Secret codes for Metal Gear Solid and some other Playstation games. | ||||||||||||||||||||||||
Metal Gear Solid | ||||||||||||||||||||||||
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Metal Gear Solid Socom Pistol This pistol is your bread and butter. You'll use this weapon more than any other during the course of the game. Although it's better to keep it in its holster in the beginning (due to the noise factor), once you've found the silencer, you'll be practically unstoppable. As you progress through the game, you can carry more ammo. PSG-1 Sniper Rifle This is the ultimate assassination tool. You'll find this sniper rifle only when you actually need it. Once you've found it, though, you'll engage in a little tete-a-tete with a sniper of equal tenacity. Although it's used almost exclusively for these encounters, there may be a few other opportunities to use this awesome rifle. It's best used in conjunction with Diazepam. Chaff Grenade This weapon is handy for those pesky situations where security cameras blanket the area. Get caught by a security camera or auto-gun, and you could be up to your ears in security guards. By tossing one of these in the general vicinity, all electric devices will be rendered useless for a short period of time. Chaff grenades can also be useful in certain boss encounters. Fa-Mas Rifle This high-powered assault rifle will become your best friend after it bails you out of a few hairy situations. A large ammo-clip plus a rapid firing rate combine for impressive stopping power. Unfortunately, there's no silencer for the "Famous", and the reload time is a touch slow, so it must be used with discretion. However, when heavy-duty firepower is what you need, the Fa-Mas is the gun to grab. Grenade Grenades pack a punch, but are difficult to use effectively. Enemies who move around too much will simply avoid them, and the five-second delay complicates things even further. Extra care must be taken when using grenades, since their explosions can damage you, too. Use them with extreme caution. Stun Grenade The stun grenade is your equalizer when the goons begin to outnumber you. By releasing a strong strobe light, everyone around you will pass out for a short period of time, letting you make your getaway or arrange some more appropriate means of dispatching your foes. It's absolutely necessary if you want to get out of this game alive, make sure you have plenty on hand at all times. C4 Explosives C4 explosives can be used to blow holes in all sorts of things, primarily walls, where hidden tunnels await. Although crafty gamers can set these charges for unsuspecting guards and whatnot, the payoff isn't worth it. The noise will attract way too much attention if anyone is in the area. Used mostly in the beginning of the game, you'll rarely use this stuff later when a silenced Socom will do the trick much more effectively. Stinger Missile Ever wanted to pull the trigger on a surface-to-air missile? Well, now you can, and will. Not only are Stingers good for taking down the occasional helicopter ("gun ship" they call it), but they're also quite handy for neutralizing security cameras and auto-guns. Sure, it sounds like overkill, but hey, no one ever said life was fair. Claymore Mine If you ever wanted to build a better mousetrap, you might have built a Claymore. If you, or an enemy, come within a clamor's range, you'll find yourself on the receiving end of a grenade-sized wallop. More of an annoyance than an effective weapon, you'll use clamors very infrequently. Equip a mine-detector and crawl toward any clamors you see to collect them. Nikita (Remote-controlled Missile) A remote-controlled missile can be very convenient. Actually, a key component to advancing in this game, the Nikita comes in handy in a number of situations. After firing one of these bad boys, you can control its direction with the D-pad. Press first-person view to actually watch where the missile is going and steer it accordingly. It moves kind of slow, so steering shouldn't be a problem. Unfortunately, it can't home in on an area where radio waves are jammed. Basic Items Behold the Metal Gear Solid shopping list. Scope (Binoculars) Peep at the opposition before it gets a chance to check you out. One of the coolest accessories in the game, the binocular are essential when surveying an area for video cameras and security guards, among other things. Rations Feeling down after being shot up, chewed on by wild dogs, or cracked over the head with the butt of a rifle? Well, that's what rations are for! Eating one of these will perk you right back up. If you have it equipped, it'll automatically kick in when your life bar reaches zero. Grab every one you can find because you can never have enough of these. Cardboard Box A This seemingly innocuous item may save your skin. Cardboard box A says "To heliport." If Snake equips this at the right time, enemy soldiers may overlook him. Don't linger too long though, as they'll eventually wise up and bust you. Later on in the game, you'll find two more boxes (B and C). Cigarette Now, everyone knows that smoking's bad for your health, but Snake enjoys his smokes. Or does he? In Metal Gear Solid, cigarettes have a more practical purpose. In certain rooms, you'll encounter infrared security lasers the hard way, usually by tripping them, causing a flood of goons to crash your party. Fire up a smokes in one of these rooms, and the beams will become visible, letting you avoid those career-threatening security measures. Warning: Smoking depletes your life bar. Thermal Goggles These thermographic goggles not only reveal infrared beams (like cigarettes, but without that nasty aftertaste), but hidden items, security guards, wild dogs, auto-guns, and even rats. Useful in a variety of situations, you'll never know when these will come in handy. Card Lv. There is only one card to be found in the game, but it will increase in level as you advance. Certain doors may only be opened once you've attained the proper level card. The Enemies Here's your guide to Metal Gear Solid's enemies and the bosses. The Genome Soldiers These guys are the deadliest non-bosses you'll meet. Covered in Kevlar, they have a tendency to ambush unsuspecting souls, making these fellas the ones to watch out for. Deadly accurate with firearms and possessing cloaking technology, the Genome troops are as formidable as they come in MGS. NBC Warfare Troop These toughies patrol any areas where toxic materials are kept. Neck-breaking and silenced Socom shots will be the perfect cure for them. Equipped with gas masks, these guys are often found in areas where nerve-gas traps await. Light Infantry These are sophomore foot soldiers found in the interior of the fortress. Three shots from the Socom will be enough for these weaklings. Just make sure not to get caught in their line of sight. They'll whistle in support as fast as you can count to three. They move faster, since they're not burdened down with heavy armor, but aren't nearly as lazy as their Arctic brethren. Arctic Warfare Troop Found patrolling the snowy areas at the start of the game, these guys are dressed up in extremely fluffy gear, making them ripe for some silent Socom shots. Two or three shots should be enough to take them down. Heavily Armed Troop As the name states, these bad boys are not only equipped with some nasty firepower, they're also armored up pretty good. These thugs will ambush you at many locations throughout the game, requiring you to make with some fancy footwork to not only take them out, but to avoid their close-quarter attacks. They share duties with the NBC Warfare troops, so keep an eye out. Revolver Ocelot A sissy with an old-school revolver that needs reloading every few seconds. Be careful of his ricochet shots though, since he can nail you like an 8-ball from around the corner. While he's not banking shots in your face, get him while he's reloading. You'll put the majority of your shots in his back while he's running away, but don't let that question your manliness, he'd do the same. Ninja Originally thought to be killed by Solid Snake during a previous encounter, the Ninja plays a pivotal role in Metal Gear Solid. Providing a maniacal presence to Snake's cool exterior, confrontations between these two are best settled with chaff grenades and two bare fists, since the Ninja makes like Wonder Woman any time you break out the Socom. Psycho Mantis A twisted, gas-mask wearing, leather-bound freakazoid, Psycho Mantis commands respect due to his powers of telekinesis. During your one and only encounter with the Psycho, you must switch to the Player 2 controller. Otherwise, it's very hard to catch the Mantis. Punches, kicks, and bullets to the cranium will do the trick. Sniper Wolf A sassy chick with a sniper rifle and deadly-aim isn't my first choice for a prom date. Even if she does wear her shirt open to the waist. You'll need the PSG-1 to take this cool breeze down and a healthy supply of Diazepam to steady your nerves. Or, you could just unload a pile of stinger missiles her way and be done with it. That said, it's much cooler to do it the old-fashioned way, with your own sniper rifle. Vulcan Raven He's the typical big bully, you know, the one that picked on little kids in the playground. This guy's got a gattling gun that would make "Ah-nuld" proud. Usually mounted on fighter-planes, the GAV-8 Avenger is Vulcan's way of saying "hello." Greet him back with a generous supply of stinger missiles and Claymore mines. He'll be thankful you did. Liquid Snake You'll have a couple of opportunities to lock arms with this mysterious ex-compatriot. When he's not cruising around town in the Metal Gear Rex, he's trying to pick a fight with any Solid Snakes in the area. Fisticuffs are the order of the day, and Liquid just ordered seconds. The best advice for fighting this clown is to "float like a butterfly and sting like a bee." Gameplay and General Tactics Although there are certainly times when you must engage the enemy, the majority of your mission will involve (hopefully) as little contact with the opposition as possible. Remember, the world of Metal Gear pits Solid Snake against infinite troops - not the best circumstance, in any case. If this sounds like a buzzkill, it isn't. Once you get accustomed to avoiding these goons with surprising efficiency, you begin to take a certain pride in not being found. If you have a Dual Shock controller, you'll soon find that nothing's worse than feeling the throb in the controller when someone spots you, and unless you're careful, you'll feel that throb over and over again. Practically every room, corner, crevice, alley, walkway, rooftop, stairwell, and mountain pass has a security camera, security guard, or auto-gun keeping a constant eye out for intruders like you. Throw in a pack of wild dogs (wolves) that haven't had a good meal in a while, and you've got more than enough potential trouble to keep you on your toes. Fortunately, once you've gained a little experience breaking necks (don't try this at home) and found a suppressor for your Socom, you'll be the thinking man's Dirty Harry in no time. Fortunately, this game is never so hard you'll want to pull your hair out. Instead, it offers enough challenges and storyline twists to keep you engrossed through to the end of the game. Area Briefings Baby steps: The Metal Gear Briefings. Area 1: Ocean to Elevator Items Available in Area 1 Quantity Item 3 Rations It begins. In this introductory level, Solid Snake surfaces from the murky depths with one intention in mind, getting to the elevator at the other end of the level. However, it's not there when you first arrive, so you must wait. While you're waiting though, there are rations to be found in three different places. To gather them up, you must avoid being spotted by the guards. Watch their patterns by keeping an eye on the radar. There are a few things that you must be careful of when trying to avoid detection. The first thing, obviously, is being seen by the guards. Aside from that, there are puddles all over the ground that, if stepped on, will cause guards to investigate the noise. By standing against any of the large storage containers, you can press the action button to bang on the box. This'll cause a guard to wonder what's going on and come over to check it out. When he comes over, make quick work of him by getting him in a chokehold and breaking his neck. Timing is everything though, since any slight error in timing will cause him to alert his pals. So be careful. When the elevator finally arrives, you can either decide to confront the soldier who lands with the lift or simply avoid him using the radar. Once you're finished, simply walk into the lift to activate it and move on to the next level. Area 2: Snow Fortress Items Available in Area 2 Quantity Item 2 Rations 1 Chaff grenades 1 Stun grenades 1 Socom in the truck Watch out for the spotlights. You probably think you're hardcore now that you gotten to the surface. Guess again. This level throws all kinds of good stuff your way, giving you a good idea of what to expect in terms of complexity and challenge. The goal is to get to the north side of the screen and enter one of two ventilation ducts. One is located on the ground level behind the guard in the upper left-hand corner, while the other is located on the catwalk where another guard patrols. In your attempts at gaining access to these areas, pick up the supplies lying around, the most important being the Socom pistol. Grab the Socom pistol from the truck in the middle of the compound, but be careful of those spotlights. If it so much as catches your big toe, you'll have guards up the yin-yang in no time at all. Also, keep an eye open for the security cameras located in the top left and right corners of the screen. Throw a chaff grenade to momentarily disable these buggers. Grab some rations from the right side of the screen if you need them. Additional rations are located next to the elevator as well near the edge of the cliff. Don't worry, you can't fall off. Area 3: The Vents Items Available in Area 3 Quantity Item 2 Rations If you're claustrophobic, now's the time to get over it. Sliding through ventilation-ducts is about as tight a fit as they come. While crawling through, you'll pass over a grate and activate a short cutscene where chatty guards discuss the situation at hand. Once you've finished listening, move further on, and you'll either arrive at the ladder on the catwalk of the next level or on the ground floor, depending on which ventilation duct you took in. There are two rations to collect if you need them. Area 4: Tank Hangar Items Available in Area 4 Quantity Item 1 Chaff grenades 1 Cardboard box A 1 Thermal goggles 1 Mine detector 1 Socom ammo 1 Rations 1 Suppressor Use chaff grenades or skill to avoid the camera's sight. Assuming you came out the top duct, you'll arrive on the catwalk. There are a number of items to collect on this level, although you can't access certain rooms until you have the proper clearance. Aside from the usual security guards, you also must be careful of the security cameras that scan the area, especially by the stairs. As usual, watch the radar screen to determine the guards' patterns. You can choose to avoid them or confront them as you see fit. Keep in mind, at the end of the game, you'll get different rankings depending on whether you chose to kill everyone you encountered or used your stealth to the maximum advantage and simply avoided everyone you saw. The point here is to get to the elevator and scoot down to the next level, B1. Area 5: Level B1 Items Available in Area 5 Quantity Item 2 Rations 1 Lv 1 card: Rations 2 Lv 1 card: Socom ammo Pick up supplies here. You'll encounter a couple of crucial characters in the storyline: Meryl Silverburgh and Donald Anderson. You must go up the ladder located at the bottom right corner of the screen. When you find yourself in the ventilation duct, you can check out Meryl doing some exercises. Once you're good and satisfied, move on and drop down into Donald's cell. After the festivities are over, you'll team up with Meryl for a little melee with some grumpy security guards. Each clown will go down with a few well-placed Socom shots. Just watch out for the grenades they throw around the third or fourth round. Being the scavenger you are, you'll want to gather up those extra Socom bullets you find lying around the office. Area 6: Level B2 Items Available in Area 6 Quantity Item 1 PSG-1 and ammo 1 C4 explosives 1 Nikita missile launcher and Nikita missiles 1 Grenades 1 Socom ammo 1 Fa-Mas ammo 1 Fa-Mas rifle 1 Stun grenades 1 Chaff grenades Use the C4 to blast open the crumbly walls. Did you forget your coupons at home? Well, if you did, you won't get any discount on all the weapons and ammo found on this level. But that's okay, because everything is free. You just need the appropriate key card to access some of the rooms. Two hidden rooms at the top of the level can be entered once you use some C4 explosive on the walls. Take the guards out before you do (here's a quick tip: the noise will give you away), or else they'll be a splitting headache in no time at all. When you're done collecting everything you can, blast a hole in the bottom left corner of the screen to access a hidden hallway. Once inside, can C4 another couple of spaces as well. Get ready for your first boss encounter with Revolver Ocelot. He's tied up DARPA exec Kenneth Baker with enough C4 to make Baker-burgers out of him. Get your at-bats while this relic is reloading his (snicker, snicker) six-shooter. Careful, though, he can bank his shots off the walls. This is also where you'll get your first glimpse of that crazy cut-up: the Ninja. He'll talk some stuff, which you'll address with customary coolness. Once he's done, Ninja will do the usual bug-out and split the scene, leaving you alone with the old man. Refill any ammo needs in the weapons cargo area and get back up to the first floor. You must dial up Meryl to go any further. Her frequency is 140.15. When the doors to the outside world open up, progress with caution. You never know what lies ahead.... Area 7: Tank Conduit ... unless, of course, you're reading this guide. Before advancing, now would be a good time to light up a smoke or to strap on those thermal goggles. Area 8: Snow Passage Items Available in Area 8 Quantity Item 3 Grenades 2 Chaff grenades 3 Rations Plug in that mine detector because you'll need it. This field is full of daisies called clamors. Keep to the little hills, and you should be okay. Otherwise, you'll get a face full of mortar action when Vulcan Raven