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Mercredi 19 septembre 2007 3 19 /09 /2007 00:22
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==============================================================================
Walkthrough                                                         [GN.03.01]
==============================================================================

The game starts with a movie showing an expedition. This doesn't end very
well, because they get ambushed by natives. They even kill the priest. Poor
guy :(

------------------------------------------------------------------------------
The Hunt                                                            [GN.03.02]
------------------------------------------------------------------------------
Help Ned track down some animals for the steamboat.
------------------------------------------------------------------------------

"Montana, 1880. My name is Colton White. My father and I hunt game for the
steamboats traveling the Missouri. Not a bad living if you can stand your old
men kicking you every morning at dawn..."

Ned wakes you up, because it's time to hunt. This is the tutorial of the game,
as you may have guessed. Use WASD to move, and follow Ned. He'll find an elk,
and shoot it. But just an elk isn't enough for Ned. No, he wants you to shoot
some quail while you're at it. Draw your weapon, and shoot them. After that,
you need to use the quick-draw mode, and shoot some more.

You'll get attacked by some wolves. A few shots will take care of them. Follow
Ned again. He'll tell you to pull out your rifle, and shoot some elk. Once you
shot them, more wolves will show up. Time to kill those too.

Some unfriendly bear will show up, and knock Ned down. Grab his rifle, and
kill the bear. When it charges at you, simply strife left or right to avoid
it. Just keep shooting at it.

Ned is fine, so that's a good thing. You take care of the bear, while the
steamboat arrives. I love the main music of this game.

------------------------------------------------------------------------------
Steamboat Massacre                                                  [GN.03.03]
------------------------------------------------------------------------------
Something bad is going down. Stick with Ned, and hold off the attackers!
------------------------------------------------------------------------------

Ned goes talk to a woman about something secret. You'll get noticed by Reed,
who claims to be a priest. You'll find out soon enough he's not. But I'm sure
you already noticed something's just not right about the man. And that's
right, just a moment later he'll kill the woman, when she doesn't want to tell
him where "it" is (no pun intended). And if that's not enough, he'll also call
his friends, and they'll ambush the boat.

Shoot the attackers, while you follow Ned. The boat is slowing down, because
the wheel at the other end is jammed. Get there, while killing the attackers,
and get the log removed from there. Then walk back a little, and mount the
cannon. Time to shoot at ships like there's no tomorrow.

When that's done, they shoot the pilot, and the boat crashes. Head back to the
other side of the boat, and head up. Find Ned, and help him keep off the
attackers.

The boat is going to be destroyed, and Ned gives you a token, and tells you
he's not your father. <Insert Darthvader noooo here, but not quite> The boat
explodes, with everyone on it, except for you.

------------------------------------------------------------------------------
Honest Tom                                                          [GN.03.04]
------------------------------------------------------------------------------
You just washed ashore, and are looking for a way to get to Dodge.
------------------------------------------------------------------------------
Reward: New pony express, bounty, poker mission available.
------------------------------------------------------------------------------

You'll see how the priest who lead the ambush is heading to his boss,
Magruder. He doesn't like that, and he kills the priest. So much for that.
Some cheap scum is trying to take your token, because he thinks you're dead.
Well, we're not, and Honest Tom even wants to help you. If you win his beds,
he'll give you a horse. That's quite nice of him.

Mount the horse, and follow his instructions to understand the ways of riding
a horse. You'll learn how to sprint and jump for now. Tom wants to race you.
Sure thing, Tommy.

The key is to sprint, and hold the button. This will keep you at a fast
speed, and Tom behind. Don't hold back on sprinting, you'll see a message when
it's not good for your horse anymore. Basically, you need to do 3 laps. Each
lap had 4 jumps; over a small river, over two trees and over another small
river. Nothing hard, really.

Once you beat Tom, he wants you to kill some buffalos. To do this, ride to one
and trample or skid attack to kill them. Once you did that, return to Tommy.
Now it's time to shoot bottles. Just go into quick-draw mode, and shoot more
bottles than him. Nothing hard again.

The last test is to kill the wolves. You shoot them, trample them or skid
attack them. Whatever you want. Tommy gives you his horse... after a fight
with his friends that is. Kill them, and the horse is yours.

------------------------------------------------------------------------------
The Red Hand Gang                                                   [GN.03.05]
------------------------------------------------------------------------------
Rude, Crude, and the rest of the Red Hand Gang are out for blood.
------------------------------------------------------------------------------
Reward: Schofield - Ned's old Schofield has break-apart action which allows
for faster reloads. It also had good close-range stopping power.
Reward: Shotgun Model 1887 - Rude's Winchester 1887 single barrel shotgun -
it's slow to reload but great for ripping enemies to shreds in close
quarters combat.
Reward: Whiskey Bomb - Light enemies on fire and watch them burn.
------------------------------------------------------------------------------

Take the trail to Dodge. You'll find a river, and you'll need to cross it. The
man can help you, and he doesn't even kill you or attack you ;)

"Dodge City. Take the token to the Alhambra Saloon and ask for Jenny. That's
what Ned said just he died."

Head to the saloon, and talk to the bartender. He'll help you find Jenny.
However, she's a whore, and some people want a go before you. Of course, this
turns out to be one big fight. Get ready, and kill the rude men. Head up the
stairs, and just follow the linear path until you saved Jenny.

Jenny will show you some things about Ned, but it won't take long. The Red
Hand Gang will attack with fire, and burn the saloon down. Save the saloon,
and go down, killing the enemy. Once you're downstairs again, more and more
will come in. Make sure to kill the enemies with torches first, so they can't
burn the saloon down.

Once the inside is saved, you still need to save the outside. Head outside,
and mount the horse in front of you. Ignore Crude, and just take out the men
with the torches. They'll first arrive to the north, then west, then east.
Once they are killed, head back into the saloon.

Crude wants to finish this, so head outside, mount a horse, and kill Crude and
his gang. Crude has a shotgun, to stay away from him if possible. First go for
the people with the torches, on the roofs. After that, finish Crude off.

Denton, the sheriff needs your help with some Indians. But first Jenny wants
to talk to you. Apparently the preacher is known already.

------------------------------------------------------------------------------
Quick Killer                                                        [GN.03.06]
------------------------------------------------------------------------------
Help the sheriff defend the bridge against Quick Killer and his renegade
apaches while it's being repaired.
------------------------------------------------------------------------------
Reward: New deputy missions available.
Reward: Quick Killer's Tomahawk - Quick Killer's Tomahawk has good range and
does a lot of damage.
------------------------------------------------------------------------------

"Reed. That son of a bitch is gonna pay. Just as soon as I get to Empire
City."

Talk to Denton to start this mission. You need to protect the bridge from some
Indians. They'll start with shooting a few TNT barrels, and dare to attack
you. Kill them, and move to the other side of the bridge, while shooting the
Indians. At the other side, take the road down, and kill more enemies.

Denton will move a transport your way. Use it to the move to the other side.
You'll notice a lot of TNT, and Indians with torches. The best way to kill
them, is with a knife. They'll come in pairs, trying to light the TNT-barrels,
so the bridge gets destroyed. Pick up the barrels, and throw them into the
water. Once you did this with all the barrels, the bridge is saved.

Head back to Denton using the transport. Kill a few more enemies (quick-draw
will do) and then take the road up.

So now the bridge is safe, the Chinamen can start to work on it. But Indians
are known to be stubborn (are they?), and they'll try to kill the workers.
Switch to the rifle, and follow the Chinamen. The Indians will mainly come
from the road on the other side, but watch your mini-map to be sure. They'll
also come in rafts, so keep that in mind too.

The bridge is finished, but the Indians will don't give up. Hide behind the
TNT barrels. As soon as they start shooting with fire arrows, move to
quick-draw and shoot the arrows down. They'll come with torches after a while,
so take the Indians down when they even think about it. After a short while,
all that's left is Quick Killer. Take the guy down, and the mission is done.

------------------------------------------------------------------------------
Whore Coach                                                         [GN.03.07]
------------------------------------------------------------------------------
Get Jenny to Empire. Renegade apaches aren't going to make it easy.
------------------------------------------------------------------------------
Reward: Health +25
Reward: New federal marshal, bounty, ranch hand, hunting missions available
------------------------------------------------------------------------------

Talk to Jenny, and it's time to start this mission. You need to protect the
coach, while you are on a horse. Just be sure you're ahead of the coach, so
you can kill the apaches that will attack.

After a short while, you'll reach a gate. You need to blow the thing up,
before the coach can continue. Get off your horse, and walk past the
barricade. Kill the apaches, and find a TNT barrel. Pick it up, and put it
down the barricade. Walk back, shoot at it and voila - problem solved.

Mount Epona (your horse... Zelda... Nevermind) and move on. After busting more
Indian ass, the man with the shotgun gets shot with an arrow, falls down and
by doing this, breaks the wheel of the coach.

Jenny and you need to protect the coach, while Indians are attacking. You can
mount the horse, and trample them if you like. After a few Indians, the coach
is fixed.

You'll climb up the coach. Shoot the TNT, so you can move on. Now you'll have
to defend the coach without a horse, and it's much more fun. Just have some
fun, it's not really hard. After a short ride you'll arrive at your
destination. You'll meet the mayor, and he'll let you look around town a bit.

------------------------------------------------------------------------------
Law and Order                                                       [GN.03.08]
------------------------------------------------------------------------------
Help Hoodoo and his lawmen go after the resistance.
------------------------------------------------------------------------------
Reward: New federal marshal, pony express, ranch hand missions available
Reward: Colt Double Barrel - Rudabaugh's Double-Barrel Colt Shotgun has twice
the fire rate and amazing stopping power at close range.
Reward: Volcanic 10 - Webb's Volcanic 10 has a quick reload and holds 10
bullets.
------------------------------------------------------------------------------

Talk with the man at the casino. He'll guide you to Hoodoo. You'll become part
of the law, and get your first objective. Joy! Mount a horse, and follow the
others to the casino. Inside, talk with the bartender.

People don't like the law here, and they'll attack you. Shoot them all down.
The man you're looking for will flee, so it's time to chase him. Mount a horse
and follow him.

You'll end up at the ranch, getting ambushed by horsemen. Leave the guy for
what he is, and kill those men. After that you need to raid the ranch. Once
those bandits are killed, you'll find... a preacher. They'll get shot anyway.
Something just doesn't look right...

They'll try to kill you. One guy is on a horse, the other on foot. Stay in the
barn, and kill the one that's not on the horse first. Use quick-draw and keep
aiming at his head. Once the guy is killed, find a horse. Mount it, and kill
the other guy this way.

Head back to find Hoodoo. Things aren't pretty. Jenny gets killed by the
preacher, and you're going in jail.

------------------------------------------------------------------------------
Escape the Jail                                                     [GN.03.09]
------------------------------------------------------------------------------
Hoodoo has turned against you and put you in jail. Break out!
------------------------------------------------------------------------------
Reward: Apache Bow - The silent but deadly Bow. Kill enemies silently from a
distance.
Reward: Health +25
Reward: New pony express, bounty, poker missions available.
Reward: Dynamite - Can be lit and thrown for a timed explosion or doused and
thrown and ten shot as a trap.
------------------------------------------------------------------------------

Talk with Port, and he'll suggest you grab the guard when he's close. You can
do this, when he's teasing Soapy. You'll kill him, and grab his pin. Soapy
will tell you how to free yourself, if you free him too. Sounds fair enough.

Open the lock by picking it a few times. Grab your gear from the desk. You'll
find a bow too, which comes in handy for the Indian hunter missions. And not
just that, it'll also be your main weapon during the mission, since it can
kill enemies without making a noise.

Anyway, head outside. You'll need to bring 3 horses underneath the stone
bridge. Just kill the enemies with arrows (so using your bow, yes) and grab a
horse. Don't sprint with it, just keep it quiet. Once you brought 3 horses, all
we need to do, is free Soapy.

First head to the livery, and throw a whiskey bomb to blow the thing up. This
will give you the time to find a powder keg, and put it near the wall where
Soapy is. Blow it up, to free Soapy.

Grab your horse, and follow your two jail friends. Just ignore the enemies.
Soapy will leave you, and head to Dodge. That leaves you and Port. Remember
Port has a hideout? Follow him there.

You're welcome to join the Resistance. Yay!

------------------------------------------------------------------------------
Ambush the Train                                                    [GN.03.10]
------------------------------------------------------------------------------
One of Hoodoo's favorite toys is on the train to Empire. Time to steal in!
------------------------------------------------------------------------------
Reward: New federal marshal, deputy missions available
------------------------------------------------------------------------------

Follow Clay to where you need to be. Port is already there. You need to put
some TNT barrels by some rocks, so you can blow it up later. Once you placed a
few, someone will come and tell the other members are getting attacked.

Mount a horse, and follow Clay to Dodge. Kill the bandits, and the train will
start moving again. Quickly mount a horse (if you didn't already), and head
back to the ambush-area with Clay. Put the final TNT barrel where it should
be, and then move onto the ledge, aiming at the barrels. As soon as the train
comes by, shoot one of the barrels to cause some fun.

Now the train crashed into the rocks, it's time to kill the remaining bandits.
It seems the train is full of Indian slaves. We'll save them, of course.

------------------------------------------------------------------------------
Defend the Hideout                                                  [GN.03.11]
------------------------------------------------------------------------------
Hoodoo's men have round the resistance hideout. You have to stop them!
------------------------------------------------------------------------------
Reward: Sharps 1874 - The Sharps 1874 has great range and firepower - perfect
for sniping enemies at a safe distance.
Reward: New federal marshal, bounty, pony express missions available
------------------------------------------------------------------------------

Head to the hideout, and talk with one of the guards. It's party time! Clay
will tell you more about Ned, himself and the one-eyed-freak. However, you'll
get attacked, and there isn't much more to do than defend yourself.

Clay will give you his Sharps. Follow Chavez to the bridge, where you'll need
to start sniping. When this is done, find Clay. He'll head out, and tells you
to mount the gun. Snipe down the enemies.

When this is done, Port wants to see you. He tells you they have a cannon, and
at the moment he says that, you'll get attacked by it. Snipe down the one
behind the canon, then take it over. Kill the upcoming enemies with it, and
you're done

------------------------------------------------------------------------------
Take Down Hoodoo                                                    [GN.03.12]
------------------------------------------------------------------------------
Hoodoo's ruled long enough - time to bring the fight to him.
------------------------------------------------------------------------------
Reward: Health +25
Reward: New poker missions available
Reward: Dual Peacemakers - The Revolver that rules the west. Hoodoo's
decorative dual-Colt 45's are high-power, fast shooting and fast reloading.
------------------------------------------------------------------------------

Talk to Port to start this one. Grab a horse, and follow him. When you get
near Empire, dismount your horse and follow him. He'll move the cannon, and
you have to cover him.

Once you get to the stone bridge, you'll need to mount the cannon and take
them down that way. They'll send a cart with TNT your way, so take that one
out from a safe distance.

If that's done, head into the saloon and go find Clay. Inside you'll find a
wooden door. Blow it up with some TNT (it's in a room near you, but you can
also use the once you own) and continue.

Save Clay, and then go after Hoodoo, who's upstairs. He'll flee higher and
higher, but just follow him. You'll end up in his office. He'll give some nice
answers. Give him a bullet to the head, to finish him off. He'll turn out to
be a nice statue.

------------------------------------------------------------------------------
Save Soapy                                                          [GN.03.13]
------------------------------------------------------------------------------
Soapy is going to be hung, and only he can crack the safe from the steamboat.
------------------------------------------------------------------------------
Reward: Remington - The Remington-Creedmore Sharpshooter not only has
fantastic range and firepower - it also has a faster reload rate.
Reward: New ranch hand missions available
------------------------------------------------------------------------------

"Whatever's in that safe means more to Magruder than life itself. If I can get
to it first, maybe I can finish what Ned started."

Head to Dodge, and talk to Denton, who's on the bridge. Soapy is going to be
hanged, so head to the water tower. Climb all the way up, and Denton will give
you a sharpshooter. Use this to shoot the rope of Soapy.

Soapy will sneak around, and you need to snipe the enemies down. If your run
out of ammo, there's more on the tower. After a while of shooting, you need to
flee with Soapy. Grab a horse, and ride with him to the river. Talk with the
ferry operator to get to the other side. Just kneel down behind the boxes to
protect yourself.

When you're on the other side, more enemies will come your way. Take them down
to finish it.

------------------------------------------------------------------------------
Hollister's Fort                                                    [GN.03.14]
------------------------------------------------------------------------------
You made it to the steamboat, but were taken prisoner by Hollister. Sneak out.
------------------------------------------------------------------------------
Reward: New pony express, bounty, poker missions available
Reward: Blackfoot Fire Bow - With more damage than the standard Bow, the
fire-bow can kill easily and also ignite explosives.
------------------------------------------------------------------------------

Magruder isn't happy with all of this. Good. Follow Soapy to the steamboat.
You'll get busted.

"Sergeant Hollister... The son of a bitch who commanded the steamboat
massacre."

Save the Indian that's getting beaten up. If you save his brothers, he'll help
you escape. One is to the north if the fort, inside. Then head a bit east, and
there's another one inside. Not very hard, was it?

Now do what the Indian says. You need to kill some guards, and just follow
him. Soapy will open a hatch, and you'll escape through a cave. On a rock is
an Apache Bow, which you can use to... shoot arrows, yes.

The guard ahead has all your weapons. Shoot him down, and grab them back. Now
remove all the other guards, but don't switch to another weapon. Keep using
your Bow. Once they are all killed, grab the ammo and then the horse.

NOTE: If you don't grab your weapons now, you'll not be able to get them back!

Move to the Indians. They'll meet you in there village, so ride on. Protect
their village to finish this.

------------------------------------------------------------------------------
Attack the Fort                                                     [GN.03.15]
------------------------------------------------------------------------------
Join the Blackfeet in a devastating raid on Hollister's Fort.
------------------------------------------------------------------------------
Reward: New deputy, federal Marshall, ranch hand missions available
------------------------------------------------------------------------------

Well that's different, isn't it? Follow the Indians to the canoes and enter
it. The Indian will move, you just have to shoot the Indians.

After a short while, you'll be in the cave again. Follow the path and head up,
so you're inside the fort. Kill the enemies and find the first cannon. Use it
to blow up the four bunkers.

Move on to the second cannon, and destroy the boats with it. Once this is
done, head to the third cannon. After a wave of enemies, you can use it to
blow up the building in front of you (aim inside the building). So much for
their ammo.

Time to head for the final cannon. Follow the Indians again. You'll end up
there. Equip the dynamite if you haven't, and destroy the cannon. It takes
about 5 throws.

------------------------------------------------------------------------------
Battle at the Steamboat                                             [GN.03.16]
------------------------------------------------------------------------------
Hollister is trying to stop you from getting to use the steamboat and he's
using Ned's Rifle - Time to take it back.
------------------------------------------------------------------------------
Reward: Ferguson - Ned's .69 Caliber Ferguson has excellent range, a fast
reload rate, and unbelievable stopping power.
Reward: Health +25
Reward: New bounty, power missions available
Reward: Cavalry Sword - Stolen from the body of one of Magruder's Men, this
has excellent range as well as damage potential.
------------------------------------------------------------------------------

Have a word with Fights at Dawn. He'll tell you Hollister escaped. Soon after
that, he'll get killed by the man himself. Time to finish this.

He'll throw dynamite at you, and when he throws dynamite... he can't shoot.
Find him, and put some shots to his head. He'll hide behind a rock, and put
dynamite all over himself. Find him, and run away when he comes towards you.
He'll explode, and you'll get Ned's rifle.

Time to head to the steamboat. There are riders around here, and they are
pretty strong. Wipe one out, grab his horse and kill the rest. Once they are
killed, it's time to find the safe. Let Soapy open the thing.

Reeds will show up. Finish him off, just like you want to. Mounting the horse
makes it all a bit easier.

NOTE: There is no special trick to beat Reeds. He is able to heal himself, and
his horse can't be killed. Keep that in mind and don't forget that practice
makes perfect.

Reeds is gone, and we have a part of the golden cross.

------------------------------------------------------------------------------
Across the Badlands                                                 [GN.03.17]
------------------------------------------------------------------------------
Many Wounds know where to take the cross. Follow him.
------------------------------------------------------------------------------
Reward: Loco Dynamite Bow - The Dynamite Bow is one of the most powerful
weapons around.
------------------------------------------------------------------------------

"I've seen the other half of this cross. The Apache Chief has it. IF I can put
the pieces together, then I can beat Magruder at his own game."

Find Soapy and talk to him. Indians will capture you, and you'll understand
who you really are; and Indian boy. It could be expected, but in cause you
didn't, now you know ;)

The cross is done, hooray. We won. Head down and mount your horse. Now follow
Many Wounds. You'll end up at a field, with some Indians. Obviously, you'll
get attacked.

Once you took care of that, follow Soapy to the sight. You'll have to dismount
your horse, and keep following him. You'll get attacked, and Soapy will be
captured.

------------------------------------------------------------------------------
Escape the Ambush                                                   [GN.03.18]
------------------------------------------------------------------------------
Magruder's men are here to stop you from getting to Quivira - Kill them and
escape!
------------------------------------------------------------------------------

Kill the men, and you'll see what's happening to Soapy. One finger off, and
he tells Magruder the location. Thanks a lot. He'll escape though.

Continue to go down, killing the men. Get to Soapy. Soapy will go to the
Indians, and you'll have to fight Dutchie. He'll behind a gun, to first take
care of the weaker soldiers. With a rifle and some movement this isn't hard.

------------------------------------------------------------------------------
Magruder's Mine                                                     [GN.03.19]
------------------------------------------------------------------------------
Magruder has taken the lives of your friends and family in his quest for
Quivira - this is your chance for your revenge.
------------------------------------------------------------------------------
Reward: Nock Gun - Magruder Seven Barrel Siege Gun. Powerful, Fast and
Extremely Deadly. Loaded into your Shotgun Slot.
------------------------------------------------------------------------------

"Magruder's turned the mountain inside out looking for Quivira when all along
the Lost City was right over his head. I've got to beat that bastard to it."

You and Clay will board the train, and ride straight into the mine. Ha! Take
that Magruder! Board the cannon, and take out every men, gunner, cannon, or
whatever you're encountering.

After a short while, you need to hit the junction-switch. Do that, and keep
going. Another one is up ahead. Once you're inside the mine, be sure to shoot
cannonballs at the shafts to make them collapse. This will save you from a lot
of trouble. Keep going.

You'll need to blow up barricades, take down guns, hit switches and whatnot.
After a while you'll end up at a turntable. Use the switch, and protect your
allies from the enemies. Then mount the cannon again. Blast through the
barrier.

Clay and his men will get back, while you go and hunt Magruder. Kill the men
when you progress up. Plenty of TNT and stuff to heal back, trust me. After
a while you'll meet the fat one-eyed bastard. Time to fight.

It's not really hard, but you just need to know how. First, he'll run around
shooting at you, and throwing dynamite. Use your dynamite bow, and keep your
distance. Notice the blue/green-looking things on the floor? Time a dynamite
arrow, so it'll explode when Magruder walks over it. Once you did this enough
times, he'll get angry and move onto a platform.

First pull out your sniper, and aim at his head. When you shot him there,
he'll throw a big group of dynamite. Shoot that when it's in mid-air. You need
to shoot it a few times in mid-air, to crush him under a big rock. When you
run out of ammo for your sniper, move closed and use quick-draw to aim at his
head. One shot in the head, and he'll throw the dynamite.

Note that when you move too far away, some henchmen of Magruder will join the
party, so avoid that.

Watch the ending and credits, and pad yourself on the back. Another job well
done.

==============================================================================
Side-Missions                                                       [GN.04.01]
==============================================================================

------------------------------------------------------------------------------
Bounties                                                            [GN.04.02]
------------------------------------------------------------------------------

To capture someone alive, shoot him in the knee (or at least get him off-guard
and make sure you don't kill him) and then grab him. Press the right
mousebutton to subdue him.

Description: Wanted dead or alive: George Mahonee
Location Goal: In the saloon.
Reward: $10 dead, $15 alive

Description: Wanted dead or alive: Butch Mainard
Location Goal: Outside the Empire, back towards Dodge.
Reward: $10 dead, $15 alive

Description: Wanted dead or alive: Johnny Greed
Location Goal: Outside of Empire.
Reward $10 dead, $15 alive

Description: Wanted dead: Shifty Sholz. Return stolen horse.
Location Goal: In the valley you crossed during the coach mission.
Reward: $15 for return of stolen horse

Description: Wanted dead or alive: Lee Hop Dong
Location Goal: Near the hideout of the resistance. It's easy to subdue Lee Hop
Dong, since he doesn't bother to attack.
Reward: $10 dead, $20 alive

Description: Wanted dead: Bloody Belle
Location Goal: Go past the ranch, and you'll find them on an intersection of
rails. Kill Bloody Belle first, then kill her gang.
Reward: $15

Description: Wanted dead or alive: Toby 'the Torch'
Location Goal: Dodge. Kill his gang, then kill/subdue him.
Reward: Dead $15, Alive $20

Description: Wanted alive: Mad Dog
Location Goal: Canyons
Reward: $20

Description: Wanted dead or alive: Wayland Payne
Location Goal: Indian camp you went during the "Hollister's Fort" mission.
Reward: $20 dead, $30 alive

Description: Wanted dead and alive: Bandit Brothers
Location Goal: Follow your mini-map, they are moving.
Reward: $20

Description: Wanted dead: Blackbird Boys
Location Goal: Near the ranch
Reward: $30

Description: Wanted alive: Bob 'the Blade'
Location Goal: Canyons
Reward: $30

------------------------------------------------------------------------------
Pony Express                                                        [GN.04.03]
------------------------------------------------------------------------------

You need to be fast for these missions. Don't hesitate to let your horse
sprint till it's nearly dead.

Location: Dodge
How: Run to Tiny Tubbs, and talk to him. Mount the horse, and sprint to the
shop. Then return back.
Reward: $10

Location: Empire
How: Talk to Johnny, pretty close to you. Mount the horse, and get her to the
farrier.
Reward: $10

Location: Empire
How: Find Stumpy, and talk to him. Mount the horse, and leave town. Cross the
bridge, and follow the path. You'll end up at a lake. Take the path right,
follow the rail, and you'll end up there with plenty of time.
Reward: $10

Location: Dodge
How: Talk to the gunsmith to start this mission. You need to ride a horse to
the ranch. Talk with the rancher, and head to piper lake. Talk with the doc,
and head back to the rancher again.
Reward: $10

Location: Dodge
How: Talk to Cletus in Empire for this one. Head to some guy near the mines.
He'll give you the tools back. Now bring those back to the rightful owner.
Reward: $10

Location: Dodge
How: Talk to Marcus to begin this one. Head to the ranch for a new horse. From
there on, head to Empire.
Reward: $10

Location: Dodge
How: Talk to Jesse to start this one. Then head into the mine that's
mentioned, get the package and horse, and then get to the guy.
Reward: $10

Location: Empire
How: Talk with Speedy Pete to start this one. You need to beat his time. Head
to Magruder's Mine to get a new horse, then head to Dodge and talk to Speedy
Pete again.
Reward: $15

Location: Dodge
How: Talk with the shopkeeper to start his one. Head into the canyon, and talk
with the man. The Indians stole your horse. Get it back, then continue to
deliver the medicine.
Reward: $20

Location: Empire
How: Talk with Councilman Webster to start this one. You need to go down the
railroad, and hand down the plans. It's from Empire to Dodge, and it's fun.
After you did that, get a drink.
Reward: $20

------------------------------------------------------------------------------
Deputy                                                              [GN.04.04]
------------------------------------------------------------------------------

These missions all take place inside Dodge, and won't even go out there. Who
could have guessed such a small town could cause so much trouble?

1. Kill the men at the end of the town.
2. Stop the poker-fight in the alley on the other side, near the bridge.
3. Kill the opium pusher. Talk with the bartender to find out where they are.
Reward: $10

1. Save the whore, in the saloon.
2. Save the hostage.
3. Stop the hold-up in the alley.
Reward: $10

1. Eliminate the Campfire gang.
2. Transport the black powder delivery, down by the docks. Pick up the barrel,
   drop it when you need to shoot, and just bring it to the sheriff.
3. Protect Dodge from the raiders.
Reward: $10

1. Escort the wealthy citizen - Talk with her, and then follow her around.
   The trick is to keep ahead of her.
2. Stop the robbery at the Alhambra - Just head upstairs in the saloon and
   kill the men.
3. Stop the gangfight on the streets - You can do this from the balcony of the
   saloon.
Reward: $10

1. Recover the two black powder kegs - Just find them, and bring them back.
2. Kill the bandits, save the family - Head to the end of town, and save the
   family.
3. Take back the water tower - Head there, and kill the enemies.
Reward: $10

1. Rescue the hostages - You need to save three hostages. One is a set-up,
   and are just two bandits. Kill those both.
2. Protect the Snitch - Talk with the Snitch, and escort him.
3. Take down the Red Hand Gang - Again? Fine. Head upstairs, on the balcony
   and blow the window out. Take down the hookers.
Reward: $20



Mercredi 19 septembre 2007 3 19 /09 /2007 00:21
- Partager     - Par yagami - Ecrire un commentaire
Publié dans : xbox 360 guides - Voir les 0 commentaires
--------------
A. Main Story
--------------

2.1. The Enforcer
------------------
Answer the phone downstairs in your safehouse.
Get out and initiate the mission by talking to Luca Brasi.
Don't get attached to him! Walk with him and listen to the story.
You will have to teach a lesson to a butcher not willing to pay his
protection money any longer.Enter Emilio's shop and press SPACE to
extort him. Hm! Apparently he is not willing to give you anything.
Well then, there goes the negociation out the window. Ruin his cash
register and cases and he will most certainly crack. Hit him once or
twice, but be careful that his meter does not go red. Get your money
and go after him through the newly opened door. Go upstairs, talk to
the head guy (always the one with the pupeteer sign above his head and
take over your first racket.
Stroll back down and bribe the police officer blocking the door.
Get out of Emilio's shop and hand the money to Luca.

2.2. A Grave Situation
----------------------
Meet Monk and Paulie at the meeting place marked on your map.
Walk there or just hijack a car. Cutscene initiated :)
Now, let's avenge the Undertaker's daughter and kick some asses.
In fact, those asses belong to two college punks. Crouch after Monk
and Paulie and hit the first one. Smack him into the wall for bonus
points in the artistic impression. Follow the red-dressed punk into
the graveyard and start smacking him into the objects. Note that
this is compulsory. You won't able to damage him otherwise.
Once he starts taking damage, dispose of him as of the one before.
Watch the cutscene, talk to Monk and head on for the Bowery
in Little Italy, where Luca Brasi is waiting for you.

2.3. Sleeping with the fishes
-----------------------------
Learn how to shoot from Luca and afterwards drive him to the
Luna Bar in Midtown. He wants to infiltrate the Tattaglias and
asks you to be wary if something goes wrong. Having said that,
these will be his last words towards you. Watch the cutscene to
see him get strangled. Shoot the two goons who attack you and
take cover by hitting CAPS LOCK near the wall. Shoot all the guys
coming out the door in sight. Approach the door and quickly shoot
the two "greenies" in there. Carefully walk to the destination on
the map, killing anybody else along the way and shoot the three guys
including Luca's assasin. After that, head back to your safehouse. You
will have to get rid of the cops however. You can't outrun them but they
are lousier than Tanner behind the steering wheel. Drive close to other
cars in traffic and the cops will probably hit them and thus be stopped.
Get out of the car (read note below) and enter your safehouse. Save.

NOTE: If you can't get out of the car, then you are using a
cracked version. Buy the game, you lowlife! :))

2.4. The Don Is Dead
--------------------
Go meet Monk at the barbershop (DING! You can extort this place.
Don't forget business extortions and rackets :P).
Watch the cutscene and get ready. Wheeeew! An attack on the
Don's life, Monk mowed down by bullets and his sister, Frankie,
taken hostage. Get your gun out, take cover, and start shooting the
bastards. Kill them and approach the blue destination on the map.
See the guy holding a gun to Frakie's throat? See to it that he
is not going to do it any longer. Shoot him in the head.
Watch the cutscene(cinematic game, eh? ).
Hop in the car and protect the car in front of you driving
the Don to the hospital. Use the same tactics you used in the
mission before. There will be a hold-up on the bridge. Shoot the
two guys and shoot the guy with the pupeteer sign above his head
IN THE KNEE. Do not kill him as you want to interrogate him.
Afterwards hop again in the car and drive FAST to the hospital before
the Don dies. After the cinematic, go to the Corleone compound
and talk to Alfonzo.

Tadaaaaaaaaaaaaaam! PROMOTION TO ENFORCER

Afterwards meet Clemenza at the Falconite in Little Italy.
He'll express his concern regarding the Don's security.
Go back to the hospital and protect the Don
from another attempt on his life.

