2)
.40 - Extra Characters (fake, bullshit, not-real, pipe dream)
.50 - Foreign Tour Mode (fake, bullshit, not-real, pipe dream)

==================================================================
Section 100: Introducing Winbak to Idiots, I mean Rookies
==================================================================

           Game progression is fairly straight forward; go on where
           it's most heavily guarded. Laser traps, guards, etc. As
           always, there is a price for progress.

------------------------------------------------------------------
Section 110: Modes Offered
------------------------------------------------------------------

Story -- (easy, normal, hard) Jean-Luc goes in and tries to regain the
         GULF System from the Crying Lions.

Trial -- (normal only) Awarded after finishing Story mode on Hard. Jean
         Luc may re-enter each stage and try to finish it under time to
         unlock multi player characters. Unnecessary as a code unlocks
         all of them (see cheats).

Max Power -- (easy, normal, hard) Just like Story mode, but Jean-Luc starts
             with all weapons "infinitised." Clearly the best mode to play
             the game in. A code can unlock this mode (see cheats).

Sudden Death -- (normal only) Just like Story mode, but one hit will kill
                Jean-Luc, enemies, boxes, bosses, etc. The most difficult
                mode to play in. A code can unlock this mode (see cheats).
                Makes bosses insanely easy or hard, and stages extremely
                difficult as one stray bullet will cause you to restart
                from the beginning of the stage or the last checkpoint.

Tutorial -- (easy, normal, hard) Self explanatory.

Versus -- (normal only) Multi Player Wang-Bang. Who want some Wang?
          Again self explanatory.

Bot Mode -- (PS2 version only) Multiplayer with computer "bots." Console
            gamers like to use "sims," after Rare took Sid Meiers' term
            for AI entities and turned these peaceable civvie suckers into
            merciless, can't-miss-a-target killing machine in Perfect Dark.
            Bot Mode allows players to team against each other with bot help
            or fight against bots of varying intelligence. The customization
            is not as complex or varied as Perfect Dark, but is still a good
            way to train for fast running combat in Solo.

------------------------------------------------------------------
Section 120: Control Options
------------------------------------------------------------------

Sight Control -- (Reverce/Normal) Turok or Metal Gear Solid? Your choice
                 but Turok controls feel more natural. This is vital as
                 it affects how Jean-Luc aims his gun.

Sight Speed -- (Fast/Normal/Slow) Put it on fast and leave it on fast. You
               need the speed as you combat large numbers of enemies and the
               speed allows you to "twitch" and get in head shots quickly.

Camera Control -- (Reverce/Normal) You might want normal as then, it moves
                  the camera and not the view.

Camera Pan -- (Auto/Manual) Winbak's camera control is excellent, you only
              need left and right views, as the most dangerous enemies come
              in at ground level or below. Leaving it on auto gives you an
              excellent view on what's in front of you. PS2 version adds a
              "Normal" view, which is the equivalent of "Auto" on N64. "Auto"
              on PS2 does not allow you to swivel the camera unless Jean-Luc
              is stationary (or as the boogers say, 'Not moving.')

Key Type -- (A/B/C/D) Choose the set that lets you fire and reload the most
            naturally and comfortably. My config is Type C on the N64 and
            Type A on the PS2.

------------------------------------------------------------------
Section 130: Tactical Manuevers
------------------------------------------------------------------

              "Very good Jean-Luc. You are doing well."

                      

The swing-out -- Winbak is based on cover; ideally, all gunfights make use
                 of this feature. On later levels it may not be the case.
                 Make use of it when you are outnumbered, i.e., facing more
                 than one enemy.

The pop-up -- More useful than swinging out because it's faster and more
              often used in later levels when cover consists of crates.
              Press and release Z to pop up, fire and duck again. Knowing
              where your laser is aimed (use some common sense now) prior
              to popping up is the sure fire way to getting massive amounts
              of head shots.

The roll -- Used more often to get by the cheap death laser traps than
            avoiding gunfire. Use it as a quick dash to cross small
            stretches between cover; just remember you wind up just
            crouching after the roll, unmoving, unless you keep moving.

Hand-to-Hand -- Useful to bonk unalerted guards, but other than that, never
                fight bare handed unless you got a death wish. Ever wonder
                why Lara Croft never does that? Because she knows she's jail
                bait if she does, so she'd rather die honorably than lift up
                a pretty finger to defend herself.

Reloading -- The most important thing in this game. It's more important and
             more satisfying than sex with Lisa and Nancy, at the same time.
             Never reload in the open unless you killed everyone. One hit
             in the middle of a reload and you lose what ever was left in
             your clip and you get damaged, leaving you unarmed for the
             fight. ALWAYS reload your pistol and shotgun, and if you've
             found extra magazines, your SMG as well if you have 5 bullets
             or less in the clip.

==================================================================
Secton 200: Inventory . . . nothing but your wits.
==================================================================

Items are easily identified by their incessant flashing and the big
blue cursor when you get near. Some are picked up, most are switches
or linked with movie sequences.

Jean-Luc starts with his brother's pistol, a big piece of obsolete crap,
but it's his basic weapon. A fully loaded SMG and shotgun make up the
rest of his starting gear. His job is to OSP some hot shit and hope it's
enough to help him take out a Russian Infantry Battalion.

------------------------------------------------------------------
Section 210: Equipment Run-down
------------------------------------------------------------------

.45 ACP Pistol -- Even looks like the Colt, with its 8 round clip. It can
                  hold one extra round in the chamber (the indented bullet
                  indicates the chambered round), you laugh at one bullet,
                  but on Sudden Death that extra bullet often means the
                  difference between going to the next section or lying
                  dead on the ground in a pool of your own urine.

               ** On Easy difficulty, the pistol carries 6 more rounds,
                  making it a decent firearm. 14 rounds plus 1 chambered.
                  This gun is modelled after the Smith and Wesson 4506,
                  Right down to the clip size and stainless steel finish.
                 [Source: The Directory of the World's Weapons, Barnes and
                  Noble, New York, 1996, 196 pgs.]

9mm SMG -- The Heckler and Koch MP5. Made in Germany by Heckler and Koch.
           It can carry 30 rounds and it has the longest target acquisition
           range, making it the best all around weapon. Unfortunately, ammo
           is scarce especially if you use it often. There's a trick at
           sages.ign.com that allows your pistol to aim at the range of the
           SMG. The gun can also carry one round in the chamber, although
           this is less of a concern than with the pistol. Surprisingly,
           this is the weapon of choice in Sudden Death when the big
           magazine and long range make it a definitive sniper's weapon.
           Highly accurate in the hands of trained security personnel;
           first seen in public when the British SAS stormed the Iranian
           Embassy.
          [Source: The Directory of the World's Weapons, Barnes and Noble,
           New York, 1996, 196 pgs.]