sends you his personal greeting card. Just when you thought the coast was clear, now you get to go one-on-one with an M1 Abrams tank. Not fair, is it? Make life easy on yourself and start tossing some chaff grenades. The way to get by this monstrosity is to give the guys sticking out of the tank a grenade bouquet at every occasion. Make sure the grenades land on the turret, or they'll explode harmlessly out reach of the machine gunners. Once you emerge triumphant, collect the various armaments lying around the area and get yourself to the door at the top. Area 9: Nuclear Cargo Bay Items Available in Area 9 Quantity Item 2 FA-MAS ammo 1 Socom ammo 1 Chaff grenades 1 Grenades 1 Rations This area just plain stinks, and not just because of the nerve gas that will flood the area if you're found out either. No, it stinks because it's got all the ingredients for a recipe of disaster, security cameras, hyper-tough security guards, and noise-making grating on the ground (be careful where you walk!). On top of that, the whole joint is a stockpile of nuclear waste and dormant warheads. Because of this, all your weapons are disabled, except for chaff grenades. You really must make the most of your hiding spaces in this one. Try to avoid being spotted by the cameras and don't walk on the metal grill on which the warheads are situated. The sound of your footsteps carries far in this level, often alerting guards with sharp hearing. Get your self up to the elevator on the mezzanine. Once in, take it down to the next lower level, B1. Area 10: Nuclear Offices, Level B1 Items Available in Area 10 Quantity Item 1 Stun grenades 1 Nikita missile launcher 1 Nikita missiles 1 Cardboard box B 1 Diazepam 3 Fa-Mas ammo 2 Socom ammo 2 Rations 1 Medicine In the john. This level is at times tense and at other times loads of fun. It will be tense when you're running around the office trying to avoid detection. It's hard to get to the guards unnoticed because of the difficulty in moving around freely in this office (too much furniture and stuff). The fun part is when you give the guard that's relieving himself in the bathroom a quick neck-break or a few Socom shots into the back of his noggin (Sadistic, I know. But tell me it's not fun, and I'll show you a new game you should play). What you must do here is round up anything your keycard lets you at this point. Most importantly, grab the Nikita missile launcher. Once you've got that puppy, head back to the elevator and go down one more flight. Area 11: Level B2 Items Available in Area 11 Quantity Item 2 Rations 1 Night vision goggles 1 Gas mask 1 Grenades and C4 1 Nikita missiles 1 Chaff grenades Use the first-person camera to guide the Nikita missile. This level is as dangerous a situation as you've been in yet. You'll enter a room that immediately fills with poison gas, right in front of an electric walkway. Since you're not wearing a rubber suit, you must think quickly. Equip the Nikita and launch a missile down the hallway. Switch to first-person mode and guide the missile around the right side at the end of the hallway, back up through the offices, past the auto-guns, and back to the electrical circuit-breaker located right next to where you first arrived on this level. Once you've successfully completed this task, run around where you guided the missile and get whatever supplies you can. Then, run around to the other side and walk through the doors (watch out for auto-guns) to initiate the next series of cutscenes. It's time to meet that wacky Ninja again! Area 12: Death Hall and the Ninja Items Available in Area 12 Quantity Item 1 Grenades 1 Rations 1 Socom ammo 3 Fa-Mas ammo Fighting the Ninja. By this point, you probably thought that you were the stealth-meister. Guess again. By the time you make your way past the carnage that fills the hall and enter the laboratory, you'll realize who the real master is. The Ninja didn't get to where he is today by being some sort of slouch. Then again, his cloaking device probably helped a bit. But in this life, cheaters never prosper, so it's up to you to teach this cybernetic sissy a lesson or two. Do yourself a favor and put those guns away because Ninja-matic puts up a good Wonder Woman impersonation when you try and shoot him. Chaff grenades, thermal goggles, and the ol' one-two punch are your best weapons with this guy. Once you've beaten him, and he starts crouching inside an electromagnetic field, plug him a couple of times for good measure. He'll cry for his mamma and take off (again), leaving you to converse with Hal Emmerich, your newest ally in the fight to stop the Metal Gear. Area 13: Commander's Office Items Available in Area 13 Quantity Item 2 Fa-Mas ammo 1 Rations 1 Socom ammo Use the thermal goggles to see Psycho Mantis. Once you've gotten back up to level B1, you'll find Meryl covertly wandering the offices. You can tell by the girly way she walks. Either that, or you can reveal yourself to any soldiers you come across and look to see who puts up an exclamation point. If the guard summons a whole bunch of other soldiers, well, that ain't Meryl. If she runs off into the ladies' room, that's her. Follow her in to activate the next sequence and cutscene. When you finally meet up with Psycho Mantis, you'll wish you hadn't. This guy is freaky. Do yourself a favor when fighting him and switch to the second player controller, it'll be a lot easier to hit him if you do. Whenever he makes Meryl do some crazy stuff, knock that chick out with a stun grenade before she hurts herself. Put an end to this cat, and you'll be good to go. One more lengthy cutscene, and you're off. Area 14: Wolf Cavern Items Available in Area 14 Quantity Item 2 Socom ammo 3 Rations 1 Fa-Mas ammo 1 Diazepam 3 PSG-1 ammo In the company of wolves. These dogs will get on your nerves quickly. Provided you picked them up before, now would be a good time to slap on those night vision goggles. Grab whatever supplies you can while holding off the doggies. Toward the right side of the caverns, you'll find a hidden room if you crawl under a hole in the rocks. There's also another hole to the right of the first one that leads to the next doorway. Meryl will say a few things while wolves congregate around her (because they love her, not because they're hungry!). Equip your keycard and pass through to meet up with Sniper Wolf. Area 15: Sniper Wolf Pass Items Available in Area 15 Quantity Item 5 PSG-1 ammo 2 Rations 1 Socom ammo 1 Fa-Mas ammo In the line of fire. Watch in amazement as Meryl navigates a series of clamors and indicates for you to do the same. After you follow her path, get ready for your next boss encounter. Will they never end? That said, there's something particularly chicken-hearted about pegging a chick off from 200 meters away with a sniper rifle, but that's exactly what Sniper Wolf does, and she does it to Meryl. Since you are not properly equipped with a weapon of equal stature, you must go back to Level 6 to get the PSG-1. Don't try to advance toward Meryl, it won't do any good, since Sniper Wolf will simply use you for target practice. Once you've done this tedious little chore, use the PSG-1 in conjunction with some Diazepam to steady your nerves and take this sexy assassin down the old-fashioned way. When you finally drop this chick, make your way up the passage and get over to the door in the upper right-hand corner, where you'll be captured by Kool and the Gang. Area 16: Electrotherapy Items Available in Area 16 Quantity Item 1 Rations 1 Snake's belongings Lying in a pool of ketchup. Now that you've been summarily captured, you wake up to find yourself strapped in to an "electric-therapy unit," courtesy of Revolver Ocelot (we call him One-Handed Harry now). Do yourself a favor and take it like a man. If you give up during this torture scene, you'll get the stinky ending. Rough it out (you must at least twice), and the good ending will be yours, provided you finish the game of course. Once you've been relocated back to your cell, you can annoy the guard by banging on the wall. You can also check out Donald Anderson's corpse sitting glumly in the corner. After a while, you'll be brought back to the electric-thing and go through the motions once again. If you make it back to the cell, wait until the guard goes to the bathroom. When he does, you'll have visitor. Follow his suggestions and break out of this hole when the guard comes back. Get your stuff and head out. Area 17: Communications Tower 1 Items Available in Area 17 Quantity Item 3 Rations 1 C4 5 Stinger ammo 1 Stun grenades 1 Chaff grenades 1 Rope 1 Stinger missile launcher 2 PSG-1 ammo Rappel down the side. This level is 27 floors of pure pain-in-the-ass. As you attempt to make your way up the tower, make sure to grab any items you see (and those you don't) because you'll need a rope soon enough. Stun grenades and clamors are useful on this level although clamors take precious time to set up. You can get overrun if you're not careful. Stun grenades are your best bet if hurled on a steady basis. You might want to take out the Fa-Mas instead of the Socom at times because of its superior refire rate. The door on the sixth floor won't open, so it's up to the 27th floor you go! Get yourself on the roof and walk to the radar dish. A little surprise awaits. Once you've uncovered the nature