2.5. Intensive Care
-------------------
While you are waiting outside, Frankie will pop up and thank you
for saving her life.
Talk to the guard inside and you will lose all your weapons.
Yeah, yeah, i know it sucks, but do not worry we will get some
of them back immediately. Go check on Monk, taking a close look
on his health bar.
An assasin will shortly show up. Execute him with your bare hands.
You will meet Michael Corleone who will ask you to help him protect
his father. Go to the basement together with Frankie
(no need to worry about her, as she does not have any health bar).
Take all the rooms and kill every goon you see. Be sure to lift up
their ammo. You can get a shotgun in the guards room. After you have
killed all the bad guys, Frankie will drive off in the ambulance
to alert Tom Hagen, the Don's consigliere.
Head back up to find Michael.
As you get up the stairs dispatch two other goons. Talk to Michael
and afterwards go meet another Contact as asked, on Mott Street.
Meet Clemenza at Gabriel Villas Taylor Shop in Little Italy.
Find him in the back room and he will send you to Rosa's place...

***NOTE***
After Frankie escapes in the ambulance and you head back up to meet with
Michael, you can run into Don Corleone's room (as the door is now open).
There is a $2000 money bag at the back of the room.
***Submitted by Star Dragon***

2.6. Fireworks
--------------
Get to Rosa's bordello (let's name things straight :D).
Talk to Paulie, Monk and Sonny upstairs. The Police Chief will
show up and take Rosa in for interrogation. Go downstairs,
hit the cash register and bribe the cop. Go through the alley
and strangle the guards as prompted.
Make sure you kill all of them and do not get seen.
If a cop sees you, you have 25 seconds to take him out or the alarm
will be sounded. Enter the door on the right at the end of the alley.
Kill the three cops inside and talk to Rosie to check on her.
She'll be just fine. Now let's get that annoying police sergeant.
Go to the roof using the elevator and hit him once or twice.
Punch him further but do not kill him like that. Make it seem like
an accident and throw him off the roof by pushing him over the ledge
(grab him and walk with him near the ledge). Talk to Rosa and go
to the Corleone Compound.
Talk to some guys around and you will find out about some hits
you can perform, about taking over warehouses etc. Do so.
Walkthrough for these side missions in an upcoming version.

2.7. Death to the traitor
------------------------
So...let's see who betrayed The Don. Clemenza will inform you
the instant you arrive at his house that it was Paulie and now
you will have to kill him. Head up for the second floor and
fetch the dynamite. Look down and dispatch of the two goons
harassing a chef and he will repay you with some ammo and a
health bottle.Talk to Clemenza and walk with him through the
alleys and crouch when you are near the bar. Storm through the
bar. Watch out for the ones in the pool room (three). Plant the
bomb behind the counter, as marked by the arrow. Afterwards, run
quickly out of the room. A guard with a bassebal bat will show up
from the room to your left. Dispatch of him and run VERY fast outside
the bar.

NOTE: In the room the guard is coming out of, there are 2000 $. You
can pick them up, but you will NOT make it out unless you have decently
upgraded your speed ability.

Paulie will run like a chicken and you get the honour of doing him in.
He will run to a closed area where he will start shooting explosive
barrels. When he is in the back of the area and hasn't got whany other
way out, crouch and wait patiently. He is also crouching behind a crate,
but he will eventually start shooting at you. When he does, quickly pop
him in the head and go talk to Clemenza.
By now, the cops will have found out about your deed (news travel fast in
this game, don't they?) and you will have to escape them. Use the tactics
from earlier chapters (like 2.3.)
After all this killing you deserve a reward and this will actually be a
new safehouse, Paulie's former appartment.

2.8. Horseplay
--------------
Do some sidequests if you wish. When you want to go on with the
main story,pick up a phone (for instance one at your safehouse).
You will meet up with Tom Hagen, the Don's consigliere is sent to
deal with Hollywood star Jack Woltz,who apparently has something
against the Don's godson. Follow Hagen in his crawling towards the
stables. Try to keep near him as you can be otherwise easily spotted
by the guards. After he kills Woltz's favourite horse you will have to
take the lead. Crawl. I mean it, in generally, crawl the whole mission.
Silence the first guard (right click + left click + X by default) by
choking him to death.Creep up the stairs. Enter the house and time
your moves after the maid and the buttler, since they are (sort of)
innocent so you can not, under any circumstances, kill them. If you
do kill them, you will fail the mission. Crouch to the room on
the right and kill the guard with the back towards you, either
by choking him, either by using the garrote.
Move up the stairs and dispatch of the guard on the top floor.
Again, creep up and wait for the maid to finish her flirt with the guard.
Once she is out of sight, choke him too. Head for the checkpoint at
the end of the hallway and watch the memorable cutscene. Anyone recall
the scene from the movie?

2.9. A Recipe for Revenge
-------------------------
Okay, so Michael wants to take out Sollozzo. Drive to the restaurant and
go throughthe back alley. Crouch and move forward, killing the two guard
along the way (use the garrote). You'll be at the back entrance so hit SPACE
to convince the guy to open up the door. He will do so. Plant the gun
and watch Michael Corleone in action. After he has killed the Capo,
drive him to the docks as he intends to escape to Sicily. This car chase
is trickier because the opponents seem to be cleverer. Other than that,
there are more of them. Use every opportunity to smash them into
oncoming traffic. Bear in mind that if your car is set on fire,
you will fail the mission. It takes one or two tries but you will make it.
Talk to the family member with the (by now well-known) sign above his
head to continue the story.

2.10. Now it's Personal
-----------------------
So it seems Frankie has prepared a romantic evening for you two lovebirds
Music, maybe something to drink, everything seems perfect until
some Tattaglia family members decide to ruin your evening.
They kiddnap Frankie right before your eyes.
Interrogate the goon in the appartment to find out that they
have taken her to the Old Chapel in Brooklyn.
Phone Monk,meet him and then hoof it to the church.
Sneak through the Crypt (brr), kill the goons standing in your way,
head into the cathedral and watch the cutscene...

2.11 The Silent Witness
-----------------------
This is a really short mission. Interrogate the Tattaglia capo and
head for the funeral home. Kill everything in sight using
the walls for protection.
Be carefulwhen you approach Bruno Tattaglia, because his bodyguards
have big, powerful shotguns.
Don't beat him to death because you have to make it seem like an accident.
Throw him in the oven.

2.12. Sonny's War
-----------------
Sonny decides that now the Cuneo's need to be taught a lesson.
So he wants to go on a rampage and who other than you can be
chosen to accompaniate him? So, drive to the bar and do not worry
about timers throughout the mission since you can easily get to your
destination. Get inside the bar through the door on your right and
prepare for a gunfight. If you have taken some businesses over by now,
then you must know their classical layout. If not, then read closely.
(And start extending your influence, for God's sake...) Right at the
entrance there is a guy with a Tommy Gun who can really cause you some
trouble. At the end of the bar there is a entryway you should take.
Open the door and shoot the barrels. They will explode killing everyone,
thus saving valuable time and ammunition for you. If there still are some
goons standing (or crawling), dispose of them before advancing. However,
the Tattaglia capo in the back is not at all easy to crack. If you are
street smart enough, you can just punch him once or twice in the face.
If not, shoot his knees or shoulders and he should cooperate.
After you have cracked him, hop into the car and drive to the tramyard,
avoiding the other mob cars. Sonny will shoot everything out however,
so you can hover around them. When you approach the yard, avoid the
trucks blocking the entrance by steering left throught a small space
between one of the trucks and a building. If you are lucky, you will
also overrun some mobsters.
Storm into the bookshop and extort it if you wish. Afterwards, you have
yet another classical scenery. Open the double doors to the cage area
and kill everything in sight. Open the other set of double doors and
watch out for the guys hiding behind some crates. Shoot them, climb the
stairs, kill the last two goons and interrogate the capo in the room.
You can kill him afterwards or not. My advice? Toss him out the window.
It'll earn you some respect also.

NOTE: You can find some money on the roof. Take the elevator to get there.

Go all the way back out to the car where Sonny is waiting. Drive to the
warehouse. Follow Sonny's lead when you get there and shoot the goons.
Use the exploding barrels to your advantage. When you get to the end of the
warehouse, pay attention to the truck on the right. Shoot it in a timely
manner,otherwise it will attempt to overrun you. Enter the warehouse, seek
cover behind a crate and shoot all the goons. Interrogate the man in the back
to end this pretty long chapter.

NOTE: In mission +sonny's war+ when you drive off to the warehouse, use molotovs
to kill about four goons by chucking the molotov at the barrel on fire. Then
do the same thing for the truck hidden behind the barrels. If possible, use
a dynamite.Then, you can save ammo and finish it of. Molotovs are available
in the Corleona compound underground. (Submitted by Anonymous)

2.13. Change of Plans
---------------------
Answer a phone and you will be ordered to meet Sonny back at the compound.
Do so. After the cutscene, hop in a car as fast as possible and start chasing
Sonny's car. This is probably the most annoying mission, as it is full of
timers. This chase hasn't got any timer, but Sonny can not escape. This means
you have to stick close to him until the cutscene is initiated. This is pretty
difficult, mostly because he seems to drive perfectly (if so, why did you have
to drive him earlier in the game?) and does not smash into any oncoming traffic.
Your sole chance is to quickly change lanes when you see a car in front of you,
drive on the other way if possible, shortly do everything so that you don't
smash into other cars too often. Eventually you will make it.

NOTE: Notice his route. Sonny drives from the Compound on Canal Street, takes
the first exit to the right and continues onward from there.

Watch the cutscene, although the ones who saw the movie already know what will
happen. Immediately start following the mobs before you. This chase is a lot
easier as it takes place mostly on 4-lane way where you can easily sneak through
traffic and you don't have any time limit or condition. Get to the warehouse,
but stop the car just before it. Get down and crouch. Pop the three guys at the
entrance (aim for their heads) and enter the construction on the right of the
entrance. You can find there a health potion and a shotgun, which I seriously
doubt you don't possess by now. Shoot everyone out, using the crates for cover.
Remember the layout of the warehouse you stormed with the late Sony last quest?
This one is exactly the same, so work your way to the blue cross indicated on
your mini-map. Interrogate the toolbooth worker who will redirect you to a club
in Hell's Kitchen. Drive there without speeding because the time limit is really
a wide one.  When you get there, watch out for a shotgun guy and for a goon
with a Thompson just left of the door.

WARNING: Their position may vary, depending on the time you took getting there.

Again, get to the blue cross, shooting everybody along. (The layout is also
identical to any other bar.). In the target room you will find Ricardo Barco
and his girlfriend. Barco will not tell you anything if you hit him or thrash
everything around him. The key is just pressing SPACE in front of his girl.
You will threaten her and she will ask the Tattaglian to tell you everything.
He will do so. After you find out who was the one who ordered Sonny's
assasination, you have 5 minutes to get to the Corleone compound and tell them
what you found out. This time limit is pretty narrow, but you should be able to
pull it through using the "lane changing and swinging" tactics.

2.14. Order to Kill
-------------------
You and Monk need to find the mole inside giving information to a Fed agent,
located in a Barzini controlled business. This is not going to be easy at all,
since the Barzinis are the strongest family and they take A LOT of shots.
Meet Monk at the designated place. Prepare a Molotov and throw it in just as
the door opens. If you don't have a cocktail, then get your gun out and watch
for the three goons in the hallway. Work your way to the last level of the bar,
killing everything in sight. Take cover and always hug walls. Aim for the head,
because it is a tremendous help if you kill opponents in one shot, not to say
anything of the ammo you save. When you get up, Monk will kill the Fed, thus
killing the chance of finding out who the rat is.
What now? The phone rings... Guess what! Monk is the rat! When you regain
control, run like hell out of the building and hop in the car. Drive to the
next waypoint, but be careful not to hit too many cars, because this time the
limit is narrower. When you get there, kill all the guards in the room. Now you
have two ways: either vault on the low ledge into the next room (which i would
not advise, because you can be easily shot by some other mobster who came in by
surprise) or just by following the stairs. Enter the bar finally and crouch
behind the counter in the bar. Pop out and aim for the head. When there is only
Monk left, he will run out, trying to mow you down. Pop out from behind the bar
or use a wall for cover and empty your gun into his body. Take care because his
shotgun can cause some serious damage.
Afterwards get out of the bar and the mission is over. Talk to the family member
outside to initiate the next quest.

2.15. It's Only Business
------------------------
Remember Tessio? You should if you've done some assassinations so far. He has
turned his back on the family and sworn allegiance to the Barzinis. It is of
course your job to whack him. This will not be very easy, since you have to
storm a venue full of Barzini family members. Get in and quickly run on the
right. Crouch and shoot the guy with a shotgun in the head. Pop the other guy
also and run for the elevator. Be prepared because there will be two guards in
front of you when the doors open. Dispose of them and go into the next room.
There will also be one mobster hiding behind a desk. Kill him too.

NOTE: Shoot the brown crate behind him. It contains 10.000 $.

Take the stairs, sending mobsters along the way to embrace death. Hide behind
the counter, and kill all the goons in there by using the "pop out and shoot"
technique. After all of them are dead, shoot Tessio. Or kill him any other way
you please. Go outside and a family member will inform you what you have to do
next.

2.16. Baptism By Fire
---------------------
Go to the church in Little Italy and speak to Michael. Head for the flower shop
and meet Clemenza who will fill you in on the details. Enter the hotel and talk
to the two Straccis along the way. Escort Don Stracci in the elevator and shoot
him as soon as you regain control. Shoot his guards also and talk to Clemenza.
He will tell you to meet Willi Cicci at the barber shop. Pick him up and drive
to the Savannah Hotel. He will go inside and bring Don Cuneo with him. When you
see him in the door, take out your gun and aim for the head. Quickly shoot the
two other men standing just beside the door and go into the garage, the same way
Willi went in. Help him out if you wish or don't as he is immortal right now and
can not be killed. Talk to him afterwards to find out your next target is Don
Tattaglia. Keep your gun out and as you come out from the hotel mow down the
Cuneos waiting there for you. You are being followed by Cuneo cars on the way to
Brooklyn. Use the ol' trick. Smash them into oncoming traffic, then speed up.
When you feel your car is in danger of exploding, get down and hijack another
one FAST. Getting don Tattaglia seems not to be that easy as you do not know
where he is. Talk to the hooker out front and she will tell you he is over at
the "place of sins" on Plymouth Street. Get in the hotel, bribe the guard at the
stairs and go to the third level. No tactics, just go inside and shoot his
brains out. Again, talk to Willi to find out your next and final target is Don
Barzini. Use the trick above to escape the Tattaglias following you. Meet Al
Neri, disguised as a cop, in Little Italy. Cool! You get to drive the police
car :) So...drive it to the courthouse and wait for Al to start shooting. When
he does, try to aim for the head. If you do not succeed follow Barzini to the
right side of the courthouse and shoot him there. As soon as the cutscene ends,
make sure you do shoot him one final time and hop in the sports car. Drive it
onto the Brooklyn Bridge and try to hold on for three minutes until the timer
reaches zero. Again, swing lanes and get to cops crashing. After the timer has
expired, you have three minutes to get to the church in Little Italy just in
time for the ending of the baptism. After that, it's mission completed.
*** Go to the Corleone Compound and you will be promoted to Underboss. You have
just finished the main quests. Now start doing assassinations, extort all
businesses, take over all rockets, exterminate all the other families and buy
all safehouses. Game is complete, when you become the Don of New York.

NOTE: The timings on this last mission are really wide. Really, no point to be
stressed about them.


--------------
B. Side Quests
--------------
-----------------
B1. Assassinations
-----------------
These are contract kills given by members of the family like Clemenza,
Tessio or Al Neri. They are listed in an aproximate order since you
can receive them randomly.
The most wanted execution styles will be handled by fulfilling the
bonus objective.
Reward: Reward for kill + Reward for Bonus Objective

NOTE: You must fulfill the bonus objective also if you wish to become
Don of NYC.

****Information***
Just completed the game, and due to a complete ineptitude on my part I
bloody well went and shot the last Assination Target without taking
out the goons first, meaning I didn't get the bonus money and respect
points for at least one Assination target (maybe others?!?)... Anyway,
to cut a long story short I still got to be Don of NYC without this. I
was also award the Donship (!) without taking over all the businesses
(I think I had the Barzini Hub, and Barzini Wharehouses in Midtown to
take over, and a random Cuneo cafe in Midtown (I had accidentally shot
the owner and was waiting for it to reopen - incidentally you might
want to add something about accidentally wasting business owners into
your walkthrough, as when I first killed a hairdresser in Brooklyn I
thought I wasn't ever going to get the 100% and was quite annoyed!)
***Submitted by Patrick Wallace***

1. Eliminate Mike Saleri
------------------------
This guy threatened Emilio the Butcher. You can find him just behind
the butcher shop in Little Italy. He is the one you extorted before,
so now it's time you protect him. Kill Mike Saleri with a baseball
bat or with your fists.
Tactics: Run up to him and kill him as required.
Bonus Objective: Use Melee Combat
Reward : 500 +2500 $

2. Eliminate Donnie Marinelli
-----------------------------
Marinelli has evidence that Don Corleone is bribing a dirty cop. He is
becoming greedier and greedier so he must be silenced. This guy is in
the Ambassador Social Club in Brooklyn.
Tactics: Run up to him and kill him as required.
Bonus Objective: use a baseball bat
Reward : 500 +2500 $

3. Dispose of Tony Bianchi
--------------------------
Bianchi is a Tattaglian capo, friend of Donnie Marinelli. He is very
dangerous and he is planning now his vengeance. He can be found in
a brothel in Little Italy.
Tactics: Run up to him and kill him as required.
Bonus Objective: use a garrote (DING! strangle him)
Reward : 500 +2500 $

4. Take care of Freddie Nobile
------------------------------
Freddie Nobile is a Tattaglian consigliere, who is usually laying low.
However, he has a weakness for women, especially those in St. Martin
Hotel in Little Italy. He carries a special powerful weapon. The Don
doesn't want to be associated with the murder of a consigliere so you
have to remain unseen.
Tactics: Either wait so he can't be seen by the maid or by his two goons
(improbable)  or just wait for the maid to leave and plug him in the head.
***Alternate Way***
The easy way to whack him is to head to the basement and take an
immediate left while he is talking to the maid. Hide behind the car there
and wait for the maid to leave. Freddie walks over to another area of the
basement and his bodyguards spawn. One leaves immediately to guard the
stairwell, and the other leaves the room eventually, leaving you alone with
Freddie and his back turned to you. Time for a piano wire necktie, then exit
through the elevator in the garage. No one is the wiser.
***Submitted by Star Dragon***
Afterwards kill his two goons and bonus condition is achieved.
Bonus Objective: Make sure nobody has seen the crime.
Reward: 4000 + 20000 $

5. Kill Johnny Tattaglia
------------------------
Johnny Tattaglia is a vice-capo. He is planning to avenge to Consigliere's
death. Prevent him from doing that.
Tactics: Either throw him into the oven or just throw a Molotov at him, thus
killing his men also.
Bonus Objective: Let Johnny burn.
Reward: 4000 + 20000 $

6. Dispose of Plinio Ottaviano
------------------------------
Plinio Ottaviano is the owner of a warehouse in Hell's Kitchen. He is selling
dynamite to other Stracci members. Kill him at once.
Tactics: Throw a Molotov at him or use some explosives. Your choice.
Bonus Objective: Let Plinio burn/
Reward: 1500 + 7500 $

7. Kill Leon Grossi
-------------------
This guy is a Stracci capo who is blowing up Corleone buildings. Do him
in before he starts a mob war.
Tactics: Go to the X on the map, crouch and be prepared for a gunfight.
Use crates and barrels to hide and shoot his goons. Shoot Leon in the knee
if possible, but DO NOT kill him. Grab him and throw him in the stove.
Bonus objective: Throw Leon into the bakery stove
Reward: 1500 + 7500$


8. Dispose of Oscar Zavarella
-----------------------------
Zavarella is a Stracci capo who molested an 18-year old girl.
Punish him for his action and make sure he suffers.
Tactics: Find a family member with a pupeteer sign above his head.
He will tell you where to find Oscar's hiding place.
NOTE: You might already see a blue X on your map. Sometimes it shows
up, sometimes it doesn't. I don't know yet why this happens...
Tactics: Shoot every goon protecting him, but beware the two guys with
shotguns. Also make sure you don't accidentally shoot Oscar. When it's
just you and him, pop him in the knee, in the shoulder and finally in
the chin.
Bonus Objective: Shoot him in this sequence: knee, shoulder, chin
Reward: 1500 + 7500$

9. Kill Bobby Marcolini
-----------------------
Bobby Marcolini is a Cuneo soldier, responsible for the death of a friend
of Clemenza. This kill MUST look like an accident.
Tactics: Approach his location on the map, but stop your car before you
reach the bridge. Get down, prepare your guns and kill the goons, watching
out for shotguns. Bobby will run on a platform under the bridge. When you've
killed everybody get to him, grab him and throw him over the ledge.
Bonus Objective: Make it look like an accident - Throw him off a roof or bridge.
Reward: 1500 + 7500$

10. Silence Jack Fontana
------------------------
Jack Fontana is the Stracci’s consigliere. His guards are always around him and
sound the alarm whenever they sense danger, this meaning whenever they see a gun
Fontana's location is unknown yet, but he usually roams the area of New Jersey
Tactics: Nobody will have anything against you as long as you do not pull out
your gun. Approach the back of the house, grab Jack and strangle him to death.
Deal with his goons afterwards or just run.
Bonus Objective: Strangle him with your bare hands
Reward: 5000 + 25000 $

11. Kill Salvatorre Stracci
---------------------------
Salvatorre Stracci is the don’s son and the new vice boss of the family.
He wants to gain some advantages by destroying the Corleone warehouse in
Hell’s Kitchen.
Tactics: This can be tricky. Stop the car infront of the warehouse and enter it
WITHOUT having a gun out. Hit CAPS on the opposite wall on the left and start
shooting the goons. When you are through with them, walk up the stairs on the
right. Pop some of the guards and run towards the orange X on your map. Kill
some of the guards here, also, but NOT all of them and more important than
anything do not approach the stairs. From down here, crouched behind a crate,
start shooting your target, who is upstairs.
If you can't kill him or if you started climbing up the stairs, he will run and
initiate the bomb. Don't run after him. Instead run out the door you came in
towards the entrance of the warehouse, where you left your car. Pop him in the
head before everything blows to pieces.
Bonus Objective: Kill Salvatorre before he blows up the building
Reward: 5000 + 25000 $

12. Dispose of Jaggy Jovino
--------------------------
Jaggy Jovino turned against the Corleone family and is giving information to the
Barzini family. He doesn’t know he’s next in line so you can get him when he’s
visiting Rose in Little Italy.
Tactics: Really easy one. Just make sure you aim right :) When you get to his
room, shoot him directly in the head and make sure you place your cursor right.
Bonus Objective: Do not hurt any of the girls
Reward: 7500 + 37500 $

13. Take care of „Big” Bobby Toro
---------------------------------
„Big” Bobby Toro is the Barzini’s capo, wanted by the Corleone. The Barzini know
that there is only one place in which he can’t be touched – the prison on
Riker’s Island.
Tactics: You need to move quickly so he doesn't get to Riker Island. If you see
any policemen, shoot their shoulders and their knees if they bother you, but
do not blow their brains out.
Bonus Objective: Do not kill any of the policemen
Reward: 7500 + 37500 $

14.Eliminate Mario DeBellis
---------------------------
Mario DeBellis is the Cuneo’s capo who hides a grudge for the Corleone.
He controls a small, but powerful army. If he’s not treated properly, he might
start a war.
Tactics: A tough one, I reckon (STOP MAILING ME ABOUT IT). Drive to the location
and get out of the car when you enter the area. Plug the goons in the head and
go up the ramp to where Mario is. Shoot his knees and quickly run down the ramp
where you can find a truck. Drive the truck up the ramp and run him over. If he
survives once, he will not make it a second time.
Bonus Objective: Run him over by a car
Reward: 1500 + 7500$

15. Assassinate Ronnie Tosca
----------------------------
Ronnie Tosca is the best capo the Cuneos have. He tries to hurt the Corleones
indirectly, by not allowing any transactions with the local black
market dealers.
Tactics: Approach the barbershop in Hell's Kitchen. Get out of the car and start
shooting his guard. I suggest you first kill the guard holding a Tommy Gun since
this is the most difficult to get. After you have disposed of some of them, run
into the shop, take the back door and blow his brains.
Bonus Objective: Make another hole in his head – kill him with a single headshot
Reward: 4000 + 20000$

16. Eliminate Pietro Testa
--------------------------
The Corleone family is losing respect from the local police officers.
The man behind this is Pietro Testa – a Barzini’s capo. Kill Pietro just as he
is shaking hands with a cop.
Tactics: Aim for Pietro's head when you have him in sight and pull the trigger
as soon as he moves his hand to engage in the shake.
Bonus Objective: Kill Pietro when he’s shaking hands with a police officer
Reward: 5000 + 25000$

17. Assassinate Domenico Mazza
-----------------------------
Domenico Mazza is the Barzini’s consigliere. He’s a wealthy, but completely
paranoid man, who’s financing a whole army of guards. Killing him will
definitely be tough so try to turn one of his men against him. He was last seen
in Midtown, your friends should know his exact location.
Tactics: True, very true. Lots of guards and what's worse is that they all are
Barzini meaning they are very tough. To complete the Bonus objective, find the
guard and bribe him (Note: He is near the park entrance). Also lay low and pop
him as quickly as possible. And make sure you succeed, else you are going to
have to bribe the guard again, thus losing further 10000$.
Bonus Objective: Bribe a guard, so he will help you
Reward: 10000 + 50000$

18. Silence Emilio Barzini Jr.
------------------------------
Emilio Barzini Jr. Is the new vice boss of the Barzini’s. He has organized a
funeral of the recently deceased consigliere – Domenico Mazza. Use this
opportunity to dispose of Barzini once and for all. Emilio is fast and clever.
You’ve got to stop him before he escapes.
Bonus Objective: Eliminate all of the Barzini’s before taking care of Emilio
Reward: 10000 + 50000$

19. Eliminate Luciano Fabbri
----------------------------
Luciano Fabbri is the Cuneo consigliere. Even though there’s a truce between the
Cuneo’s and the Corleone, Luciano wants a war. He’s got a rather big influence
on their people. Kill him before he makes a mess.
Bonus objective: Send a message to Luciano laughing from him before his death
Reward: 37500 + 7500$

20. Dispose of Marco Cuneo
--------------------------
Marco Cuneo is the vice boss and the don’s son. He’s got a great reputation and
is on friendly terms with the justice department. Privately, he’s a violent
leader, responsible for the death’s of many of the Corleone’s troops. Find Marco
and avenge them, but be smart – try to make it look like an accident
Bonus Objective: Throw Marco into a ditch or on the railway tracks
Reward: 37500 + 7500$


--------------------
B2. Execution Styles
--------------------
1. Blackhand Execution
- kill a goon in fighting, without having grabbed him
2. Grand Slam Execution
- when the target is kneeled face him while using a bat and punch him big time
3. Blackhand Grapple Execution
- kill a goon in fighting while grabbing them
4. Last Gasp Execution
- grab and strangle (default key: X)
5. Over Cooked Execution
- while facing an oven or a furnace, grab the target, swing your mouse forward
and release both mouse buttons
6. Silent Assassin Execution
- kill the target while using a garrote
7. Stained Glass Execution
- push the target out the window of a single stored shop
8. Watch Your Step Execution
- throw the target off the roof of a building (use the tactics from B2-5)
***Alternative Tactics***
I actually received this execution style inside a club. There is a small set
of stairs and a landing with a bannister. I fought a goon up there. I was
trying to figure out the wallpaper execution and meant to throw him into the
wall, but missed and he toppled over the bannister. Got "Watch your step."
9. Wallpapered Execution
- slam the target against a wall until he dies
10. Hats Off Execution
- get the target kneeling, approach him with a gun (Pistol or similar) and shoot
11. Disarmed
- disarm target, shoot for the shoulder
12. Kneecapped
- make target kneel, shoot knees
13. Sure Shot Execution
- headshot
14. Gut Shot Execution
- shoot a target in the stomach (aim and wait until crosshair turns red)
15. Pistol Execution
- EXECUTE the target while he is standing (must be low on health)
16. Hard Head Execution
- target must be low on health. Grab him and hold him to the side of a furniture
object (e.g. counter). EXECUTE
17. Bombs Away Execution
- kill target with dynamite or bomb
18. Cocktail Hour Execution
- kill target with Molotovs
19. Road Rage Execution
- run over the target with your car
20. Traffic Accident Execution
- push a target in front of a moving car
21. Faceoff Execution
- same as 10, only this time use a shotgun
22. Firearm Execution
- kill using firearm

-----------------------
B3. "Easy Money" Stashes
------------------------
I've found at least six of these so far. There's a chevron shaped arrow flashing
and either some action a box or with money in it between $2000 and about $10,000
and there are usually suprises when you take the money.


There's one in the industrial yard south end of Brooklyn, next to the guy with
the assasin pistol.

One in the Lincoln Tunnel. Four Stracci guys and a truck.

Some Sewer Building, in the Little Italy Industrial Park, or the Verona
Warehouse area, don't remember which.

Two in the Rail Yard in Hells Kitchen off of 12th where the Holden Holdings
building is. One just east of the building, and (best one so far!) at the far
North end of the same rail yard. You have to drive through several tunnels,
and it's in a box car. Biggest payout so far (around $7000), and best suprise!
Make sure you are outside, preferably to the north of the box car when you break
the crate. Lots of fun.

There's one strange one that I haven't figured out yet. In the park at 42nd and
sixth, where you get some of the hit contracts from Al Neri. It shows up
randomly, and there are two guys south of the fountain with the arrow flashing.
When you approach them, they run off saying
"Cover me while we get the guys who killed Don Corleone."
There's a truck, and a fight with about 6 goons. Once you kill the goons there's
no money, just the truck, and if you blow up the truck there's still nothing.
*** Submitted by Andrew Scott***

***Additional Info by Larry*** The money at 42nd and 6th is in the crate behind
the truck, shoot it to find the money

B4. Business Extortion
----------------------
Every shop owner has his key to crack and be willing to pay you protection
money. Bear in mind that you have to extort ALL the businesses in town in order
to become the Don of NYC. However, before trying to reach their weak point talk
to the target. Perhaps they might respect you enough to agree without any other
means.
Star Dragon has submitted a few tips he has collected so far. I've added mine
also:

Bakers: Hang them over the furnace in the back.
Club Owners: Cash Register and/or patrons.
You must shoot the patrons in front of the owner and take the 'badge' hit.
Cigar shops: Execute a goon in front of the owner.
Hotels: Shoot the maid or the bartender in front of the owner.
Brothels: Hang the girls out the window or shoot one of them in front of the
owner.
Gambling: Shoot him in the knee or just hit him once or twice.
Roof top smugglers: Hang them over the ledge.

===================
3. Hints and Tips
===================
* Always hit CAPS near a wall. You can easily shoot the goons afterwards.
* Don't drive like a maniac or you will end up having a high wanted level.
Instead swing through traffic at high speed rate.
* Start expanding your influence early on with the Tattaglia's and the Cuneo.
Don't take on other families until later on in the game.
* Try to perform as many hits as possible and respect the execution style
if you wish to become the Don of New York City
* Always use the map. If you need to get somewhere within a time limit, always
plan your route by using the map. Be attentive and pick the shortest way.
* If you are doing the assassinations and at a certain point in the game, you
don't see any orange dot on the map, this means you have to continue with
the main story
* Again, let me underline, that if you are having troubles getting out of the
car in 2.3. this means you are using a cracked version of the game. Buy the game
and do NOT mail me asking how you can get a working crack.
* Sometimes, in assassinations you might not see a target mark above the heads
of the ones you are to kill. This is due to a bug, so far i noticed. You will
have to work out who the target is, but this is not that difficult, as targets
are always dressed differently compared to plain mobsters. Again, mail me if you
have troubles, but READ THE GUIDE CAREFULLY FIRST.
* Clothes don't seem to affect gameplay, other than you get some comments from
pedestrians for nice clothes. They don't seem to gain you any respect while
extorting businesses. The "Respect" value of the clothes is actually respect
points that will be added on to your character in game when you load next, so
clothes are a way to turn cash into respect points. Clothes are purchased from
the Main menu "Load game" screen by pressing "Edit." (Submitted by Star Dragon)
* Didn't think that was necessary but here it is: Get the execution style before
you exterminate the other families.
(Note: There are some people mailing me who consider execution styles can be
accomplished even if you vanished all other mobsters. You can still drag people
out of cars and hope you encounter a mobster. This is your best shot, but the
chances are slight.)
* Once Underboss, extort all the businesses in one area instead of a few all
over.  It makes it easier since the vendetta levels will decrease for ones that
are really high while the area you are taking out will go up.  Doing this will
allow you to go into the other areas after their vendettas are low and take over
there and since you took out the other area no need to go back and reep the
benefits of doing so.
* To avoid smashing your car (especially during timed missions) constantly honk
the vehicles horn. Cars, Trucks, and People will get out of your way, before you
even reach them.
* When you get Paulie's apartment as a safehouse, go upstairs and face the
huge window. Break it using free aim and then you can target the trucks and
shoot it. Then, you can also take down the guards and if you want anyone
else. Then just get the money from the safe house.
* Sometimes, when you buy a snubnose ammo or upgrade from the guy in the park
in Little Italy, there is an ambush. Corleone people are there and there is
a shot out. You can take part in it, but mostly, the vendetta does not
increase but your respect does. Sometimes, vendetta also increases.
* If you are confident with your ability to get as close to the breaking point
as possible, the more you beat up a store owner, the more they will pay each
payday.  This is an easy way to earn some extra money every week.
* Note that you can still become Don of NYC even if you don't have all execution
styles or contract hits completed. Never happened to me though...
* It seems that the trigger to become Don of NYC is the achievement of level 50.
(Thanks Don Grito)
*I would advise only buying the top level guns ( 3 star )
and I would start with the street sweeper. It makes the
middle-end missions very easy when you have 6--20 bad
guys in one room. Next buy the 75 clip Dillinger, and you can
own any palce you want. (Additional Info by Gregg)
*Get dynamite early and blow EVERY SAFE as soon as possible. It costs $450,000
just for the gun you need. (Additional Info by Gregg)
*Buy all of your streetsmarts levels , dropping a couple in Fighting and Speed.
Fill Smarts, then fighting, then speed, then health. (Additional Info by Gregg)
*When you pay off the cop, He does not mind you "borrowing" his cop car.
(Additional Info by Gregg)
======================
4. Version Information
======================
0.1. - 1st of April 2006 - first six missions of the game,
contact and general information
0.2. - 3rd of April 2006 - added 7 more missions and first hints
0.3. - 4th of April 2006 - added 1 more mission, 5 assassinations and more hints
0.4. - 5th of April 2006 - added 1 more mission, 6 assassinations and some hints
0.5. - 6th of April 2006 - finished main story section, hints and the new "Easy
Money Stashes" and "Business Extortion" sections. Also reorganized some sections
of this guide and granted permission to some other sites to publish this FAQ
0.6. - 7th of April 2006 - added 2 assassinations, more contributions from fans
and another section "Mailing FAQ"
0.7. - 9th of April 2006 - added 2 assassinations, added the execution
styles, added more contributions and specs
0.8. - 17th of April 2006 - finished assassinations section, corrected some
mistakes and added more contributions
1.0. - 14th of Juli 2006 - added contributions and reviewed entire guide

Mercredi 19 septembre 2007 3 19 /09 /2007 00:20
- Partager     - Par yagami - Ecrire un commentaire
Publié dans : moves divers - Voir les 0 commentaires
  ______       ______
  /     |   3   |    
=/~~~~~~~~~~~~~~~~~~~~~=
|  Basics of Geo Wars |
=~~~~~~~~~~~~~~~~~~~~~/=
-(      Controls       )-

The default controls are:

Left stick - Moves your ship.
Right stick - Aims your weapon and fires at the same time.
Trigger - Deploys a bomb.