Shotgun -- stereotypical 12 gauge weapon. Has anyone used a 10 or even a 4
           gauge before? Holds 8 shells in its tube, no more, no less. It
           fires 3-4 shards that do incredible damage at close range,
           literally killing most normal enemies with one shell. However,
           this same spread will cause its damage to thin dramatically at
           long ranges. In Max Power mode, this weapon rules in urban
           office warfare. It's use in Sudden Death is usually restricted
           to taking out several enemy guards at once when they cluster
           close together -- although not immediately apparent, the pump
           action of ejecting the empty shell and loading a fresh one
           delays Jean-Luc when he uses the swing-out firing technique.
          [Cannot identify real world counterpart. It is *not* the Franchi
           SPAS 12, which holds 7 shells. Jean's shotgun also lacks the
           elbow hook on the stock.]

        ** The PS2 version shortens the target acquistion range of the
           shotgun, making it less of a great weapon unless the camera-
           capture & weapon swap trick is done.

Rocket Launcher -- on loan from the R.P.D., the M66 is strewn in three or
                   four places in the GULF System Command Complex. They are
                   few and far between, so use them judiciously -- i.e.,
                   taking out gun emplacements if necessary, and in certain
                   conditions, bosses. I will note Rocket Launchers in the
                   scouting report (below).

Silenced Pistol -- Why Jean-Luc can't carry extra clips for this weapon is a
                   mystery. The .380 slug is less powerful than the .45, but
                   its muffled report is more useful when you don't want to
                   be seen or heard. It has only 7 rounds, so it's more for
                   sniping than a standard firefight. In Max Power mode, it
                   has a faster "reload" time than the regular pistol, so
                   you may wind up using it as your primary weapon.
                  [.380 round is also known as the 9mm 'Short' round.]

C4 Explosives -- Standard demolitions stuff. Set where Jean-Luc is, then he
                 supposedly detonates it far away. Very little use, but can
                 be useful when it comes to killing soldiers situated
                 behind an entrenched position with an emplaced 50 caliber
                 machine gun.

              ** I use it to kill myself when I screwed up and need to go
                 back to a Checkpoint. On the PS2, you will need C4 to by-
                 pass certain areas in Sudden Death, so I advise to be very
                 stingy when using explosives. You may wind up with a "dead
                 game" if you are not smart . . .

Flashlight -- Another useless piece of dink. Although the light trails look
              cool, your laser actually shows up better in the dark than in
              lighted areas. I use it to look good in front of girls, like
              Lara Croft ('Oooh. What a big gun there, ducky . . .')

           ** You may switch the flashlight on and off with the D-right button
              on the PS2 version.

Key/Keycard/Bomb Detector -- The always changing third item. You need the
                             key to unlock doors and, well, that's about it.
                             Pay no attention to this spot, unless you care.

                          ** The PS2 makes the items look better though.

Medical Kit -- Restores 50% of Jean-Luc's health. Naturally hard to come by,
               they are often well hidden in later levels and are sometimes
               awarded by specific enemies. If the health meter is still
               green, do not pick one up unless you are near a Check point
               or unless the meter is near the halfway mark. They are used
               immediately and aren't carried like Lara's or Duke's medis.

            ** Beware that some medis are placed as lures, esp. near laser
               traps. So, if it looks too dangerous, the medi is probably a
               lure. Also remember that medikits are useless on Sudden Death
               and only serve as lures.

Ammo Pouch -- In Story, Sudden Death, and Trial Modes, this little item
              will increase the amount of ammunition Jean-Luc can carry
              for the SMG and shotgun by one clip and eight shells per pouch
              taken.

           ** Do well to find them all, especially in Story Mode, as the
              extra ammunition will definitely help Jean-Luc achieve
              success. Even on Sudden Death, don't skip the ammo pouches
              as having large amounts of ammunition allows missed shots
              and give you a sense of contentment as you blast wave after
              wave of soldiers with accumulated ammo.

------------------------------------------------------------------------
Section 220: Subtle details that might save your ass from getting killed
------------------------------------------------------------------------

(1) When aiming, don't fire until Jean-Luc's laser steadies out or until
    the target stops moving. Just like in real life, firing throws his
    aim out of alignment and just wastes ammunition, not enemies.

(2) When aiming from a crouch, Jean-Luc aims higher than normal. Should you
    make him snap out of his lock on (no green reticle), aim a shade lower
    so when he stands and fires, it will most likely result in a head shot.

(3) Camera capture (C/down, triangle) would've been useful if no one else
    fired on you while Jean-Luc dealt with one target at a time. Use it
    sparingly and only when you are really facing just one person (Ryan,
    Duke, Gunt, etc). If you want, you can use it to quickly switch between
    who Jean-Luc aims at -- just be sure to switch it off before you move
    him, otherwise the camera's pan will throw off your sense of direction.

(4) Consider using camera capture when the enemy is far off in the distance.
    Just like in real life, it will take Jean-Luc longer to acquire targets
    if they are far away rather than next to him. Camera capture forces him
    to eliminate the dangerous "Look" delay (Champion's Half-move PER Roll)
    which can be fatal in Sudden Death. Achieving a lock-on BEFORE you swing
    Jean-Luc around the corner to fire is a matter of life and death in that
    mode.

(5) Let the auto-pan find your enemies; since Jean-Luc can only target an
    enemy in front of him, auto-pan makes a lot of sense. Use the C/rite &
    C/left to scour the area around you. Quick note: need to see what Jean-
    Luc sees? Tap R to switch the camera behind him (auto-pan only); it's
    faster and more reliable than double tapping the C/buttons to centre the
    view. On the PS2, Auto-pan will auto-face the camera if Jean-Luc budges
    a step. Conversely, press R3 to center the camera.

(6) Enemies are preset, so remembering where they pop up is crucial in
    surviving the harder levels. Mandatory on Sudden Death. It's quite
    possible to avoid a lot of encounters by bypassing touchplates that
    activate enemies and by not back tracking into areas you've never
    gone to. Be observant and you'll find Winbak quite easy.

(7.PS2) Enemies react faster, sight you farther away, and fire more. Also,
    note that the PS2 can spare the RAM to track each soldier's ammo count.
    This means that a guard who fires ten 3-round bursts will start to
    reload and a guard with a shotgun will reload after firing all eight
    shells. Keep this in mind for Sudden Death as you pass through. This
    does not apply to the N64 version because Redmond, WA supplied those
    soldiers with bottomless magazines.

(8.PS2) Some enemy placments are redone just slightly enough to throw you
    off. Omega-Force has also decided to add in one or two more soldiers
    in each encounter to "surprise" you. Some encounters will have changed
    just enough to make you think, "What the f---?" in Sudden Death.

(9.PS2) More Checkpoints were added, but this doesn't ease the difficulty
    of some later stagtes. This is why I kept to Max Power on the PS2.

(10) When in doubt, you can always try running Jean-Luc past the guards
    while ducking and weaving in cover to exit a room or climb a ladder.
    The game's unique "screen fade out now" effect will wipe out the
    current batch of enemies while it loads the next. DO NOT however,
    try this in the area of Stage 30 with the laser traps and small
    rooms as they are a part of the big room. This only works in stages
    where the screen fades or if you don't plan on going back into that
    room again.