of the surprise, equip the rope and wander around the top right portion of the building. When you've hit the right spot, you'll automatically hoof it over the side and begin the rappelling part of the level. Get down to the bottom and keep yourself ready for the next challenge. Area 18: Communications Tower 2 Items Available in Area 18 Quantity Item 1 Grenades 1 Socom ammo 5 Fa-Mas ammo 2 Stinger ammo 1 Chaff grenades 1 Stinger ammo 1 Rations You'll find a trio of soldiers at the other end of the long passage with accurate sniper rifles. Once again, drop to the ground and pull out that PSG-1. Do it from the right or left side of the alley, or they'll pick you off easily. When you're finished with them, get down to the other side and enter the building around the corner. Don't mind that chopper, you'll deal with it soon enough. Once inside, you must head down before you can begin to head up. You'll see why. After you talk with Hal, head up the stairs, being careful about every four flights, since there are auto-guns a-plenty waiting for your arrival. You can hit them with stinger missiles if you want, but chaff grenades are a better idea for the time being. Do that thing you do and get up to the 27th floor pronto. Area 19: Chopper Battle Items Available in Area 19 Quantity Item 2 Rations 1 Stinger ammo 3 PSG-1 ammo 1 Chaff grenades 3 Fa-Mas ammo 2 Socom ammo Use the stingers against the chopper. Now's when you get to take the chopper on your terms. When you've reached the roof, you'll get your chance to knock this bird off his perc | |||||||||||||||||||||||
Brave Fencer Musashi | ||||||||||||||||||||||||
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Brave Fencer Musashi Chapter 1After the intro our hero Musashi sets out to recover "Raygund", I think it's a magical sword. You will basically follow the path up to the tower, enter it, go up and get Raygund. When you start out you will have to make a series of jumps while getting rid of some plants, guards and collecting coins. You start out with the ability to "Gate In" which means you can absorb the abilities of your enemies for your own use, jump and use your sword (square button). Retrieve Raygund Run up the path, jump the river and make your way to the 3 rocks. Push the middle rock as far as it will go. Watch out for the Red Guard try to push log on top of you. When you get to the river you will need to find a Blue Guard to absorb, this will give you a machine gun (a Samurai with a MG?) that you will use to shoot down the logs and cross the river. Watch you green BP bar! Every time that you use an enemy skill it will cost you some BP's. Make your way to the wooden fence with the statue in the middle and hack it to pieces. You will come to a ringed wall with a huge head in the middle and more statues around the edge generating an electrical field, you must destroy all of them to continue. The head will start attacking you with some kind of red spiral that will create an explosive spot underneath your feet. Stop just before the statue and wait for the spiral to come down, then run to the statue and hack away. There will be a circle on the ground where the statue was, step on it and go to the next one. Once you destroy the last one a tower will rise in the middle of the ring, follow it up and enter the door. Now you must make your way up to the another spiraling path avoiding those blue bat things and knocking off some guards. Musashi will stop and comment on a big bell hanging over a fiery pit. Continue upwards and there will be a door at the top that it is locked. To open it you will have to absorb a Blue Guard and shoot the ropes that are holding the bell. It will fall and extinguish the fire, this will open the door. Now you will be on the roof with the big head and a lot of guards. They will always regenerate so you can never get rid of them all. You will see Raygund entrapped in a huge red crystal and when you go to get it the crystal will vanish when you step on a small square box on the ground in front of it, but reappear when you go pass. You need some help? Go get one of the guards, the Red Guard actually. Absorb his ability to "stun enemies with the back of the sword" (aren't translations fun) and lure any guard over to the square. When he steps on it, whack him! While he's stunned go and get Raygund. The head will destroy the platform and chase you down the side of the tower. Musashi will yell "JUMP!" every time you need to. The head will chase you back down the path and you will run into the castle. Wouldn't you know it, more trouble. The Princess is being Kidnaped by some big ugly guy named Boldoo that will trap you in a ring of fire. You will get to use Raygund for them first time by holding R1 to charge a gauge on the left side of the screen and press the triangle button. After knocking out the Princess the Boldoo will take her and escape. You must now the first boss. Boss: Steam Knight: This guy has a very big steel ball that he wants to drop on your head. To defeat him, run over to one of his legs and use Raygund. This will knock off the armor that is shoot out the stem and allow you to attack the glowing spot in his mid-section the arrow will point to. Be sure to use Raygund to do this. Now do the other leg, this will knock him down. Use the triangle button to pick him up and throw him through the wall. He will turn around to expose his two good legs and will start knocking now pillar to smash you. Take out his legs as you did before and toss him through the next wall. Now he will start jumping into the air and trying to stomp you. When it jumps charge up Raygund, when it lands the glowing ball should be exposed, hit it. after a few hits you will get to toss it out of the town and crush it. Exhausted from your battle you decide to take a snooze. Chapter one is complete. Chapter 2 After a scene with the elders you will be able to go to the interview room or the library once your done choose the bottom options to leave the castle. When you first go into town you want to talk to the village leader. He lives in the big house near the bottom of the trail that you come down and where's a red headband. Explore first if you want to. Save Reno! The village leader will ask you to get the lost dog from the in the Twin Mountains. But in order to get there you have to find the real gate guard. Go right, pass the cemetery, take the path over the river and into the forest. Release the guy I the spirit crystal. Go to the next forest on the same side of the river, go to the top left and release the gate guard. Go back up the path and the guard will let you pass through the "Twin Mountain Entrance". Go left and hold R1 once you see the "Magician", "absorb" his "Small" power, release the guy in the crystal, jump on the lily pad and zap "King Man Eater" with "Small", jump on him and squash him like a grape. Pick up Reno, toss him back over, toss him over the lily pad and get him back to the path. Talk to the village leader, go over the river and talk to the prisoner, he will ask for water and bread. Go by some bread from the store, but the water must come from the well by the church. If the two girls are there you'll have to wait until there gone, explore! Once you get the water take it to the guy and choose the 1st option. he gulps down the goodies and tells you that he is a "Treasure Hunter", when the next set of options come up choose the 1st one. You'll talk and he will send you on your next quest. Find the key. When Reno exits left, so should you. Go into the forest entrance, up to the water emblem, absorb the pink flower, you know have a pogo stick and can hop over the spike in the upper right corner. Once over the spikes go up and right, there will be a plant, to the left of it is a secret path in the bushes, catch the minka, get the berry, come back out. Cross the bridge, pass the "Sleepy" mushrooms, make you way to the next pink flower, absorb, hop the spikes to the left, and go up to Reno. Reno will lead you through a maze full of bad guys to the very headstone with the key. Protect Reno! To much damage and you have to start the "Wandering Forest " all over. Get the key, go back passed the 'mushrooms but not back to the water circle, go right of the plant to "Steam Woods", collect the coins, get the crystals (follow the 2nd left and 3rd right gray pipes)and find the earth crest by the first crystal. Get the heart, go look at the red wall all the way to the right, remember it, you'll have to came back here later, leave. You'll be by the windmill. Talk to the treasure hunter and he will tell you his escape plan, "Come back at midnight and release me." Once released he will tell you to meet him on Twin Mountain and to collect 4 trees on the way. Go to the mountain. Twin Mountains pt.1: Meet the Treasure Hunter: Go up by the guard, go the far left and see if the minka is running around, catch him if so. Go through the gate, over the lily pad and run to the other side, there are coins at the top of the 2 poles if you want them. Hop the other two lilies and go around the corner. Run to the far left passing the ghost and get the crystal, come back, jump on the pole climb to the top and get the green ball. You'll jump from pole to pole here to get across, just hold left and jump, no problem. Go left to the "Memory Box", choose the first