Controls may be changed to the following combos:

Left stick - Aims your weapon and fires at the same time.
Right stick - Moves your ship.

Or:

Left / Left or Right / Right - Moves your ship and fires in the same
direction of you moving at the same time. Highly un-recommended because
you can't shoot behind you without turning around.

Trigger may be changed to bumper at any time. However, I prefer using the
right trigger because it is most comfortable for me. You can't deploy a
bomb very quickly if your finger cramps up from a weird position, and you
should always have your finger over the bomb trigger, because you may need
to press it faster than you can think possible sometimes. Although the
bumper may be a bit faster because it is a simple, non-pressure sensitive
button, it's up to you.


-(       Scoring       )-

For every enemy you destroy you receive that enemy's base score times your
multiplier. Your multiplier begins at x1. After destroying 25 enemies in
one life your multiplier becomes x2. At 50 enemies x3, and so on, up to
x10 with 2,000 enemies destroyed in one life. If you die your multiplier
returns to zero.

Every 10,000 points there is a chance your main weapon will change. Which
weapon you receive is random, but if you receive the same weapon you are
currently using then it's like nothing happened.

You will receive an extra life every 75,000 point interval on the score.

You will receive an extra bomb every 100,000 point interval on the score.


-(       Enemies       )-

There are ten enemy types.

Windmills - Purple in color. Size of a square with a windmill, or "x",
type shape. They do not follow you around, but rather simply move about
the field randomly.

Seekers - Aqua in color. Size of a square with a flexing diamond shape.
Will follow you directly. They are slow at first, but gain speed over
time. Let them last long enough and they -will- become faster than you.

Scares - Green in color. Square shape. Will follow you directly. Are
fairly fast, but they are "scared" of your bullets and will try to jump
from the path of your weapon fire.

Spawners - Pink in color. Square shape. Will follow you directly. Are a
little slower than the Scares. Are comprised of four smaller squares. When
you shoot it at least one of the squares is destroyed and the rest will
break apart into Spawns.

Spawns - Pink in color. Square shape, a fourth of the size of the Spawners.
Will follow you in a looping type movement. Very slow because of this, but
also harder to hit.

Sidewinders - Blue head, orange tail. Snake shape. Head is a heart shape,
with the pointed part being the "nose". Tail is like a chain link of long
triangles that tapers to a point. Movement is a curving path. They
basically move like snakes, but despite the appearance of their random like
movement they will follow you around the screen. Fairly slow as a whole
when curving a lot, but the head itself moves about very fast.

Magnet Ships - Red in color. Look like a larger version of your ship.
Extremely fast. Will charge you. While moving head on towards you it will
deploy an almost invulnerable shield. Sometimes you can get a bullet past
it, but it's way to dangerous to practice on a normal basis. Wait until it
passes you then shoot it from behind before it turns around.

Jacks - Purple in color. Very small with a triangular shape. Some what
slow, but can "jump" forward about a square on the field sometimes.

Wormholes - Red in color. Large circle. Spawn on the field inactivated and
move extremely slowly towards you, but are effectively immobile. Once shot
they begin to suck in everything, including you and your enemies, but it
repulses your ammo from a distance. If it sucks in enough enemies it will
explode and release a number of smaller circles called Atoms.

Atoms - Blue in color. Small circle. Extremely fast. If you are too close
to a Wormhole when it explodes these guys will almost always get you
because they quite literally explode outward from the Wormhole. They have
incredible inertia however, so if they miss you, or you somehow dodge them
they will actually bounce off of the walls giving you a free shot.


-(   Overall Strategy  )-

These are just some basic overall strategies that may prove helpful in the
game.

Never focus your eyes too much on any one object on the screen. That
includes your own ship or an enemy ship.

Keep your concentration on the game. Pausing for even a moment can mean a
certain death upon your return. If you must pause wait until there are
almost no enemies on the screen or the moment you've just used a bomb.

Sit in a comfortable position fairly close to your TV. Not so close that
you can only see your TV, but so that when you blur your eyes a bit you can
see about half a foot around the outside of the TV's perimeter. Note: This
is how close I sit and it works great for me. I find that if I sit too far
away I can't see the smaller Jacks and Spawns very well. But if I sit too
close I can't see the overall field very well which causes some surprises,
not to mention that if you sit too close your blind spot can cause
problems. (http://serendip.brynmawr.edu/bb/blindspot1.html) Find what works
for you.

Once you find a nice position and distance and get used to it don't move.
If you move even a few inches it throws off the angles at which you see
your ship, the enemies, and the field, which throws off your reactions
because your brain is used to a particular angle, so it's used to sending
the same signal to your fingers when it sees something. If you see
something, but you're at a different angle that you're used to, you will
mess up. I know this sounds a bit crazy and over the top, but if you don't
believe me try it yourself.

Move around the field in a circular motion. Counter-clockwise and/or
clockwise.

Keep moving unless you get trapped.

Learn the sounds of the spawning enemies. Each enemy has a unique sound and
can give you a warning of what might be spawning on the other side of the
field.

Learn to fly in the opposite circular direction around the field in case
you can't fight through your current path and need an alternate route.

Learn to fly straight through the middle for those times when you can't go
in any circular direction.

Learn your limits. What you can navigate, what you can aim, and when to use
a bomb. Don't live by your limits however. You can't get better if you
never take risks at things you normally couldn't do.

Practice aiming in the beginning of the game with the Basic Machine Gun. If
you are good and accurate with a weapon that isn't very accurate you'll be
even more accurate with weapons that are far better.

Attempt to get the Pacifist Achievement, not shooting a single round or
deploying a single bomb for the first sixty seconds, in every game. It's
harder than it sounds and greatly improves your movement skills.

Don't give up. The more you play the better you will get. Period.


   ______       ______
  /     |   4   |    
=/~~~~~~~~~~~~~~~~~~~~~=
|       Weapons       |
=~~~~~~~~~~~~~~~~~~~~~/=
-(        Types        )-

There are four types of weapons.

Basic Machine Gun - Fires two parallel bullets at medium speed. You start
with this weapon and it's only available during the first 10,000 points.

Heavy Machine Gun - Fires three bullets in a triangular formation at high
speed. Bullets spread apart when fired and slowly spread out over time. One
of two main weapons you'll use throughout the game.

Missiles - Fires five missiles in a sweeping formation at slow speed.
Missiles are bunched together when fired but spread out fairly quickly.
One of two main weapons you'll use throughout the game.

Bombs - Highly destructive. When used will clear the field of any enemies
on screen. Does not give you any points and enemies destroyed with the bomb
do not count towards your multiplier.


-(    Pros and Cons    )-

Basic Machine Gun:
Pros - Good for aiming practice. Only have it for the first 10,000 points.

Cons - Too slow with too few bullets. Would be useless at higher levels.


Heavy Machine Gun:
Pros - Fast firing. Allows for accuracy. Bullets spread apart when fired,
allowing for increased accuracy at close range.

Cons - Only 3 bullets per shot making some waves harder to destroy.
Bullets spread apart when fired, meaning the very small Jacks and Spawns
can sometimes fit through the tiny space between the bullets and get you.
Bullets spread out slowly, meaning they're fairly parallel the entire time
they're on the board, making distanced shots on fast enemies harder.


Missiles:
Pros - More missiles. There are five missiles in one shot, which means that
when you're surrounded you can destroy more enemies at once, even when
compared to the machine gun which is faster. Missiles spread out quickly,
ensuring that you have more coverage when making distanced shots, allowing
you to "trap" fast enemies behind a wall of missiles. Fires missiles
bunched up, which allows for devastating power at close range, ensuring
that you can easily clear a path in front of you for a quick escape.

Cons - Very inaccurate until you get good practice with it. Slower firing
than the machine gun, which makes it seem harder to hit more enemies at
one time. Missiles fired bunched up, which makes it harder to hit certain,
faster enemies at close range.


Bombs:
Pros - Essentially an extra life and a multiplier. Destroys everything, or
nearly everything, on the field in an instant, allowing you to live in an
otherwise unbeatable situation.

Cons - Only obtained every 100,000 points. Can make split second decisions
hard because you may be afraid of running out of bombs. Deploying a bomb
does not give you any points and does not add to your multiplier, no
matter how many enemies are on the field.


-( Enemy Effectiveness )-

Note: All techniques are given under the assumption that you are moving at
full speed, but in any direction.


Basic Machine Gun:
Windmills - Good enough. Windmills don't follow you, so you should
not have to worry about having this weapon while facing them.

Seekers - Unless you're trying to get the Pacifist Achievement
this gun should work just fine. If you are trying to get the Pacifist
Achievement the Seekers will be moving extremely fast by the end of the 60
seconds. You will have no more than a second or so to destroy them while
clearing a path through the Windmills at that point, so you had better
work on your aim if you want to live and not use a bomb.

Scares - Hardest enemy to hit while you have this gun. Shoot in
a straight line then move towards a wall causing the stream of fire to
"push" the Scare into the wall before he gets hit.

Spawners - Shoot a straight line at them constantly. The released Spawns
should loop right into your fire. Read below for Spawn information.

Spawns - Sweep the fire across the Spawn if they miss your straight fire.

Sidewinders - N/A. You should no longer have this weapon by the time
you first encounter Sidewinders.

Magnet Ships - N/A. You should no longer have this weapon by the time
you first encounter Magnet Ships.

Jacks - N/A. You should no longer have this weapon by the time
you first encounter Jacks.

Wormholes - You must be very close for this weapon to be effective,
otherwise the ammo will be pushed away.

Atoms - A Wormhole often appears rarely during the first 10,000 points, but
if it does, and you let it explode, you are going to have a hard time with
these guys with this gun. The best I can say is don't let a Wormhole
explode, but if one does sweep the fire across the field and you should get
them.


Heavy Machine Gun:
Windmills - Once you have this gun you probably won't even see Windmills
any more. They'll be destroyed instantly or simply won't spawn.

Seekers - Tears through them like they were made of paper. Very effective
later on when there are hundreds of Seekers on the screen. Can be used to
cut straight through the middle of a swarm if you need to.

Scares - Works well at close range. Just shoot in the direction of the
Scare and he should be hit. Horrible at long range, but okay at medium
range.

Spawners - Highly effective at long range. Simply shake the control stick a
little to make sure no Spawns make it between the gaps in the bullets, and
you should be able to destroy the entire bunch. Read below for Spawn
information in case some make it through.

Spawns - Aim straight at it and shake the control stick a bit.

Sidewinders - Very effective at all ranges. Because of the high rate of
fire you don't miss any chances when the Sidewinder is twisting around.
You must still aim for the head, but when you do the Sidewinder should be
destroyed in just a few moments.

Magnet Ships - Very effective because of the fast rate of fire. If you are
surprised by a ship that is almost on top of you, and you can't dodge it,
you -may- be able to destroy it by shooting directly at it. Because the
lines of the "shield" of the ship come forward from the ship in intervals
you may get a shot in between one of the lines, but don't count on it.
Other than that just wait until the ship passes by you and shoot a few
shots towards it. The high speed should get it before it can turn around.

Jacks - Highly effective at long range. Okay at medium range. Dangerous at
close range because the Jacks may slip through the gap between the bullets
and destroy you.

Wormholes - You may be farther away than when using the Basic Machine Gun,
but still close enough so that all three bullets hit it.

Atoms - Effective at any range. Just aim at them. They're so fast that they
just fly into your ammo.


Missiles:
Windmills - Once you have this gun you probably won't even see Windmills
any more. They'll be destroyed instantly or simply won't spawn.

Seekers - Very effective when you're at medium to long range from the
Seekers, and good for destroying them at close range, but very ineffective
for cutting a path through the middle of a swarm.

Scares - Effective at all ranges. Simply sweep the control stick, causing a
wall of missiles to fly towards the Scare. May dodge for a moment or so,
but seems to forget to dodge after that and gets hit.

Spawners - Highly effective at all ranges. At close range simply shoot
straight into the center of the Spawner. There are five bullets in a blast
from the missiles and only four pieces in a Spawner. You do the math. At
medium and long range create a wall of missiles, similar to when shooting
at the Scares, but not nearly as wide. It needs to be just a little wider
than straight shooting because the missiles are slower, which allows the
Spawns more time to loop away. Compensate for that with the wall. Read
below for Spawn information in case some make it through.

Spawns - At close range shake the control stick. At long range simply fire at
them. The missiles should spread out enough to get the Spawn anywhere in it's
loop.

Sidewinders - Very ineffective at close range and medium range. At long range
just shoot a few founds towards where the snakes head will be by the time
the missiles reach the Sidewinder. You must work on your timing.

Magnet Ships - Effective only once the ship has passed you. Do not try to
shoot head on. It won't work.

Jacks - Very effective at medium and close range, just shake the control
stick a very small amount. At long range just keep moving while shooting.

Wormholes - Effective at close and medium range. Two shots at close range
will open and then destroy a wormhole.

Atoms - Effective at long and medium range. Just shake the control stick a
little when shooting at them. At close range things are a little risky, and
you have to aim straight at each one because there is no time to shake the
control stick, but so long as you're moving away from them and shooting
behind you then you should be fine.


   ______       ______
  /     |   5   |    
=/~~~~~~~~~~~~~~~~~~~~~=
|   Spawn Strategies  |
=~~~~~~~~~~~~~~~~~~~~~/=

This section is about each of the different types of spawns, when an enemy
appears on the field, that'll you'll encounter for each of the enemies.

There are five types of distinct spawns.

Ambush - When a single type of enemy spawns in a circle around you all at
once.

Corner Spawn - When a single or small group the same type of enemy spawns
in all four corners of the field at the same time.

Random Spawn - When an enemy appears randomly on the field.

Swarm - When a single type of enemy spawns in all four corners. Different
from a regular corner spawn in the fact that in a swarm there may be up to
a thousand or more enemies instead of just a dozen or so.

Rainbow Corner Spawn - This is the only type of spawn that requires more
than one type of enemy, so I'll explain it all here. Spawn of a single
wormhole and at least one Seeker, Scare, and Spawner from each corner. The
longer you play a single game the more Seekers, Scares, and Spawners come
from each corner. When one of these occur head for the closet corner in the
direction you're moving in. Clear a path to the wormhole and destroy it.
Move in a circular pattern around the field clearing a path and destroying
the wormholes. Now, later in the game these spawns can become very intense.
A good, though some what risky, strategy is to destroy the first wormhole
you come to, to allow your enemies time to fly behind you and give chase,
then when flying by the next wormhole activate it, but don't destroy it.
The wormhole will quickly explode, releasing many Atoms, but not as many
enemies as it sucked in. The Atoms will move towards you very quickly, so
you won't have time to fight them off and clear a path in front of you.
Instead just move towards the next corner, activate the Wormhole, then move
on to the last Wormhole. By the time the third one explodes most of the
enemies following you should have been sucked in, and you just have to
destroy the remaining Atoms released from the last Wormhole.


-(      Windmills      )-

Ambush - N/A. Never happened to me.

Corner Spawn - N/A. Never happened to me.

Random Spawn - Simple. Just shoot them.

Swarm - N/A. Never happened to me.


-(       Seekers       )-

Ambush - Quickly move away from the wall you're closest too, towards the
most open space on the field. Shoot towards the Seekers in your path, and
to the sides of your path, because they will quickly move in. Once you get
out of the circle the remaining Seekers will bunch up, making the perfect
target for which ever weapon you have.

Corner Spawn - Simple. Just shoot them.

Random Spawn - Simple. Just shoot them.

Swarm - Begin flying around the field in a circular motion, shooting
towards each corner as you pass by it, slowly tightening your circle, until
the Seekers get too close for comfort. You should then move back towards
the wall, and in the opposite direction of your circular motion. (IE. If
you were moving clockwise now move counter-clockwise.) Clear a path in
front of you and continue in a circular motion. By now the rest of the
Seekers should be bunched up near the middle, making the perfect target for
which ever weapon you have.


-(        Scares       )-

Ambush - Quickly move away from the wall you're closest too, towards the
most open space on the field. Shoot towards the Scares in your path. You'll
destroy some, or they'll dodge your fire, but it doesn't matter. You just
have to clear a path of escape for now. Once you're outside just shoot them
like normal.

Corner Spawn - Simple. Just shoot them.

Random Spawn - Simple. Just shoot them.

Swarm - Move towards the corner farthest from you, firing as you go. Once
the Scares behind you get within a few squares distance from you begin
moving in a circular motion around the field. Clear a path in front of you,
and shoot behind you, even if it's only one round, every once in awhile to
force the Scares back. Once they stop swarming just shoot them like normal.


-(       Spawners      )-

Ambush - Unlike most ambushes the Spawners don't ambush you in a complete
circle. They spawn a six point square around you. (Four corners and in
between each corner.) Move towards one of the corners, towards the most
open space on the field, and destroy the single Spawner that will be there.
Do not move for one of the sides, because there are two Spawners for every
side. Now, if you're not that great at destroying the Spawner and all it's
Spawns in just a few shots you'll want to move through one of the gaps
between a corner and side, which is actually far less risky, because the
Spawners are relatively slow during an ambush. Once you're outside simply
destroy them like normal.

Corner Spawn - Destroy the Spawner closest to you. Then destroy the others
normally.

Random Spawn - Destroy them like normal. Try not to let any Spawns survive.

Swarm - The single hardest thing in the game hands down. These occur very
rarely, but when they do there is always upwards of twenty Spawners from
every corner. Not only do you have to worry about a minimum of 240 Spawns
(20 Spawners times 4 corners times 3 Spawns for each destroyed Spawner),
but for some reason the Spawners in a Swarm initially move faster than any
other enemy in my experience. I currently can only survive 1 out of 5 of
these Swarms unless I use a bomb, and, at the time of writing this, I'm a
3,000,000+ point player. So, if you don't think you're good enough at the
game overall, don't even risk your life and multiplier. Just fly to the
middle, wait for the last possible moment to allow as many of them to spawn
on the screen as possible, and blow 'em away. However, if you want to save
your bombs, or have no bombs to speak of, or are just a crazy dare devil
like myself, I have devised a way of fighting through this.

Yes, I did say that I only survive 1 out of 5 of these swarms, but that's
pretty good, I think, considering how hard these are and that I don't use
bombs. I think it's just a matter of practicing it to get better. Now, in
order to do this, not only do you have to be good, but you need to be "in
the zone". You need to be able to see every Spawn and shoot it, while
dodging the incredibly fast versions of the Spawners, while making sure
other Spawners don't hit you from behind. Not only that, but these Swarms
usually only occur later in the game, so there will me a lot more on screen
already. As for the strategy, it's fairly simple. Either weapon works fine.

If you're in the center when this happens you need to immediately move
towards the closest wall and move towards the farthest corner on that wall.
If you're already near a wall, good, you have an extra half second of time.
Don't shoot directly at the corner, but so that the bullet or missile
closest to the wall is parallel to the wall, and shake the control stick
a bit. Keep a very close eye behind you, because the Spawners from the
closer corner on the wall you flew to will catch up before you reach the
farther corner. Fire a few shots at them, just enough to get the ones
moving really fast, then continue shooting forward.

When you get close to the corner, about the distance of two Wormholes, aim
at an angle. The angle should create a "right triangle" with the corner,
one with equal sides. If you don't know what that means, you should Google
geometry. :) Shoot in that direction for just a moment, while moving in the
same direction, then move towards the corner while shooting at it for
another moment. Then move towards the next corner in the same direction.
Everything in this paragraph should be performed within less than a second.
In other words, a very fast, and very accurate maneuver.

By now most of the other Spawners on the map are almost on top of you. You
will want to begin moving towards the next corner in the direction you are
already moving in. This is the hard part. Most of the Spawners that spawned
in the corner you're flying towards will have already moved towards the
middle of the field, because they were flying at you why you were against
the previous wall, which means they can and will try to slam into you from
the side. To make matters worse, there will still be a few Spawners coming
straight at you from the corner you're flying at. Basically you'll want to
shoot as much ammo in front of you, in a similar fashion to how you were
shooting at the previous corner. You should be able to do this for about
half a second, which means you need to destroy a path for yourself fairly
quickly. After that half second is up you'll need to pull off some damn
fine shooting. You DO NOT have time to sweep the control stick. You will
have to jerk it from enemy to enemy. Because there are so many you do not
have enough time sweep (rotate) the control stick for even a moment. I say
this again. You must shoot one Spawner for every round you shoot. If you
have the Machine Gun then you need to jerk the control stick very quickly,
or you'll waste every other round. If you have the missiles you need to
shoot two enemies with every round. Note: I'm not saying try to do these
things, I'm saying you need to do them, or you die.

If you can make it to the next corner, you've survived. Just continue to
circle around the field and destroy them like any other swarm.

Simple, huh?

I would love to hear feedback about this strategy.


-(     Sidewinders     )-

Ambush - One of the harder ambushes, but definitely not impossible. If you
aren't being assaulted by other enemies at the moment go ahead and stop
moving to take the time to shoot a Sidewinder or two. Don't wait for too
long however, because if a Sidewinder gets close to you they tend to move
in more of a straight line than curved. As in straight at you. Make sure to
shoot a path that leads to the most open space of the field, and try to
find a part where there are fewer Sidewinders to avoid all your shots being
blocked by multiple tails. Now, if you are already in heavy battle you have
two options. One is, obviously, deploy a bomb. By far the easiest solution.
The other solution requires much more skill and is far riskier. Despite
your instincts in wanting to move as fast as possible from those following
you you will have to slow down just a bit. I usually accomplish this not by
easing off the control stick, which is hard to control, but by radically
shaking it back and forth, giving you a zigzag motion which is slower than
a straight-line motion. Now for the hard part. You need to quickly decide
which part of the ambush square in the direction you're already moving in
is weakest, even if it doesn't lead to a large amount of space. (Unless
you're moving towards a wall, at which point you should just use a bomb.)
Concentrate on hitting the head(s) of just the Sidewinders in your way and
make sure to shoot a round, or two, behind you if another enemy gets too
close. Even if you only destroy one Sidewinder you should be able to
fly through with a bit of awesome piloting. Despite my ability to regularly
perform this technique I still recommend using a bomb.

Corner Spawn - Unique corner spawn in the fact that they may spawn in one
to all of the corners, instead of all the corners all the time. When they
spawn in one or two corners simply distance yourself to the other side of
the field and sweep ammo across the corners. This should take care of most
of the Sidewinders.

Random Spawn - N/A. Never happened to me. They only ambush or corner spawn.

Swarm - N/A. Never happened to me. They only ambush or corner spawn.


-(     Magnet Ships    )-

Ambush - N/A. Never happened to me.

Corner Spawn - Most common spawn early in the game. If you have the
opportunity take the time to destroy them before they turn towards you and
form their shield. You'll have a maximum of about a second to do this.
Otherwise just dodge their charges and shoot them when they pass by.

Random Spawn - Once you hit 3,000,000 points this occurs almost constantly.
I honestly have no strategy for this yet because I've only been to
3,000,000 points twice, my last two games, and both times I got screwed by
these guys and finally lost my game. I can only speculate that I need to
be able to dodge these guys faster while still clearing a path and being
able to shoot them as well before too many of them accumulate on the
screen. Doesn't sound hard; just needs practice.

Swarm - N/A. Never happened to me.


-(        Jacks        )-

Ambush - N/A. Never happened to me.

Corner Spawn - N/A. Never happened to me.

Random Spawn - N/A. Never happened to me.

Swarm - As far as I'm concerned this is the only way they spawn. In the
beginning of the swarm wait in the middle shooting at all four corners.
You want to do this for as long as possible so that enough Jacks will
appear on screen so the invasion stops by the time you need to get through.
Once they get too close for comfort move to the top or bottom. Top or
bottom, not left or right, because the field is a rectangle and going to
the top or bottom gives you more maneuvering room to your sides. Now, the
below illustration works on either side of the field, but depicts the left
side of the field. Follow the numbers; this is right after you need to move
from the center. Doesn't matter what weapon you have, just make sure to
shake the control stick about a degree or so to spread out the ammo.
Shoot in the direction of the arrows/lines. Works with either weapon.

           17-> 16
        16->   17
    15->   18/
  14->     /
  /    
13      
   |       
  12|
   11|      / <-1
    10|   /  <-2
      9 /   <-3
      /    <-4
    /    <-5
  /    8|<-6
/       7

When you get to 16 turn around and begin moving in the opposite circular
direction. At 17 start destroying the few remaining Jacks on this side. By
18 most of them should be gone, and you can being moving in a circular
motion around the rest of the field. The remaining Jacks from the other
side will just float around the center, making the perfect target for
which ever weapon you have.


-(      Wormholes      )-

Ambush - N/A. Never happened to me.

Corner Spawn - See the "Rainbow Spawn" description above.

Random Spawn - Happens quite often later in the game. No harder than when
they spawn otherwise. Can also be used for the tactic in which you activate
one to absorb a bunch of enemies then leading them to another Wormhole and
so on, but more dangerous because these Wormholes can spawn anywhere on the
field, meaning that enemies can be "flung" around the gravity of the
Wormholes from more directions, unlike the corners.

Swarm - N/A. Never happened to me.


-(        Atoms        )-

Wormhole Explosion - Because they explode out of the Wormhole in a 360
degree radius the ones that are initially moving towards you are very fast
and need to be destroyed immediately. The others have to gain speed like
any other enemy so they should be no harder than Seekers or Scares.


   ______       ______
Mercredi 19 septembre 2007 3 19 /09 /2007 00:18
- Partager     - Par yagami - Ecrire un commentaire
Publié dans : xbox 360 guides - Voir les 0 commentaires
=====================
2. Intro and Controls
=====================

Hello, I am SamusAranNX. This is my first FAQ ever, and I hope I you
find it useful. I've always wanted to do an FAQ, but again, it was
something unfamiliar to me. So I decided to start simple, and write
a simple FAQ for a fun and, yep, simple game.

The game is Frogger, the version ported to the Xbox Live Arcade. It
is pretty much the classic old arcade game, with enhanced graphics.
It is fun, simple,and can be addictive at times. However, it can get
very difficult, very fast, so I wrote this FAQ to help out new ones
to the game who downloaded it, to get the achievements and get
through the first few levels. From there you should have the
knowledge to get through the later levels (not sure how many there
are, I'm not that good at the game. hehe).I hope you find it useful.
If you know how to play, skip the rest of this section.

There is no story to the game; your objective is to try and get your
frog "home". Using the joystick or D-Pad, your call, you move your
frog, first, across a busy street avoiding cars, then onto a river
bank. From here, there are various things you can move forward onto;
there are five "rows" of these safe objects to ride on:

1st Row: Turtles (The red stay above water. The green are
above/under water in intervals).
2nd Row: Short (in terms of length) logs.
3rd Row: Long logs.
4th Row: Turtles, both colors.
5th Row: Short logs
Here is a crude diagram for help:  

    H O M E S L O T S 
/     /    /   /      /  
()    ()   ()  ()     ()
[]]]]] Short Logs []]]]

0; 0; 0; Turtles 0; 0; 0;

[]]]]]]] Long Logs []]]]]]]

[]]]] Short Logs []]]]

0; 0; 0; Turtles 0; 0; 0;

*******River Shore*********
---------------------------
Five Lane Highway
===========================
        Start       


Then there are the home slots. These are dirt areas, a total of
five, in between grass, that you jump your frog to in order to get
a frog home. Timing is key, especially in later levels. Once all
the slots are filled up, you progress to the next level. The omly
ways you can die are by falling into the water, or being ran over
by a car. You have a certain amount of lives. If your settings are
at default (they must be, otherwise you won't unlock
achievements), you start out with three lives.

Also, there is a time limit to finish the level, and each time you
fill a home slot, more time adds to the time limit bar, at the
bottom right corner of the screen. As you progress, you get less
time. You only lose small amounts, but it's lost nonetheless. The
more you progress, the harder it gets. Cars will go faster, logs
won't come as often, various obstacles will appear (see next
section), and the turtles and logs will go faster.


And finally, your score. Like any other old arcade game, you're out
to get the highest score possible. You gain points various ways.
Crossing each part of the road and making it to the next row in the
river gives you ten points for each. Filling up a home slot gets
various amounts of points, depending on how fast you go. There is
also what I call the bonuses: you'll sometimes see these purple
frogs on the second row of the river, the shorts logs. By "landing"
on one, they'll ride on your back, and if you get one home with
you, you get 200 extra points. There is also the bugs. Bugs will
appear randomly in the home slots. If you fill the slot when a bug
is there, you get 200 points. This more of watching and waiting
then skill, unlike getting lady (the purple) frogs home.

So with that said, lets get to the main FAQ.

========================
2. Achievements and FAQ
========================
So, you know the rules. So you can play just for fun now (a great
idea). But, remember there are achievements to get. So grab your
controller and start hopping, Frogger! All in all there are 12
achievements for a total of 200 gamerscore.

I'll start with the basic ones. First off, there are achievements
for simply clearing levels 2 through 5 (easier said then done,
you'll see). So I'll write this part of the FAQ on how to get to
level 5.

LEVEL 1
-----------
This is as simple as it gets. This also the best level to get the
special achievements. See below on those. Simply fill up the slots.
Don't get cocky though, you want to avoid dying at all costs. If
you die, you lower your chances of making it to level 5. Less lives
equals less chances to screw up, hehe. So just be careful and have
fun. Grab all the lady frogs and bugs possible to boost your score
if you wish.

LEVEL 2
-----------
Right off the bat, things get a little more difficult. A new
creature/obstacle joins the fray. The dreaded alligator! The
alligator appears in two the different places. The first place is
in the fifth row, where short logs are. You can ride on them too,
but they are shorter, AND, you will die if you land on the jaw part.
The second place is the home slots. Sometimes, it's a little vague
to describe, the head of a gator will appear in two phases. First,
you'll see part of the jaw; you can still jump into the slot
without dying, but do it quickly. Once the full head of the gator
appears, you will die if you jump into that slot. The head will go
away after a few seconds. This gator appears randomly at different
slots.

Another factor to consider is the cars. Most of the time, they will
start off going faster than the previous level. Sometimes they
remain the same speed. What always does happen is that more cars
appear per row, giving you less room to manuever with.

All in all this level is manageable, but caution is definitely in
order. Once again, try not to lose a life. Also remember you lose
time a tiny bit more faster. To boost your score, get lady frogs
and jumps at the bugs if at all possible. Once you clear level 2
for the first time, you'll here a little musical sound and you'll
unlock the achievement "Complete Level 2" for 15 gamerscore. Yipee!

LEVEL 3
-----------
Whoah! What a jump in difficulty. More obstacles, more cars, less
time, and fewer logs. Green turtles will now submerge more often,
so watch out. There are two new obstacles: the otter, who really
isn't much of a threat, and the snake. The otter swims in the river
with head above water. But don't be fooled! You can't ride the
head; jumping on it will kill you. The snake is much more of a
worry; he'll randomly appear on either the row of long logs or on
the river shore. Either way, land on him and you lose a life. When
he's on the log, just jump on the part he isn't on (he slithers
pretty slowly) and jump to the next row before he gets to you.