==================================================================
Section 300: All right, I'll stay here while you scout on ahead ...
==================================================================

As mentioned before, Winbak is very straight forward, etc. but in
the interest of making you feel like you didn't spend time down-
loading an inferior guide, I shall endeavour to address specific
points of interest (hidden/hard to get items) in all of the stages
as well as emphasize anything else that I think you may find useful.

The whole game is highly subjective in a tactical sense and it will not
behoove you for me to tell you when and where to jump, fire, etc. Rather
than *confuse* you, I'll leave it up to you to decide your COA, as well
as determine what weapons to use from the brief overlook of each stage.

Keep in mind Magazines and Shells are scattered everywhere, and unless
you make Jean-Luc fire like the Speztnasz (or set the damn thing on Story
Mode Hard AND fire like the Speztnasz) there should not be any ammunition
difficulties. Use the pistol when you can get away with it (i.e., not get
damaged too much or get killed on Sudden. Because the pistol does not kill
people fast enough, use the SMG or Shotgun for large groups of people.
Otherwise, progress will be slow and you will receive the worst ending.)

------------------------------------------------------------------
Section 310: Reconnaissance Reports (The Grounds)
------------------------------------------------------------------

The Grounds
-----------
Primary Objective - Access the main control building and secure the
                    Express Elevator to the GULF Main Control Room.

Secondary Objective - Rendezvous with any missing SCAT team members.


Grounds (1)
-----------
The long, metallic white container near the start where Jean-Luc jumps
in to begin the mission is open at one end. Look carefully and you will
see that you can go inside it and pick up a Magazine, Shells, and a
Handgun w/Silencer.

The small building where a guard stands on its roof contains a much
needed Ammunition Pouch (1 of 5).

When dealing with the Sensor trap past the checkpoint, it is possible to
ignore the trap and muscle past it with some application of measured force.
(Trying to force it on Sudden Death is suicide BTW). However, engaging to
solve the trap will allow Jean-Luc to fetch his first satchel of C4. If you
are playing Sudden Death on the PS2, get this C4 and do not use it until
you start Stage 5 or you will be at a loss to proceed further into the game.


Grounds (2)
-----------
There is a Handgun w/Silencer in a corner where Jean-Luc starts the
mission.

After the first set of guards where the stage opens to a large loading
dock area, kneel and guide Jean-Luc's gun to a bright wooden box behind the
parked truck. If you cannot find the box, it's near the trailer's rear
wheels. If you can't find the truck, you have no business playing this game.
Destroy the box and that should allow Jean-Luc access inside the the
truck's trailer (via the loading ramp). Inside, a second Ammunition Pouch
is ready for the taking (2 of 5).

After the first laser field in this stage, you should find a box outside
besides a chain link fence. Eliminate any guards and shoot the box before
entering any surrounding buildings. The box contains a satchel of C4. On
PS2 Sudden, if you did not pick up the C4 from the first stage, take this
explosive and do not use it until Stage 5 or you will have a dead game.

This mission requires you to unlock the door to Stage 3, so go through the
warehouse, up on the roof, and then back down to ground level (you will
wind up behind the semi-truck you saw at the beginning of the stage) to
locate a door that leads to the key.


Grounds (3)
-----------
Nothing particularly special or hidden. Just be sure to pick up the
obviously placed Rocket Launcher on the roof of the ladder building
and don't use it unless necessary. On Sudden (both platforms), kill the
machine gun nest. Conversely, you may detonate a C4 next to the revetment.
The advantage of using C4 lets you get rid of that annoying fuck early on
and you'll have no problem negotiating the area around the GULF Building.


Grounds (4) BOSS!!
----------------
Lila is easy only if you keep Jean-Luc in cover when she's firing like
a rabid bitch. For an easier time, terminate the lone soldier who rushes
to her aid in the beginning (he will appear to the right of the pillar,
but his final destination is behind a box to the pillar's left).

Destroy the box to the left of the pillar, kill the guard, and deal with
Lila with swing-out fire.


------------------------------------------------------------------
Section 320: Reconnaissance Reports (The Office)
------------------------------------------------------------------

The Office
----------
Primary Objective - Access and secure the Express Elevator.

Secondary Objective - Rendezvous with any missing SCAT team members.
                    - Keep SCAT team members alive, if possible.


Office (5)
----------
There are no hidden items in this stage. Take the time to acclimate to
fighting in enclosed spaces, as later levels are very tight and do not
allow the camera to function at optimum levels. On Sudden Death, the
seemingly benign Office is very deadly -- later levels are simply fatal.

On the PS2, Sudden Death requires more ingenuity this time around. After
meeting with Jake and the stage begins, kill the first guard around the
corner then place a C4 charge where the guard initially was. Proceed down
to the half raised shutter and duck. After the in-game movie runs, detonate
the C4. This is the only way to pass this encounter due to Sudden Death's
logistics and parameters.


Office (6)
----------
Before heading back up the stairs to the main floor to protect Thomas,
explore a bit of the sewers and you should find Magazines, Shells, and
a satchel of C4 (to replace the one you used earlier).

On the way back out to where Jake caught up with Jean-Luc (after the fight
with Lila), there is a medi-kit inside the door to the rest-room. Deal with
the emplaced gun with C4 as before. Just be sure to watch for any soldiers
who may come out to deal with Jean-Luc. Ususally, there are six soldiers to
eliminate before the rush stops. On Sudden Death, it's better to take out
the machinegun nest with a rocket rather than risk an errant shot in the
leg.


Office (7)
----------
Objectives Updated - Find all five bombs in the building.

Tasked with finding bombs, Jean-Luc now needs to do some bomb-squad work.
The first bomb is at the far end of the building -- away from where Jean-
Luc starts the stage. Elminate the laser traps and head for it. When
defused, our French-Canadian SpecOps guy can go back outside the door he
started next to earlier and head down the stairs (The camera is frozen in
that area).

BEFORE OPENING THE DOOR AT THE BOTTOM OF THE STAIRS, direct Jean-Luc to the
door to the water-filled area where he disarmed the laser trap in the
previous stage. He has to make it through the building with the laser that
moves up and down to get there. In that area, a Ammunition Pouch may be
found (3 of 5).

As Jean-Luc heads back to the Express Elevator (way after defusing the
second bomb) a team of four soldiers will rush in to kill him before he
hits the door. Killing all four will net a Magazine, Shells, a Medi-kit,
and a pack of C4. The PS2 yields only a Magazine and Shells because the
Medi-Kit and C4 were sold to pay for Nancy's panties. But I think it was
a good trade, don't you?


Office (8)
----------
There are no particular items other than a few hard to get medi-kits.
I just want to mention that Lisa is quarter-Japanese. Plus, she's hot.
('What has that got to do with it?' 'Hey back off man. I'm a scientist.')

In the reactor room, it's possible to not trigger the deadly effects of
the gas-leak. Just be very sure to hit only the soldiers already on the
floor of the room (this insures against them hitting an explosive box by
mistake) and not any of the explosive boxes or the reactor itself. There
is a medikit in the room as well.