option, go right up the path, CAREFULLY jump to the box behind the waterfall, go up the path and into the cave. On the bridge climb down the vine in the middle, jump across to the left, get the chest, go back to the middle vine and go down to the river, get the crystal, go back up exit to the right. When you come out of the cave down by the river go to the far right, hold R1, hit triangle , get the tree, go up the path. Go right, notice the red wall, you'll be able to climb these soon. Go down the pole, get the crystal, go back up and right to the next pole, go down and get the tree and crystal. Back up and right to the next pole. Go up and get tree number 3, and remember this spot! You'll have to come back here later when you learn to double jump and double jump to the right from the very top of this pole to get a crystal. Go left to get the 4th tree. Continue left and up and meet the treasure hunter. He will build a raft from the logs. Raft ride: Forget the coins!!! Your main concern here should be to avoid the edges of the river instead of collecting coins. Each time you hit the edge you loose a log. When you go between the 2 waterfalls you can either go left and you will be taken to get a crystal with a doctor inside that will heal you at the castle, or continue straight. If you go and get to doctor you will have come back through the mountain and back to where the raft entered the mountain the first time. If you go straight you will have a few turns and then you will want to stay to the middle once you pass them, there will be some guys with very long mace staffs trying to crack your head open. You can jump here, didn't do much for me, but you can jump. Get pass them and your home free. Go up the stairs, turn around and get the chest. There is another screen up here if you go down to the bottom, but you can't do anything there yet. Jump down and go back the town. When you get back to town go straight to the castle and go to sleep if you need to. Next you will need to go to the "Pawn/Expert Opinion Shop", the one with the purple ball above the door and the guy smoking a cigarette. If he's closed just sleep until he opens. Let him look at all items recovered from the chests. The 3rd one that you got after the raft ride gives you the ability to climb the red walls. When you exit the shop get ready for some changes. There is a problem at the Steam reactor and the village leader wants you to help. Choose option 1 and SAVE you game. Shut down the Steam Reactor: When your ready, go head up the path to the Twin Mountain guard. See that sign to the left? Run over to that wall and jump on it, you climb by using square and triangle to go hand-over-hand up the wall, talk the guy living up there. He will give you the "memo" to the reactor and the clock starts. You have 24hrs to shut it down. Head back to town, go to Steam Woods and that red wall all the way to the rear, climb it, jump the pipes and go to the reactor. When you get to the door you will get the run down on what to do, here it is in a nut shell. There will be gauges with a target spot near the top, hit the square button to stop the pressure in that area, it will fill a blue bar on the right. When done right the red light on each door will turn green, go to the next door. . Each gauge will get faster and faster. Good luck. The reactor's keeper will talk to you afterwards and a shortcut will be opened by his house. Go back the way that you came in, there is a chest up there to the left. Go back to town, talk to the village leader and he will give you something, talk to everyone else, too. Go into the forest with the water emblem and go down from the circle and you will find a chest with money and a crystal. The woman in this crystal will give you a new skill called "Dash", when you talk to her at the castle (person #9). Get some sleep if needed and go to Twin Mountains, yeah, again. Earth Crest: Before you go to the gate guard turn right and go climb the wall to get the minka if its out. Go pass the river like you did the first time but when you get of the 3 poles go further left past the memory box. Get the chest (money), go left for the wall climbing challenge, its pretty cool. Get the Earth Crest, go to the menu, hit circle, choose the 2nd item, go back to the game. Use this the same way that you powered up Raygund with R1. Go over to the boulder and stomp. Slide down the mountain and go up the path, into and through the cave to get back to where you cut down your 1st tree. Go up near the 1st pole and climb the red wall. Notice that your raft is back. Don't get on it, go left and up to where you met the treasure hunter. Keep going right until you get to a hovering boulder, stomp the ground, continue to the right to the pole going to the top of the mountain. Don't climb the pole, just keep going to the right to get to the top and get the chest. Now you can either climb back down the way that you came or you can jump over the edge by the waterfall and try to land on the raft in the middle, it's tricky but a quicker way down. Take the raft ride again. If you didn't go and get the doctor earlier you can do it now. When you get to the end go up the stairs as before but keep going straight into the next screen. Run up to the boulder and stomp. The chest has money if you want it. Go stomp by the next set of boulders. Now keep going all the way to the wall and stomp again. Go back, hop down and come back to get the crystal, go back to town. You'll talk to John, the Treasure Hunter, then go back to the "Expert" and let him look at what you found, next go to the castle and talk to old man. When your done save your game and get sleep if needed. You will have to go back to where you got the last crystal, "Hell's Valley", and go to the end where you will be joined by four of the rescued people. They will help you to get to the boss. Go out and go right back in to talk to everyone that you rescued. Get some sleep and save your game. Crest Guardian: Skull Pion: Almost there. Go up the path to, you guess it, Twin Mountains. But go right to "Hell's Valley" and go past where you got the last crystal. You will meet four of the rescued villagers that will help you get through the wall. You will fight the final boss there in an arena. Its attacks: Power Puke, Tail Sweep, Stomp Use your earth power to stomp and tip the buckets overhead and make the contents fall onto the boss. When its down strike the blue orb in its mouth. Look out for its tail sweep and the power puke. Defeat it and you have completed level 2. Good luck. CHAPTER 3 Once the crest guardian has been defeated you will return to the village and talk to the village leader and another guy. If it is late evening they may not be there. If it is night time you will notice some zombies roaming the streets. They can't hurt you and you can't hurt them so don't bother, go to the castle and sleep until morning then return to the village square. It appears that your defeating the crest guardian has set in motion an event that has caused the release of the creatures that now roam the streets. You will be sent to retrieve the "Phantom Blossom" from the mines and some "Holy Water" from the second Twin Mountain. Since the mines are locked you will need to go get the key from the man living in the windmill. after the conversation has ended go into the store that you are standing in front of and a dialog will start. When that's done go to the castle and talk to the 14th person, he will teach you a double slash technique. The guy in the windmill won't answer the door before 2300 so you have some time to stock up supplies, action figures, or to go and kill some enemies for loot. Go to the Steam Woods and over to the earth emblem and try to stomp on it. The cliff over head will fall to reveal the wind emblem and a minka. When you talk to the windmill guy he will tell you that the Phantom Blossom only blooms between 3:00 until 7:00, it can only be taken between these hours. Head to the mine shaft entrance at the other end of town, you might want to save before you go inside. When opening the gate to the mines choose option #1. Go to the sign and make a right, follow it all the way to the pole, climb it and exit. In the next area avoid the rocks, make the jumps and get the huge fan. The fan will help you float across to the other side but you don't want to do that just yet. You will need to fall through the fan to the area below. You can just drop down when the fan stops or climb down the wall next to the exit in the is room. There will be a memory box and two ways to go. Use the box and go left. When you enter the room cross the first conveyor and jump on the second platform. Now run and jump at the screen and you will land on another conveyor, get the crystal, go back and continue to the left, get the second crystal and go through the door. You will enter a room filled with water and 3 small islands circling the room. Get to the middle island and get the crystal and the Phantom Blossom. On the way out jump onto the island nearest to the door and ride it all the way around the room making sure to jump off and get the chest, crystal, and the minka that are around the edges. If you miss the time slot you can just sleep on the ground by the blossom and wait for it to bloom. Get it and go back to the fan, climb the wall next to