The cars are really fast. Sometimes they'll randomly stay at the
same slow speed from level one, but this is uncommon (at least
whenever I play). It is hard to get through them. And be careful;
don't think your home free just yet as you prepare to exit that
last row; there may that snake I mentioned earlier slithering
on the river shore.

This level is medium-hard, and a sign of things to come. It is
difficult most of the time not to lose a life on this level, but
do your best not to. Seeing as time is now more precious
then ever, I'd advise not going out of your way for lady frogs or
bugs, unless you're just aching to boost your score. Once
completed, you unlock the "Complete Level 3" achievement for
15 gamerscore.

LEVEL 4
-----------         
Ouch. This level is hard. So hard, it took me a couple days to get
past (then again, I must reiterate I'm not that good at Frogger
for some reason). The cars are clogged as can be, some of them
whizzing by like a bullet, the logs appear sparingly in intervals,
and there is less time on the clock. There are thankfully, no new
obstacles. But that is the only good news I've got, hehe.

If you managed to get to here without losing a life, great job,
because there is a bigger chance you'll make it past this level.
If not, your chances are lowered. This is the level I find myself
always screwing up on and dying. That is why I recommend trying not
to die in the first three levels. My advice is to play it safe,
extremely safe, and if you can somehow pull it off, not lose a life.
Ignore the bonuses. You are just trying to survive at this point.
Getting past level 4 gets you the "Complete Level 4" Achievement,
for 20 gamerscore.

LEVEL 5
-----------
Just when you thought it could get worse. Less time, more cars
that go faster, and even more intervals of no logs floating by.
And those green turtles; stay off them unless absolutely
necessarry. To be honest, I myself have yet to clear this level.
I came close; but this level is so hard, and you are pressed for
time now more than ever. Again, don't even blink at the bonuses,
and just pray and hope hope for the best. If anybody has tips for
me on how to clear this level, they'd be greatly appreciated.

Well, finishing this level gets you the "Complete Level 5"
achievement for 20 gamerscore. 


=========

Well, that is it for the level achievements. If you're skilled
and brave enough, you can try making it past level 6 and beyond.
Have fun.

Now for the "special" achievments. These are achievements you get
for doing various odd things. I will go from the easiest to
the hardest. Enjoy!

>>>>>>>Well Ordered<<<<<<<
This achievement is super easy if you do it on level 1. All you
have to do is fill the home slots in order from either left to
right or right to left. Pretty self explanatory. An easy
achievement that nabs you 15 gamerscore.

>>>>>>>Chicken 1<<<<<<<
Another easy one. Just stay on the road, avoiding cars, until the
time bar turns red. Then rush into one of the home slots.
Easy as pie. 10 gamerscore is your reward.

>>>>>>>Chicken 2<<<<<<<
Another easy one, not as easy as Chicken 1 though. Just do the
same, staying on the road until the timer turns red then going
to a home slot, but this time on level 2. Just remember, you'll
have to manuever more since the cars go a little faster and there
are more of them. You gain 15 gamerscore for getting this
achievement. 

>>>>>>>Helping Hand<<<<<<<
This one isn't difficult, but will take a little more skill. You
have to 'rescue', or bring home with you, five lady frogs in
one game. So just nab as many as you can in level 1, then 2, etc. I
was able to get this one at the beginning of level 3 where
I rescued my fifth lady frog. 20 gamerscore is your prize. 

>>>>>>>Full Stomach<<<<<<<
This one is more about patience. You need to eat 3 bugs in one game.
Just do your best in level 1 to stay on the final row of logs in
the river. As soon as you see a bug a appear, if you are close by,
move in on the kill. I was able to get 2 in level one, and my
third one on level 2. Just hope they appear in the slot near you,
and whoila! You get 10 gamerscore for this achievement.

>>>>>>>Speed Racing<<<<<<<
This is where difficulty creeps in. This one isn't terrbly
difficult at all, but will take a few tries. You must fill up all
the home slots (any order) on level 1 in 45 seconds or less. I
just counted down in my head, and went as fast as possible. Do not
die; you'll lower your chances significantly. Just pratice going
fast (shouldn't be hard, no snakes, gators, etc. and the cars
are slow and logs aplenty) and you should get it in no time.
You gain a sweet 20 gamerscore for performing this feat.

>>>>>>>Home Sweet Home<<<<<<<
Ughh. This took me forever, perhaps because my skills at Frogger
aren't exactly top-notch. In order to unlock this, you must fill
up 15 home slots consecutively without dying. That basically means
going through the entire first 3 levels without losing a frog.
Ouch. Level 1 should be no problem, and 2 will be relatively easy,
with proper caution. It's three where you'll find yourself
messing up alot. So, all I can tell you is to do your best
and pratice, pratice! 20 gamerscore is the reward!
Mercredi 19 septembre 2007 3 19 /09 /2007 00:17
- Partager     - Par yagami - Ecrire un commentaire
Publié dans : moves divers - Voir les 0 commentaires

+----------------------------+
| Section V. - The Main Menu |
+----------------------------+

When you start up your game and it finishes loading, like every other game on
the planet, you will have a main menu. Well, this section will briefly go over
it. So let's go.
NOTE:  While playing, hitting the "Esc" key will bring up a similar menu for
       you, allowing you to load your games or save them, etc.

Single Player - Selecting this options allows you to play through the main part
                of the game, the single player. You play as the Pointman, all
                alone the majority of the time, on several different missions.

Multiplayer - Selecting this option will prompt you with a question asking if
              you wish to switch to Multiplayer. Selecting "No" will do close
              the box. Selecting "Yes" will close the game briefly and re-open
              it with a new menu, the Multiplayer one.

Options - There are more options in F.E.A.R. than any other game I have ever
          played. You can tweak your gameplay right down to the very edges of
          a chair's shadow or the brightness of lights. You also may view the
          game's weapons or change the game's difficulty and or controls here.

Profile - Let's say more than one person plays F.E.A.R. on your computer, but
          that person likes to use different control settings than you do. By
          creating, saving, and loading profiles, you don't have to worry about
          your settings being deleted or having to re-do them every single time
          you want to play. Just load yours and go! =)


===============================================================================

+-----------------------+
| Section VI. - Weapons |
+-----------------------+

Unlike in many other FPS games where your character can somehow manage to carry
a grenade launcher, a rocket launcher, five machine guns, three pistols, thirty
grenades, a crossbow, a sniper rifle, ammo for all of it, and a teapot just in
case he wants a glass of tea, in F.E.A.R., you can only hold up to three wea-
pons at any given time and their ammo. Grenades do not count as one of these
three, so don't worry. However, despite this, I'm going to name off each weapon
and everything you need to know about it to put it to best use.

Your weapons are held in keyboard slots 1, 2, and 3. Grenades are held in later
slots depending on their type (time/impact-detonation, proximity, or remote).
If you come across a machine gun that you want and don't already have, you can
press your Drop Weapon key (you can change this to whatever you want in Options
on the Main Menu) to pick it up. The catch is, however, that if you already are
in possesstion of three weapons, you will drop your current one to pick up the
new one. So if you value two of your weapons much more than another, drop the
one you don't value at all for the third by first switching to it before press-
ing your Drop Weapon key.


----------------
  AT-14 Pistol
----------------
Your average pistol. You can hold a maximum of 100 bullets for it, 18 of which
are in each clip. It's relatively powerful, 1-2 shots to the head kill your
enemy, 3-4 to the body. Great weapon if you have some nice aim and it's even
better once you pick up a second one and dual wield them. When dual wielding
pistols, you basically have 36 bullets per clip, just as powerful, twice the
firing speed, and 200 maximum ammo.

----------------------
  RPL Sub-Machinegun
----------------------
Your basic excellent-at-close-range machine gun. You can hold up to 500 bullets
for it and it has a 50 round clip. A single mouse-click will fire 3 bullets in
a burst if you want, or you can hold down the trigger for automatic rapid fire.
The only draw back to this great weapon is the fact that each bullet is pretty
weak, so you really have to load your enemy up with about two bursts and hope
most of them hit him in the chest for it to be an excellent killing machine. If
you can burst-fire slow-motion three rounds into a target's head though, it's
awesome.

----------------------
  G2A2 Assault Rifle
----------------------
Easily one of the best weapons in the game. Highly accurate, very powerful. You
can fire it in 3-round bursts like the sub-machinegun or go all out rapid fire
crazy with it. Pretty much nothing bad about this weapon. Clip and Max ammo
needed.


===============================================================================

+----------------------------+
| Section VII. - Walkthrough |
+----------------------------+

F.E.A.R. is divided into intervals, as will this section of the guide. This
section will easily be the biggest and will contain spoilers in it all over the
place since it guides you through the game. If you haven't gotten to a particu-
lar part, I suggest that you not read that part. F.E.A.R. is an incredible game
and should be experienced to the max, and in order to do that, one mustn't have
everything spoiled for them. Now, finally getting to the main part of this
guide, without further wait, this... is F.E.A.R.


--------------------------------
|  A) Interval 01 - Inception  |
--------------------------------

SITUATION:

A high level alert has been issued.


MISSION:

F.E.A.R. team is to report for emergency briefing on the situation.

You have just been transferred to the unit as point man. This will be your
first assignment with F.E.A.R.


The game starts with a black screen and the following quote slowly appears on
it: "In 2002, the U.S. Army formed a secret unit dedicated to combating para-
normal threats to national security. The unit was named First Encounter Assault
Recon." It then shows you a couple credits and a short video, starting with a
man in a jail cell on his knees. This man is Paxton Fettel. You can hear whis-
pers in his head during the video from a little girl that say, "Kill them" and
then "Kill them all". You will see her briefly in the door's window. The video
then shows a bunch of soldiers that look like they are asleep while standing,
and then "wake up". Paxton Fettel will then proceed down a hallway, kill some
dude on a couch, some more dudes get owned by the wide awake soldiers, Paxton
eats a dead guy and... wait, what?

Yeeea... anyway... you continue to watch and Paxton Fettel is actually eating
one of the dead guys with "ATC" on his armor. After that, the screen will go
black and you will see "Interval 01" on your screen and here a man tirely say,
"Yes?" and a woman reply, "Sorry to wake you, Senator. It's about origin." The
Senator asks what happened and she tells him that there was an uprising and
that Fettel (Paxton) has taken control of some prototypes, but it can still be
easily resolved. He ends the conversation by saying that he will make a few
calls and your control starts.

You are in a room with a man and woman on your left and another man on your
right. The man on your right will brief you on the situation, explaining that
Paxton Fettel has the ability to control large numbers of super-soldier clones,
and that in order to stop all this, the best thing to do is to simply take out
Paxton Fettel. He then assigns you to do this and states that your reflexes are
"off the charts". You will see what this means soon. The screen fades to black
and you see Paxton's face come closer to you. He bends down and asks you what
the first thing you remember is. You then see a light like the ones in dentist
offices, hear a woman scream, and see a doctor say, "You will be a god among
men."

Freaky, huh? Next thing you know, you're in a car. On your left is the man who
objected to you being put in the field in your briefing. Immediately on your
radio, the F.E.A.R. team coordinator, Betters, comes on saying that Paxton's
signal is in the area. He asks Jankowski if his team is ready and a mission
screen pops up. It says:


SITUATION:

F.E.A.R. mission coordinator, Rowdy Betters, has tracked enemy commander,
Paxton Fettel, to an abandonned building in Auburn district.

Hannibal-3 Spy satellite in geosynchronous orbit shows no signs of Replica
soldiers in vicinity.

MISSION:

F.E.A.R. combat operatives will infiltrate target site from two separate entry
points and attempt to neutralize Fettel. According to Armacham technical advis-
or, once Fettel is contained, Replica soldiers will become inactives and can be
rounded up without incident.


You press any key or click the screen to acknowledge your mission and exit your
car. Your gun is pulled out. It's a standard issue pistol, holds 18 bullets per
clip and fires relatively quickly. If you're playing on a hard mode, I advise
that you waste no ammo shooting at rats and walls and such. Move forward in the
direction the car is facing and turn right around the corner. Break apart the
boards with melee combat (don't waste ammo)(your hotkey for melee combat can be
found and or changed in Options). Make your way through the "door" you just
opened and turn left. Locate the flaming barrel and head towards it and through
the door on the right by using your Use key on the door to open it.

Make your way through a couple of doorways until you come to a very dark room.
Your screen will tell you how to activate your flashlight, so do so and head to
the other side of the room and open the door here the same way you did the last
one. It will fall down inside instead of opening on hindges. Make your way in
and look left to the boarded up door. Jankowski will tell you to find a differ
ent way around. A mini-mission comes on your screen saying to meet up with him.
Now look around. You can go up a few steps or through a doorway or two on the
right. Go right and pick up the blue injector on the table by walking over/near
it. This permanently boosts your health. Remember to keep an eye out for these
incase I miss one in this guide. Your health should now be at 105 max.

Head back out of this room and up the stairs. Hang a left (you can't open the
pair of double-doors directly in front of you, so go left) and follow the hall-
way with the blue floor around a right corner. Jump over the steel table block-
ing your path and continue down the blue-floor hallway. You'll see a strange
black cloud in the middle of the hallway and when it hits you, a bloody, torn
up face will flash on your screen for a split second. Continue down the hallway
and crouch under a half-boarded-up door. A man on the other side, or a spirit,
or shadow, or SOMETHING will just disintegrate in front of you. Continue right
down the hallway (now a brown floor) and you will hear a voice tell you some
things and ask you why you brought it back. The door directly in front of you
will then slam in your face.

Re-open the door and move into the room and cross it to the exact opposite side
and into another room with a doctor's bed/table in it and some filing cabinets.
In here is another door that has a golden lock on it. Take careful aim (there
is a key/mouse button to take very careful aim, I believe it's the right mouse
button by default) and shoot the lock off. Open the door and head through and
up the stairs to a pair of blue double doors. Your screen will freeze here for
a second while it automatically saves a checkpoint incase you die later on and
have not been saving your game.

Jankowski will come to the other side of the door and push over a dresser
blocking your way. Walk through and up to the next door with him and rush in as
he does. All of a sudden, you will both be in slow motion and you will watch
him also disintegrate in front of you. Paxton Fettel will then psychically say
to you, "You were born here... in this place. I was there." Move your way
through the room on the right and into the next one that has a dead guy in a
chair. Your slow-motion will stop and poof, Jankowski will be standing there
saying on his radio that he needs Jin up there quick and then will tell Betters
that you were too late. Betters will say that Paxton's signal is still very
close and Jankowski will send you to look for Paxton.

Do so by exitting the room to the right of the dead guy in the chair and head
up some steps to a doorway that leads to the roof of the building. Open it,
head outside and forward to the end where you can only make a left. Do so and
open the next door to be in a hallway with windows on the right. Head to the
end of it and through the door there to again be outside. Go the only way that
you can, right, and... BAM! You get hit in the face by a piece of thick wood by
Fettel and knocked out. He will then speak to you and tell you that the dead
man's name was Charles, will mention some memories, a woman's memories, and
tell you that Charles deserved to die.

At this point, you will become conscious and Betters will be talking to another
man about some trouble "down at the harbor" and how Fettel completely dis-
appeared from the scanner. Your mini-mission now becomes to rejoin Jankowski
down by Mr. Dead Charles. So head back, but go slowly if you want to hear what
Jin and Jankowski say about you. When you reach the top of the steps you have
to go back down (right before dead dude's room), they'll be talking about you,
she will call you cute, and Jankowski will say that you seem a little odd. Oh
well, head into the room. The woman will tell you two to move along because she
will be awhile. You'll then have a flashback or see a movie, hear a man say,
"Breath! C'mon man, make her push!" and then see Paxton standing in a room,
saying that he's "tried to forget... tried so hard to forget."

Next thing you know, you'll be sitting in a helicopter. A black man outside
will tell his team that you are from F.E.A.R. and are joining them. He'll brief
you on how an attack will be planned out and say that you're not dealing with
ordinary bad guys. Once he's finished, the screen will fade to black and you'll
have a loading screen....


---------------------------------
|  B) Interval 02 - Initiation  |
---------------------------------

SITUATION:

Paxton Fetterl managed to elude F.E.A.R. operatives in Auburn, and his tracking
signal was subsequently lost.

Body of unidentified male was discovered at the site.

Hannibal-3 spy satellite has photographed sizable force in vicinity of South
River Wastewater Treatment Plant.

MISSION:

F.E.A.R. combat operatives will attach to responding Special Forces Operational
Detachment-Delta (SDOD-D) troops to reconnoiter the area for purposes of recom-
mending military response. Teams should not engage the enemy unless fired upon.

F.E.A.R. combat operative, Jin Sun-Kwon is remaining in Auburn to conduct for-
ensic investigation.


Your helicopter will fly in and you and three SFOD men will jump out and head
forward to a gate. One of them will tell you to find a way to open the gate, so
head directly behind him and behind the huge crates. You should see a rather
large metal door that is halfway open. Crouch under it and go inside. Locate
the yellow injector on the box to the left and grab it. This permanently in-
creases the time that you can use your super reflexes that Betters mentioned.
Using a hotkey that you can pick in your Options, you can enter basically your
own slow-motion for a small period of time in order to help you out in combat.
Your aim improves greatly and you're slightly faster than your enemies. It
greatly increases your chance to survive in any combat situation, but you only
have a limited amount of it to use before you return to normal speed and have
to wait for it to recharge.

Exit the room the same way you entered and locate the stairs on the side of the
building directly nearby. Head up them and across the steel walk-way above the
room you got your reflex booster. Continue through small uneventful rooms until
you come to one with a yellow switch near a window looking out to where your
buddies are. Click the switch/lever with your Use key and the gate opens and
your men run through and tell you to head back to them. Do so. On your way back
your radio will open up, the men will yell, you will hear some signal on your
radio, a man scream "What the hell is that?!" and then silence. Betters will
tell you and the team to meet up with Jankowski.

Once back at the gate, you will find another black strange cloud and all your
men slaughtered on the ground by the gate. Nothing but their blood and their
skeletons is left. When you touch the black cloud, you will see them rush in,
guns blazing, and the little girl in red that you saw through the window in the
beginning of the game telling Paxton to kill everyone. The little cloud-video
will end and you will walk forward a couple steps and receive a new mission
brief that reads:


SITUATION:

Status unknown. Both teams have gone silent and F.E.A.R. team's life signs mon-
itors are offline. Interference is preventing satellite reconnaissance.

MISSION:

Surviving operators should attempt to rendezvous and exfiltrate mission area
until reinforcements arrive.


Once you click or hit a key, head across the courtyard area past the back end
of an 18-wheeler truck and some boxes to a door near a dumpter with a yellow
sign near it. Open it and walk in slowly to see a guy dying on the floor to
your right. As you move in more, you will hear loud voices over a radio that is
not yours saying that all civilians have been neutralized and that they should
hold position and kill hostile forces. Head a bit past the dead guy, using cau-
tion and turn the corner through the door. You can see a soldier with his back
turned to you. Now let me explain something: When enemies in this game are not
aware that you are present, the slighest thing will kill them. Normally it
takes a few shots, but if they are unaware of your presence, it only takes one
single shot or a single melee combat attack to kill them.

Anyway, kill this guy and kill the next guy in the room just passed him. Coll-
ect ammo and a medkit from the next room in here. Medkits restore your health
a bit and you can carry up to ten of them at a time. They can be used with your
hotkey designated in your Options menu. Make your way to the next room and up
the stairs (opening the white double doors at the bottom of the stairs takes
you outside and does nothing). So head up the stairs and around the indoor-bal-
cony to a room with another medkit inside before going down the hallway and out
the window onto a small room that allows you to jump over a fence. Do so and
open the small blue door (you get a screen-freeze and checkpoint save here).

Head through the door slowly and you hear Replica soldiers talking about echo
zero not responding and to hold position. Slowly move around the boxes and take
out the guy who also has his back toward you and the following five guys that
come after you. Use the boxes to your advantage for cover. One of the best tac-
tics you can use in this game is to let the enemy come to you. They will soon.
Take them out and don't go outside yet. Head through the door to the right of
the guy that you killed in the first place and collect the medkit in here and
the pistol on the opposite table. You now have two pistols, one in each hand.
Your ammo has pretty much doubled with pistols as has your firing rate with
them. Have fun if you hate the machine gun.

Anyway, head outside now and locate the lamp post and the armored truck. Just
in front of the truck is a ledge you can hop up on to. Do so and proceed
through the silver door here. Head to the other end of the uneventful boxfilled
room and through the doorway to another, huge room with shielves stacked with
boxes. You'll hear something like an electrical explosion and a small crash.
Okay. Make your way to the exact opposite corner of this room as the one you
entered and head through the door. You'll hear the Replica'd radio again, so be
careful. Head through the next doorway and kill the two that stand in the room.
A third will come soon enough from around a corner and will most-likely jump
through a window into a smaller room for cover, so kill him too. Collect their
ammo and the medkits from the two smaller rooms in this large one. Do not for-
get the pick up the two grenades on the desk as well. These grenades explode
after 3-4 seconds of throwing them OR if they hit a person, so be careful when
you throw them.

Now, make your way into the next large room with the massive crate in the air
and tons of boxes. Kill the two Replica soldiers in here and head to the other
end of it to the hallway. Go in and make your way up the stairs ahead. Just as
you do, you'll see another Replica soldier trying to sneak by. If you're fast
enough, you can get the one-shot-unaware kill. If not, waste a few more bullets
on him. Collect his ammo and the medkit, grenades, and pistol ammo from the
rooms nearby. There's also some armor on the floor as well as a large rifle.
Pick it up as well for your third weapon slot. This baby is your best friend.
It can't zoom in very well, but it's very powerful and very accurate. Enjoy.

Now locate the threshold up here that takes you into the large room again, but
upstairs on a balcony. Hop up the left on the shelf filled with boxes and drop
down onto the next balcony and head in the room that has a phone in it and a
blinking red message. Also in here is some pistol ammo and a grenade. The mess-
age is from some guy (you can listen to it by clicking your Use key on the
phone... phones and laptops can provide you with very useful information to
figure out what the hell is going on). Anyway, get ready... click the yellow
lever here and kill the two Replica soldiers that attack from the other side of
the room. Once the huge crate in the air that the lever made move stops, hop on
it and walk across to the other balcony where the two guys you just killed lay.

Collect their ammo and go left, towards the red vending machine. Go in the room
right next to it to collect some pistol ammo and more ammo for your new rifle
as well as some armor. To the right of the vending machine and way you came in
is a medkit on a small shelf as well. As you can see now, this room basically
just wraps around both ways to a door that leads into another room, but up-
stairs on a steel balcony. Watch as a few Replica soldiers make their way in.
If your aim is good, go into slow-motion and hit one of them with a single gre-
nade. They have no idea you're there, so it's easy and will kill all three very
easily. Now head across the balcony and open the single blue door. Make your
way down the stairs here, but be careful, others may have been made aware of
your presence.

Anyway, collect ammo from the dead Replica, but don't go outside just yet. Lo-
cate the two silver double-doors. Don't go through them, but walk up to them.
Outside, you can see some Replica soldiers, quite a few actually. There are
about 5-7 of them and they can see you as well, but will not fire unless the
doors are open. Your best strategy is to pick them off through the door windows
or wait for one of them to kick open the door and walk through. Either way you
want to do it though is fine, have fun. Take them out, collect ammo, and walk
outside, but be weary of any other guards you may have missed out here.

Locate the lamp post on your right and make a right around the corner just past
it. Head down a few steps on the side of the building and through a door for a
checkpoint. After the auto-save checkpoint, collect the machinegun ammo from
the next and continue through this small room... wait... what's this? You're in
slow-motion once more after a scary face popped on your screen. Oh noes. Make
your way down the hall past the room you started scary-face-slo-mo mode in and
you'll see a man (not Paxton) disintegrate in front of you. Continue through
the hall, past the fire extinguisher on the left wall (ignore the rooms to your
left and right, nothing in them) and make the only turn you can, left.

In front of you, you'll see the same guy and a voice will say, "Is s-s-someone
t-there?" Go into the room that has the yellow sign on the wall next to it that
says "Shipping and Receiving" where the guy diintegrated and make the first
right that you can, just before the pile of boxes. Head back in this room with
a piece of machinery until you see the blue injector on the box. Pick it up to
increase your health. It should now be 110 max.

Exit this room the same way you came in, back into the Shipping and Receiving
room. Make your way past the few boxes into a room that has blood, guts, and
skeletons on the floor. Turn right and about fifteen feet in front of you are
some stairs. Go up them, open the door, and the only thing in this room of any
significance is a window. Jump out it and... BOOM! The area in front of you
will explode and the little girl will appear and come towards you, as will the
flames. You can try to run, but it won't do any good. You'll be thrown upwards
and taken to a loading screen....


---------------------------------
|  C) Interval 03 - Escalation  |
---------------------------------

SITUATION:

Hannibal-3 spy satellite is back online. One F.E.A.R. combat operative has been
found alive. Remaining operative is still missing, but life signs are stable.

Paxton Fettel's tracking signal has been detected in the area.

SFOD-D reinforcements are en route to assist in primary mission.

MISSION:

Remaining F.E.A.R. combat operative will attempt to locate and neutralize
Fettel.

F.E.A.R. technical officer and SFOD-D escort will continue search for missing
F.E.A.R. operative.


You will wake up and Jin Sun-Kwon will be in your face with another guy, saying
that you made it out alive and she'll send you on your way. She's the technical
officer the mission talks about, so just leave her there and make your way
straight ahead and around the corner to the right. Locate the stairs that lead
underground (they have a yellow handrail) and open the door at the bottom. Walk
in the room here and straight ahead and around the corner to the right. Make
your way through these empty halls until a Shepherd, A. comes on your radio and
says that he won't be able to give you any reinforcements. He and Betters will
have a small conversation.

Make your way up the stairs in the room with a dead guy on the floor and around
the corner at the top to a door. Open it and go outside. Now look around. You
see how there's a huge, steel, yellow walkway across a round tank with no top?
You see how the round tank is in a large area in the ground? Jump over the rail
and into that area, basically the lowest you can get. Make your way around in
this area and locate the three small lone boxes. Right next to them is a yellow
injector to boost your reflexes for personal slow-motion. Enjoy. Now make your
way back to the stairs in this area that lead up, back to normal ground and go
in the door up here. Hit your Use key on the phone in this room and some guy
will come on it, starting with, "Mike?! What the hell is going on over there?!"
You there? Okay. In the same room is a yellow lever. Click it as well and watch
the yellow walkway outside change positions.

Exit the room the same way you came in and walk across the yellow steel walkway
and over the round tank to the other side. Once there, turn right a bit and lo-
cate the yellow ladder that leads downwards. Click your Use key on the ladder
to mount it and climb down to a small ledge with another ladder. Click it as
well and slide down it too. Once down here, make your way through the hall.
Your radio will turn on and it will be silent, saying "Unknown Origin" on it.
As you may have already noticed, it just does that sometimes. *shrug* Continue
through the hall, past the rats that run by until your running slows down, your
breathing becomes heavy, and a little girl runs by in front of you just ten
feet or so. What the hell is with her?!

Anyway, continue forward and pick up the blue health injector. Your max health
should now be 115. Yay. Turn to the right of where you got the health injector
and click on the ladder for a big surprise! Oh boy, a saving checkpoint! Once
that's done, climb the ladder and you'll be outside again. Head forward about
twenty feet, over a small yellow walkway to a door. If you were fast enough,
you'll see a single Replica soldier on the other side of it through the window.
Kill him and then turn around and hop down into the water that the yellow walk-
way took you over. Collect the medkit and climb the small ladder on the oppo-
site side of this pool to get out of it. Go back to the door you shot the sold-
ier through and open it and make your way inside and to the left, up the stairs
that he was going up.

Kill the second soldier that will eventually patrol to the top of those steps
if you haven't already and head back down a bit to the bottom. Pick up the med-
kit and grenade on the table near the two huge tanks at the bottom of the steps
and then go back up them and in the room on your immediate right. Pick up the
armor if you need it and the machinegun ammo next to it. Exit this room and
follow the walkway at the top of those steps around a corner and past some
rather large, blue cylinder-shaped tanks and stop for a second. You now have
some blue tanks on your left and right in a narrow hallway and a corner that
turns left ahead of you, right?

Around that corner are two guards, ready for you. One is on your right and the
other is behind a tall box on the left, but you can make out his head easily.
My suggestion is to activate slow-motion and run out from the corner. Cap the
guy's head a few times to kill him and then take care of the guy on your right.
Easy, done. Now look around. You see how the steel walkway makes a perimeter
around the room and how there are two grey tanks in the middle of it? The first
thing you want to do is to jump over the railing and down onto the ground level
with the tanks. Now locate the stairs. Look behind them. Turn on your flash-
light and crouch down back there. Navigate your way through this small passage,
following the pipes to the end. Pick up the reflex booster injector (a yellow
injector) to boost the duration of your slow-motion.

Turn around and head out of here, back to the two large tanks and up the
stairs. Now locate the gate here on the walkway that goes around the room.
Shoot the lock off the gate with a single aimed bullet and open the gate with
your Use key. Head up the ladder in the small room you now have access to and
walk straight forward onto some pipes that lead out and to the left. Walk on
them out over the room you were just in with the tanks and walkway and follow
the pipes into a vent on the other side. Look left and you should be able to
see the vent on the "floor" of the duct you're in. Melee-attack the vent twice
to break in it (don't waste ammo, no need) and drop down. Turn directly around
and shoot the lock off the gate here as well, incase you need to go back for
some reason.

Now locate the blue door in the room you dropped into and cautiously go through
it. You'll hear a Replica radio tell someone to be advised, that Echo 12 isn't
responding (well no ****, you killed them). Get ready for a miniature battle.
There's plenty of walls and such in this room. Take out the four guards in here
and collect their ammo and the medkit on the table in the corner. Head to the
other side of the room, across the small walkways that are over a couple pipes
and go the only way you can, to the right and up some stairs. The room there
at the top of the stairs is pretty much worthless, so head down the hall from
it and around the corner (left). In front of you is a ton of ammo, a grenade on
the table, and some armor. Yay! Pick it all up.
Mercredi 19 septembre 2007 3 19 /09 /2007 00:16
- Partager     - Par yagami - Ecrire un commentaire
Publié dans : xbox 360 guides - Voir les 0 commentaires
CONTENTS:

0. Intro
1. Controls
2. Enemies
3. Walkthrough
   i. Home Bay
  ii. Bay of Medusa
iii. Undercaves
  iv. The Vents
   v. The Lagoon
  vi. Ridge Water
vii. Open Ocean
viii. Ice Zone
  ix. Hard Water
   x. Cold Water
  xi. Island Zone
xii. Deep Water
xiii. Marble Sea
xiv. The Library
  xv. Deep City
xvi. City of Forever
xvii. Jurassic Beach
xviii. Pteranodon Pond
xix. Origin Beach
  xx. Trilobite Circle
xxi. Dark Water
xxii. Deep Water 2/ City of Forever 2
xxiii. The Tube
xxiv. Welcome to the Machine
xxv. The Last Fight
4. Passwords
5. Cheats
6. Legal Stuff

---------------------------------------------


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0.     INTRODUCTION
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This is (hopefully) a comprehensive guide for the Genesis/Mega Drive version of
Ecco the Dolphin. (That is to say, the information here isn't relevant if you
have a Sega CD/Game Gear version of the game.) This is my first ever
FAQ/Walkthrough, so do feel free to email me with any
suggestions/comments/death threats you feel are appropriate after reading this
FAQ at mst3kman2000@yahoo.com. UPDATE: You can now also find em at my newer,
spam-less email address, mst3kman@gmail.com. I check both emails regularly, but
this is a heads up in case I someday forsake the yahoo address.

I recall this as being one of the most infuriatingly difficult games I'd ever
played when I first played it long about 12 or so years ago. After several
years, I finally beat the game without cheats of any kind, and now can even do
so in one sitting. (I have no life, see.) Now at least I hope to assist anyone
else who can't get past that damn octopus on the third stage. You can use your
browser's "find" function to skip straight to any particular section you want.

Anyway, that being said, on with the FAQ.


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1.       CONTROLS
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No game I can recall designed with the Genesis' 3-button controller had
terribly complicated controls, but I might as well cover a few things before
moving on.

The A button will shoot out a wave of sonar. Holding down the A button will
cause the sound wave to bounce back, displaying a map of the immediate
vicinity. Hazards, enemies, air pockets, and other objects will be highlighted.

The B button will send Ecco charging forward. You can build up more force if
you hit B while stationary. While moving, the B button will simply give you an
acceleration boost.

The C button pushes you forward a little. The more rapidly you hit the C
button, the faster you'll go.

Some time into the game, you can learn special sonar attacks. To use these
attacks, hit the B button while stationary, and hit A before you charge
forward. The resulting sonar blast will either confuse or injure enemies.


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2.        ENEMIES
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Here's a catalog of enemies in the game, in alphabetical order:

Clams - Some clams are good. Some are bad. The ones that emit brown bubbles are
bad.

Crabs- Surprisingly dangerous are the crabs in this game; they jump at you and
won't leave you alone until you're out of their range. ANNOYING.