Office (9) BOSS!!
---------------
After meeting Thomas, the next room (partitioned in two) has a Magazine,
Shells, and a satchel of C4. Look around a bit if you cannot spot it.

After disarming the laser trap and traversing the third floor cat-walk,
head to the dead-end past the broken vending machine to find a Rocket
Launcher and a Medi-kit.

Opening the nearby door will yield a Checkpoint and a fight with Leon the
Hunter. Stay down and terminate, with extreme prejudice, the two soldiers
who will run up past Jean-Luc's box cover. When the pair are dead, run to
the pilaster on the nearby wall to give more permanent cover to Jean-Luc.
Swing-out and snipe at Leon until he's a goner. On Sudden Death, it's
imperative that Jean-Luc get to the pilaster as soon as the movie ends,
otherwise he will immediately die from the shotgun pellets. Ignore the
soldiers and make one good shot to Leon that will end the stage and the
threat to Jean's life. Conversely, killing Leon will end the stage, so you
may try using a SMG on his soon-to-be-dead body.


Office (10)
-----------
With the bombs disarmed, Jean-Luc is to make it back to the Express
Elevator with the codes Thomas hacked (make your way back down there as
best you can). There is now a pack of C4 behind the vending machine (where
the Rocket Launcher was in the previous stage) and another pack of C4 in
the room where you find Thomas, as well as a Magazine.

On the roof, so long as Jean-Luc blasts all the soldiers without sounding
a alarm (or in a time limit, possibly), there should not be a sequence
whereby a soldier will reactivate the moving laser that blocks the door.
To be fair, it happened to me before and I still get worked up over it.


Office (11)
-----------
Look familiar? Only some shells and magazines are hidden in a room with a
control panel, otherwise try to make haste back to the basement. Before
opening the door to the Express Elevator (and ending the stage), equip a
fully loaded submachinegun if possible.


Office (12) BOSS!!
----------------
Ryan's an asshole's asshole. Not only does he use a submachinegun, he will
toss grenades if Jean-Luc is behind cover. Try not to stay far off and weave
to the areas to the side of the elevator doors. There are medi-kits there
and sometimes Ryan's AI will keep him firing his submachinegun rather than
throwing grenades at that range. Just be aware that if he does throw
grenades, you may not have the time to get Jean-Luc clear of the explosion.

On Sudden Death, avoid the pillar and run out into the open when the chance
arises. While you needn't close the distance terribly, keep in mind that
person who scores the first successful hit wins the deathmatch. Aim and fire
and hope Jean-Luc lives to relate the story to Lisa and the kids.

PS2 Sudden makes it easier by placing an explosive crate next each pillar. Use
a fully loaded pistol to detonate the one closest to the elevator and kill Ryan
without breaking a sweat.


Office (13)
-----------
Nothing to mention except to for you to be careful on Sudden Death; by now,
Checkpoints are few and far between.

------------------------------------------------------------------
Section 330: Reconnaissance Reports (The Warehouse)
------------------------------------------------------------------

The Warehouse
-------------
Primary Objective - The Express Elevator is inoperable. Access the
                    Freight Elevator and try to go into the Complex
                    from there.

Secondary Objective - Meet up with Steve and Law, if possible.
                    - Keep SCAT team members alive, if possible.


Warehouse (14)
--------------
After clearing the short sewer area, running around the side of the large
building will lead to a cache of two Magazines, two cases of Shells, and
a Medikit. On PS2 Sudden Death, be sure to have a Handgun w/ Silencer on
hand before opeing the door to finish the stage.


Warehouse (15)
--------------
No special items in this stage, although feel free to use a rocket to
knock out the emplaced machinegun nest down the long alley. Beware that
PS2 enemies will be able to sight and kill Jean-Luc faster now that cover
has thinned.

PS2 Sudden starts Jean off in a difficult position. First thing, roll to his
right and duck behind the explosive crate. Do not move or enemies will be
alerted and they will fire. Equip the Silenced Handgun and dispatch both guards
while their backs are turned to avoid turning into a basket of flesh.


Warehouse (16) BOSS!!
-------------------
Colonel Thunder is hard because he does so much damage and it's hard to
judge the distance from his flamethrower. Eliminating the two snipers above
Jean-Luc will help immensely in dealing with Thunder. Use the eplosive boxes
to damage the Colonel; keep in mind that there are no medi-kits available
and that three direct flame hits will kill Jean-Luc.

Sudden Death only requires two shots to deal with this menace: one to the
sniper immediately in front of Jean-Luc (cut the movie to be sure of correct
positioning) and the second to Colonel Thunder (180 degree turn).

A set of Shells and a Magazine are available for the taking after the fight.


Warehouse (17)
--------------
In your quest to bridge the gap and open the locked door, make sure not to
miss the box inside the electrified cage (the one next to the key). A new
Rocket Launcher is packed inside.

After opening the locked door, the camera becomes fixed. Don't move an inch,
kneel and shoot in the general vicinity "down the catwalk." Jean-Luc will
destroy the boxes blocking the door to the exit. Doing this before moving
will allow a fast escape into the next stage without dealing with some
soldiers who rush out to intercept on the ground below.


Warehouse (18)
--------------
Nothing special in this stage, thought eplosive boxes can be triggered as
traps that may benefit or hinder Jean-Luc's progress. Don't miss the C4 in
the box on the catwalk (the first section of conveyors).


Warehouse (19)
--------------
Nothing special here too. Be aware of the surroundings and keep in cover.
Medikits are few and not a common sight. There's one in the centre of a
roof area with explosive barrels and stand-up air-intake vents.


Warehouse (20)
--------------
Nothing special to mention. Watch the boxes -- most are covering enemies
and some provide Jean-Luc's only cover sometimes. Rare do they have
anything inside them anymore.


Warehouse (21) BOSS!!
-------------------
No special items, just remember to tag the medi-kit before entering any
door. Duke is cheap in that he will get in a hit if you don't move Jean-
Luc away from the pillar immediately (the explosive barrel will be hit
by Duke's minigun and explode). Even running away from the pillar may not
keep Jean-Luc unscathed, as the weird placement of the pillar and Duke may
allow him to shoot Jean-Luc once or twice when Jean distances himself from
pillar.

There is a spot where veteran players will recognise as "safe." Head there
if you think you know where it is (I do, but cannot describe it adequately).

After the explosion is triggered, head back to the pillar and shoot any
explosive objects and clear a path to allow Jean-Luc to close in better to
engage with the pistol or submachinegun. It will be a longer firefight than
with Lila, as Duke tends to hold down the trigger longer and more often.
On the PS2, you get to see Duke use the Minigun like Arnold the Barbarian
in Terminator 2: Judgement Day; unfortunately, you can't use it like
he can in Bot Mode.

The box maze after the fight is littered with various goodies, but try to
find the fastest path to the exit unless you are aching to refill Jean's
supplies.