the other tunnel, let the fan blow you into the right exit and make your way out of the mines. Give the blossom to the village leader and choose the top option. Go to the castle and talk to the 21st person to learn another fighting technique. The doctor is number #37 if you need to restore your health. Stop by the pawn shop and let the guy take a look at what you got out of the chest. Now head to the Twin Mountains. You follow the same route the got you to the chest at the top of the mountain with the waterfall on top. But when you enter the second cave you will find a villager in need of your services. you will have to get him some of the very water that you were going to get for the village leader and you will have 12 hours to get it and get back to the villager. Choose the first option and quickly climb the mountain to the first landing, climb the red wall, go left and climb up to the top. Get the water back to him and head back up the mountain to get the water for your quest. On your way back you will talk with Tim, little boy in the village, choose option 1. You will go to the store and talk with the villagers, you will be given something and they will all find something else very funny. Next you will have to talk to the girl in the bakery, choose the second option and she will talk about a man going to the bar at 1800. Go to the castle and talk to the 3rd person for a fighting skill. Check your items, if there are to many things in your inventory you should go and sell them at the pawn shop. Go and save your game and catch a nap by the bar door. When the guy shows up talk to him and he will tell you to talk to the people at the Inn. Go to the end and choose the first then third options, then talk to the people in rooms 205 and 206. Now go back to the bar and nap until midnight. As the monsters come out of the door you have to run inside. Choose the first option and enter the underground temple. Inside you will meet a drunk man who will lead you to a door with four eyes on it. The open the door you must clear all four rooms down here. The man will restore your health whenever you come back to him. The rooms can be done in any order but I will start with the one to his left. These rooms can have quite a bit in them so I will stick to the basics. Room 1: The plants are called "Bowlers", absorb them to get a temporary bowling ability. There is a hidden room behind the Bowler next to a wall that you can climb. Make your way to the next room and get pass the flaming zombies and arrows. You will be in a room with a Bowler, break the wall to the right with a bowling ball. Go and stand on the square and bowl down the zombies to cool down the floor. Go back to the room on the left and absorb another Bowler. Go through the door at the end, get the crystal, come out and take the platform up. DO NOT go through the door on the left! You will have to get behind this thing to kill it. In the next room run along the wall, ignore the monsters, jump through the door. Run to the end and get ready to do a lot of jumping. Enter the room with the Bowler and exit on the left. Bowl down the zombies and you will have to bowl a hole in the wall at the other end. Go and absorb another bowler. Go into the room and get the crystal, come out and go up and get the orb. When you appear in the main chamber go right down the stairs and run right up to the wall. Bowl through the wall and get the chest. Go back up and to the other side, restore your health. Make sure to use the memory box out in the main chamber. The next room will be to the right of the drunk guy. Room 2: You will cross some moving floor panels, jump right at the flames. Kill the zombie to close the floor panel, run down and exit. Cross over to the right wall, the door is on the other end. Avoid touching but follow the glowing blue ball, climb and jump the 3 poles. Go all the way back the way that you came and cross over to the right side. Instead of coming to a room with poles you will have missing floor panels. Get through and take the right circle. Another room but with enemies. Get through and take the left circle, go through the next room and take the left circle. Enter the room and jump over the arrows and down onto the lower level. Do not try and fight the 4 monsters on the bottom, just run out. The next room will have missing floor panels enemies, and a chest. The blue orb is in the next room. Room 3: Now go to the right side of the main chamber to the other two rooms. We will take the one on the left. Jump across the rotating blocks in the first two rooms, get the crystal in the second one. You will go through a couple of more rooms with rotating blocks and 1 harmless vamp. There will be a room with swinging blades, easy. The next room will have the blades, rotating blocks, and a vampire that will attack you. You will come to a series a of planks, go far right to get a green BP ball. Go back left to the get another one and go to the stone landing. Follow it around to the rotating block and keep going down and get the crystal and heart. Go jump on the block, go right to get the chest, go down and get the heart and to exit. This room will have smaller landings, swinging blades, and fireballs. The blue orb is in the next room. Room 4: The last one. Heal yourself before you go in here. Jump across, go up and get pass the vampires. You don't have to kill you can just run. Run straight through the next two rooms avoiding the enemies. There are some easy puzzles. Top to top right, middle to bottom left, bottom to top left. There will be a room with falling and sliding blocks, be careful. When you get to the ghost absorb its "ectoplasm" and float around to find your way out. Do the same in the next few rooms making sure to get the chest and get the crystal. The room with the chest will have a circle on the floor and a path below it. Drop down and enter the room to get the crystal. Teleport back up. Exit to the left to get the blue orb. Now go back to the door with the four eyes. The man will be gone, open the door. You will find him inside ready to open a chest. Apparently he is disappointed with what he finds. You will get a "dirty belt". Your done here for now, go back to the castle's interview room and talk to the 36th person for a new fighting combo. Next you will need to go to the pawn shop. After examining the dirty belt you will be given the ability double jump. When you leave the pawn shop the drunk man from the temple will tell you something about the well near the church. You will need to get a grappling rope to climb down the well. The grapple can be obtained from the church. Go to the church, jump the fence and talk to the man. He will tell you to come back at 2:00 am. When it's time, go and talk to the man. He will help you get inside the church where you will find Rikul(?) waiting for you. She will have some monsters attack you. I don't think that you can kill them so you'll have to survive until the sun rises. When it does the battle will end. Water Crest: You will be given the grapple, proceed to the well and descend it (first option). Down here you will notice quite a few things. Go and get the water crest first. Now run back to the landing where you can see the church bell, activate your water sphere, run and jump onto the pedestal with the bell. Pick up the bell and toss it to the landing. You will need to keep tossing the bell until it is where you got the water crest from. Now toss it into the gap in the wall to the left, get it and take it through the cave and back to the village. When you get back to town the priest will give you the "angel's image" icon. Go to the castle and talk to the 3rd person for a new skill. Now you will need to go back into the temple. This time you will keep going straight down and double jump the gap and open the door. The first 2 rooms will be no problem at all. The third room will be more of a challenge. There is a crystal in this area, be sure to get it. The next room will have four pedestals with flames on them and a door with an eye on it. Use your water sphere, stand on the corner and shoot water on the flames. Once the flames have been extinguished the door will open. Crest Guardian: Relic Keeper: At first Musashi thinks that he has it made since the Keeper has to keep the ceiling from falling on top of itself. Bu it has another method of attack: The Fire Demon will use various techniques to roast your hide. It will turn blue when it get ready to do something nasty. You will have to run side to side and constantly use your water sphere. You will have to shoot the demon from afar and get the bubbles to hit it. When the Keeper bows his head you will have to quickly switch to Raygund, double jump and strike the orb. It may take a while but it can be done. CHAPTER 4 OK, let's get started. When you first get back to town go to the village leaders home and talk to his wife. Choose the 1st option, then the 2nd. She will tell you to climb down the well by the church. But before you do so, go to the pawn shop and let him take a look at your items. I sold everything that I could sell to him, don't worry, you can't sell anything that you need. After that climb down the well. Once in the well go to the water emblem and use the skill on it This will empty one half while raising the level of the other Enter Ed and Ben