Dark Starfish - Circles of these things will fan out and try to hit you.
There's not many of these, but they can do some damage if you're not careful.

Jellyfish - alone, they're not much trouble. As you'll soon find out, though,
they can be very annoying in numbers. A single charge is enough to kill them,
but it's usually best just to avoid them if possible.

King Crabs - Huge arctic crab monsters. They're just like regular crabs, but a
lot bigger and more dangerous. Fortunately you'll only have to deal with them
for a few stages.

Leeches - They're especially dangerous in deep water, worse is when you're
running low on air. Charge madly to escape them.

Octopus - A glyph contains the tip "swim slowly past eight arms." Just tap the
D pad slightly when going past one, or else it'll deal a near fatal blow with
its tentacle.

Prehistoric Sharks - Basically as dangerous as regular sharks, just a lot more
ugly.

Pufferfish - After they inflate their bodies, they usually start chasing after
you. They can actually cause a lot of damage, if you don't get rid of them or
loose them right away.

Sea Horses - Rarely seen (thank god) these huge creatures block your path in
and out of caves. They'll launch baby sea horses at you when you strike them;
otherwise they just float there. Invincibility shields are very useful.

Sharks - Great, big fish monsters. They'll attack you as soon as they see you,
and they can take quite a bit of punishment. You might wanna think twice about
taking on multiple sharks.

Squid - These come in two forms: skinny, light-colored ones and larger, dark
colored ones. The skinny ones travel in lines, like rays, but the large ones
move diagonally.

Sting Rays - They drift along straight lines. Avoid touching them as best you
can.

Tiger Sharks - They only appear in the arctic stages, and they're pretty
docile. Touching them will hurt you, but they're slow and pretty easy to avoid.

Trilobites - These bottom-dwelling crabs are able to penetrate walls and
barriers to chase you down. They're inexplicably fast and dangerous. Kill them
as fast as possible.

Vortex Drone - These spooky looking space monsters are among the deadliest
enemies in the game. With the Asterite's power, you can use your sonar blasts
to dispatch them quickly. Just make sure they don't gang up on you.

Vortex Queen - The source of all the drones you've been dealing with. Killing
it is a long, arduous process, but it can be done.


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3.       WALKTHROUGH
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=====================
  i. Home Bay
=====================
Swim around, get used to the controls, talk to your podmates, etc. Now, jump
into the sky and watch as all that you know and love is hurled into the sky by
a vortex of water and... lots of clams. Head to the far right and look for a
cave leading out of the stage.

=====================
ii. Bay of Medusa
=====================
Get ready to dodge jellyfish. Loads of 'em. But first, jump the first small
island and head down. Go left into the air pocket and jump over the small rock
pillar. Now swim down, then right, down some more, and right again. Touch the
glyph and go back they way you came. Now alllll the way to the right there's a
barrier glyph. Use your sonar to get rid of it and exit the stage.

=====================
iii. Undercaves
=====================
Head up and touch the first glyph. To your left is a barrier glyph, use your
sonar to knock it down. Charge by the next pit before the current pulls you
down. Go under the big rock in the next chamber (the current above is far too
strong to overcome) and charge the shells until you have cleared a path. Swim
up until you see 3 jellyfish near a small cave. Head right (might want to
surface in the air pocket.) To the right is another key glyph, but watch out
the four puffers in the way.
Now, head back out to the main chamber. Knock the cone shaped shell into the
wall of round boulders. Once a path is cleared, bolt to the right and get some
air. Knock away the barrier glyph and proceed to the room with the octopus.
SLOWLY swim past him, if you go too fast he'll strike and probably kill you.
Once past him, hurry to the left for yet another key glyph. You might be
running low on air by now, so hurry back past the octopus and grab some air in
the nearby pocket.
FINALLY, knock away the next barrier glyph and swim down and to the left. At
the very end, you're practically where you started the level. Get the final key
glyph and head back to get rid of that last barrier glyph and get out of this
god-forsaken stage.

=====================
  iv. The Vents
=====================
This stage isn't too bad, especially after that whole mess with the octopus.
Anyway. You'll notice a dolphin nearby when you start the stage. Talk to her
and you can start an optional mission of rescuing her lost children.
You'll find the first dolphin by heading straight down (use the boulder just to
the right of the upward current to make your way down) and entering the third
cave on your left. Swim just in front of him and he'll follow you. There's also
a key glyph in the cave below you. Get it.
After returning the first dolphin to it's mother, head back down and enter the
third cave on your right. Use your sonar to knock the barrier out of the way,
and grab the other key in the cave at the top of the room. Break through the
shell wall and move the next barrier glyph out of the way. Head up; another
shell wall. You know the drill. Further up, there's another key glyph. Further
up still there's another barrier, behind which is the second dolphin. Head back
the way you came, grabbing key glyphs and knocking out barriers as you come
across them.
Once you've returned the second dolphin, make your way to the right and jump
over the islands. Once you've passed the 4th island, head down and use the rock
to swim downward. On the second cave to the left you'll find another key glyph.
Use the boulder near the mouth of the cave to swim down to the bottom of the
pit and get rid of the final barrier. Inside the cave behind said barrier is
the third and final dolphin. Return him and you'll have the power to shoot
sonar at enemies to hurt them. (See the controls section.) The cave just above
where the third dolphin was is the exit.

=====================
   v. The Lagoon
=====================
There's another dolphin-saving mission here. As in the previous stage, it's
entirely optional.
Head straight down past the sharks 'till you find a dolphin at the bottom. Lead
him back to the top of the pool, and jump over the island to your right. Once
he's returned, head back the other way and jump over the next 3 islands and
head down until you see another cone-shaped shell. Run it into the round
boulders in your way and head through the gap to your right. Get the second
dolphin and grab the key glyph in the cave below you. In the upper right-hand
corner of the cavern there's some starfish. Use your sonar to direct them back
to the round boulders, which have respawned by now. Running the stars into the
boulders will destroy them somehow. Return the second dolphin and head back to
the pool you started in.
Head down and enter the second cave on your right and destroy the shells in
your way. Enter the cavern nearer the bottom and find the cave with the
starfish in it. Direct them back into the larger cavern and then straight up
towards the octopus. (Don't worry, this one's far easier to avoid and he
doesn't do as much damage.) Use the starfish to destroy the boulder just behind
said octopus and proceed right. (Make sure not to get hurled up by the current
here.) Further in the cave there's a barrier glyph. Get rid of it and head
down. Enter the cave on your left, head down, and head left again. Lead the
dolphin out the way you came and bring him back to his pod. You now have a song
to confuse sharks with. Make good use of it.
Go back past the octopus, head all the way down the cave this time. (Avoid the
leeches.) Destroy the shell wall and hurry past the crabs. Get some air, and
take out the nearby pufferfish. Enter the lower cave and hurry past the crabs.
At the end of the tunnel head up and left.
In the upper right hand corner of the big cave are some more starfish. Direct
them diagonally down and straight into the cave near the bottom of the screen.
(Also they make a good shield against the crabs.) At the end of the tunnel are
some boulders; again use the starfish to destroy them somehow. Go up and to the
right until you see a huge tunnel leading upward filled with shells. Head
upward and exit this death maze.

=====================
  vi. Ridge Water (aka "Deep Ridge")
=====================
Head down from the starting point and use the rock to go down against the
upward current. Near the bottom is a cave to the left, enter that and try to
grab the cone shaped shell. Run it across the bottom and into the wall at the
end of the cave. Now swim around the landmass in the center of the chamber and
swim all the way up to the small cave with a key glyph. Head back to the main
chamber and go above the landmass in the center. Direct the cone shaped shell
down into the wall blocking your way to the lower cave.
Make your way straight through he tunnel and get rid of the barrier glyph. Head
up into the next big cave, continue to go diagonally upward into the long
tunnel full of sting rays. All the way at the end are some starfish. Use your
sonar to push them back along the way you came. Once at the end of the cave,
push them downward and take out yet another wall. In the next chamber, head
downward and swim into the small tunnel near the bottom. Once at the end of the
tunnel, head upward and get the starfish from the small tunnel. Bring them down
to the tunnel near the bottom, and push them along to the right. Eventually
you'll take out two boulders. Swim ahead and head up into the next cave, and go
into the tunnel to the left. Head diagonally up past the sinking shells, and go
left once you're in the huge bay.
To the far left is a small cave with an orca and a key glyph. Grab the key and
head back to where you entered. Next to the cave you came through earlier is a
barrier glyph. Knock it away and get past the 2 sharks to the exit.

=====================
vii. Open Ocean
=====================
Simply head right and avoid the droves of sharks that are out for blood. You
may have an easier time if you stick to the bottom as much as possible.

=====================
viii. Ice Zone
=====================
You've finally reached the far north, where the Big Blue is supposed to go to
die. The levels here are divided into sections, separated by huge chunks of
ice. Get to a different area by jumping on top of the ice and sliding across
it. Start by jumping on the first mass of ice to your left. Fall into the fifth
body of water you see. (This is also counting ones that are frozen over.) Swim
down, but watch out for arctic crabs and jellyfish. A ways sown, there's a
cavern with a key glyph hit it and go back up the way you came. (If you need
it, there are some edible fish two areas to the right.) Slide back to the area
where you started, and swim down until you find a barrier glyph. (Use your
sonar map to make sure you're going the right way.) The exit is to the right.

=====================
  ix. Hard Water
=====================
You'll start this level surrounded by tiger sharks. They're pretty docile, so
you should be able to avoid them easily. Jump up onto the ice on your left, and
slide into the first open water that you see. Going down, you should see a huge
block of ice moving back and forth in the current. (One weird current...) Go
straight down, darting past the blocks as soon as they move out of the way. At
the bottom, there's a bunch of arctic crabs and a key glyph. Get it and head up
the path to the right. Yes, there's more moving ice blocks. Avoid them as best
you can until you've reached the surface. Leave through the opening that you
entered and slide as far to the right of the screen as you can. Go down (for
some reason, the tiger shark here has AI like a regular shark. i.e.: he'll
attack you.) and get past yet more ice blocks. There's a huge open area with
lots of erratically moving ice blocks. Stick as close to the glacier to your
left as you can. Only one of the nearby ice blocks should move diagonally and
come close enough to crush you, dart past when it moves away. Hit the barrier
glyph, and pass by yet more ice blocks, and get the hell out of dodge.

=====================
   x. Cold Water
=====================
From where you start, head down and to the left, and swim up the narrow opening
as quick as you can. (There's some jellyfish, but they shouldn't be too much of
a problem. Just avoid them and fight the current.) Jump out to your left, and
grab the key glyph hovering just above the surface. Jump back on the ice, jump
over all the hazards you come across, and fall into the first opening you see.
(Make sure to plan your first jump, don't wait until you're right in front of
the hole or you'll run right into the spikes.) Some ways down the narrow
opening to the right (under the two glaciers you'll see) there's a barrier
glyph.
Swim under the next big chunk of ice you see, past the glyph, and keep going
'til you see the giant blue whale. (Hard to miss, really.) Talk to him, and now
your next goal is to find the being known as the Asterite. Leave the way you
came (hurry, you'll probably be running low on air by this point.) Use the key
glyph to knock away the barrier glyph a second time. Fight your way back to the
opening by means of which you came in, and jump to the right as far as you can
go. Going down, you'll see a Tiger shark. Just behind him is the exit.

=====================
  xi. Island Zone
=====================
Jump over the first 4 or so islands (jump no less than 4 and no more than 6)
and head down into the huge chasm with assloads of pufferfish. There's a cave
to the left a ways down, go in there and grab the key glyph all the way to the
upper left. Go further down into the main pit and up into the right part of the
lowest cavern. Here is one last octopus to sneak past, same as with the rest.
Go over into the next chamber and rid the world of another barrier glyph, and
head into the series of tunnels. Simply head straight down until you get to the
bottom, and head left. Here is one loooong tunnel, keep going as far left as
you can until you get to a huge open cave. (stop for breath periodically...)
This place is full of sharks, so watch out. In the upper half of the chamber
there's a glyph. Hit it and head back into the ungodly long tunnel. Pass the
first tunnel going upwards, and keep going til you come upon a second tunnel.
Head up and take out the barrier glyph.

=====================
xii. Deep Water
=====================
The main strategy for this stage is to head down as quickly as possible. There
are every few air pockets, so breathe at every opportunity. Firstly, head down
under the big chunk of rock and head straight down the hole. Enter the second
tunnel on the left. Going further down, you'll enter and exit another long
tunnel, and at the bottom of the next cave is yet another set of tunnels.
Continue going down, and when you see 2 tunnels take the left one. The first
right, then go down, then right again. Talk to the Asterite and exit the level
by heading straight left.

=====================
xiii. Marble Sea
=====================
Head left from the tunnel where you begin; there will be a large ruin with a
tunnel leading underneath it. Go into this tunnel, soon enough you'll find a
strong current pushing up. Head to the left and there'll be a large block
sitting on a brick surface. Push the block into the current and trail behind
it, leaving enough room to charge at and destroy the chains in your way. Once
past this obstacle, head left for an invincibility statue. Head down and right
to a small tunnel. Destroy the puffers and crystals in your way. Along the
tunnel somewhere is a block, which you'll need to run into the chain at the end
of the path to destroy it. In the room at the end of the path there's a key
glyph. Head back the way you came, using the starfish to break the chain, and
go down further through the tunnel on the left. All the way at the bottom there
is a glyph that, when hit with your sonar, will say "Access granted". Head into
the path above you, head right, and take out the barrier glyph. If you hit the
Access glyph, the exit will be open.

=====================
xiv. The Library
=====================
Head left until you get to the large chasm. Head down until you see a big chain
stretched across the span of the hole. Head left into a large hallway and go up
at the end. Somewhere above you is a statue which will render you temporarily
invincible when you shoot your sonar at it. Use the block you see sinking down
and push it over the large brick walls. Use it to destroy the chains.
Once that's done, proceed to the right and watch out for the huge stone
plungers that move rapidly up and down. Watch their movement for a bit and dart
through at just the right moment, or you'll be crushed. At the end of the next
chamber is a tunnel leading upward. Watch out again for these crystals that
sink down towards you, as they can cause a lot of damage.  A single charge will
destroy them, though.
Now head left, avoiding the crystals mounted on the floor and ceiling (they
can't be destroyed) and keep moving until you get to the exit.

=====================
  xv. Deep City
=====================
This level starts out with a tremendous wall you have to jump over. Back up and
get a running start to build some speed. Charge as soon you reach the surface
and hopefully you'll clear the wall in less than 50 tries. Next, swim all the
way to the right. Head down and destroy the gold colored chain by charging into
it. Head all the way down and to the right, then down again. (Use the block to
fight the current, and try keeping to the right.) When you see the barrier
glyph, keep going further down and you'll find a key glyph. Now blast the
barrier away and use the invincibility statue to restore your health. Head up
and over the wall, taking out any chains you come across.
When you're going down, you'll see two paths. Take the higher one and head
upwards 'til you see another, larger tunnel.
Follow the winding tunnel, taking out the crystals as you see them, until you
see a pit heading down. (Be sure to make use of the invincibility statue here.)
Head straight down using the block and then dart left. Get the glyph to grant
you access to the exit, and head back up and to the left. There are a few
strong current pulling upward, dash past them or you'll have to use the blocks
to fight the currents back down to the main tunnel. (and this is a very tricky
and tedious task...) Dart quickly past the second current and you'll be at the
exit.

=====================
xvi. City of Forever
=====================

Head right and avoid the jellyfish. Eventually you will have to head upwards,
and you might see a large greenish block. Swim further upward and to the right;
eventually you'll see a greek statue. Hit it with you sonar and you'll see the
message "Access Granted." Head back to where the green block was and swim into
the glowing circle. You'll be warped straight to the end of the stage! Now just
swim up and hit either of the time machine's dishes with you sonar.

=====================
xvii. Jurassic Beach
=====================
From where you time warped, head down and to the left. Watch out for the
Cenozoic fish monsters, they're like sharks but more vicious. Talk to the
glyph, it will summon a Pteranodon for you. Head back up and to the right and
jump into the air. The aforementioned Pteranodon will catch you and bring you
to another pool. Leap between the two sand bars and into the tunnel leading
downward, into the huge cavern. Swim into the rightmost pool of lava (...) and
grab the key glyph. Swim left, and enter the second-to-last large lava pool.
Head down and take out the barrier glyph at the end of the large slope. Head
all the way down and HURRY through the huge tunnel. There are trilobites, and
they don't mess around. (almost as deadly as horseshoe crabs, they! Seen a
couple of 'em get ahold of a dog once... ooh, boy...) Anyway, at the end of the
tunnel is an invincibility glyph. Take out the trilobites and head up and to
the right. Get another key glyph. Head back to the invincibility glyph, and
head left and then up. Take out the next barrier, and go all the way up. Now go
right, where you'll eventually find the exit.

=====================
xviii. Pteranodon Pond
=====================
From where you start, head up and jump over the small island. Head all the way
to the left and talk to the glyph. It will summon another Pteranodon. Now head
back to the island and the Pteranodon will airlift you to another pool.
Dive down and under the first ridge of rock you see. There's a key glyph there.
Grab it, and continue heading downward. Eventually you'll see a barrier glyph.
Dispose of it and head into the next cavern. In the upper right hand corner
there's an invincibility glyph. Make use of it's usefulness and head over to
the left. Straight up the tunnel is another key glyph. Get it and head back
down, hit the invincibility once more and swim down to where the barrier glyph
is. Head through to another chamber, swim straight down and take the left path.
Hurry through around the circuit, and near the bottom there's another key
glyph. Grab it, and watch out for the trilobite nearby. Continue along the
circle until you see the leftward current. Swim up and to the right, to where
there's yet another barrier glyph. Head up and to the right, riding the current
through the tunnels. Once you cannot go any higher up, go left and down another
tunnel. Check your sonar map for an area with 2 glyphs. The one in the room on
the other side of the rock ridge is an invincibility; you can still reach it
with your sonar so get it. The nearby glyph is a key glyph. Grab it and head
back to the first tunnel; this time head right into the wall near the top of
the cave. In the next area, head down and get rid of the barrier glyph. In the
cave below is another glyph that summons a pteranodon. Head up to the surface,
going towards the left so you're in the right pit. Leap up into the thing's
claws and he'll carry you to yet another pond. Swim straight to the bottom, the
exit is on the right.


=====================
xix. Origin Beach
=====================
TRIVIA: This level contains the remnants of what was supposed to explain how
Ecco's ancestors first started living in the water. Swim to the far left or far
right side of the level, and shoot your sonar diagonally up into the air. A
message will come up, supposedly this is the land-dwelling mammals of the
Cenozoic Era (hence the name "Jurrasic Beach" a few levels ago is inaccurate.
It's more likely these stages take place in the Tertiary Period... although
Pteranodons I think lived during the late Cretaceous, and I think Trilobites
were around at still another time period... man I'm a geek.) hearing their kind
in the ocean, hence Ecco wound up being the answer to the commonly posed
question in this game- "if we breathe air why do we live beneath the waves?"
Ironic, ne?

Anyway. On with the walkthrough.

Head straight down from the starting point and into the center pit, where
you'll find a glyph (and a trilobite... kill the little bugger before
proceeding.) Swim up and to the right, and jump over the island. Head straight
down ad take out the barrier glyph.

Head right until you see a chunk of rock in the middle of a large cave, go
under it and swim down the pit. (Go all the way down for some air pocketey
goodness.) In any case, swim through the upper left tunnel. Keep going left,
past the second airpockets, and go down the lowermost tunnel. Follow the tunnel
through the caves, and when you get to a series of tunnels branching out, take
the rightmost one. Once you exit this tunnel, head left and exit the stage.

=======================
  xx. Trilobite Circle
=======================
Head up until you reach the surface. Jump over the next 3 islands to the right
and head down diagonally until you see a HUGE seahorse. You can just barely
squeeze over him into the next room, just wait for him to drif downward. The
glyph in here is both a key and an invincibility glyph. Get both powers, and
either slip more easily past the seahorse, or beat the hell out of it. Swim
down, and left once you're near the bottom. Take out the barrier glyph and
continue left (though there is an air pocket at the top of the room just past
the glyph.) Go left as far as you can, and go straight up, making sure to take
the left path. Jump straight in the air to the... exit...

=====================
xxi. Dark Water
=====================
Head right until you see a tunnel leading down. Dive waaaay down there until
you get to a big chamber with some Cenozoic fish monsters. (Watch out, at one
point there is a shell that moves like those ice blocks from earlier.) To the
far right is a tunnel leading down, but first go straight up and get the
invincibility. Head back down, where there are 2 more death shells. Get past
them, and go left and up through the small tunnel. Go left, and down toward the
key glyph. Go back the way you came, until you get to the room with the
invincibility. Get it, and swim over to the area where a current pushes you
back. (There are two spikes on the roof.) Pressed as far to the ground as you
can get, charge like hell past the current. Head up the path, take a minute to
mock the barrier you just snuck past, and  head left. Take out THIS barrier,
and head up into the Asterite's chamber.
This is tough, but you must strike 4 globes of the same color while avoiding
his devastating lightning attack. Once you've done this, you'll warp back to
the Deep Water stage.

==================================================
xxii. Deep Water 2/ City of Forever 2/ Home Bay 2
==================================================
Same strategies as before. But once you return the Asterite's globe, you no
longer have an air meter to worry about.

=====================
xxiii. The Tube
=====================
Wooh. Here's a tough one. I thought about making a map or something, but the
stage is just too damn big. Anyway, while a walkthrough is not really possible
for this stage, here are some tips at least:

Early on, the walls are lined with these radiator looking things. They hurt you
when you touch them, but a single charge can destroy them.
As the level goes on, the auto scrolling becomes faster and faster. Soon, small
radar looking boxes start floating around, but your sonar can destroy them.
Later still, small diamond looking things show up. They too can be destroyed
with your sonar. You'll know you're approaching the end when cylinders on
either side of the tube start shooting lighting bolts at you. They do pretty
mean damage, but your health is perpetually regenerating from here on out.

=============================
xxiv. Welcome to the Machine
=============================
Dig the Pink Floyd reference in this stage! Anyway. This stage is hell in it's
most unrelentingly infuriating form. The Machine is an auto-scrolling stage,
meaning if you're caught behind something, the camera won't wait for you and
you're dead. To make matters worse, Vortex Drones continually pop out and
attack you. Use your nifty enhanced sonar to destroy them.

=====================
xxv. The Last Fight
=====================
This battle isn't all that hard once you get the hand of it, but be prepared to
hate it none the less. If you get killed, you get sent back to the beginning of
the MACHINE. Damn. Also, your health no longer regenerates. Anyway, here's the
basic strategy to killing the Vortex Queen:

¥As soon as you start the stage, start sonar-ing like crazy. A Drone is waiting
right near the entrance, and you can take some badly unwanted damage from it if
you're not careful.

¥Next, swim down to either side of the huge, ugly green head. (That would be
the queen.) Shoot sonar at one of her eyes until the pupil comes out. (But
watch out for the blobs that periodically come shooting out of the walls, as
well as the spheres that some shooting out of her eye every time you hit it.

¥Once both her eyes are out, strike her jaw by charging into it FROM THE SIDE.
Don't do this from the bottom! (Also make sure she's not about to inhale before
you do this.) Her jaw wills top regenerating after it's been knocked off about
3 times.

¥Now, you're almost done. Start charging the roof of her mouth, and she'll
flash red. Be careful, because every time she turns red, a few Drones will show
up and attack you.

Eventually, she'll start sinking and coughing up dolphins. Congratulations,
you've beaten the game! Reward yourself with a cold beverage of you choosing.

/////xxxxxxxxxxxxxxxxx\\
4.      PASSWORDS
/////xxxxxxxxxxxxxxxxx\\

The Undercaves: SYCIACCE
The Vents: MWVLACCS
The Lagoon: VDIYTAJG
Ridge Water: KCLABVNG
Open Ocean: TGQLBVNJ
Ice Zone: ZOTAEVNS
Hard Water: UOAXDVNQ
Cold Water: WZWAWJNJ
Island Zone: HGIETJNO
Deep Water: HHULTJNX
Marble Sea: JKSPVJNR
The Library: BRLTVJNN
Deep City: GZZLVJNG
City of Forever: QVEXVJND
Jurrasic Beach: RHZIMCLE
Pteranodon Pond: ZESMMCLG
Origin Beach: IPLQMCLX
Trilobite Circle: XMAFCZLA
Dark Water: IXIQUNLV
City of Forever 2: BCAJGPLS
The Tube: KXGFKMLZ
The Machine: TNOBKMLC
The Last Fight: LYWMLMLU

/////xxxxxxxxxxxxxxxxx\\
5.       CHEATS
/////xxxxxxxxxxxxxxxxx\\

Here are some helpful cheat codes for this game:

¥ Turn Ecco back and forth and pause when he is facing you. Now press
R,B,C,B,C,D,C,U. A cheat screen should come up.

¥ Enter a level password, and hold A and Start when the level name comes up.
Hold A and Start until Ecoo appears on the screen. Unpause and you are
invincible.

¥ Enter 'LIFEFISH' as a password to get unlimited ai
Mercredi 19 septembre 2007 3 19 /09 /2007 00:14
- Partager     - Par yagami - Ecrire un commentaire
Publié dans : xbox 360 guides - Voir les 0 commentaires
Table of Contents
Guide History
Helpful Basics
A. Controls
B. Button Mashing
C. Selecting Your Character
Stages
A. The DWA Coliseum
B. Ninja Hideout
C. Seaside Market
D. Kyoto in Bloom (Day and Night)
E. DOATEC Great Hall
F. Temple on the Mountain
G. Gambler's Paradise
H. Experimental Playground
I. The Crash Club
J. Savannah Safari
K. Biolab Core
L. Waterfall Valley
M. Nassau Station
N. Tatami Mat
Specific Character Strategies
Kasumi
Kokoro
Brad Wong
Bass Armstrong
Jann Lee
Tina Armstrong
Bayman
Ayane
Ryu Hayabusa
Hitomi
Eliot
Zack
Lei Fang
La Mariposa
Christie
Hayate
Helena
Ein
Gen Fu
Leon
Tengu
Spartan-458
Difficult Throws/Moves
A. Raijin
B. Izuna-Otoshi
C. Obero
Secrets
Unlocking Guide
   Frequently Asked Questions
Contacting Me
Credits
Legal Things


Guide History

February 6, 2006

Began DOA 4 FAQ.

March 16, 2006

Finished DOA 4 FAQ.

March 17, 2006

Corrected a bunch of mistakes thanks to some helpful e-mails.  By
the way if you helped with any mistakes I will list you in the
Credits section of this FAQ.

March 18, 2006

Corrected a grammar mistake and added a new "Best Move" for Lei
Fang.

April 20, 2006

Added some more Frequently Asked Questions and fixed a grammar
mistake.

April 25, 2006

Added a new section, "About Me."

May 4, 2006

Instead of the long "Version Final" under "Version History" deleted
it and put accurate dates and made it easier to read the different
updates I made to this FAQ.

May 10, 2006

Deleted the "About Me" section and added the "Future FAQs" section
and "Farewell Notes" section.

May 12, 2006

Made the "Credits" Section a little easier to read and added a new
Frequently Asked Question.

May 21, 2006

Made some small changes to the future FAQs I'm going to write.

May 29, 2006

Added a bunch of games to the "Future FAQs" section.

May 30, 2006

Added the game Fire Emblem to the "Future FAQs" section.

August 20, 2006

Fixed a statement about Jann Lee.


Helpful Basics

A. Controls

The new Xbox 360 Controller has a lot of buttons and it's important
to know what they do in order to play the game well.  Here is a
control list.  You may notice I don't list all the buttons.  I'm
only list the buttons that do something.  The ones I don't list do
nothing.

Y-Punch
B-Kick
A-Throw
X-Free Button

B. Button Mashing

Although button mashing is a popular way to win in fighting games it
will NOT work in Dead or Alive 4.  Just in case you don't know
Button Mashing is when you randomly hit buttons on the controller to
attack.  If you do this in story mode or especially during online
play you will get your butt kicked badly.  Dead or Alive 4 is a
difficult game and there isn't even an easy difficulty setting. 
Even normal the easiest level is still very challenging.  LEARN THE
MOVES of each character and this will help you a lot.  Trust me I
have button mashed at this game and that time could have been better
spent learning the good moves for each character. 

C. Selecting your Character

Dead or Alive 4 is a completely different game from the originals
and especially from the Playstation and Playstation 2 Dead or Alive
games.  If you new to the series then pick one character to get
really good at.  Then from there you can move on till you've gotten
good with everyone and have become a Dead or Alive Beast.  If you
are an experienced DOA Player then you can pick two characters.  By
experienced I don't mean you played a previous DOA game for 20
minutes at a friend's house.  I mean beat the game at 100% and have
mastered all the characters.  DOA 4 is that different from the
previous.  Here are a few suggestions for good characters to start
with and bad characters to start with.

Some Good Starting Character Suggestions are-

Ryu Hayabusa- Ryu Hayabusa is known as the Super Ninja.  He is very
easy to play as and has some great simple combos.  Sometimes people
think Team Ninja and Tecmo made Ryu too powerful.  Ryu was my first
character and is still my best.  He has great teleporting moves that
look hard but really aren't. 

Jann Lee- A very fast, powerful, and overall a good character.  He
has very damaging combos that are really good.  He is quick and his
combos are simple yet powerful.  Jann Lee is a strong and easy
character to master. 

Eliot- Eliot's style of fighting is very basic.  He uses straight
forward martial arts; just punches and kicks.  He doesn't have fancy
teleporting moves and stuff like that.  He isn't fancy but is quick
and powerful. 

Overall the best character to start out with is Eliot because of his
simple moves, followed by Jann Lee because of his great combos, and
then Ryu Hayabusa because he does have good combos but his really
damaging combos aren't as simple as pressing YYBB like they are for
Eliot and Jann Lee.

Some Starting Characters you should avoid-

Bass- Bass is huge.  He is slow and his combos are mostly throw that
take a long time to learn.  If you want to master Bass wait till
your really good and have experience with other wrestlers.  Save
Bass for last.

Bayman- Bayman is a good character with great combos, counters, and
throws.  The reason I don't recommend him for starters is because
his combos are really difficult and he isn't good at juggling. 
Although his throw combos are easy to learn they are hard to execute
on the opponent so wait till your better at throws and counters. 

La Mariposa- La Mariposa is the best wrestler in DOA 4.  However her
attacks are easy to do but are strange and that makes it hard to
juggle the opponent.  Unless you are good at memorizing a lot of
combos stay away from La Mariposa till you're a little more
experienced. 

Christie- She may seem like a good character as she can juggle the
opponent really well and has a lot of good punches but she WILL get
countered.  I played as Christie when I was a beginner and I got
countered every single time I attacked.  Wait till you can mix up
her attacks to were she is impossible to counter. 

Ayane- Ayane is without a doubt one of the if not the best female
fighters in the game.  The reason I don't recommend her is because
if you don't know what your doing then you will get hit a lot.  Try
another female Ninja like Kasumi then try Ayane.

Overall Bass is the worst to start with followed by Bayman, La
Mariposa, Ayane, and Christie. 

Stages

A. The DWA Coliseum

The DWA Coliseum is home to Tina, Bass, and La Mariposa.  It is the
smallest stage in the game.  It is really easy to win in this stage
and easy to lose.  The best way to win is to knock your opponent
against the electric walls around the ring and do combos for an easy
victory.

B. Ninja Hideout

Fans of Ninja Gaiden should recognize this stage.  It is home to Ryu
Hayabusa, Ayane, Kasumi, and Hayate.  Although the stage might look
small there are a lot of secret rooms in which you can knock your
opponent up to secret panels.  The best thing to do is to get your
opponent to a solid wall and pummel him/her with attacks.

C. Seaside Market

In Seaside Market there really isn't much to watch out for.  There
are lots of crates and carts that you can trip your opponent over
for a little damage.  You can knock them down the stairs to the
beach area and have a basically open course to attack.

D. Kyoto in Bloom

The top of Kyoto in Bloom is basically an open course of scenic
grass and cherry blossoms.  The hard parts comes when you can knock
your opponent over the bridge to a small creek.  That is where the
path is kind of narrow.  Attack your opponent with all your might
and try not to go to the creek.  If it is unavoidable then try to
push the opponent down so he/she will take a little damage.  You may
notice there are two Kyoto in Bloom stages.  One is day and the
other is night.  There are no other differences.

E. DOATEC Great Hall

The DOATEC Great Hall is a huge course when you can run around and
bang your opponent.  For the Ninja Players there is a lot of room to
teleport.  Try to knock your opponent over the stairs and through
the glass.  The floor below looks the same and you can keep on doing
it for an easy victory.

F. Temple on the Mountain

Temple on the Mountain has four stories.  Try to get to the right
side on the top then left side on the next story down and back and
forth in order for the opponent to take damage from falling.

G. Gambler's Paradise

Gambler's Paradise is like a recreation of Las Vegas, Nevada.  The
only thing you need to watch out for is the cars coming by which
will usually honk their horns to warn you.  If you are playing as
Spartan-458 a Warthog will drive by too (as seen from Halo and Halo
2 for the Xbox).  The Warthog does extra damage so watch out.