Warehouse (22)
--------------
A bit into the sewers, there will be a stack of crates blocking Jean-Luc's
path. Past it, towards the sewer grate, is a lone box with a package of C4.

After leaving the sewer, kill the guards, then head back to the spot where
the manhole is (where Jean came out from). Duck and shoot the explosives on
the other side of the fence (through the hole). One has to wonder why Jean-
Luc can't squeeze through the damn thing.

A bit later, when solving the sensor puzzle, there is a key that opens the
locked building at the end of the train yard. The key on the ground level
(on a box) and is located near the wall where Jean-Luc disarms the sensor
box. The building holds a shit-load of crap: four Magazines, four sets of
Shells, and two Medi-kits.


Warehouse (23) BOSS!!
-------------------
Make sure to kill the soldier who runs on the line of crates which block
access to the heli-port, or you'll be sorry.

After running the gamut of machinegun nests, eliminate the four soldiers
who guard the door to the Freight Elevator. Before heading inside however,
head around the crates and parked trucks to attack the machinegun nests
from the backs and sides. Past the last machinegun nest, a Rocket Launcher
and a Ammunition Pouch (4 of 5) can be found in two innocuous boxes. This
will also be the last Rocket Launcher in the game. Use it sparingly (I only
fired it twice on Sudden Death after this stage). Ignore this area on Max
Power and it will save you a butt load of time.

Just be prepared for the multiple ambushes as Jean-Luc makes his way to the
coveted prize. When you've taken your fill, direct Jean-Luc back to the door
to the Freight Elevator and go in. Kill the soldiers and then, switch to
something you are comfortable with before proceeding down the sloped
vehicular path (it will be a Checkpoint when you reach near end).

After a movie sequence, Gunt will attack our intrepeid SpecOps guy with a
homemade rocket launcher. Sudden Death only requires one direct shot (pistol
preferred), but other modes require some weaving and dodging. The rocket
launcher is the preferred weapon on Max Power mode, but Story Mode will
require Jean-Luc to fire, then roll to avoid the swarm of rockets. Head
shots help immensely as the damage from Gunt's rockets will do obscene
damage.

Try have a fully loaded submachinegun (or if want, Handgun w/Silencer)
before opening the door to the Control Centre.


------------------------------------------------------------------
Section 340: Reconnaissance Reports (The Centre)
------------------------------------------------------------------

The Centre
----------
Primary Objective - Get down to the Main Control Room and stop the
                    GULF Satellite System. Time is short, so git
                    movin' boy.

Secondary Objective - Meet up with the others who're alive.
                    - Find the person responsible for killing
                      Jean-Luc's teammates.


Centre (24)
-----------
Upon entering the control room overlooking the conveyor bay Jean-Luc
started the stage in earlier, do not throw any switched and just cross
the bridge that spans the conveyor room to net two Magazines. The bridge
needs to be moved afterwards to continue onwards.


Centre (25)
-----------
Conserve ammo by using the pistol when possible. Try to reach the
Centre's Main Elevator and map out your path accordingly. Most of the
medi-kits are in out of the way places, but are otherwise not too hard
to get.

Credit goes to M2CyborgCommando@aol.com for finding the last "lost"
Ammuniton Pouch (5 of 5). Listen to his/her VSR (virtual situation report):

From: M2CyborgCommando@aol.com Save Address - Block Sender
To:   simalcrum@hotmail.com Save Address
Subject: Ammo Pouch #5
Date: Mon, 12 Mar 2001 21:48:39 EST

Reply Reply All Forward Delete Previous Next Close

I found a fifth ammo pouch on stage 25.  It is in the large room where you
have to move all the boxes back and forth with the keypads.  You know that
area with the two lasers and stationary gunner?  Here's what you do.  Turn
the two lasers off and make the gunner die by dropping the box on his head
as you would to normally continue the level.  Now walk to where the gunner
was, and face down the hallway he was facing. Walk straight, and take a
left at the first intersection. In that small area is the fifth ammo pack.
If you post this on your walkthrough page, a little credit would be nice.
Thanks for writing the walkthrough.

** Apparently I found the pouch before, but forgot about it since that
particular level is among one of the stages I prefer to finish as
quickly as possible in Sudden Death. (The others are 28, 29, and 30).

Centre (26)
-----------
Cut the movie to buy time to roll underneath the moving blue sensor laser.
Then rush at Banderas to send him running to another area of the Main
Elevator. Not tripping the first set of sensors is vital to beating the
stage without too much ammo and hurt as it will detonate and kill a set of
guards who come to aid Banderas halfway through the fight.

Making sure Jean-Luc is not in the room with the explosives is a logical
bonus. Attack Banderas by swing-out from the cover of the elevator bay
doors. When he is about to die, Banderas will attept to rush Jean-Luc with
guns blazing -- try to time the reloads as to have a fairly full clip (of
any weapon) BEFORE you deliver the last hit. Having a loaded weapon to
start the next stage will be a big help.

On Sudden Death, cutting the movie is the first big part in surviving the
fight; the next is to duck and aim at Banderas' knee-caps/feet and getting
off the first shot before the door fully opens.


Centre (27) BOSS!!
----------------
Inside the "Tool Room" past the Death Star shaft area are two Magazines and
a Medi-kit. The laser filled "Locker Room" has three Magazines between each
laser set. The room with the sensor box has a Medi-kit.

When the door to the "Generator Room" is left unprotected by the laser trap,
head in with a shotgun or rocket launcher. If you did not take excessive
time reaching this point of the game, Jean-Luc will fight a boss, otherwise,
you can see the grisly results for yourself.

Jin is only armed with a pistol, but like Ryan, he also enjoys tossing
bombs. That, coupled with his dark clothing in a dark room and monkey laugh,
make him annoying to take out. The catwalk does not offer much protection
unless Jean-Luc is far enough away to use a submachinegun and avoid the
bombs when they drop short due to their arcing flightpath.

On Sudden Death, it's either Jean-Luc or Jin, so make sure the first pistol
shot counts -- because it does.


Centre (28)
-----------
No special items; retrace the path to the Main Elevator where Jean-Luc
fought Banderas -- he will need to go through the cargo "attic" to bypass
areas that are sealed off and deactivate laser traps and move crates and
boxes out of the way. Some traps are downright diabolical -- and on Sudden
Death, it's no laughing joke. The goal now is to make it to the door on the
side of the Death Star Shaft and get to the Conference Room on the first
floor. Since the catwalks do not allow Jean to get to it, he must route
around with clever detouring through areas he's gone through.


Centre (29) BOSS!!
----------------
Starting out in the Death Star Shaft Elevator, direct Jean-Luc through the
gamut of enemies and reach the set of double doors. There should be a Medi-
kit nearby (to warn you of impending Boss fights). Try and have submachine-
gun handy when you go in.

After the cinematic, make Jean-Luc head around the table, stopping on
occasion to fire at (and hopefully eliminate) any soldiers trying to assist
Deathmask. The safe spot is the pilaster directly across from Jean-Luc when
he starts the fight. Since Deathmask does not use explosives, Jean-Luc can
stay in cover for as long as necessary. Terminate the two soldiers from
cover and then direct fire towards Deathmask. At around half-life, pistola
ninja will erupt from his makeshift fort and rush Jean-Luc. The answer is
a fully loaded shotgun or submachinegun from cover.