who start freaking out when they find Musashi there After they leave: Go get the chest on the right side. Go back passed the water crest, use your water skill to get the chest on the pedestal. Go get the minka. Enter the cave and get the chest near the end and look at the fire emblem. Leave the mine and go talk to the village leaders wife and choose the 2nd and 1st options. She will send you to get the "Gondola Parts". They are back in the mine shaft underneath the fan and through the right side. But there are a few things I will ask you to do before you head down there. She mentioned that you need to talk to some "carpenters", I think? First, go into the forest with the water circle and use the crest. Take the item from the chest Go to the pawn shop and you will get a set of goggles. Now find and talk to the old man from the windmill, he might be in one of the farmers garden. Leave the town and go to the Twin Mountains, around the corner, past the ghost where you got the crystal earlier. Engage the water sphere and run around the corner to the landing and get the doctor if you didn't get him in chapter 2. Do it again and keep going left to get the minka, if it's there. To get back go across, not go back the way you came. You want to get to the next mountain, up to the area where you caught the raft the 2nd time, go all the way to the right where the flower and the very long pole are. Jump on the pole, climb it, and stand on the top. Do a double jump to the right and keep holding to right. You should land on a ledge with a crystal and another pole. Get the crystal and go back to area where you fought the very first Crest Guardian, there will a minka in that area now. Get it and head back to town. Go to the castle and you will talk to the old man. Next talk to the 13th, 18th, and 27th persons. Save your game! Go into the mines and back down underneath the fan, go in to the right side. Absorb a snake so you can cure yourself from poison. In the room at the end take the 3rd wheel from the left, go back to the fan area. Climb back up and go back to the castle. You will talk the old man and he will send you to bed. When you wake up the town will be on fire. Put out all of the fires and the village leaders wife will talk to you. In the morning go and talk to him and he will give what I think is a "calendar"? The his wife will come out and give you something, too. Afterwards head to the forest were you crossed the spikes to enter the "Wandering Woods". On your way stop on the bridge before you get to the "Sleepy" mushrooms and use your water sphere to run left on the river to a spot with a minka on it. We wouldn't want to forget him. Continue through the path and go down to the left and go through to where the path is blocked, you will be able to get pass now by shrinking the giant snail. Get the crystal and the chest, engage the water sphere and run out to the crest in the water and activate it. It has to be during the daylight hours when the tide is low. Drop down and get the "Power of Hell!" Well, its not really called that but get it and get ready for a scene with Kojiroo. 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Other Games For Playstation Games Strategies and Codes | ||||||||||||||||||||||||
Contra | 9 Lives To enable this code, press L2, R2, L1,R1, Down, Up, Up, Down at the title screen. To use it, press Triangle + Circle while playing. Bamboo Arcade At the title screen, press R2, R1, Right,Left, L1, L2. Bamboo Gyruss At the title screen, press L2, L1, Left,Right, R1, R2. Change Weapon At the title screen press L2, R2, L1, R1,Up, Down, Down, Up. During game hold Square and press Triangle to change your weapon. Hidden Games To access the hidden games, enter one of the codes below at the main menu with the title in the background. Hidden "Gyruss" Game -- Press L2,L1, Left, Right, R1, R2 Hidden "Pac-Tank" Game -- R2, R1,Right, left, L1, L2 Level Select At the title screen press L2, R1, L1, R2,Left, Right, Circle, Square, R2, L2. Sound Test At the title screen, press R2, R1, L1, L2,Up, Right, Down, Left. Unlimited Continues At the title screen, press L2, R2, L1, R1,Left, Right, Right, Left. View FMV's At the title screen, press L2, L1, R1, R2,Up, Left, Down, Right. Crash Bandicoot Beating the Bosses Boss one: Papu Papu To do to beat him, dodge the large stick that he swings around. When he's done swinging, jump on his head and that sends him backwards. When he's falling back, spin him 3 times and he will be gone. Boss two: Ripper Roo Detonate the dynamite boxes he lays down when he's on a nearby square. Do this three times and move on. Boss three: Koala Kong Dodge the four boulders he throws at you. When the fourth one lands in front of you, spin attack the rock and it will hit Koala Kong. Do this 4 times and move on. Boss four: Pinstripe Keep your eyes on him the whole time. When he jumps off the table, wait till he stops shooting then spin attack him. To avoid being shot, hide behind the couches. Hit him like that three or four times and he'll be on the ground. Boss five: Dr. Nitrus Brio To beat this boss, dodge the red and green beaker bombs that he throws. Jump on the green blobs that are on the floor and those will crash into Brio. When he has thee energy bars left, he turns into a demon. Jump from the platform and smack his head. Repeat till he's on the floor. Final boss: Dr. Neo Cortex To beat the doc, watch his red and blue attacks. When you see a green one, send it back. Remember, TIMING IS EVERYTHING. Extra Ending After you beat the game go back to the great hall.At the start go left and there will be a gem.Jump on it. Then there will be a bunch more you have to jump on. At the end you will see Crashes girlfriend out on the balcony. Go over to her and it will show you what happened to the bosses after you beat them. Jump The Fence When you get to Native Fortress, make your way to the second spot where you have to spin the logs to get up. When you've cleared the final log, kill the turtle then hold UP and JUMP. If it worked you will wind up behind the fence that was earlier on your side! To get out out just walk forward until you can't go any further, then hold DOWN and JUMP and you'll land on one of those fire shooters. Make sure it isn't shooting fire when you land on it! This is a great way to pass some of the harder parts of this level and to get some extra peaches! Passwords To start with half of the levels completed, enter this password: Triangle, Triangle, Triangle, Square, Square, Square, Triangle, Circle Circle, X, Square, Square, Triangle, Triangle, Circle, Circle Circle, X, Square, Square, Square, Circle, Triangle, Circle For access to all 32 levels, both keys and all gems, enter the following password: Triangle, Triangle, Triangle, Triangle, X, Square, Triangle, Triangle Triangle, Triangle, Square, X, Triangle, Circle, Triangle, Triangle Triangle, Circle, Square, Triangle, X, X, X, X CRITICAL DEPTH Enter any of the following cheats during gameplay, but not while the game is paused. Invincibility: Quickly press L1, R1, L1, R1, Up, Down, Left, Right. Quad Damage: Quickly press R1, R2, R1, R2, Up, Down, Up, Down. Unlimited Weapons: Quickly press L1, R1, L1, R1, Up, Down, Left, Down. Bermuda Submarine In the Bermuda level there is a Submarine sticking over the central chasm with a stone projection on the chasm wall supporting the sub. Fire any weapon into either side of the projection, the sub should tilt slightly. Continue to fire weapons into the projection and the sub will continue to tilt until it slides off into the chasm. It should strike the ledge directly beneath it, leaving behind a collection of power up weapons. Bonus Characters To play as Mr. Phatt: While fighting Mr. Phatt, finish him off with a combo that does at least 48 points of damage. Once he's unlocked, you can select Mr. Phatt on the Character Selection screen. To play as Abaddon: Complete the entire game in Captain difficulty mode. Once he's unlocked, you can select Abaddon on the Character Selection screen. To play as the Overseer: Complete the game with all twelve of the non-hidden characters, making sure to save afterwards. To play as Agent 326: Defeat the Cephalapods in the Transmitter level with 1,000,000+ ppoints, and 326 will challenge you to a deathmatch. Defeat him to unlock him. Higher difficulty levels award more points. Depth Charge Hold R2 and press Left, Right, Up. Note: This assumes the controller is in the default configuration. Extra Lives On the Indian Ocean board go to the "double loop" room (there are two giant loops standing up on the floor). Pilot your craft between the two loops and turn toward the wall covered with starfish. Shoot missiles to reveal a secret passageway. Go down passageway and find a room with four crystals on the wall. Shoot each of the crystals until they shoot out shiny disco balls. Once all four are activated, an extra man will appear in the center of the room. On the Mediterranean board blow up the tall statue and grab some pilot missiles. Dive deep in front of the statue and go through the doorway (it's below critical depth and it has a health in it). Now go up until you hit the ceiling. In front of you is a door with a large keyhole. Shoot a pilot missile through the keyhole (use regular missiles to tell when you're lined up right). Once the pilot missile