H. Experimental Playground

This is a fun course.  It is a recreation of Jurassic Park. 
Dinosaurs come from all over so try not to get hit.  There is no
warning so if you see anything jump out of the way and try not to
get hit by the opponent.

I. The Crash Club

The Crash Club is a difficult course.  It is the second smallest
course and EVERYTHING is electric and dangerous.  Knock your
opponent against the wall and if your Ryu Hayabusa do his advanced
throw for extra damage thanks to the electric ceiling and ground.

J. Savannah Safari

This is a very basic course.  It is an open area at the top and at
the bottom.  The only thing to watch out for are the running
cheetahs that virtually appear out of nowhere. 

K. Biolab Core

Like the crash club everything in Biolab Core is electrocuted.  The
only difference is it is a little bigger and the ceiling isn't
electrocuted.  Try to bang your opponent into the wall for extra
damage. 

L. Waterfall Valley

You start this course on a suspended bridge.  This is Ryu Hayabusa
heaven as his advanced throw will go throw the bridge down to the
ground for a lot of damage.  Once you fall off you will be in an
area with a river and a bunch of trees to bang your opponent into. 

M. Nassau Station

This is the Halo themed level and is the largest in the game.  Feel
free to run around and kill your opponent against warthogs and
energy shields.

N. Tatami Floor

Tatami Floor takes a lot of work to get in Versus Mode but is worth
it.  There are no wall and no ceiling so speed characters will have
the greatest advantage.

Specific Character Strategies

Kasumi
Nationality- Japanese
Fighting Style- Mugen Tenshin Clan Ninjutsu
7 Costumes

Kasumi is a great character.  She is lightning fast, is strong, and
can teleport.  She has fast punches and excellent kick combos.  She
is a fun character to play and a good character to master.  You will
find that all the Ninjas are good all around characters. 

Kasumi's Best Moves:

Sakura Parrie: Up, X.

Tenzan Renjin: Diagonal Down Left+Y, Y

Tenshu Kaiten So: Right+B, B

Kokoro
Nationality- Japanese
Fighting Style- Ba Ji Quan
7 Costumes

Kokoro is an amazing character with easy combos to do.  Ba Ji Quan
consists of many low kicks and powerful high kicks plus a lot of
punches.  Because of this people tend to button mash.  This will win
you battles but you will lose a lot in online play and will lose a
lot in story mode. 

Kokoro's Best Moves:

Bokuchi Rentai: Down+X+B, B

Ryogi Chu: Right, Right+Y

Shoten Sho: Y, Y, X+Y, X+Y

Shinso Kaimon: Down, Diagonal Down Left, Left, X+Y, Left+X+Y, Left,
Right+X+Y

Brad Wong
Nationality- Chinese
Fighting Style- Zui Ba Xian Quan
3 Costumes

Brad Wong is one of the oddest characters in the game.  However he
is also one of the most effective characters in the game.  He can
Hop on one leg kick you without putting his leg down, do 5
headbutts, get down on the ground to an untouchable position, and
grab and attack at the same time!  Brad Wong is tied for my best
character with Ryu Hayabusa and Hayate.  Most of Brad Wong's best
moves are stances that lead off into several powerful juggles. 

Brad Wong's Best Moves:

Tenshin Hiinshu: Left+Y, Up

Ren Kohontai: Diagonal Down Left+Y, B

Lying Stance: Down+Y+B

Back Turned Stance: Left, Left+Y

Bass Armstrong
Nationality- American
Fighting Style- Pro Wrestling
4 Costumes

Bass was probably the best character in DOA 3.  Now in DOA 4 he is
just plain old annoying.  Old Bass Masters will have to learn a lot
of new throw combos. 

Bass Armstrong's Best Moves:

Buffalo Rage: Diagonal Down Right, Diagonal Down Right+Y, Y

Ground Throw: Down+X+Y

Knee Hammer: Right+B, Y

Power Gong: Diagonal Down Left+Y, Y

One Leg Standing Head Butt: Right, Right+X+Y

Jann Lee
Nationality- Chinese
Fighting Style- Jeet Kune Do
4 Costumes

Jann Lee is back and better then ever.  Jann Lee remains a fan
favorite with his great annoying and powerful moves including the
excellent move, Dragon Kick.  If your familiar with the movies then
you will see some similarities with Jann Lee.  Jann Lee is simple
and powerful.  He is also a great pick for beginners.  A powerful
simple combo is K,K,K,Y,Y,Y,Y.

Jann Lee's Best Moves:

Dragon Kick: Down, Diagonal Down Right, Right+B

Sonic Spin Kick: Y, Right+Y

One Inch Punch: Left, Right+Y

Dragon Fist: Left+Y,Y,Y

Dragon Gunner: Right, Right+X+Y

Dragon Step Middle: Right, Right+B

Tina Armstrong
Nationality- American
Fighting Style- Pro Wrestling
5 Costumes

The daughter of Bass Armstrong is one of the three wrestling based
characters in Dead or Alive 4.  Tina plays much like her father
except that she excels more in speed then power.  If Bass and Tina
fought then honestly Tina would win because is really easy to
counter.  Tina in my opinion is the better choice for a wrestler.

Tina Armstrong's Best Moves:

Back Elbow Knee: Diagonal Right Up+Y,B

Low Spin Knuckle: Diagonal Down Left+Y

Shoulder Tackle: Left, Right+Y, Left, Right+X+Y

Low Kick Upper Combo: Down+B,Y

Moonsault Feint: Left+Y+B,X

Bayman
Nationality- Russian
Fighting Style- Commando Sambo
3 Costumes

Bayman is a great grappler.  He has incredible counters and good
throw combos.  He is back for DOA 2 and is looking a lot better. 
Learn at least one throw combo with Bayman and master countering. 
If you are a beginner wait till your good with countering then play
as Bayman.  Master the roll and leg throw as well. 

Bayman's Best Moves:

Combo Twin Lancer: Y,Y, Left+Y,Y

Charging Tiger: Y,Y, Down+Y,Y

Russian Rumble: Diagonal Up Left+Y,Y

Spike Launcher: Down+B,B,B

Fire Bullet: Right+Y+B

Ayane
Nationality- Japanese
Fighting Style- Mugen Tenshin Clan Ninjutsu
6 Costumes

Lets just face it folks Ayane is without a doubt one of the best
female fighters in the DOA Series.  She has been there since DOA 1
and is one of the easiest characters to pick up and play.  In this
game she will require a little more practice but mastering Ayane is
almost a must as she has incredible combos.  LEARN HER SPIN MOVES as
it makes her untouchable and can hurt the opponent even if he/she is
blocking. 

Ayane's Best Moves:

Renjin Roso: Y,Y, Right+B, Down+B

Hajin Shinso: Y,B,B

Tenmu Zeccho: Diagonal Down Right, Diagonal Down Right+Y

Ryujin Renkyaku: Down+B, B

Kiri Madoi: Left+X+Y

Ryu Hayabusa
Nationality- Japanese
Fighting Style- Hayabusa Clan Ninjutsu
4 Costumes

Ryu Hayabusa is tied for the best character in DOA 4.  He has
changed from previous games but in a good way.  He is much faster
and is more powerful.  If you can learn his teleport techniques and
advanced throw then there isn't much that can't stand up to the
title of Super Ninja.  A quick and easy combo is Y,Y,B,B,B.

Ryu Hayabusa's Best Moves:

Ongyoin: Left+Y+B

Shoryu: Down+X+B,B,B

Izuna Otoshi: Left, Diagonal Down Left, Down, Diagonal Down Right,
Right+X+Y, Down, Down Diagonal Left,  Right, Diagonal Up Right, Up,
Diagonal Up Left, Left+X+Y (I know it seems long but really all it
is, is rotating the controller (LEARN THIS MOVE IT WILL PERFORM
MASSIVE DAMAGE!!!!!!)

Senko Izuna: Left+X, Down Diagonal Left, Left, Diagonal Up Left,
Up+X (A counter move with awesome damage).

Chisen Kyaku: Down Diagonal Left+Y, Down+B

Hitomi
Nationality- German
Fighting Style- Karate
8 Costumes

In Dead or Alive 3 Hitomi was introduced for the first time and
would later appear in DOA Ultimate and DOA Volleyball.  Hitomi uses
one of the most popular and basic martial arts, Karate.  She is an
average character.  She has average power and a little bit better in
speed.  Her counters aren't that great but Hitomi players will have
fun with some great juggling opportunities that her combos have. 

Hitomi's Best Moves

Fujin: Down, Down Diagonal Right, Right+Y

Azuma: Left, Right+Y

Domawashi Geri: Down Diagonal Right+X+B,B

Enpi: Y,B,B,B

Hyuga: Down Diagonal Left+Y

Eliot
Nationality- British
Fighting Style- Xing Yi Quan
4 Costumes

Eliot is the successor of the legendary iron fist Gen Fu.  Xing Yi
Quan is a legendary Chinese martial art that is basic punches and
kicks.  A master of Xing Yi Quan is nearly impossible to counter. 
Eliot is beyond a master of Xing Yi Quan it is like he owns it and
invented it.  He is a great pick for beginners and is easy to
master.

Eliot's Best Moves:

Enshi Shosui: Down+X+B,Y

Kinkei Tenshin Oken: Down Diagonal Left+Y,Y,Y

Chikukei Hoken: Left+Y+B

Toku Koto Tai: Down, Down Diagonal Right, Right+B

Zack
Nationality- American
Fighting Style- Muay Thai
4 Costumes

Zack, the host of DOA Extreme Beach Volleyball, is back and better
than ever in DOA 4.  Compared to DOA Ultimate Zack is a lot better. 
In DOA Ultimate Zack was horrible but now Zack has good counters and
great combos.

Zack's Best Moves:

Duck Stance: Down+Y+B

Sway: Left+Y

Tropical Storm: Right+B, Down+B,B

Lei Fang
Nationality- Chinese
Fighting Style- Tai Ji Quan
7 Costumes

The Tai Ji Quan Master returns in the latest game and she retains
almost all of her old attacks.  Her attacks are good but are very
predictable.  If you want to master Lei Fang then you will have to
learn to mix up combos or you will get countered in Story Mode and
especially in Online Play.

Lei Fang's Best Moves:

Seiryu: Y, Down+Y, Down+B

Renkan Kinkei Hogyo: Y,Y,Right+Y,B,Right+Y

Renkan Shinkyaku Gashu: Y,Y,B,Down+B

Joho Shichi Sei: Down Diagonal Left+Y,Y

Gessen Haisetsu Ko: Right+X+B,Y

Senkyu Ren Tai: Left,B,B,B

La Mariposa
Nationality- American
Fighting Style- Luchadora
5 Costumes

DOA Extreme Beach Volleyball Fans will recognize La Mariposa as Lisa
from DOA Extreme Beach Volleyball.  She is by far the best wrestler
in the game as she has great counters, hard to predict movements,
and combines the power of Bass and the Speed of Tina.  Her movements
are weird and you will get beat up if you don't know what your doing
so I don't recommend La Mariposa for beginners. 

La Mariposa's Best Moves:

Top Spin Kick Combo: Right+B, Down+B

Shin Cracker: Right, Right+Y,B

Double Spin: Down Diagonal Left+B, Down+B

Off the Ground Attack: X+B,B

Christie
Nationality- British
Fighting Style- She Quan
4 Costumes

Christie is a good character with good juggles and good strong
attacks.  However She Quan is very easy to predict.  Most off her
attacks are Mid punches so are easy to predict.  She has a stance
which is very useful but again is mostly all low punches and kicks
which is easy to counter and then juggle her for an easy victory. 
The best thing to do is to make up your own combos so she is super
hard to counter.

Christie's Best Moves:

Poison Serpent Stance: Down+Y+B

Keppo Tokyaku: Down Diagonal Left+Y,B

Dokuja Ran Tsuifu: Y,Y,Y

Kaso Rengeki: (While in Poison Serpent Stance), Y

Hayate
Nationality- Japanese
Fighting Style- Mugen Tenshin Clan Ninjutsu
4 Costumes

Hayate is the best character in DOA 4.  That is not an opinion it is
a fact.  He is quick yet powerful and is hard to counter.  Hayate is
a monster when it comes to offense and pretty good with defense. 
His counters are beyond compare.  Hayate to warp to other sides of
the opponent with his lightning flash and has a good throw called
Raijin.

Hayate's Best Moves:

Mugen Rento: Down Diagonal Right+Y,Y

Burai: Up+Y,B

Chiryu: Down Diagonal Left+Y,Y

Tenbu Byakko: Down, Diagonal Down Left, Right,Y,Y,Y

Raijin: Full Rotation of Joystick+X+Y, Left, Right, Up, Down+X+Y, Up
Diagonal Right, Down Diagonal Left, Up Diagonal Left, Down Diagonal
Right+X+Y

Helena
Nationality- French
Fighting Style- Pi Qua Quan
5 Costumes

Helena is one of the hardest characters to learn in DOA History. 
However in DOA 4 she is back and better then ever with her new
Bokuho Stance and great attacks. 

Helena's Best Moves:

Bokuho Stance: Down+Y+B

Yoshi Nyurin: Down,X,Y

Sensho Rekkai Kyaku: Y,B,B,B

Enbu Kyaku: Y,Y,B

Ein
Nationality- Japanese
Fighting Style- Karate
4 Costumes

Before Hayate regained his memory he was known as Ein.  He trained
with Hitomi and became a Karate Master.  Ein is a very good player.
You will be using a lot of charge up attacks with him. 

Ein's Best Moves:

Fujin: Down,Y

Azuma: Left, Right+Y

Mae Keriage: Left+B

Low Punch: Down,Y

Hokage: Down Diagonal Right, Down Diagonal Right,X,Y

Gen Fu
Nationality- Chinese
Fighting Style- Xing Yi Quan
4 Costumes

Known as the legendary Iron Fist Gen Fu returns and stands up to his
name.  He has a lot of strong attacks and good power.  He uses
strong stances to base his attacks.  Gen Fu is the master of Eliot
and both are beneficial to any DOA 4 Player to Master.

Gen Fu's Best Moves:

Banchu: Right+Y,Y,Y

Yokei: Down, Down,Y

Sen Shippo: Down, Down Diagonal Left, Left,Y

Leon
Nationality- Italian
Fighting Style- Commando Sambo
4 Costumes

The famous grappler is back from DOA 2.  Although he was similar to
Bayman in this game he has a lot of his own good counters and throw
combos.  Learn at least one throw combo.

Leon's Best Moves:

Rush Knee: Y,Y,Right,Y,B

Smash Giant Uppercut: Up+Y,Y,Y


Blast Roundhouse: Left,Y,B

Spinning Low Punch: Down Diagonal Left+Y

Cross Slash: Down Diagonal Right, Down Diagonal Right+Y

Tengu
Nationality- Unknown
Fighting Style- Unknown
2 Costumes

The Boss from DOA 2 makes a special appearance for DOA 4.  Tengu was
cheap in DOA Ultimate.  But know he is no good at all.  He has easy
to predict attacks and stupid counters.  To get good with Tengu you
will need a lot of work and a lot of patience.  All though I watched
my friend play as Tengu and he shows that Tengu can leave you dazed
and confused.

Tengu's Best Moves:

Hauchiwa Gaeshi: Down+Y,Y

That's it.  I'm serious this is really the only effective move.

Spartan-458
Nationality- Martian
Fighting Style- Unknown
7 Costumes

Fans of Halo and Halo 2 will immediately recognize Spartan-458. 
Spartan-458 is actually an effective character.  She (that's right
she) has good throws including the awesome plasma grenade throw!

Spartan-458's Best Moves:

Ghost Destroyer Combo: Right+B, Y

Wrath of Reach: Down, Diagonal Left, Left,X,Y

Plasma Grenade Stick: Left, Down Diagonal Left, Down, Down Diagonal
Right, Right+X+Y (not all that hard.)

Difficult Throws/Moves

A. Raijin

Raijin is a throw combo performed by Hayate.  It is the hardest move
in the game and it is very damaging in battle.  Although it isn't
one of those moves you do every fight it is good every now and then. 
If you want the Hayate System Voice and the Alpha-152 System Voice
then your going to have to do it in exercise mode.  Here are a few
steps to make Raijin a piece of cake.

1. Although surprisingly the hardest part of the throw is setting it
up.  I recommend you use the joystick for this part.  Most people
perform another throw that sends you to the other side which is very
annoying.  Do a simple punch then start from the joystick down
position and do a rotation then hit X+Y.  This should kick the
opponent into the air and combo throw should light up on the left
side of the screen.  Practice this a lot till you get it every time.

2.  The next part is Left, Right, Up, and Down.  Most people use the
D Pad for this but the Joystick is the best once again.  It takes a
few seconds to switch to the D Pad and a lot of the time you run out
of time.  Practice it on the ground for a long time.  When it is in
your head do step number one then do step number two.  Start as soon
as he puts the opponent over him.

3.  The final step is four simple diagonal buttons.  This again is
not that hard.  Do the commands on the ground (hit X+Y as well so it
is in your head too) and then do steps number one and two.  As soon
as Hayate goes up and does flip kicks start immediately.  This
should finish the throw.  If you do it Congratulations you have just
done the hardest throw in the game!

B. Izuna-Otoshi

Izuna-Otoshi is a combo throw performed by Ryu Hayabusa and is very
damaging if performed off of heights.  Do not pay attention to the
command list as it lies.  Izuna-Otoshi isn't really all that hard if
you know the secret.

1. Like Hayate's Raijin the hardest part of this throw is setting it
up.  Hit Y and then do the command as listed to send him/her into
the air.  Practice this a couple of times. 

2. On the next part the instructions lie.  All you have to do is
randomly spin the joystick and hit X+Y this should finish the throw.
That wasn't so hard now was it?

C. Obero

This is a move performed by Kasumi.  This is like Izuna-Otoshi.  It
looks hard but really isn't.  In fact there is only one step.

1. Hit Y+B and hold right if Y+B miss Kasumi will slide forward at
this time hit X+Y.  This will perform the move.  Congratulations!

Secrets

There are a couple of neat secrets that Tecmo and Team Ninja put
into the game.  Here they are:

Play as La Mariposa without her mask:  That's right you can play as
La Mariposa without her mask.  Just beat story mode at least once
then pick any costume with X.  On the Kitty Costume La Mariposa has
you can hit X and she will have a Kitty mask on.  I think it is
Costume 4, but I could be wrong. 

Change Hairstyles for Kasumi:  Kasumi has a number of different
hairstyles.  To do so select a costume with A,X,Y, or Start.

Change Hairstyles for Lei Fang: Like Kasumi Lei Fang's hairstyle can
be altered by selecting a costume with A,B,X,Y, or start.

Lei Fang wearing glasses:  Select a costume with X to see Lei Fang
with glasses on.

Hitomi with blonde hair:  Select Costume Eight with X or Y. 
Unfortunately this is the only costume you can play as Hitomi with
blonde hair.

Unlocking Guide

There are a number of unlockables in DOA 4 and here they are:

Ein: Beat Story Mode with Hitomi

Gen Fu: Beat Story Mode with Eliot

Leon: Beat Story Mode with Zack

Helena: Beat Story Mode with all characters

Spartan-458: Beat Story Mode with Helena

Tengu: Beat Time Attack mode with all characters including
unlockables

Biolab Core Stage: Beat Story Mode one time with any character

Nassau Station Stage: Unlock Spartan-458

Tatami Stage in Versus Mode: Unlock all characters, all costumes,
beat story mode with all characters at least once, and unlock all
system voices with all characters including unlockables

Unlocking Costumes:  There are three ways to unlock costumes.  One
you can beat Story Mode one time for the desirable costume, two you
can beat time attack mode one time each for the desirable costume,
or you can simply buy it from Zack's Shop in Online Play.

Frequently Asked Questions

Q: Is there really a difference in fighting styles?

A: Yes, there is.  There is actually a huge difference.  Different
styles mean different combos and juggling opportunities. 

Q: Do you have Online Play?

A: No.  I had it but now my money is tight so I'm sorry!

Q: Can you use weapons in DOA 4?

A: No.  Although it would be a good idea, you can't.

Q: Who is your best character?

A: Honestly it is a tie between Ryu Hayabusa, Brad Wong, and Hayate. 
But if I had to choose it would be Hayate.

Q: Do you mind questions like "who is your favorite character?" or
"what is your favorite game?"

A: Not at all.  I like hearing other gamers' opinions on things.  I
like answering questions like that.  Just make the subject "DOA 4
Question" or I will most likely delete it.

Q: Are you going to write any more FAQs?  If so will they be posted
on GameFAQs?

A: Yes, I'm writing more FAQs and yes they will be posted on
GameFAQs.

Q: Will you write any FAQs for any other DOA games like DOA Ultimate
or DOA Extreme Beach Volleyball?

A: The answer is no.  The only DOA game I have played is DOA 4.  If
they come out with DOA 5 or DOA Extreme Beach Volleyball 2 I will be
sure to buy the game and write a FAQ for the game.

Q: Do you update your DOA 4 FAQ often?

A: Yes, I try to update it as much as possible.   

Contacting Me

If you have a question or would like to contribute to this FAQ
please send me an e-mail to benb4hockey@nc.rr.com.  If you do
contribute I will be sure to credit you.  I check my e-mail everyday
so I will get back to you ASAP.

Credits

I would like to give credit to the following people for helping me
with this FAQ:

Prima Publishing: For helping with me the command lists and
suggesting a few of the characters' good moves.

Amazingly Wonderful: For giving me the correct nationality for Gen
Fu and Leon, a correction on Christie's punches, and that about
mastering characters.

ArcHarry and Cyber Claw: For informing me of Spartan-458's real
name.

Apoc: For informing me of Leon's Fighting Style.

Drew Baye: For stating Jeet Kune Do is not the same fighting style
as Jackie Chan.

Thanks a lot you guys!


Mercredi 19 septembre 2007 3 19 /09 /2007 00:10
- Partager     - Par yagami - Ecrire un commentaire
Publié dans : xbox 360 guides - Voir les 0 commentaires
*******************************************************************************
Part One
Section 1
The Car Ride and Graves End Construction Site
*******************************************************************************
Achievement:  Roadkill (10 Points)
Achievement:  Up Close and Personal (5 Points)
Achievement:  Executioner (10 Points)
Achievement:  Knuckle, Meet Face (5 Points)
Collectable:  #1
Collectable:  #89



The first part of the game is a car ride while the intro credits roll. While
sitting in the back seat you can do nothing but look around, you can’t start
shooting until you move to the front seat.

You can start shooting when the onscreen indicator states Press RB to shoot
your shotgun.


-------------------------------------------------------------------------------
ACHIEVEMENT: ROADKILL
The very first achievement is earned by shooting six of the construction works
as the car speeds through the tunnels. It might take a bit of practice to get
this one done.
-------------------------------------------------------------------------------


Once you are walking, head go to the other side of the car and help Mikey.
Take the guns and then go through the entire dialog with Mikey. Once you are
done shoot the padlock on the right side of the door beside Mikey.


-------------------------------------------------------------------------------
COLLECTABLE: #1
As soon the door opens you will see a flashing paper on the floor. Pick this
up to receive collectable #1
-------------------------------------------------------------------------------


Continue down the hallway, open the lift gate and press the button to ascend
to the second floor. The two people talking will attack you when they see
you, so be ready.  Once you have killed them go through the door behind them
and continue on.

The next enemy you will meet will have his back to you. Walk up close up to
him and use RT or LT to do an execution attack, notated by your onscreen
indicator.


-------------------------------------------------------------------------------
ACHIEVEMENT: UP CLOSE AND PERSONAL
Your first execution will get you this. 
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
ACHIEVEMENT: EXECUTIONER
A cheap and dirty way to get this achievement is to just execute this guy and
let the next 2 enemies kill you so you reload the checkpoint 20 seconds back.
Each time you kill this tutorial enemy counts toward your 25 execution moves.
-------------------------------------------------------------------------------


Once he goes down 2 more will come out after you from farther ahead.


-------------------------------------------------------------------------------
ACHIEVEMENT: Knuckle, Meet Face
When you run out of ammo for one of your guns, use it to melee someone to
death.
-------------------------------------------------------------------------------


Enter the building on the right and go through the right door. In the next room
there will be 3 more workers to kill. About 30 seconds after you dispatch them
two more enemies will come in from behind you the same way you entered and
attack. Finish them off and head up the lift.


-------------------------------------------------------------------------------
COLLECTABLE: #89
The lift will take you all the way to the top, but jump down onto the second
level catwalk and follow it all the way around.
-------------------------------------------------------------------------------


Get back on the lift and get off when it stops on the 3rd floor catwalk and
head for the door at the end. There is one guy peaking out the door, waste
him and continue through.  Go out the window and up the ladder to the right.
Some guy will break out the window across the way and start shooting at you.
Jump up on the dumpster and get through that window.

Follow the hallway and enter the open door on the left. Watch the TV.




*******************************************************************************
Part One
Section 2
Trinity Cemetery
*******************************************************************************
Achievement: Happy Birthday (25 Points)
Achievement: Rogue Killer (15 Points)
Achievement: Summoner (5 Points)
Achievement: Legendary Summoner (25 Points)
Collectable: #29
Collectable: #2



Turn to the right, go out the door under the exit sign, and go down the stairs.
At the bottom of the stairs turn left and you will see a door on the right
hand side with a yellow high voltage sign.


-------------------------------------------------------------------------------
COLLECTABLE: #29
Behind that door with the yellow high voltage sign is collectable #29, you can
see it through the window. The grate on the bottom of the door can be shot
out, but you need your creeping darkness power to get in. So just take note
of this door and come back when you receive your creeping dark power.
-------------------------------------------------------------------------------


Continue down the hallway and out the door, follow the path right and then
defeat the 8 enemies in the graveyard. The fight starts with just 2 guys,
but more will start jumping over the walls as you kill off people.

Head left and go down into the bathrooms. If you got turned around from
fighting go to the car parked behind the gates, and look right. You’ll see the
way.

Go down into this room and follow it around until you see the homeless man,
talk to him, then head back out.


-------------------------------------------------------------------------------
ACHIEVEMENT: HAPPY BIRTHDAY
Freebie for acquiring the creeping dark power. 
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
ACHIEVEMENT: ROGUE KILLER
Use your new creeping dark power to kill 15 enemies. 
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
ACHIEVEMENT: SUMMONER
Summon 5 Darklings during the course of the game.
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
ACHIEVEMENT: LEGENDARY SUMMONER
Summon 50 Darklings during the course of the game.
-------------------------------------------------------------------------------


Eat all the hearts of the newly dead and summon a berserker. He’ll go move the
car so you can open the gate and get out. But before you leave, go back to the
door with the yellow high voltage sign at the beginning of this section. Once
there press the RB button to use the creeping dark power to enter through the
door grate and retrieve collectable #29.

Now go back out through the newly opened gate.


-------------------------------------------------------------------------------
COLLECTABLE: #2
Directly to your left across the street you will see a garage door with a word
spray painted on it (Rattaggare or something ) that is only opened slightly.
Use your creeping dark power to get under it and pick up the paper. 
-------------------------------------------------------------------------------


Turn left and go to the little building at the end of this street. You will see
a small vent, send your creeping dark down to kill the enemy. Retract the
creeping dark and turn to you left to go down the steps into the Canal Street
Station.



*******************************************************************************
Part One
Section 3
Canal Street Station
*******************************************************************************
Achievement: Picking Up Stuff (5 Points)
Collectable: #34
Collectable: #19
Collectable: #88
Collectable: #3



As soon as you walk forward you’ll receive a page from Jenny.  Once you walk
forward in to the waiting area before the gates head left to the telephone.
Use the phone and you’ll automatically call Jenney.  Use the phone again to
turn in your collectables.


-------------------------------------------------------------------------------
ACHIEVEMENT: PICKING UP STUFF
Use the phone to turn in a collectable you have found. You get this achievement
for turning in the first one.
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
COLLECTABLE: #34
Look directly to the right of the phone and behind the information Kiosk
(looks like a white ATM machine).
-------------------------------------------------------------------------------


Continue down in to the station, stop and talk to Enzo Scardina on the way
down. Continue straight; don’t turn right and go down to the train loading area
just yet. Head up to the Lower East Side Exit area and go through the toll
gates. Look to your right.


-------------------------------------------------------------------------------
COLLECTABLE: #19
Look behind the Information Kiosk in the Lower East Side Subway Exit Area.
-------------------------------------------------------------------------------


Now go back to the 3 way intersection and turn left to go down to the subway
boarding area.

As soon as you get down the stairs turn left and face the subway tracks.


-------------------------------------------------------------------------------
COLLECTABLE: #88
Look left down the tracks and you will see a glowing paper down in the tunnel
where the subway emerges from. Jump down and grab it, just watch out for the
train.
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
COLLECTABLE: #3
As soon as you grab collectable #88 jump right back up on to the platform.
In front of you there will be a door that says Employees Only and the glowing
paper will be on the ground beside it.
-------------------------------------------------------------------------------


Head up the stairs opposite of the ones you came down, this is the Chinatown
exit. Just keep going forward and talk to Nicky Barruci. Then keep going up
and exit into Chinatown.




*******************************************************************************
Part One
Section 4
Chinatown and Jenney’s Apartment.
*******************************************************************************
Achievement: Romantic (10 Points)
Collectable: #5
Collectable: #91
Collectable: #53
Collectable: #90
Collectable: #44
Darkling Suit: #1 - Potato Sack Outfit
Sidequest: #1 - Peter Chen
Darkness: Level 2 - 15 Hearts



-------------------------------------------------------------------------------
DARKLING SUIT: #1 - Potato Sack Outfit
As soon as you exit the subway and come to the stop of the steps look straight
ahead. You will see a glowing glass case propped up against the wall. Smash the
glass and grab the outfit.
-------------------------------------------------------------------------------


Right when you get street side six goons are going to open fire on directly in
front of you.


-------------------------------------------------------------------------------
COLLECTABLE: #5
Head up to the car in the intersection (Orchid St and Plum St) and head right.
At the end you’ll see two cargo containers and a dumpster to your right. Look
beside the left side of the dumpster for the glowing paper. 
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
COLLECTABLE: #91
From the intersection again (where the car is) head right and take a left down
Lester Street. Follow it to the end. On the right side of the street you will
see a phone booth and a newspaper kiosk right beside it. The flashy paper is
on the ground by the newspaper kiosk.  
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
COLLECTABLE: #53
Go back to the car and head left instead of right. Go all the way down the
street until it turns right. Around that corner will be two goons, kill them
and look for the side entrance to the building they were standing by.  Just
move forward down the street a bit and look at the building. You’ll see an
opening in the building with a light coming from around the corner. Head in to
get the collectable.  
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
COLLECTABLE #90
Head back to the car again, but this time go straight forward. As you go down
the alley and you will see a chain link fence to the right.  Go behind that
and you’ll see the note on the ground.
-------------------------------------------------------------------------------


Go straight ahead down the alley behind the car. The alley will turn left then
you will be at a go-left-or-right intersection. Go left and you should hear
Jenney yelling "Jackie, over here!" Look up and you will see her waving out her
window. Enter the door beneath her and head up to apartment 11 - it’s on the
third floor, door to the left.

Blow out the candles on the cake and then go through the dialog with Jenney.
Follow her into the next room and take Butcher’s note on the table to the
right. Then sit down on the couch with Jenney.


-------------------------------------------------------------------------------
ACHIEVEMENT: ROMANTIC
Just sit on the couch with Jenney until you get this achievement. Don’t take
the option to get up and leave. Just wait it out, it’s almost over when she
kisses you.  
-------------------------------------------------------------------------------


Once you are done on the couch, stand up and use the phone on the table to call
Butcher Joyce. Head back down stairs and head outside. Go forward up the alley
and you will see a man run by yelling "You have the wrong guy!" Kill the two
goons that are chasing him - don’t shoot the man they were chasing!


-------------------------------------------------------------------------------
COLLECTABLE: #44
SIDEQUEST #1 - PETER CHEN
Talk to Peter Chen, the man you just saved from the 2 mobsters, and tell him
the truth. He will give you collectable #44.
THIS IS THE ONLY TIME YOU CAN RETRIEVE THIS COLLECTABLE
-------------------------------------------------------------------------------


On the main road head left, it will bend left turning into George Street.  A
car will come barrelling down, kill the 2 hitmen that get out. As you continue
forward you will see three mobsters come from Doyers Alley (there is a neon
sign pointing to the Green Olive Grove Restaurant at the alley entrance).
Head down the alley.

This is the delivery area for the Green Olive Grove Restaurant. There will be
2 mobsters talking back here. Finish them, jump up on to the car and head in
the door in the back. It’ll lead you to the Lower East Side.

You should reach darkness level 2 during this section if you are eating every
heart you can.



*******************************************************************************
Part One
Section 5
Lower East Side and the Whitefish Pool Hall
*******************************************************************************
Collectable: #6
Collectable: #7
Collectable: #35



Head inside, ignore Butcher for a moment and look to your left. You’ll see a
door right beside the one you just came through.


-------------------------------------------------------------------------------
COLLECTABLE #6
When you walk through the door and meet Butcher for the first time, look to
the left to see a door beside the one you just entered. Enter the door and look
on the shelving unit to grab this collectable.
THIS IS THE ONLY TIME YOU CAN RETRIEVE THIS COLLECTABLE
-------------------------------------------------------------------------------


Grab the body bag like Butcher asks and follow him outside to drop the bag in
the trunk. Head back into the building when he tells you and remove all the
lights in the restaurant. Summon a darkling from the summoning pool in the
back corner and fight your way out.