On Sudden Death, Jean-Luc must have a submachinegun or at least a fully
loaded weapon to fight properly, otherwise, it may be wiser to restart the
level. The first thing is to cut the movie, then quickly aim and shoot the
soldier to Jean-Luc's right. Next, run -- like the wind Jack -- like the
WIND!! to cover by the pilaster and take out the second soldier before he
can fire again. Once those two are killed, the fight is easy. Wait for
Deathmask to pop-up and drill him right in the kabuto.


Centre (30)
-----------
Longest, hardest stage in the game, mostly with the soldiers popping up
when one least expects it. There are several points to watch for.

First, starting off in the Conference Room on Sudden Death is tantamount
to suicide. Equip a submachinegun or pistol and head to Jean's left. Drill
two soldiers running towards his way -- never run past or they will strike
with a gun-butt and it'll be over. Run off a bit towards the door (but do
not face it) and shoot the third guard and try to either kill the last guard
or run through the door where the soldiers initially came in to escape the
room. The shotgun also works well, provided you place Jean-Luc near the left
wall by performing a roll to trigger the movie.

The dark room with two machinegun nests can be handled on any mode with a
single rocket launcher to the LEFT gun -- Jean-Luc can run on the left side
of the room and attack the right gunner with lighter weaponary. If you
prefer, you may run Jean-Luc straight up to the guns (but out of their
range) and shoot one of the many explosive barrels behind the gun-nests.
Should you proceed this manner on Sudden Death, then you will have one
extra rocket to use later.

Just past the dark double gun nest room, the door opens to a mag-crane
lifting a set of explosive barrels towards Jean-Luc's platform. Don't give
the bad-guys a chance to use them by shooting the barrels immediately --
whit luck, the explosion will kill some or all the soldiers on the distant
platform.

A little later, a single machinegun nest guards a narrow bridge. The only
safe spots on either side of the bridge are trapped with lasers. Pull out
the rocket launcher and blast the gunner from a distance. Gordian knot
solved. And besides, ammo's meant to be spent. The only other recourse is
to get hit by the gun at least once when Jean-Luc crosses the small bridge.
He should then be guided to the right side where a small metal box will
provide cover for him to level his sights on a explosive barrel behind the
gun-nest. Take note that this is the only "valid" way to bypass this nest
trap; since Sudden Death is not a "normal" game -- one must use a different
method to acheive the necessary solution (i.e., rocket launcher).

The section with the small rooms, laser traps, and computer-operated shutters
are giving me the most headache since most of today's "citizen-soldiers" are
the most unobservant pieces of idiot flesh sculpted from DNA instructions and
faulty human proteins. Follow the logical sequence of activating (or 'tip-
tapping') every computer to bypass the laser death traps until you've decidely
reached an impasse and there seems no way forward. Jean-Luc should be at or
near a computer he just tippy-tapped and a moving laser is moving across the
width of the window next to the console. Notice that there is a safe area,
actually two safe areas the moving laser is not touching; one is the spot
next to the computer which raises the nearby shutter and thus "activates"
the laser, and the other, which is directly across from that spot in the
corner of the room. Notice too, that there is a way there, by moving
Jean-Luc carefully between the office equipment on the outside, there is a
way to navigate around the obstacles and avoid the laser as it moves back
and forth across the window. The goal is to make it to that safe spot and
shoot a laser trap box that can be seen past the large rectangular window.
Doing so will allow access to the next area.

    1. From the CPU --
    2. Go to the `X' making sure to avoid the laser
       by going between the office equipment when
       the laser is moving away from the `X' and
       clear of the opening.
    3. Note that the width of the window is covered
       by the the moving laser.
    4. Aim/look/pay attention outside the window.
    5. Look for a yellow laser control box and blast
       it. The box may not exhibit a red cursor due
       to the distance involved.
    6. Backtrack around the small rooms to reach the
       double doors to the next area.


     Examine the spot
     here for a laser
     control box
         |
         |
        |/
         V



       _________                             ________
     ||_________|---------------------------|________||
     ||   |                                          ||
     ||   | CPU                                      ||
     ||___|                                      X   ||
     ||        _____ _____          _____ _____ _____||
     ||       |     |     |        |     |     |     ||
     ||       |     |     |        |     |     |     ||
     ||       |     |     |        |     |     |     ||
     ||       |_____|_____|        |_____|_____|_____||
     ||                                              ||
     ||                                              ||
     ||                                              ||
     ||                                              ||


The last section is home to C4 using guards. Let them blow themselves up
and advance to the exit in a timely fashion. There is at least one Magazine
in this area, and other ammo may be scattered around, depending on which
enemies were killed and when. Make sure to have a fully loaded submachinegun
(no less) before opening the double set of doors. On Sudden Death, a fully
loaded Pistol or Handgun w/Silencer may be preferred.

BTW, behind the stage exit is the Express Elevator door -- man, so, we
coulda cut 20+ stages if Ryan had his legs blasted so he couldn't blow
the controls? That sucks! If you somehow make Jean-Luc walk through the
elevator doors, there is a rocket launcher inside that will crash the game.


Centre (31) BOSS!!
----------------
If you came here too late, you will fight Cecile. If you get here within the
appropriate limits, you will fight TWO bosses (one after another) instead of
one.

Cecile will come in through the door Jean-Luc did and fire his pistol with
alarming accuracy. Since Jean-Luc starts on the mid-level and Cecile is on
the top-level, you should try to close the gap and go back up the ramp.
Defeat the laser trap by going half-way and make the shot to the sensor on
the inside of the protective wall of the top-level. Use the handy machine-
gun nests to finish off Cecile without breaking a sweat.

On the other hand, the good ending requires some more foot work (and ammo).
Jean-Luc will fight Cecile Carlysle after this bonus boss -- who will attack
from the low-level (while Jean-Luc is on mid-level). There will be laser
traps to restrict movement, so stick around and make for the medi-kit(s)
only if you are desperate. Eliminate this "bonus boss" by shooting the
barrels on the lower-level and having the explosions do major damage. After,
a new cinematic will occur right before Cecile makes his entrance.

This is the shortest, easiest stage on Sudden Death (just make sure to cut
all movies to make sure Jean-Luc is in the correct location). Point, aim,
and fire. Bonus-Boy dead. Cut the movie. Point, aim, and fire. Cecile dead.

Damn. Sure beats those other wussy modes, eh?

------------------------------------------------------------------
Section 350: Operation Winbak Accomplished!
------------------------------------------------------------------

Save your game if you want to see the ending you earned with your time
without having to fight the last battle again.


==================================================================
Section 400: chk-chk-chk-chk-Multi Battle !!!!
==================================================================

Multi battle is fun, but only with more people. Koei didn't utilize the
Hi-RAM Pak to allow for 3-4 player matches with the 2 player characters
and that is a damn shame.