goes through the hole, guide it around the first corner and hit the pot on the stand. This opens the door. Swim down the tunnels into the room with the statue. Up top on the shelves is a red pot that contains a yellow key. Get the key. Now swim all the way back out and go to the upper temple (the one with the female statues in front). Now that you have the key, the door will open. Blow up the altar on the floor and go down the secret tunnel to the extra man. Infinite Weapons Press L1, R1, L1, R1, Up, Down, Left, Down while playing. Invincibility For invincibility, press L1, R1, L1, R1, Up, Down, Left, Right while playing. Killing the Eel In the Medditeranian there is a giant electric eel guarding the threshhold. Although normal attacks can eventually kill it, a stun blast is much faster. Lay a Mine Hold R2 and press Right, Left, Down. Note: This assumes the controller is in the default configuration. Quad Damage To do four times the normal damage, press R1, R2, R1, R2, Up, Down, Up, Down while playing. Quick Fire Combo Press and hold both weapon select buttons (L1 and R1 by default.) A menu of directions and button symbols will appear besides your weapon list. Push the direction or button symbol next to the desired weapon to make it fire. By quickly pressing a series of buttons or diretions you can unleash devestating combos. Unfortunately, each weapon fired in this manner drains your power meter bar. So doing this maneuver can leave you without shields or turbo. Secret Room and Extra Life On the second level, at the Battle in the Red Sea, go inside the temple and find the room where there are seven statues of kings sitting upon thrones - three on each side of the room and one in the middle, sitting on an incline going down. You can hit the other statues for weapons, but the statue in the middle is the important one. Hit it with a remote detonator or something powerful. It will blow up, revealing a secret passage to a hidden room. One of the statues in this room contains the extra life. Stun Blast Hold R2 and press Right, Left, Up. Note: This assumes the controller is in the default configuration. Super Weapon Power-up In Fort Apocalypse, go to the southern triangular tunnel. Shoot out the central floor area of this tunnel to reveal a hidden alcove and Heal Power-up under the floor. Go into the alcove and attack the southern wall until it blows up revealing another passage. Follow this passage to a room with a sucker weapon where the passage forks to the left and right and slopes down toward critical depth. Either fork will lead you to a glowing yellow sphere, use turbo to dive down and grab this, you will be rewarded withtwo of each weapon. This power-up is well below critical depth so be sure you have enough health to survive. Depending on your character's armor and speed you will take between 40% and 60% damage. Surface Mine Hold R2 and press Right, Left, Down. Note: This assumes the controller is in the default configuration. INCREDIBLE HULK Level 2: 603EE0C530 Level 3: B08E0F0802 Level 4: 000026B698 Level 5: 40074DFF12 Metal Gear Solid New Game Modes Successfully complete the following modes in order, completing each mode will unlock the next mode in the sequence. "Training", "Time Trial", "Gun Shooting", "Survival", "Technical Demonstration". Bond, Solid Bond: After beating the game twice you'll get a tuxedo for Solid Snake to wear. Moto Racer Passsword Type these codes instead of your name: CDNALSI: Gives you 4 more tracks CTEKCOP: You can now ride mini-motorcycles CESREVER: Mirror Mode All Tracks At the title screen, press Down, Down, Right, Left, Up, Up, Circle, L2, Triangle, X to unlock all 10 reserved tracks. Night Races Press Up, Circle, L1, Down, Triangle, L2, Circle, Left, R1, X at the title screen. Pocket Bikes At the Start/Options menu, press Up, Down, R2, L2, Down, Up, L1, X. Reverse Mode At the Start/Options menu, press Left, Right, Left, Right, Circle, Circle, R1, L1, Triangle, X. Slower Opponents To slow your opponents to 50 km/h, press Down, Down, Down, Circle, L1, Circle, L2, Down, Down, X at the title screen. Turbo Boost Press Up, Up, Up, Triangle, R1, Triangle, R2, Up, Up, X at the title screen. View Credits To view the credits movie, press Circle, Triangle, Circle, Circle, Triangle, Circle, Up, Right, Left, X at the title screen. View Victory Movie At the title screen, press Circle, Triangle, Circle, Triangle, Circle, Triangle, L1, Up, R2, X. Tekken 3 QUICK GET UP This is the most important addition to Tekken. I repeat, this is the most important addition to Tekken. Yes, keeping opponents on the ground is the easiest and best way to win in Tekken, but there's nothing more annoying. Press LP and RP at the same time at the exact moment you hit the ground to immediately get up. Play as Doctor Boskonovich: To play as Doctor B, simply play through force mode four times. At the end of force mode the fourth time, you will play against Doctor B, and if you defeat him, he will be yours to play as. Play as Gon: Once you have unlocked ball mode, beat the little dinosaur at it, and he will be yours to play as. Alternate Gon Selection: An easy way to play as the little dinosaur is to play survival or force mode well enough so that it asks you for your initials after you lose. Put in the letters GON, and the next time you check the roster Gon will be selectable. Tekken theater mode and ball mode exposed!: Beat arcade mode with all of the regular characters to unlock theater mode and ball mode. School Clothes for Jin and Xiaoyu: Play as Jin or Xiaoyu 50 times, then press START on them to get school outfits. Alternate Outfits for Law and Gun Jack: Law and Gun Jack also have alternate outfits. Press start to select them. Play as Tiger: Eddy has an alter ego by the name of Tiger. Press start to select him. Infinite Life: Use this with the Game Shark Accessory Infinite Life for Player 1 800AAAB6 00C8 GAMESHARK CODES Alundra Infinite Health 801ac4ac0032 801ac4b00032 Infinite Gilder 801dd5c4270f Infinite Magic 801dd5c00004 801dd5c20004 99 Keys 801dd6c40063 Legend Sword 801dd5f00001 Steel Flail 801dd5f80001 Ice Wand 801dd6080001 Fire Wand 801dd6100001 Earth Book 801dd6800001 Water Book 801dd6880001 Fire Book 801dd6900001 Wind Book 801dd6980001 Bushido Blade Atomatic Win 8013d6360001 8013d5240005 Enable All Endings 801a10d4ffff 801a10d8ffff Enable Katze Vs Mode 800a10040001 Hold L2 Heart Attack Button d013d1800001 8013d5240005 Critical Depth Infinite Shaker/Pilot Torpedoes 801df5d20909 Infinite Slow Poke/Remote Charges 801df5d40909 Infinite Health P1 801df15e0073 Infinite Magnetic Suckers 801df5ce0900 Infinite Neato Torpedoes/Piranha Swarms 801df5d00909 Play As Abbadon 801d0094000e Play As Agent 326 801d0094000c Play As Mr. Phatt 801d0094000d Play As Overseer 801d0094000f Croc 5 Crystals 80074ac8001f 6 Gobbos Save 8007496c0006 Infinite Crystals 800749640064 Infinite Lives 80074fdc0003 Jigsaw Pieces 80074e6c0008 Silver Key 80074ac40001 Duke Nukem Incredible Hulk Double Damage 800880ec00c6 Infinite Gamma Power 800884040039 Infinite Health 80087d6c0039 (Tactical Espionage Action) Metal Gear Solid Infinite Life 800B7526 0600 Max Life 800B7528 0600 Infinite Air 800AE1AC 03E7 Ghost Mode 800AE188 0000 800AE18A 0000 Never Get A Cold 800B752A 0000 Radar Not Jammed When Spotted 800AE178 0000 All Modes VR Training 800B672B 0020 Have Socom Pistol 800B7532 03E7 800B7546 03E7 Have Famas 800B7534 03E7 800B7548 03E7 Have Grenades 800B7536 03E7 800B754A 03E7 Have Nikita 800B7538 03E7 800B754C 03E7 Have Stinger 800B753A 03E7 800B754E 03E7 Have Claymore Mines 800B753C 03E7 800B7550 03E7 Have C4 800B753E 03E7 800B7552 03E7 Have Stun Grenades 800B7540 03E7 800B7554 03E7 Have Chaff Grenades 800B7542 03E7 800B7556 03E7 Have Sniper Rifle 800B7544 03E7 800B7558 03E7 Have Cigs 800B755A 0001 Have Scope 800B755C 0001 Have C.Box A 800B755E 0001 Have C.Box B 800B7560 0001 Have C.Box C 800B7562 0001 Have N.V.G. 800B7564 0001 Have Therm.G 800B7566 0001 Have Gas Mask 800B7568 0001 Have B.Armor 800B756A 0001 Have Ketchup 800B756C 0001 Have Stealth 800B756E 0001 Have Bandana 800B7570 0001 Have Camera 800B7572 0001 Have 255 Rations 800B7574 03E7 800B758A 03E7 Have 255 Medicine 800B7576 03E7 800B758C 03E7 Have 255 Diazepam 800B7578 03E7 800B758E 03E7 Have PAL Key 800B757A 0001 Have Level 100 Key Card 800B757C 0064 Never Have Time Bomb 800B757E 0000 Have Mine Detector 800B7580 0001 Have MO Disc 800B7582 0001 Have Rope 800B7584 0001 Have Handker 800B7586 0001 Have Suppressor Active 800B7588 0000 The ???? are the # indicated below for the 2 codes only. Weapon Equipped Modifier Code 800B752C ???? Quantity Digits to Accompany Weapon Equipped Modifier Code 0000 - Socom 0001 - Famas 0002 - Grenade 0003 - Nikita 0004 - Stinger 0005 - Claymore 0006 - C4 0007 - Stun Grenade 0008 - Chaff Grenade 0009 - Sniper Rifle FFFF - Nothing Item Equipped Modifier Code 800B752E ???? Quantity Digits to Accompany Item Equipped Modifier Code 0000 - Cigs 0001 - Scope 0002 - C.Box A 0003 - C.Box B 0004 - C.Box C 0005 - N.V.G. 0006 - Therm.G 0007 - Gasmask 0008 - B.Armor 0009 - Ketchup 000A - Stealth 000B - Bandana 000C - Camera 000D - Ration 000E - Medicine 000F - Diazepam 0010 - PAL Key 0011 - Level ? Card 0012 - Timer.B 0013 - Mine.D 0014 - Disc 0015 - Rope 0016 - Handker 0017 - Suppressor FFFF - Nothing
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