*Note* A chopper is going to start following and shooting at you for this
part. Just avoid it; you don’t have the firepower to take down a chopper - so
save your ammo.

A quick break down for the fight is this. An armoured car will back into the
restaurant through the wall and three SWA T members will emerge. Once they are
dead two more SWAT will kick in the doors. After that there will be four
regular police officers out by the police cruiser on the street. A berserker
darkling and the creeping dark power make that part easy.

Once they are down head down the street to the right. Follow it as it turns
left and a police cruiser will skid to a stop in front of you. Take cover to
the left, summon a Berserker Darkling, and help him defeat the cops.


-------------------------------------------------------------------------------
COLLECTABLE #7
Right behind the police car that skidded to a halt in front of you is a phone
booth. On the ground inside that booth is your flashing paper.
-------------------------------------------------------------------------------


Turn down the alley just left of that police car, head down to the end and
there is a ladder you can climb up in front of the chain fence on the right
side. Drop off the catwalk right away and take cover behind the cargo
container. Summon another darkling as another police cruiser with two cops in
it arrives.

Go straight past the police car and look at the metal fence on the left side.
There is an opening you can squeeze through towards the back wall directly
behind the police cruiser. Slip through that opening and another police cruiser
will crash through the padlocked gate.


-------------------------------------------------------------------------------
COLLECTABLE #35
Behind that police cruiser that crashed through h the gate are two cargo
containers. Use your creeping dark power to get on top of them to retrieve
the collectable. 
-------------------------------------------------------------------------------


Head to the stairs behind those two cargo containers and enter the Whitefish
Pool Hall (you’ll zone to Hunterspoint Alley when you enter the building).
Go through the pool hall and out the back.



*******************************************************************************
Part One
Section 6
Dutch Oven Harry
*******************************************************************************
Achievement: Ghandi (10 Points)
Collectable: #8
Collectable: #97
Collectable: #9
Collectable: #57
Collectable: #58
Collectable: #59
Darkling Suit: #2 - Jungle Outfit
Darkness Level 3 - 55 Hearts



This area is not repeatable, so make sure you get everything the first time or
you’ll have to replay this level.


-------------------------------------------------------------------------------
COLLECTABLE #8
As soon as you leave the pool hall you will see this on the ground right
outside the door.
-------------------------------------------------------------------------------


Talk to Matty Forehand; ask him about Dutch Oven Harry to get the password.


-------------------------------------------------------------------------------
COLLECTABLE #97
Look at the left wall beside Matty Forehand. There will be a white door with
a grate above it. Use your creeping dark power and go through the grating.
Get down to the floor and head right into the next room. It’s on the floor.
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
DARKLING SUIT #2 - Jungle Outfit
It’s in the same room as collectable #97. Just go to the back wall and smash
the glass to get the Jungle Outfit.
-------------------------------------------------------------------------------


Now to the right of this alley is a dumpster. Jump over it and head down the
stairs to the right. Make sure your guns are holstered and walk up to the door
to start a conversation.  Tell him what he wants to hear and he’ll let you in.
Make sure to keep your guns holster for now.

Walk forward into the room with the 3 guys watching tv, then turn left and head
up that hallway. Go all the way to the end to talk to roach who is sitting on a
chair. Talk to the Roach and ask about Harry.


-------------------------------------------------------------------------------
ACHIEVEMENT: GHANDI
If you made it to the Roach without drawing your guns or killing people you've
earned this achievement. 
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
COLLECTABLE: #9
On the floor directly to the right of where the Roach was sitting is the
collectable.
-------------------------------------------------------------------------------


Kill the roach and the 7 others in here now. Then push the button on the wall
to the left of where The Roach was sitting. Then head out the door back to the
alley where you came from. Go up the stairs and look at the fire escape to the
left. There will be mobsters on this shooting at you. Take them out and head up
the fire escape.

As you go up the fire escape you will see an open window. Head in and you’ll be
in the bedroom. There are 3 mobsters in this apartment in the living room just
down the hallway.


-------------------------------------------------------------------------------
COLLECTABLE: #57
After you take out the three mobsters in the apartment, head in to the kitchen
that is too the right. On the floor in front of the stove is the flashy paper.
-------------------------------------------------------------------------------


Head out the front door and be careful of the mobster on the stairwell waiting
for you. 


-------------------------------------------------------------------------------
COLLECTABLE: #58
This one is a bit tricky. As soon as you head out of the door of the apartment,
but before you go up the stairs, look right. It’s a dead end. Shoot out the
light above you and you will see a little bit of light coming from the wall.
Move up to that light and look down. You will see the flashy paper on the
ground behind the plywood barricade. Pick it up.
-------------------------------------------------------------------------------


Go all the way up the stairs and into the room at the end of the hallway. Clear
out the mobsters in here and head up the stairs in the next room to go to the
roof. Jump down to the tracks and eat his heart.


-------------------------------------------------------------------------------
COLLECTABLE: #59
Right beside Dutch Oven Harry’s corpse on the train tracks. 
-------------------------------------------------------------------------------


Then summon a gunner darkling, after he does his thing head down the tracks. 

You should have received your level 3 darkness in this level.



*******************************************************************************
Part One
Section 7
Canal Street Station and Fulton Street Station
*******************************************************************************
Achievement: Gatherer (5 Points)
Collectable: #39
Collectable: #41
Collectable: #10
Collectable: #42
SIDEQUEST: #2 - George Hadel
SIDEQUEST: #3 - Ingrid Pulanski
SIDEQUEST: #4 - Charlene Warburton



Head up on to the platform and head to the phone down here to make some calls.


-------------------------------------------------------------------------------
COLLECTABLE: #39
SIDEQUEST: #2 - George Hadel
Head up to the stairs leading to the Chinatown exit. Once you reach the top of
the first set of stairs talk to George Hadel. Talk about his problem, then head
back down the stairs and look to your right. You will see Compton Scaar leaning
against a pillar. Talk to him about the harmonica-player, then go back up and
talk to George Hadel again.
-------------------------------------------------------------------------------


Hop on the next train to Fulton station.


-------------------------------------------------------------------------------
COLLECTABLE: #41
SIDEQUEST: #3 - Ingrid Pulanski
As soon as you get off the train you will see an old woman wearing a brown
jacket. Walk up to her and she tells you that she lost the bracelet her husband
gave to her. If you are looking at the train track you’ll see a pillar directly
to the left of Ingrid Pulanski. Now, in the middle, between that pillar and the
pillar to the left of it you will find the bracelet down on the tracks. Be sure
to hop out quick or get nailed by a train. 
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
COLLECTABLE: #95
Go into the men’s bathroom behind Ingrid Pulanski here in Fulton Station and go
to the last stall, it’s on the floor. 
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
COLLECTABLE: #10
Walk to the other side of the platform and you will hear some loud music and
some people break dancing. Look across the tracks a little farther up from them
and there and you will see the flashing paper.
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
ACHIEVEMENT: GATHERER
If you have turned in ever collectable so far you have earned this achievement.
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
COLLECTABLE: #42
SIDEQUEST: #4 - Charlene Warburton
By the tracks where you grabbed collectable #10 you will see a woman wearing
a red hat. Talk to her and she will throw for coins down onto the tracks. Just
jump down before she throws them and spam the A button until you get them all.
Watch out for the train.  
-------------------------------------------------------------------------------


Head up the exit to St. Mary’s Orphanage, head all the way to the exit. Once
the conversations are over and you have gone through all the dialog options go
back down to the platform and out the other exit to Grinder’s Lane.



*******************************************************************************
Part One
Section 8
Grinder’s Lane
*******************************************************************************
Collectable # 60
Collectable # 62
Collectable #36
Collectable #11



Head forward and talk to the man there to get an idea of how to get in. Move
left down the street and around the corner. You’ll hear some mobster talking,
look up at the wall and you’ll see the large sign on top of the wall for
Grinder’s Lane Abattoir. Send your creeping dark up this and down the other
side and smash the electrical box, which will open the gate.


-------------------------------------------------------------------------------
COLLECTABLE: #60
As soon as you are done talking to the man turn around and look above the
subway entrance. You’ll see three windows and the glass is breakable. Send
yours creeping dark up to the far right window after you shoot it out. On the
floor is the collectable.
-------------------------------------------------------------------------------


Enter through the gate and kill the two guards in the court yard. Head up the
right side of this area and you will see a door with a Flammable Materials sign
beside it. Go in and grab the gasoline. Leave the room, and use the button on
the door to your right to open it.


-------------------------------------------------------------------------------
COLLECTABLE: #62
As you exit the room where you picked up the gas can look up. There is a tin
roof /overhang here. Send your creeping dark up the wall and up onto of it.
Up there you will find the flashy paper towards the back.
-------------------------------------------------------------------------------


Go through and head through the door on the right, then through the next door
to the left. In this room take out the light and summon a darkling. Through
this next door is 2 more summoning pits and a bunch of enemies. Clear them out
and head to the door at towards the back of the room on the left side.
There are more mobsters behind this door too. Once you have taken care of
them go to the door at the back of the room on the right side. You’ll see a
glass window and some mobsters inside guarding a big pile of money. Use yours
creeping dark to get in and open the door. After they are all dead set the
money on fire.

If you are having problems getting through that small window without getting
shot, head through the locker-room door on the left. Follow the path and you
will see three vending machines. Head through the door to the right and take
an immediate right. Go through the door and you will see a vent on the bottom
of the wall in front of you. Shoot it out and send your creeping dark through
here. Take out the electrical box at the end to open the door. Now backtrack
to that room again and the door is opened for you. Light the money on fire.


-------------------------------------------------------------------------------
COLLECTABLE: #36
This is in the vent where you sent your creeping dark through to smash the
electrical box. If you go through full speed you’ll miss it. If you opted to
go through the glass on the door, look up and to the left to see the vent.
Send your creeping dark up there to grab the note.
-------------------------------------------------------------------------------


Regardless of what way you chose, head back through the locker room door. At
the door by the vending machines turn left instead. There is one guy with
headphones who can’t hear you coming behind the first door on the right.


-------------------------------------------------------------------------------
COLLECTABLE: #11
Behind the second door on the right side you will enter an office. There is
a white board on the right wall and a computer desk on the left. The flashing
paper is on the floor by the chair at the computer desk.
-------------------------------------------------------------------------------


Follow this way till you see the two bathrooms and exit out the left door
back to the courtyard. Head back down to the subway station and go all the
way through it to the other side to where you were talking to Jimmy and Jenney.

Talk to Jimmy here and then go past him and out the subway exit to St. Mary’s
Orphanage.



*******************************************************************************
Part One
Section 9
St. Mary’s Orphanage
*******************************************************************************
Achievement: Beginnings (25 Points)
Collectable: #12
Collectable: #98
Collectable: #100
Collectable: #99



Stay on the stairs and listen to the mobsters. Continue up and kill the three
of them when they are done talking.


-------------------------------------------------------------------------------
COLLECTABLE# 12
Go all the way down to the end of the street. Look to your right and you will
see a ramp. Use your creeping dark to go under the ramp and grab the
collectable. 
-------------------------------------------------------------------------------


Head through the archway and towards St. Mary’s Orphanage.


-------------------------------------------------------------------------------
COLLECTABLE: #98
Before you go inside St. Mary’s Orphanage use your creeping dark to get to the
balcony above the main entrance. Up there in front of the main door is the
collectable.  
-------------------------------------------------------------------------------


Go through the main doors of the Orphanage.


-------------------------------------------------------------------------------
COLLECTABLE: #100
Instead of going right go to the left through the doors first. Go up to the
landing on the left and look behind the desks.   
-------------------------------------------------------------------------------


Head through the doors to the right and up the stairs, you’ll enter a burnt out
area. Take the door to the left to enter the kitchen and keep going through the
next door to the freezer. Watch the scene, then back track to the burnt out
area. Go to the open door to the back right and up the stairs. At the top there
will be two doors. Stand here and watch the scene.


-------------------------------------------------------------------------------
COLLECTABLE: #99
Enter through the right door and hop across all the gaps to the door to your
right. Look on the floor.    
-------------------------------------------------------------------------------


Enter through the left door, watch the next scene and head through the right
door, then the left door.


-------------------------------------------------------------------------------
ACHIEVEMENT: BEGINNINGS
Earn this for finishing the first part of the game.
-------------------------------------------------------------------------------



*******************************************************************************
Part Two
Section 1
The Trenches
*******************************************************************************
Achievement: No Man’s Land (25 Points)
Achievement: Ripper (25 Points)
Collectable: #14
Collectable: #13
Collectable: #63
Collectable: #38



Wake up and grab the guns to your left. Then proceed forward through the
trenches taking out all the enemies. As you move forward you will be given the
Demon Arm power. Use this to clear out the rubble in the way. You call also
spear enemies and objects with it. If you hold down the RB button you can
carry them around as well.


-------------------------------------------------------------------------------
ACHIEVEMENT: NO MAN'S LAND
You earn this achievement for gaining the Demon Arm power.   
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
ACHIEVEMENT: RIPPER
Just kill 30 enemies using the Demon Arm power.   
-------------------------------------------------------------------------------


As you are proceeding forward an airplane will crash in front of you blocking
your path. Eat the heart of the dead Nazi in front of the crash. Doing so
allows you to now summon Kamikaze darklings. Summon one to clear a path to the
left. Crouch down and continue through to the end of the trenches. Once the
trenches end you’ll walk up into no man’s land. There are enemies scattered
through out here.


-------------------------------------------------------------------------------
COLLECTABLE# 14
As soon as you leave the trenches turn right and follow the trenches above
ground. Follow it all the way past the crashed airplane and to the barbed wire
fence. Turn right at the end of the barbwire to enter a bombed out structure
above the trenches. Go all the way to the end and look to the right. You will
see the letter on the floor. Head back to where you exited the trenches.
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
COLLECTABLE# 13
Go straight forward from the trenches and you’ll see the remnants of a
building. Go in and look at the ground; you’ll see a wooden trap door. Shoot it
out and go down the ladder. By the dead Nazi you’ll see collectable.  Go back
up the ladder.
-------------------------------------------------------------------------------


Head forward all the way to the canyon. Turn right, follow it and you will come
to another bombed out building. Go towards the hill with the crucified man up
top. Be careful, every 30 seconds or so he will cover the hill in his
pestilence which will kill you.


-------------------------------------------------------------------------------
COLLECTABLE# 63
The man at the top of the hill has a letter laying at his feet.
-------------------------------------------------------------------------------


There is a wooden bridge on the right side of this hill, follow it. Once across
kill the two Nazi’s and follow the path around to the bunker.  You won’t be
able to enter through the metal door, so use your creeping dark to head in the
window to the right. Kill the Nazi and continue down the hall. Once the hall
opens up to the main room look directly to the left. You’ll see the metal door,
move to it and unlock it.

Head in through the metal door with Jackie and clear out the Nazi’s. There will
be a locked door just to your right when you entered. Use your creeping dark
again and go through the small square opening just above the door. Drop down
and unlock the door for yourself, kill the Nazi and head on through. Go left
and summon a Kamikaze darkling, he’ll run to the end and blow a hole through
the wall. Head out through the opening.


-------------------------------------------------------------------------------
COLLECTABLE# 38
As soon as you exit through the hole yours darkling blew open turn around and
use your creeping dark power. Head up the wall of the bunker, over the top and
look down the opposite side. You’ll have move to the left a bit, but keep
looking over the side and you’ll see the flashy paper on a ledge. 
-------------------------------------------------------------------------------


Just go straight forwards and keep walking through No Man’s Land. You’ll
see the British Flag in the distance. Head to it.



*****************************************
Part Two
Section 2
The Passage Way and the Village
*****************************************


Almost done all of part two while writing this.

Mercredi 19 septembre 2007 3 19 /09 /2007 00:09
- Partager     - Par yagami - Ecrire un commentaire
Publié dans : xbox 360 guides - Voir les 0 commentaires
*****************************************************************************
LOS MUERTOS
*****************************************************************************

=============
Juan Martinez
=============

Start at the Hillside Housing supply point. From there, head towards the boss
symbol on your mini-map. Go to the opposite side of the building from the
supply point and jump onto the ledge of the next building.

Then jump down to the roof of the building on the right, and head towards the
top of the stairs. Go right up to the edge of the roof, and you should see
the building Martinez is on ahead of you. You may even catch a glimpse of him.

Turn to the right and you should see an agility orb in the corner, if you
haven't already collected it. Either way, go to that corner and jump down to
the landing below.

Head towards Martinez's building, across the narrow strip with the explosive
barrels. Press X to switch to your Colby EAR50. On a side note, if you haven't
already collected a shotgun, look for an enemy with one and swap it for your
pistol after you kill him. Use the shotgun for close quarters combat and the
EAR50 at farther distances. Once you're across the narrow strip and up the
steps at the end of it, start firing at the thugs ahead.

There will also be thugs coming down the stairs on the right, but try not to
worry about them too much because they will keep coming and coming. After
clearing the path in front of you, continue in that direction until you go
down some steps into a wider area.

Kill the thug out there, then swing around to the right till you see a
staircase. If there are any thugs on the staircase, kill them. This should
give you an opportunity to regenerate if your shields or health are low.

Now head up the stairs and kill the three or four thugs on the landing at the
top.

You should see a staircase ahead and to the left. Martinez will either be on
that staircase or on the roof at the top of them. Whichever is the case, get
to Martinez's location and take out anyone else that is protecting him, so
that it is just you and him. When this is the case, use RB to lob grenade
after grenade at him. If the grenades don't kill him, finish him off with
your guns.



===========
Jose Guerra
===========

Start from the Royal Vista supply point, equipped with a shotgun. Go around
the building to the other side and you'll be able to see Guerra's nightclub
in the distance.

You'll now need to make your way carefully down to street level. There should
be a landing just below you now. Jump down to that. Now head to the right,
then turn left and you should see another landing below. Jump down to that.

From here you should be able to jump down to the street, though it will take
away most of your shield. Once you are on the street, look for a large purple
beam of light representing a road race, and head in that direction. Go past
the purple light to the sea and jump in the water.

Swim to the right, hugging the rocks, until you come to a flat rock that is
level with the water. Stand on this rock, then turn to the right where you
should see a section of the rocks that you can climb up.

Climb up those rocks till you reach the top of them, then turn to the right
and head in that direction. You should see a blue hidden orb ahead. Collect
the orb. Just beyond it, there should be an opening above that you can climb
out of.

Once you climb out, you will be directly underneath a staircase. Head to the
bottom of the staircase, then go up the stairs. Turn to the right and you
will see another set of stairs. Go up those, running past any Los Muertos.

When you reach the top of those, turn to the left and you will see some steps
leading up to the platform where Guerra is. Go onto the platform and run up
to each of his bodyguards and blast them away with your shotgun. Then go up
to Guerra and knock him out with a kick.

Then get to a safe distance and start throwing grenades at him. If he gets up
before he dies, run up to him (make sure all the grenades you threw have
already detonated) and finish him off with the shotgun.



===========
Rafael Diaz
===========

Before you begin this hit, you should have at least a 1-star agility rating.
Start from the Radio 410 Tower supply point. Head south toward the boss
symbol on your mini-map. Go around the left side of the building in front of
you, under the walkway, then jump onto the rocks.

You should see a small path ahead, surrounded by rocks on either side. Turn
right and go to the rocks on the right side of the path. Continue jumping
along these rocks, toward the large domed building ahead. When you reach the
building, jump onto its roof.

Then turn left and head in that direction until you reach some steps. Go down
the steps, across the wooden plank, across a metal platform, down some brown
steps, then down a longer set of brown steps.

When you reach the bottom of those, turn right and jump off the ledge to the
inside of the building, and down in the sand below. Then turn around and you
should see a garage with lots of cars.

Run to the nearest car and get in. Drive out of the room and turn right,
toward Diaz's location. You'll be driving in sand, so it will be very
difficult to steer the car. Diaz will be in another garage but this one will
have a door. If the door is still closed when you get to it, drive off away
from the gunfire and try to keep safe until the door opens. When the door is
open drive your car into the garage and run Diaz over with it. He should die
immediately.



===============
Rodrigo Alvarez
===============

Start at the Hillside Housing supply point. Turn to the right, then head
forward and jump off the ledge to the rooftop below.

From that rooftop, jump down to the freeway bridge. Travel along the freeway
toward Alvarez's location. The road will curve to the left. Continue along
this curve until there are rocks to your right.

Jump from the road onto the rocks. Travel along the rocks until you get to
the beach on your left. Jump down to the beach, then run towards Alvarez.

You probably still won't be able to see him at this point, so follow his
symbol on your map. When you get to him, simply blast him several times with
your shotgun.



================
Violetta Sanchez
================

Start from the Social Security supply point. Go to the south side of the
building and look down. You should see a building, just to the left of the
freeway, with three Los Muertos on the roof. Kill the Los Muertos, then jump
down to the roof.

Go straight, to the other end of the roof, and jump onto the higher landing.
Use its height to jump to the next building. Go straight to the other end of
that roof. Look down and you should see a very narrow, brown walkway bridging
two buildings. Jump down to that and cross it to the next roof.

Go straight to the other end of this roof and you will come to the side of a
blue building. Use the windows to climb up it.

The roof of this building sticks out a bit, so it's a little tricky getting
to the top. When you're hanging off the last window and you jump up, you'll
have to come away from the building ever so slightly, then go back towards it.
This may take some practice, but it's a useful skill to have as it will come
in handy in similar situations later. Once you reach the sloped, shingled
part of the roof, you will find that you still have to go one level higher to
get to the very top of the building. Jump up to this level and kill the gang
member there.

Go to the edge of the roof, facing the direction of the Sanchez's boss symbol
on your mini-map, and you should see two gang members on the roof below. Jump
down to their level and kill them as quick as you can, as they won't hesitate
to lob several grenades at you. After they are dead, jump onto the grey ledge
straight ahead, and then up to the next level.

Go around the structure to the right and you should find Sanchez. Run up to
her and knock her down with a kick. Then back up and lob all the grenades you
got at her. If this doesn't kill her, finish her off with your shotgun.



==============
Ramon Gonzalez
==============


Start at the Radio 410 Tower supply point. Turn around and jump onto the roof
of the building behind the supply point.

Jump onto the rocks behind the building. From there, look for the long blue
bridge, a little to the left, and jump down onto that. There will be a blue
hidden orb on the bridge. Collect the orb, then continue crossing the bridge
and kill the gang member at the end of it.

Then go down the stone slope to the right and kill the gang members there.
One of them will drop a Harlington HMG-90. Pick this up and return immediately
to the supply point in order to save this weapon. This is probably the best
weapon in the game and should be your primary firearm for the rest of the
game. Before you exit the supply point, make sure you equip it.

Now retrace your steps to where you collected it - past the bridge and down
the stone slope to the right. Continue climbing down the rocks until you see
a dirt path crossing in front of you. Beyond the path should be more rocks,
and there should be an explosive barrel on top of them. There should also be
a couple Los Muertos thugs on the left - kill them from where you are.

Just to the left of you and ahead, you will see that the path forks - one
fork is the continuation of the dirt that goes left, and the other fork is a
grassy slope, going more in the direction you are facing. The grassy slope is
where you need to go.

As you go up it, you will see three Los Muertos thugs on a balcony to your
left. Don't bother trying to kill them - more thugs will replace them. The
path will also fork again at this spot. Take the right fork. You will then
come to a wall that juts out slightly from the rocks. Go to the right of this
wall.

After doing so, if you look up at the lighthouse, you will be able to see the
ledge that Gonzalez is on, and you might even see him. What you need to do is
to climb up the rocks ahead so that you are to the right of the lighthouse
(from the direction you are facing now).

Once you reach the top of the rocks, you are ready to rub out Gonzalez.
Grenades won't work here because it's very difficult to get them to actually
land on the balcony he is on. You will be using your new toy, the Harlington
HMG-90 to do the job. Standing on the rocks, you won't be quite at the angle
needed to hit him, but jumping in the air solves this problem. Simply lock
onto Gonzalez and jump up repeatedly, firing at him with your HMG-90 while in
the air. He will go down quickly.



==================
Don Domingo Garcia
==================


Start at the Garcia Point supply point. Head northwest, past the two trucks,
and continue in that direction through the forest.

Continue on until you get to the edge of a cliff and you can see Domingo's
island estate in the distance. Make your way carefully down the cliff to the
dirt below.

Then go towards the rocks ahead of you and make your way carefully down to
the beach below. Turn to the right, and make your way across the sand, going
under the brown and yellow bridge.

Now go into the water and swim to the rocks on the right side of Domingo's
estate.

You should see the beginning of a yellow-orange wall fence coming out of the
side of the house at the top of the rocks. The rocky path leading up to it is
where you should climb. Climb the rocks and jump over the fence.

You should see some stairs ahead that go up, then to the left. Go up those
stairs. When you reach the top, you will see some steps ahead of you at an
angle, with a walkway overhead. Go up those steps, and turn to the right.
Then head forward and jump onto the level above, either to the left or right
of the walkway.

The small building ahead is where Garcia is at. Go in the building and take
out his henchmen.

If there are any standing near him, go ahead and toss a grenade at them. When
the room is clear, start throwing all your grenades at Garcia, then finish
him off with your HMG-90 if necessary.



*****************************************************************************
THE VOLK
*****************************************************************************

=================
Natalya Gryzunova
=================

Start at the Maxim's Arch supply point. Turn a little to the right, toward
Gryzunova's location, and go to the corner of the building. Jump down to the
street below (you must have at least a 2-star agility rating or you won't
survive this fall).

Head toward the armored trucks that are on the left side of the building that
Gryzunova is in.

Get in one of the trucks and head just a little further down the street, then
turn to the right to find an opening.

Go through the opening, then look at your mini-map to see where Gryzunova is
now in relation to you. Head towards her and run her over with the truck. If
she doesn't die immediately, back up a little and run her over again.



============
Igor Biragov
============

Start from the Hi-Power Tower supply point.

Head forward to the edge of the building. In the distance, a little to the
left, you should see a large complex with yellow roofs. This is where Biragov
is hiding. Below you should be a landing with blue-green tiles. In the corner
of this landing should be a red piece of metal laying on the ground and a
Volk thug nearby it. Jump down to this landing and kill the thug.

Go to the corner and look to the nearest corner of the complex. There should
be another Volk standing guard on it. Target him, then jump in the air to get
a clean shot, and take him out. Then jump over to where he was standing.

Go to the left, then to the right, going around the yellow dome. Go into the
long, enclosed hallway on the left. There will be several explosive barrels
in this hallway. While you are still at a safe distance, shoot one of them to
make them all explode. This will prevent them from getting hit by a stray
bullet and exploding while you are passing them.

When you get to the end of the hall, turn right. There will be a few Volk
members ahead of you. Take them out, retreating back into the other hall if
you need to regenerate. Then head through the opening on the left, and take
cover behind one of the grey columns (on whichever side Biragov is on).

Come out from behind the column long enough to throw some grenades at Biragov.
Then target him with your HMG-90 and get behind cover while the target closes
in on him. Once you have a good lock, come out from behind the column and
pump him full of bullets until you need to reload or need to regenerate.
Repeat this process with the HMG-90 until he is dead.



=============
Olga Romanova
=============

Start from the Hi-Power Tower supply point. Head foward to the edge of the
building. Jump down to the landing below.

Turn left and head to that edge. Jump down to the street below. Head forward,
going all the way to the intersection.

Turn left at the intersection. Go in that direction until you get to the
rocks and the Dodge Caliber billboard on your right.

Climb to the top of the rocks. You should see a factory ahead. Turn to the
right, so that the factory is on your left, and head in that direction along
the rocks. Continue following the rocks as they curve to the left. When you
get to the last rock, jump down, and head forward towards the two cylindrical
buildings that have another mountain of rocks behind them.

You will be fired upon from the left, but just run past the gunfire and don't
bother trying to kill anyone. Go behind the cylindrical buildings, and travel
along those rocks.

Eventually, the mountain will curve to the right and you'll be forced to go
down to ground level. Continue forward, hugging the mountain to the right.
There will be two Volk thugs on the next level up in the distance. Take them
out while still running forward.

Now for the hardest part of this mission. As the path curves left, you will
see several Volk members in the distance, around some armored trucks. Try to
take these thugs out from a distance too. Then go up to that area and use the
rocks near the trucks to get up to the next level.

There will be several more Volks up there too, so watch out. After killing
them, turn to the right so that the mountain is to your left, and head in
that direction (you should be heading the opposite way you came, but one
level higher). Continue in that direction, killing the thugs as they come
into range. Watch out for one thug because he will have a Watson HE99 Hothead
rocket launcher. When you kill him, switch out your secondary weapon for the
Hothead.

Continue in that direction until you can go no further. To your left will be
the entrance to the cave Romanova is in. Approach the cave with caution. When
Romanova and her bodyguards see you, you will be attacked by several rocket
launchers and some grenades. Plus, there are several explosive crates and
barrels nearby. Try going up to the entrance till they see you, then hurry
back out. They will hopefully explode most of the explosives near the
entrance. Equip the hothead, then go back to the entrance and fire it at the
thickest crowd of Volks. This should hopefully take most of them out. Then
wipe out the rest of Romanova's guards. When it is just you and her, hit her
once with the Hothead, then switch to your HMG-90 and finish her off with
that.

After she is dead, go back out of the cave, turn right, head forward, and
look for another cave to your right. There are several caves in the wall, but
the one you are looking for will be the first one you come to. Go into the
cave. There will be two weapons inside. One of them is a Watson HE79 Grenader.
Replace your HMG-90 with the Grenader. Now go back to the cave where you
killed Romanova. If any more Volks have shown up, keep your distance and try
taking them all out with the Grenader.

Now head to the opposite side of the cave towards the opening. Jump down to
the street below. Steal a car and drive it back to the Hi-Power Tower supply
point.

Enter the supply point to save the Hothead and the Grenader. The Grenader is
especially useful and should now become your secondary weapon.



===============
Sergei Sovetnik
===============

Start from The Keep supply point (at Agency HQ). Equip the HMG-90 and the
Grenader. Go to the purple sphere and choose a vehicle. Get into the vehicle,
go forward, then turn left towards bay door 2. Go through bay door 2 and
through the tunnel.

After exiting the tunnel, turn right, go under the bronze pipe, and head in
that direction till you get to a brick wall.

Get out of the car, and leap over the wall on your right. Sovetnik is in the
main building of this factory, but there is no way to get to him, so you will
have to force him out. You will have to destroy three pressure switches to
force him to the roof of the building. After leaping over the wall, you
should see several yellow cylinders, laying on their side, all in a row, in
the distance. Near the beginning of this row will be the foot of a walkway
going up like a ramp. Run through all the gunfire to this ramp.

Go up the ramp, and around its turns, until it straightens out. Run across
this walkway, killing any enemies on it ahead. You will see that at some
point ahead, part of the walkway turns to the right, while the rest continues
in the same direction. At the end of the part that goes to the right will be
the first pressure switch. You will recognize it, and the other two, because
there will be a red circle, with a red exclamation point inside, next to it.
As soon as you see it, target it and shoot it till it explodes.

Now run up to where it just was. Ahead of you, you will see red pipe going
into a structure ahead. Jump to the ground and run behind this structure.
While back there, you should have some time to regenerate. After regenerating,
look for the large bronze pipe coming out of the ground.

Jump onto the pipe, then jump to the ledge of building ahead. Immediately to
your left should be a ramped walkway. Go up the ramp and kill the Volk at the
top. Next to him you will see the second pressure switch. From a safe
distance, shoot the switch until it explodes.

Now go to the edge where the switch was and carefully jump up and grab onto
the next ledge. Now jump from ledge to ledge until you reach the top. As
quick as you can, turn right and kill the Volk ahead. There are tons of
explosives on this landing, so one stray bullet and you're dead.

Now look for the final switch on the edge of this landing, and destroy it.

After all the explosions, jump to the building ahead, and climb to the roof.
Run around the sides, using your HMG-90 to kill all of Sovetnik's guards.
Then, at a safe distance from him, use your Grenader to launch a few grenades
at Sovetnik. Then switch back to your HMG-90 and finish him off with that.



=================
Viktor Rabotnikov
=================

Start at the Storage Facility supply point, equipped with the HMG-90 and the
Grenader. Head east, climbing over the fence, and jumping onto the roof of
the building with the orange trim around its top.

Continue going east, and go to the other side of the roof. Jump down to the
ground below. Continue in the same direction, going under the bronze pipes
and to the rocks ahead.

Jump onto the rocks, then into the sea. Head for the shallow areas ahead that
make tiny islands within the water. Follow them to the right and behind the
large rocks.

You will come to a large sandy area leading up to Rabotnikov's estate on your
left. This isn't the way you wan't to go however. Follow along the line where
the sand meets the water and go around the right side of the rocks ahead.

You will now be in the water again. Swim around the rocks, hugging them on
your left. You will get to a small patch of sand again. Continue past the
sand and back into the water.

You will swim past one of the towers of Rabotnikov's estate on your left. If
you continued to swim, you would come to a second tower on your left. What
you need to find though, is a place in the rocks about halfway between these
two towers that you can climb up. It is a place where two large rocks meet.