Players can also do one maneuver not available in the solo play game.
Pressing action while running against a low railing will have the character
vault over the railing and onto a lower level. Useful if someone is running
after you and you need a quick escape.

------------------------------------------------------------------------
Section 410: Characters
------------------------------------------------------------------------

Initially the top row characters are the only ones available, but do your-
self a favour and input the multi-code and access everyone immediately.
There are so much more you can do than just play this game. Characters with
weapons that do not require reloads cannot pick up weapons, but they can be
blocked by them (behaves like an indestrucable crate).

Please make a note of that Mr. Joshua.

Note that on the PS2, characters who cannot siddle because of their special
weapons can siddle if they pick up a SMG or a Shotgun but lose the siddle
ability after the ammo is spent and they revert to their default weapon.

-------------
-- Top Row --
-------------
Jean-Luc Couger - normal
   Roll?   - yes
   Siddle? - yes

Daniel Stewart - uses a special pistol (normal in N64 3-4 player mode)
   Roll?   - yes
   Siddle? - no/yes with SMG or Shotgun
** Dan's gun doesn't do much more damage than
   any normal gun, but since he doesn't reload,
   it counts as a "super weapon."

Steven Legal - normal (starts with shotgun in N64 3-4 player mode & PS2 multi)
   Roll?   - yes
   Siddle? - yes
** Steve is da'shit in 3-4 player as he
   starts with a shotgun. He starts with
   a shotgun regardless on the PS2 since
   you paid so much money already.

Lisa Roberts - normal (starts with SMG in N64 3-4 player mode & PS2 multi)
   Roll?   - yes
   Siddle? - yes
** Lisa and Steve teams are lethal in 3-4 player
   as they start with so much initial fire power,
   they can get ahead by half a bar or more before
   they run dry.

Jake Hudson - normal (starts with SMG in PS2 multi)
   Roll?   - yes
   Siddle? - yes
** The PS2 allows for Jake and Law teams as well.
   If you don't want to (1) play a woman, (2) be
   a fat target, (3) go Sunset Riders with a shotgun,
   you can pick the Terrorist with the SMG and team
   him with Jake for a rockin' pair.

Mike Hawkins - normal
   Roll?   - yes
   Siddle? - yes

Thomas Smith - normal
   Roll?   - yes
   Siddle? - yes

Law Bruford - normal (starts with SMG in PS2 multi)
   Roll?   - yes
   Siddle? - yes
** Large target (i.e., big ass target). Four words:
   He needs a Tekbow. Or three words: I am TUROK!

Matthew Brown - normal
   Roll?   - yes
   Siddle? - yes

Keith Birdy - normal
   Roll?   - yes
   Siddle? - yes
** Does anyone think he is a match against Leon from
   Shocktroopers 2: Second Squad?

----------------
-- Centre Row --
----------------
Lila - uses a Browning Automatic Rifle
   Roll?   - yes
   Siddle? -  no/yes with SMG or Shotgun
** Ah, lovely Lila is a very good choice as
   her gun does fairly good damage; plus she
   can roll. Firing while crouched increases
   her rapidity (not the case in PS2).

Leon - uses a sawed off shotgun
   Roll?   - yes
   Siddle? -  no/yes with SMG or Shotgun
** Leon's shotgun spreads upwards more than
   it does sideways like the regular shotgun,
   which probably explains why he killed me once
   when I tried to roll past his shots -- all
   the shell fragments hit Jean-Luc and he was
   dead before I knew it. Unfortunately, he can
   be kept away with regular gunfire, but other
   than that, he's Steve with infinite shotgun.

Ryan - uses one SMG
   Roll?   - yes
   Siddle? -  no/yes with SMG or Shotgun
** Infinite Lisa. His SMG though, seems to have
   a pretty short range compared to the regular SMG.
   Plus his shot origin is lower than a normal SMG,
   so sometimes, you'll be shooting at a crate
   instead of an enemy.

Thunder - uses a wide shot pistol & flamethrower
   Roll?   -  no
   Siddle? -  no/yes with SMG or Shotgun
** Yyyyess. I am Marv Albert. This is the man to
   use as his pistol behaves like a shot gun,
   and his flame thrower does an ungodly amount
   of damage. Unfortunately, his inability to roll
   or siddle presents a poor defence to someone
   with a SMG in an open arena.

Duke - uses a GE gatling gun (see Terminator 2)
   Roll?   -  not just no, but hell no
   Siddle? -  no/yes with SMG or Shotgun
** Lila on steroids. His gun fires slightly
   slower but does way more damage. Too bad it
   takes forever to rev up and he is a slow and
   large target.

Gunt - uses a rocket launcher
   Roll?   -  no
   Siddle? -  no/yes with SMG or Shotgun
** Does more damage than Thunder, but has the
   uncanny ability to kill himself before the
   other guy dies if the fighting gets up close.
   He also requires time to brace before firing,
   makng him extremely low in initiative.
   Nevertheless, he rules if he traps someone
   against a wall, or in any open arena, as 3
   explosions will wipe out any lifebar.

Banderas - uses two SMG's
   Roll?   - yes
   Siddle? -  no/yes with SMG or Shotgun
** Better than Ryan. Next!!

Jin - uses a pistol with the range of a SMG
   Roll?   - yes
   Siddle? -  no/yes with SMG or Shotgun
** the mad monkey rapist is hard to hit, but
   luckily he doesn't have the bombs he had
   in Solo Play, so he isn't as threatening.
   Take into account of Jin's small size since
   his dark uniform and silhouette make him a
   very small target.

Ash (Death Mask) - uses two pistols ala John Woo
   Roll?   - yes
   Siddle? -  no/yes with SMG or Shotgun
** Best of the pistoleers. Next.

Cecile Carlysle - uses a pistol in a horrifyingly gay manner
   Roll?   - yes
   Siddle? -  no/yes with SMG or Shotgun
** Worst of the pistoleers, plus he looks fruity.
   It takes him forever to raise his gun and fire.
   Meaning he gets gayraped before he can retaliate.
   The only reason he was so hard in Solo Play was
   due to the cheap death laser traps.

----------------
-- Bottom Row --
----------------
Random Select (both ends) - n/a
** Randomly picks a character each time the
   multi-player game is started. No one knows
   who it is until the game starts.

Terrorist (Gas Mask) - normal (starts with SMG in PS2 multi)
   Roll?   - yes
   Siddle? - yes
** Why can't we use the assault rifle he's
   holding? Asshole. Koei corrected this
   in PS2. He now starts with a SMG. But
   just for that, Koei got rid of his neat
   looking gas mask. On the N64, this guy
   is to the right of the guy listed next.

Terrorist (Ski Mask) - normal
   Roll?   - yes
   Siddle? - yes
** Why can't he start with a special pistol?
   He has one in the select screen.
   Enemy Bots use this skin.

Terrorist (Shades) - normal (starts with a Shotgun on PS2 multi)
   Roll?   - yes
   Siddle? - yes
** Shotgun, aw man . . . Koei corrected this
   and starts him with a Shotgun on the PS2.
   Allied Bots use this skin, but are armed
   only with pistols initially.

GULF Engineer - normal
   Roll?   - yes
   Siddle? - yes

"George" (Pentagon Chief) - normal
   Roll?   - yes
   Siddle? - yes

"Kevin" (Pentagon Aide) - normal
   Roll?   - yes
   Siddle? - yes

"Nancy" (Pentagon Aide/Squeeze Toy) - normal
   Roll?   - yes
   Siddle? - yes, but you can't look up her dress.
             Believe me, I tried. If you can spend
             $400 for the PS2 version though, you
             can. I know the color of her panties.
             Plus her legs are long and smoother
             than silk and I like her soft creamy
             skin. Plus I just want to say I like
             smart blonde white chicks who hail
             from Michigan, enjoys Star Wars, Harry
             Potter, and Lord of the Rings more than
             me, plus you have tits like coconuts.
             This is dedicated to Carrie R. W.
             Babe, you're the best!

Kenneth Coleman - normal
   Roll?   - yes
   Siddle? - yes

------------------------------------------------------------------------
Section 415: PS2 Multiplayer, Bot Mode, and Challenge Analysis
------------------------------------------------------------------------

The PS2 offers an additional mode the N64 game does not, namely Bot Mode
where human players fight computer bots. The PS2 Winbak can load up to
eight characters at once, with any number or combination of humans and
bots up to eight. So far, there has not been any codes released for
unlocking the characters in Bot Mode, so you will have to finish the
Bot Mode Challenge Marathon the hard way (i.e., normally) to free all
the characters for play on Bot Mode.

Bots: Allied Bots are the Terrorists in tan jumpsuits.
      Enemy Bots are the Terrorists in green uniforms with ski masks.

      Why Koei didn't make a generic SCAT soldier is a mystery, but the
      sharp color contrast makes it easy to tell who's your enemy from
      a distance. The low complexity of textures probably allowed less
      slowdown than a highly detailed skin.

      All Bots are armed with normal pistols and can fire any weapon
      they pick up. They can even rail hop to a lower level to avoid
      gunfire. However, all Bots can be expected to follow a given path
      in a level. They will always head for a weapon respawn point even
      if there is no weapon available, for example. They are "smart"
      enough to duck behind cover to reload, although I believe Koei
      placed invisible behavior flags in each level for their Bots to
      follow. Bot behavior can be modified only by adjusting their AI
      level; initially only EASY, NORMAL, & HARD are available. However
      by completing 15 challenges (and start on the 16th one) ULTRA
      AI can be unlocked. Do note that although ULTRA may sound like
      Perfect Dark's "DarkSim," overconfidence can still get you killed
      since four EASY Bots can kick your ass outright in an open fire
      fight while a one on one with an ULTRA Bot with you using cover
      intelligently will leave your character unscathed.


Mode: Players against Bots or Player-Bot teams. The PS2 multi-tap adapter
      only allows 3 or 4 play on Multiplaer versus only.

Team: The number of people on a team. The total number of "people" (human
      or bot) on both teams cannot exceed eight. Team range 1 to 7.

Scoring: A death on the opposite team counts for one friendly point.
         A death on your team counts for one enemy point. Friendly fire
         is not so friendly as it will only increase the other team's
         score. Score range is the minimum number of people on your
         team to 99. Time limits are preset or unlimited.

Handicap: Affects damage taken by a character on a team. Default is 100%
          or "1x" damage. This is the normal value. To be tougher to kill,
          set the value below 100%. This will be the damage multiplier
          applied to that team. Example, 50% means each hit taken is doing
          half the normal damage while 200% means each hit taken is double
          the normal damage value. Handicap range 25%-250%

Health Kit: Affects how much hits-to-kill (HTK) are restored to a lifebar.
            Default is 50%. Example, 10% means it will take ten healthkits
            to fully restore a near dead character to full health while at
            100% means one health kit will fully restore anyone no matter
            how badly they are damaged. Health Kit Range 1%-100%

Stages:

There are only 5 stages to pick from in PS2's Winback to get good on,
so you only need to walk around it for a bit before you get familiar.
I will point out good spots to camp and where the vital weapons are.
Unlike Perfect Dark, you will not have an audio cue for item respawns,
so use your eyes, "soldier."

Stage One (Open Compound) - There is a shotgun behind and to the right
of Player 1's respawn spot. An SMG is in the spot on the other side
near Player 2's respawn. Medikits lie on the outside corridor of the
metal crate wall and makes for a good place to hide to wait for Bots.
Rocket Launchers spawn in the center of each team's respawn area.

Stage Two (Warehouse) - The upper catwalk for each team holds a Medikit.
Below the catwalks are shotguns. Two SMGs are on the center platform in
the center of the stage as well as a single Rocket Launcher, but that
spot is highly exposed to enemy fire. Good spots to hide when you have
decent help is in the center platform -- grab a SMG and fire, when you
run dry, grab the other machine gun and fire *that*. When you exhaust
both, run for the medikit then head back to the center platform and
repeat. Always repeat. If you're alone, then consider hiding near the
metal container where you initially repsawn and taking out everyone
from there.

Stage Three (Factory Over and Under) - As Player 1 head right from your
respawn then a left. On the metal bridge you will find a SMG. SMGs are
on both metal bridges as well as the center of the stage with a medikit.
The first floor features shotguns by Franchi of Europe, one on each end
near the explosive crates. The best place to hide is on the metal bridge
near the SMG respawn. Take care not to walk out where your avatar will be
exposed to gunfire on the lower level. You will only need to worry about
the front and the traffic on the other metal bridge that is perpendicular
to the one you're on. As enemies climb the ramp, you can kneel and fire
and score at least one lethal hit on the head.

Stage Four (GULF Control Center) - Players start on the second level on
one side and the Enemy on the other side. A rocket launcher sits right
in the center on this level. The two mini-forts on the lower level has
a SMG each. Control one or both to maintain a lock on victory. Medikits
are on the highest level and in a small corridor running underneath it,
but there are no weapons here, so avoid it unless you really need some
healing.

Stage Five (Factory Columns and a Low Bridge) - The most fun stage since
it is fairly open, but with enough obstacles to provide a challenge. A
rocket launcher sits on the middle of the bridge and two SMGs lie on the
ends near the ramp leading up. There are shotguns in each corner, but
only medikits in two corners (near the conveyor belts). This stage is
the toughest on Challenge Mode since it offers a very fluid fire fight,
but hide near the corners, grab shotguns, and stay near a medikit. With
luck you can terminate most of the enemies. Just beware of enemies who
fire from the top of the bridge since they can hit almost anything in the
level.

Challenge 1, Stage  1
Your Team           2        Enemy Team         1
Score Limit         4        Score Limit        4
Allied Bot AI     LOW        Enemy Bot AI     LOW
Allied Handicap   100        Enemy Handicap   100
Allied Medikit     50        Enemy Medikit     50
You Play As      JEAN        Time

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