You need to climb to the top of the rock on the right. From here, you will be
able to see the second tower and one of the explosive crates on it. Shoot
this explosive crate from here to detonate them all - that way they won't
detonate if and when you are next to them.

Now jump up to the higher rock on the left, and from there, jump onto the top
of the second tower where you just detonated the explosives. Turn to face the
direction of Rabotnikov and his gunmen. You will be blocked from the gunfire
of most of them from the large rock ahead, but that won't stop them from
lobbing grenades at you, so watch out. Use your HMG-90 to kill the gunmen
closest to you, on the right side of the rock ahead.

Then go along this walkway where you just killed the men, toward Rabotnikov.
Switch to your Grenader. When you can see Rabotnikov, target him and start
firing grenades at him with the Grenader. If there are any gunmen giving you
problems that aren't getting hit by the blasts, start targeting them with the
Grenader. When the Grenader runs out of ammo, finish Rabotnikov off with your
HMG-90.




===============
Boris Mikhailov
===============

Start from The Retreat supply point equipped with the HMG-90 and Grenader.
Turn around and jump onto the roof behind the supply point. Go to the other
end of this roof, then jump down to the landing below.

Go around the building, continue in that direction, then go around the next
building, and to the edge. Beyond the wall at the edge, will be a small ledge
sticking out from the building. Jump onto this ledge and go to the far-left
corner of it. You will see a building to the left with several grey
rectangular columns coming out of the roof. Jump over to the roof of this
building.

Then go to the other edge of this roof, where the green agility orb is. Now
jump down to the street below. Go under the freeway, towards the long stretch
of fence ahead. Head more to the left as you do this.

Go to the part of the fence where there are brown buildings just behind it.
Climb the fence and hop down to the other side. The top of the fence comes
out a bit, so it will be tricky getting over. When you jump, you will have to
come slightly out first, then go back towards the fence. Once you're over,
make sure your HMG-90 is ready, and prepare to fight. Kill all the enemies
that come at you, using all the storage bins around for cover.

After they're dead, face the direction you were facing when climbing the
fence. You should see a couple of tall structures ahead, made out of yellow
metal beams. Head towards these. As you do, more enemies will approach in
vehicles. Stop to take out these enemies.

After they're dead, go to the closest of the yellow structures. Go "within"
it and go to the far-right corner. Jump onto the low beam there. Use that to
jump onto the next highest beam above it.

From here, when facing the boat, there will be another beam right in front of
you. Back up away from this beam, then face to the left of it, towards the
boat. Jump to the boat from here. After landing on the boat, there will be a
walkway just above you. Jump onto it.

Now turn left, and run forward and down the steps to the left side of the
building. (If you're wondering why it was necessary to jump on the walkway -
if you don't some enemies will have spotted you already). You will see some
metal stairs ahead, attached to the building. Go to these stairs and ascend
them. At the very top will be several Volks. Before you get to the top,
switch to the Grenader and lob a couple grenades at the Volks.

Then switch to your HMG-90 and finish going up the stairs. Shoot any other
Volks at the top. If your shield gets low, turn to the left and go around the
left side of the building and hide in the corner under another set of metal
stairs there. Make sure there aren't any Volks around who can shoot you
there, then wait for your shield to regenerate. Also make sure to reload your
HMG-90.

Now go past the stairs around to the other side of the building. Shoot and
kill the guard there, then switch to your Grenader.

Now look for a doorway on the right leading into the building. Go to the
doorway and start firing grenades at Mikhailov and the other guards inside.

If any guards start attacking you on the outside, switch back to your HMG-90
and kill them. Finish off any guards inside the building, then finish off
Mikhailov with the HMG-90.



===============
Vladimir Golyak
===============

Start from the Storage Facility supply point. If you look ahead and a little
left, you should be able to see the oil rig Golyak is on even from here. Head
forward to the rocks and jump onto them.

Then jump into the water and swim towards the rig. Swim towards the farthest,
and tallest, part of it. You should come to a rusty walkway, about level with
the water. Jump onto this walkway.

Head forward a little and shoot the Volk standing guard. Then go to the large
opening on the left, and shoot kill all the Volk guards inside. Now turn left,
just inside the opening, and jump to the black ledge ahead.

Facing the same way, jump up to the broken brown ledge above. Now jump to the
next brown ledge ahead and above.

You will now be directly under the next ledge you need to get to, so go to
the edge of the one you're on, and jump and grab on to the edge of the one
above. Pull yourself up, then go out the opening ahead on the left.

Turn right and head in that direction. Kill the Volk guard, then jump up to
the next ledge ahead. Continue in that direction, then jump to the next
ledge, then the next.

Continue going that way till you get to a staircase. Go up the stairs, then
turn completely around and head that way towards the back of another
staircase.

Kill the Volks that come down those stairs, then go up them, then head in
that direction till you come to two black and silver ramps help up by cables.

Go up the right one, then turn and go up the stairs at the top of it. Turn
left and you will see an opening into a hallway. Instead of going in the
hallway, look up and climb up the wall, past the windows, and up onto the
next level.

Turn left and you will see a large, blue, cylindrical tank. Jump onto the
tank, then use it to jump onto the next level above. Now look around for
another black and silver ramp held with cables nearby.

Go up the ramp, then turn left and look for a staircase ahead. Go up the
stairs, turn left, and go up the second set of the stairs. If you need to
regenerate, regenerate here before going further.

Now turn left towards the wall there and climb the wall to the next level.

You will now be on a small landing and it will be just you, Golyak, and some
explosive barrels. Try to keep clear of the barrels and run right up to
Golyak and knock him out with a kick. While he's down, pump him full of
bullets from the HMG-90. If he gets up, kick him again, then continue firing.
Do this until he is no more.



***************************************************************
SHAI-GEN
***************************************************************

================
Melissa Fang-Yin
================

Start from the Intellicenter supply point. Turn around and jump onto the roof
of the building behind the supply point.

Go forward to the edge of the roof, in front of the billboard. You will see a
donut-shaped building in front of you. Jump onto the roof of that building.
Head to the right edge of it. Below you will see a long walkway leading up
into the distance. Jump down to the walkway.

Turn to face the upward direction of the walkway. At the end of the walkway
ahead, and to the left of it, you will see two buildings with windows in them.
A green building, and a taller blue building. Look for an enemy at the top of
the taller blue building. He will have a Hothead rocket launcher, so kill him
first.

Now head up the walkway and kill the enemies as you see them. There will be
two explosive barrels at the top of the walkway, so before you get to them,
shoot and detonate them at a safe distance. That way, they won't get hit by a
stray bullet and detonate when you pass them.

When you get to the top, to the area with the satellite dish, kill the
Shai-Gen guard there. Then turn left, head to the building ahead, and jump on
top of it. Head forward to the edge of the roof and kill the guards ahead.

Then jump to the top of the ramp ahead, where the entrance to the glass,
sphere building is. Stand in front of the doorway and start killing the
guards on the ground inside.

If you need to get to cover and regenerate, simply move to the right of the
doorway. Then go in and start killing the guards on the landing above.

If you can't shoot them from the ground, go up the stairs to their level and
kill them from there.

Once everyone is dead except for Fang-Yin, go up to her level and use your
Grenader to launch some grenades at her. From there you can simply continue
to lob grenades until she is dead, or start throwing cluster grenades to
finish her off quicker, or finish her off with your HMG-90 so you don't
accidentally blow yourself up.



===========
Mrs. Timbol
===========

Start from the Intellicenter supply point. Turn left (to the west) and head
to the edge of the building. Jump over to the next roof.

Ahead and to the right, on the same roof, will be a taller black structure.
Jump onto that. Head to the west edge of that roof. In the distance you will
see a roof with a taller building, with a red sign, to the left of it. Jump
over to the lower roof.

Head foward, past the three air conditioner units on the left, then turn left
and go that way. If you go all the way to the edge, then directly on your
right will be the ledge you need to jump onto. Jump onto that ledge, then
turn left so that you are facing the complex with the Shai-Gen guards on the
roofs. Kill the guard on the roof ahead of you, then the guard to the right.
Jump forward to the roof that the first guard was on.

Continue forward, all the way to the other side, crossing the two walkways
(the first on the left, the second on the right). When you get to the other
side, turn right and go to that edge. Look below and you will see a white,
ramped walkway.

Jump down onto the walkway, then turn completely around and head into the
room ahead. Head forward and turn left into the opening. Watch for Shai-Gen
guards to come through the doorway ahead. Kill them with your HMG-90, then
switch to your Grenader.

Then turn back around and go to the top of the white walkway. Timbol and her
guards will be in the room at the bottom of the walkway. Start launching your
grenades at all of them.

When you get Timbol on the ground, start throwing cluster grenades at her
until she's dead. If you need to regenerate at any point you can retreat back
into the room behind you.



==============
Vitaly Rzeznik
==============

Start at the Intellicenter supply point. Head forward to the edge of the roof.
On a roof in the distance, you will see a group of Shai-Gen thugs standing
together. Use your Grenader to take them all out at once. After they are dead,
jump over to the roof they were on.

Turn right and jump over to the roof of the next building. Go to the corner
of that building and jump into the water below.

Swim to the right, going around the right side of the rocks. Hug the rocks on
your left as they curve to the left towards the building. Swim up to the
building and jump up into it.

Head towards the right side of the room to the ramped walkway. Go up the
walkway. As you go up it you will see another walkway to your left, going up
the opposite direction. When it becomes low enough for you to jump onto, jump
onto it, turn around and go up it.

There will then be another walkway on your left. Jump onto that when you can.
Repeat this process over and over again, ignoring all the enemies, until
there are no more walkways. At this point you will see in the distance a
large doorway surrounded by glass, with metal stairs beyond that. Head to the
stairs.

Equip your Grenader, then go up the stairs. When you reach the top you will
see a group of guards in the room ahead. Use your Grenader to take them out.

Then go into the room and go up the stairs on either side. You will now be in
a room with Rzeznik and one guard. Take out the guard with your HMG-90.

Then switch back to your Grenader and launch a few grenades at Rzeznik. Once
he's on the ground, throw a few cluster grenades at him to finish him off.



=======================
Dr. Balthazar Czernenko
=======================

Start from the Comfortitude, LTD supply point. Head to the right edge of the
roof and jump down to the street below.

You will see the PCN Institute of Research ahead. Go past the left side of
the Institute. You will see two circular buildings ahead, with a tree in the
middle where they meet. Go towards and past this tree to the wall ahead.
Climb the wall up to the roof above.

Shoot and kill the guards that attack you. Go forward to the circular dome.
When you get to the outer edge of the dome, head along that edge to the right.
You will pass a walkway on the right. When you come to a second walkway on
the right (it will be the northeast area of the dome), jump down to the
ground below.

Look for a large group of boxes. Between the boxes will be the path into the
building. Shoot the guards around this area, then follow the path into the
building. Head diagonally forward and to the right, towards the area with
jail cells containing Czernenko's "freaks".

Jump from ledge to ledge till you get to the top one. Then turn left and look
for stairs leading up to a large glass door. Since it's completely glass with
no handles or anything, it may simply look like a large doorway opening. Use
your Grenader to launch a couple grenades at it.

When it comes loose enough for you to squeeze inside, go into the room, then
immediately run to the left, towards Czernenko, but then turn right into the
hallway there.

Go down the hall, then to the right or left. From here you will be able to
regenerate your health and shields.

When you are fully regenerated, go back into the hallway and prepare to
attack. You can do two things here. You can either try to kill all of
Czernenko's guards first, or just try to go right after him. Either way, take
him out the same way we've been taking out most of the bosses. Lob a few
grenades with your Grenader, then finish him off with cluster grenades or
your HMG-90. If you need to regenerate, simply run back down the hallway into
the safe area.



===============
Thadeous Oakley
===============

Start at The Block supply point. Go around the right side of the structure
that is behind the supply point. Go to the very edge of the roof. Jump to the
roof of the building ahead.

Head to the right edge of that roof. You should see the PCN Expo Center from
here. Jump from the roof down to the street. Now turn a little left and head
for the entrance to the Expo Center.

Go into and through the long hallway of the center. There will be guards
lining the hall on either side, but as long as you don't attack them, they
won't attack you. When you get to the end of the hall, go up the stairs on
the right.

You will now be in a large room with a dome in the middle. The guards won't
attack you in this room either. Go up to the edge of the dome and go around
it counter-clockwise (go around the dome keeping it on your left) until you
come to a walkway that leads into the dome.

Jump onto the walkway and go into the dome. You will hear an alarm sound and,
as you may have guessed, the guards will attack you now. After you enter the
dome, turn left and use your HMG-90 to shoot and kill the guards that come
out of the door ahead. Watch out for guards to come into the dome and attack
you from behind as well. After everybody is dead, go through the doorway
ahead into the next room. Shoot and kill the two guards the come out of the
next doorway. After they are dead, go into the next room and kill the three
guards in there.

Now switch to your Grenader, go into the next room, turn right and take out
the group of guards there. Then go into the doorway and up the winding red
stairs.

When you get to the top, go through the doorway ahead and jump up to the
higher level ahead.

Turn right and shoot and kill the guard there. Keep going in that direction
and kill the next guard ahead. Keep going until you come to a gap in the
walkway. Jump into that gap for a place to hide and regenerate.

Then come back out and start killing all the guards in the room, going back
into the hiding spot if you need to regenerate. Once all the guards are dead,
wait for three guards to come into the room from the other side. Three guards
will continue to come periodically from there, but if you kill them
immediately you will have the window you need.

So kill those three guards, then look up and you will see a ledge above that
you need to jump up to. Even with a three-star agility rating this can be
difficult, so jump onto the railing on the edge of the walkway first, then
jump up to the ledge.

Jump over the obstacle on the ledge to get to Oakley, then knock him out with
a kick. Don't try to use any explosives because there's not enough space.
Also, there are barriers on that ledge that can protect you from gunfire from
below, so make sure to position yourself behind those. So from that position,
shoot the unconscious Oakley with your HMG-90. When he gets up, knock him out
again with another kick, then continue shooting him. Do this until he is dead.



====================
Colonel Axton Cowell
====================

Start from the Stripey's Cafe supply point. Turn right and go around the
structure behind the supply point (so to the left of the structure when
facing it). Go to the corner and jump down to the landing below on the left.

Go to the corner of that landing, then jump down, not to the street, but to
the raised area with the blue tiles next to the street. Wait to regenerate,
then head towards the front door of the Central Point building. Use your
Grenader to take out the group of guards guarding the door.

Then run up to one of the doors and kick it until it comes down and you can
get into the building. As soon as you enter, there will be a circular
platform ahead of you. Run around either side of this platform to the back of
the room, ignoring the enemies.

When you get to the back of the room, use your Grenader on the enemies
standing by the elevator doors. Then run up to the blue circle on the ground
to open the elevator doors. Two guards will come out of each door. Use the
Grenader on each pair, then run into the elevator. Collect the hidden orb,
then stand on the blue circle and press [[Image:smbutton_y.png]] to activate
the elevator.

When the elevator stops and the doors open, go out the left door, turn left,
and go up the ramped walkway ahead. When the walkway flattens out, you will
then have a choice to continue up another ramp ahead, or up a ramp going the
opposite way. Choose the latter. So you are basically going up to the flat
part, then turning around and going the opposite direction up another ramp.

After reaching the top of this second ramp, continue forward to the next set
of ramps and repeat the process. After doing this four times since leaving
the elevator, you will be on the right floor. Also, as you do this, you can
shoot enemies, but only if you don't stop running. So when you're on the
fourth floor from the elevator, look for a large opening to the outside.
Outside of the opening, on both sides, will be tall structres with several
grey ledges in them. Jump onto the highest ledge you can, in only one jump,
of the structure on the left.

Get into the corner where the enemies still inside the building can't shoot
you. Look up, to the top of the opposite structure, and shoot and detonate
the explosive barrels there. Then jump over to one of the ledges of that
structure, turn around, and shoot the explosive barrels at the top of the
other one.

Then jump up to there - to where the barrels just were. Kill any enemies that
are up there, then turn left and jump and climb to the top of the corkscrew
shaped structure.

You should now be on a roof with a domed area in the middle. Go around the
dome until you find one of the doorways to it. Stay at an angle to the
doorway and kill any guards just on the inside with your HMG-90.

Then face the doorway head-on and use your Grenader to launch one grenade at
each enemy in the room. Then target Cowell specifically with the Grenader.
While he is on the ground burning, start throwing cluster grenades at him
until he dies.



==============
Zuang Lun Wang
==============

Before taking on Wang, you should have a 4-star agility rating. Start from
the Stripey's Cafe supply point. Turn left and go around the structure behind
the supply point (so to the right of the structure when facing it). Go the
corner of the roof, then jump down all the way to the street below.

Go forward, then go up the stairs on the right up to the front of Wang's
skyscraper (the building with the window panes at the bottom that together
create a triangle). Then turn left and head to the front of the Epicenter
building. Climb up the windows to the right of the Epicenter sign.

When you reach the top, turn a little to the right and you will see a corner
where two grey walls meet. Go over to that corner and jump to the top of the
grey wall on the left and use it to jump over to the grey wall on the right.

You will now be on a roof. Head forward to the corner of that roof, which is
nearly touching Wang's building. From there, you will have to lightly jump
over to the ledge of Wang's building. If you jump too high, you'll hit the
wall above the ledge, then fall all the way back down to the ground.

Once you make it to the ledge, turn right, then go forward, collecting the
hidden orb. Continue forward till you're forced to go left, then turn left
(obviously) and go up to the railing ahead. Kill the guard ahead, then jump
over the railing and into the building.

Go up the staircase there, then turn left and shoot the two enemies ahead.

Turn left again and take cover behind the grey wall ahead if you need to
regenerate. Now look forward and you'll see the back of a staircase ahead. Go
forward, then turn around to go up those stairs. When you reach the top, kill
the two enemies ahead.

Then continue forward and go up the next staircase you come to. When you
reach the top of those, turn completely around and kill the enemy there.

Then turn back around again, go forward, and kill the two enemies ahead of
you. Go forward, then turn the corner to the right and kill the enemy in the
distance. Then go that direction and jump up to the walkway above.

Turn around to the left and go up that staircase, then down the short walkway
and up the next sets of stairs. When you get to the top, turn to the left and
you will see a grey, rectangular structure coming up from the ground. Jump
onto that, then over onto the walkway.

Turn left and go up the stairs. When you get to the top, turn left and go
around the circular structure in the middle of the room, and into a room with
a staircase on either side, shooting any enemies along the way. Go up either
set of stairs, and into the room with the bottoms of yellow, cylindrical
structures in it.

The walkway you need to get to is a little high up, behind the top of the
stairs you just came up. If you can't jump up to it directly, use the grey
trim on the walls to get some extra height.

When you get up to it, there will be lots of enemies up there for you to kill.
After they are dead, go up the staircase on either end of the hall, up to the
next level. Run around this level and look for the yellow cylinder with the
blue orb on it.

You can only see it from one direction, so if you go around the whole level
without finding it, go around again the opposite way. Once you find the orb,
jump onto the yellow thing it's on, collect it, then jump up to the next
walkway.

Turn left and go up the stairs ahead. You will now be in a room with lots of
explosive boxes. Go counter-clockwise around the room till you get to a
staircase going up.

Go up those stairs, turn left, and go up to the circular doorway ahead. Kill
the enemies in the distance, and the two that are just beyond the doorway to
the left. Watch out for those two because one of them has a rocket launcher.

Now go through the second circular doorway and into that room. Kill any
enemies there, then turn right and go through to the next room. There will be
several enemies in this room. If you need to regenerate, go into the enclosed
area surrounded by the walls with the neon, light-blue rectangles.

After killing all the enemies, go up the stairs that are on the left,
immediately after passing the enclosed, light-blue area.

After going up the stairs, you will find yourself outside and it will be time
for the final battle. Once you reach the top, turn to the right and go around
the rock there till you are facing the building. To the right of the building
will be a grey wall/platform. Head towards this and jump onto it.

Then turn left so you are facing the building. You need to jump from here
onto the ledge above where Wang is. This can be tricky because the ledge has
red trim that sticks out just a bit, and will prevent you from getting up
there for most of your jumps. You need to be far enough away from the ledge
when you jump, that you will jump completely over this trim.

But meanwhile, while you are trying to get this right, there will be several
enemies shooting at you and draining your health quickly. So if you need time
to regenerate, walk to the opposite edge of the platform from where you
jumped onto it from, and carefully walk off the edge so that you will grab it
and hang there. You will be able to hang here as long as you want, which
means you can regenerate fully.

Once you do make it onto the ledge above, hit Wang with your Grenader, or the
Firefly if you have it, then throw cluster grenades at him until he's dead.
Congratulations! You've just beat Crackdown!

Mercredi 19 septembre 2007 3 19 /09 /2007 00:04
- Partager     - Par yagami - Ecrire un commentaire
Publié dans : xbox 360 guides - Voir les 0 commentaires
*******************************************************************************
General Information
*******************

Chromehounds
By: Sega, From Software
For: Xbox 360
Players: 1(offline), 1-20(on Xbox Live)
Rated: T for teen (Mild Language, Violence)
Release Info: Jun 29, 2006 (Japan)
              Jul  7, 2006 (Europe)
              Jul 11, 2006 (North America)
Genre: Shooter, Mech Simulator

*******************************************************************************
Contents
********

0.0  Greeting

1.0  Basic Game Information

2.0  Demo Walkthrough

3.0  Full Game Walkthrough

4.0  Xbox Live Walkthrough **Coming Soon**

5.0  Hound Building Walkthrough **Coming Soon**

6.0  Parts List

7.0  Achievements and Other Special Information

8.0  FAQ **Coming Soon**

9.0  Version History

10.0 Legal and Policy Information

*******************************************************************************
0.0 Greeting
*************

Welcome to my guide for the Xbox 360 game Chromehounds.  I felt the need to do
this guide for myself as much as for all the people who may need help besides
me.  It is my hope that I can provide you with a one stop source of information
on this game and can help you not only to beat this game but also get all the
enjoyment possible from it in both the offline and online modes.  I have
provided my email for those who have questions either unanswered or more
in-detail into the game.  Please do read the warnings at the end of this FAQ
for I do have limits to my kindness.

*******************************************************************************
1.0 Basic Game Information
**************************


************
1.1 Story
************

In the world of Chromehounds the world is a drastically different place then
the world today.  After two great superpowers clash and the world is torn apart
by war a new weapon emerges as the face of battle, the "hound".  The hound
takes center stage in a world where planes and ballistic missiles are rendered
useless and new laws of war are written.

Twenty years have passed since the wars begun and you have known nothing else.
Now you must prove yourself a valuble member of a mercenary force known as the
Rafzakael and eventually choose who you will fight for in the region of
Neroimus.  The choice is yours, but make it quick...Your hound awaits.

************
1.2 Controls
************

Left Analog   - Move you hound  (click for light)

Right Analog  - Turn, Look      (click to change from 3rd person POV to gun
                                 camera and back)

D-Pad         - Give commands   (right to start, then up and down to find
                                 command, then right to move on...continue
                                 adding commands until you finish the string...
                                 left to back up)

A Button      - Commander Use

B Button      - Commander Use

X Button      - Zoom map

Y Button      - Open/Close map

Left Trigger  - Assists

Left Bumper   - Assists

Right Trigger - Fire Weapon

Right Bumper - Change Weapon

Select        - Self destruct hound

Start         - Pause

**************
1.3 Game Types
**************

Story     - Each hound type of hound has a campaign of progressively harder
            levels.  Here you learn the story and master each hound type.  See
            section 3.0 for more.

Xbox Live - This is where you show of your creations to the world.  Play your
            standard online game types as well as some just for this game. 
            This is where each hound type is truly needed and teamwork is a
            must.  Create 20 person squads and fight with up to 6 people a
            side.  There is also a persistent battle between the three warring
            nations in which the battles you play determine gains/losses of
            land and money for your chosen nation.  See section 4.0 for more.

***************
1.4 Hound Types
***************

In Chromehounds every team member has a specific role to play.  Failing to
follow that role will almost certainly spell defeat for you and your team.  No
one role is unneeded so no matter which you choose to play at any time you will
be needed.

Soldier           - Just what you would expect from the name.  This hound is
                    responsible for bringing the fight to the enemy.  You are
                    well rounded with speed, power, and defense.  The key for
                    you to remember is to keep a distance from quick units like
                    scouts and move in close to hulks like defenders.  Remember
                    you should be the main damage dealer for your team against
                    other hounds so keep a good assortment of high damage
                    weapons on you.

Scout             - This aptly named hound is responsible for capturing COMBAS
                    (communication towers) and making sure that your team can
                    stay in touch with each other.  You need to pack some fast
                    legs and be super light so you can grab a COMBA before the
                    other teams scout can get there first.  Damage dealing
                    should not be your concern as weapons only make you weigh
                    more and move slower, avoid confrontation at all costs, but
                    keep a good machine gun on you just in case.

Defender          - Your job as the defender is to soak up the damage for your
                    team and protect your teams COMBAS.  A sturdy set of legs
                    and heavy armor are a must for you, as well as some good
                    medium range heavy guns.  Remember to build your hound for
                    a beating but don't skimp on guns, often the more damage
                    you do the bigger you become a target...which is just what
                    you want.

Heavy Gunner      - If making explosions is your favorite hobby then here is
                    the hound for you.  Your main job as heavy gunner is to
                    destroy the enemy base and lay down suppressive fire.  It
                    should be obvious that super strong legs and super powerful
                    guns are a must.  Always use all four weapon fire slots as
                    big guns have big reload times and cycling through one or
                    two guns at a time is better then waiting for all 6 guns to
                    reload at once.  And always...always keep your distance
                    because you move like a glacier.

Sniper            - You like the heavy gunner love to strike from afar.  But
                    what he does with loud, super visible, attention getting
                    guns...you do with a quick pinpoint accurate shot from a
                    concealed position.  You are the master of the one shot
                    kill and can aid your team in everything from herding the
                    enemy to your teams soldiers, to doing the dirty work
                    yourself and make the enemy wonder what just destroyed
                    their hound.

Tactics Commander - You could be called the brains of the group, and that would
                    be an apt description of your role.  You choose radar and
                    com units instead of guns and rockets.  You alone can see
                    the entirety of your teams control area and you know all
                    that goes on within it, be it friendly or otherwise. It is
                    up to you to coordinate your team to be the ruthless pack
                    of hounds that you are.  Remember to pack as much
                    communications supplies as possible so even without a
                    COMBA you can "see".  Just don't forget a gun for those
                    close encounters.

*******************************************************************************
2.0 Demo Walkthrough
*******************

Demo is currently available over Xbox Live in the marketplace to all regions
other then North America.  This is more then likely due to the fact that a
magazine has exclusive rights to the demo in that region.  Please do not email
me about how to trick the marketplace into thinking you are somewhere you are
not so you can get the demo.  Just search for it online.

Note that there is no customization in the demo so the hounds I show are what
you get.  Also note that the rank provided is what I got and I am not sure
where the cutoffs for each rank are.

*************************
2.1 Front Line Specialist
*************************

Hound Type          - Soldier

Hound Equipment     - Legs      - RFZ-TL-1
                      Cockpit   - RFZ-CK-A2
                      Generator - RFZ-GE-A1
                      Weapons   - 3x RFZ-WSG-2 (shotgun)
                                  3x RFZ-WHT-2 (anti-hound rocket)
                                  2x RFZ-WAR-3 (rifle)

Map                 - Upstream Of Gorge

Mission Name        - Wipe Out Rebels

Mission Description - Attack the rebel base camp.
                      Due to steep gradients the attack route will follow
                      the river North-South.
                      The objective is to destroy the enemy base camp. 
                      Eliminate all resistance with extreme prejudice.
                      That is all

Mission Walkthrough  - Move to F-4 destroying the few tanks and weak hounds in
                      your way.
                     
                      From F-4 move to the enemy base camp at C-2 destroying
                      everything from as great a distance as possible while
                      still going as fast as possible.

Mission Tips        - Use the shotgun against the tanks because they are easier
                      to hit with it and it kills them with one hit.

                      Use your rifle against the small hounds near the start of
                      the mission as it makes short work of their weak armor.

                      Use the rockets against the larger hounds near the base
                      and against the base itself.  Just remember that when
                      firing from a distance you need to aim above the target
                      as the rockets lose altitude at a distance.

Finishing Rank      - S rank - Time                    - 6'21
                               Enemies destroyed        - 100%
                               Average Attack Distance - 267m
                               Other                   - All Enemies Destroyed
                                                         Friendly Scout
                                                          Survives

*********************
2.2 Sniper Specialist
*********************

Hound Type          - Sniper

Hound Equipment     - Legs      - RFZ-RU-2
                      Cockpit   - RFZ-CK-A3
                      Generator - RFZ-GE-81
                      Weapons   - 2x RFZ-WSC-1 (sniper cannon)
                                  3x RFZ-WSR-1 (sniper rifle)
                                  2x RFZ-WAR-2 (rifle)

Map                 - Kilmore Highlands

Mission Name        - Border Patrol 3

Mission Description  - Lie in wait for the fleeing enemy and annihilate them.
                      The enemy is wounded, but they can be expected to put
                      up a desperate fight.
                      To avoid hitting your allies bringing up the rear,
                      attack the flank of the fleeing units.
                      That is all.

Mission Walkthrough - Move to either E-3 facing the road to the North or to D-4
                      facing the road to the Northwest.

                      Destroy all hounds and tanks you see.

Mission Tips        - Aim at the enemies in the order that they come in sight
                      on the road.

                      Use the sniper cannon and sniper rifle in alternating
                      shots.

                      Destroy all units before they get past you.

Finishing Rank      - A Rank - Time                    - 5'41
                               Accuracy                - 50%
                               Average Attack Distance - 427m
                               Other                   - All Allies Survive
                                                         Stop the Enemy by D-2

*******************************************************************************
3.0 Full Game Walkthrough
*************************

This section of the game is where you hone your skills and gain new parts for
your hound.

***********************
3.1 Soldier Walkthrough
***********************

*********************
3.2 Scout Walkthrough
*********************

************************
3.3 Defender WalkThrough
************************

****************************
3.4 Heavy Gunner Walkthrough
****************************

**********************
3.5 Sniper Walkthrough
**********************

*********************************
3.6 Tactics Commander Walkthrough
*********************************

*******************************************************************************
4.0 Xbox Live Walkthrough
*************************

COMING SOON

*******************************************************************************
5.0 Hound Building Walkthrough
******************************

COMING SOON

*******************************************************************************
6.0 Parts List
**************

***********
6.1 Chassis
***********

************
6.2 Cockpits
************

**************
6.3 Generators
**************

***********
6.4 Weapons
***********

*********
6.5 Other
*********

*******************************************************************************
7.0 Achievements and Other Special Information
*********************************************

Name                         GS Points               How to
-------------------------------------------------------------------------------

Soldier Complete                20        Complete Soldier Story Mode

Sniper Complete                 20        Complete Sniper Story Mode

Scout Complete                  20        Complete Scout Story Mode

Gunner Complete                 20        Complete Gunner Story Mode

Command Complete                20        Complete Command Story Mode

Defense Complete                20        Complete Defense Story Mode

All Tact. Complete              20        Complete All Story Mode

Tact. Instructor                20        S Rank On All Story Mode Missions

Soldier Valor                   20        Soldier Exp. Level Max

Sniper Valor                    20        Sniper Exp. Level Max

Scout Valor                     20        Scout Exp. Level Max

Gunner Valor                    20        Gunner Exp. Level Max

Command Valor                   20        Commander Exp. Level Max

Defense Valor                   20        Defender Exp. Level Max

Biped Specialist                20        Use Biped 50 Chassis Times

Hover Specialist                20        Use Hover Chassis 50 Times

Inverse Specialist              20        Use Inverse Chassis 50 Times

Tread Specialist                20        Use Tread Chassis 50 Times

Wheel Specialist                20        Use Wheel Chassis 50 Times

Bronze Flag                     20        Secure COMBAS 100 Times

Silver Flag                     20        Secure COMBAS 300 Times

Bronze Hammer                   20        Destroy Enemy HQ and Win 50 Times

Silver Hammer                   20        Destroy Enemy HQ and Win 100 Times

Bronze Wing                     20        Destroy 50 Enemy Hounds

Silver Wing                     20        Destroy 100 Enemy Hounds

Bronze Patriot                  20        Stay With Same Nation For 3 season

Capital Occupation              20        Affiliated Nation Destroys Another

Nataion Resurrector             20        Revive Affiliated Nation

Neroimus War Medal              40        Affiliated Nation Wins Neroimus War

Crushing Award                  20        Wipe Out Enemy And Survive 100 Times

Gold Cross                      20        #1 In Seasonal Fame

Gold Eagle                      20        #1 In Fame At A Point

Gold Hexagon                    20        #1 In Average Seasonal Fame

Gold Lion                       20        #1 In Seasonal Conquest Points

Gold Sword Cross                20        #1 In Conquest Points At A Point

Gold Wing                       20        #1 In Average Fame

Marching Service                20        Move 1,000,000m Total

Military Service                20        Deploy 300 Times

Red Flag                        20        Win 100 Times

Storming Award                  20        First Strike 30 Times

Survival Award                  20        Live 10 Times In A Row

More Still Unknown              260

Calendrier

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