1 TimeSplitters: Future Perfect Thu May 26, 2011 8:06 pm
Nick
Administrator
Carrion Carcass:
Get a bronze or better on the Rare -Or Well Done challenge
on Behead The Undead.
Corporal Hart:
Successfully complete story mode under the normal or
hard difficulty setting.
Crow:
Successfully complete the campaign with a "Silver"
rank to unlock three different versions of Crow: Jacob Crow, Mad
Old Crow, and Victorian Crow. You can unlock Karma Crow by completing
it under the Hard difficulty setting.
Daisy Dismay:
Successfully complete co-op story mode.
Dr. Peabody:
Complete the Amateur League with golds.
Elite Henchwomen:
Complete the story mission Kharlos Express.
Gilbert Gastic:
Get a "Bronze" or better rank in the Challenge
"The Cats Pajamas".
Goliath:
Complete the story mission Something To Crow About.
Henchman Cortez and Swinging Tipper:
Complete The Russian Connection.
Silver Prometheus:
Complete the Elite League with "Gold" ranks.
Tin-Legs Tommy:
Successfully complete co-op story mode.
Zombie Monkey:
Successfully complete the Behind The Undead challenge
(the first one) with bronze, silver, or gold.
Human sounds:
Complete the Cats Out Of The Bag challenge with bronze,
silver, or gold.
Hint: Platinum trophies:
During challenges and arcade leagues, if you get past
gold and get about another one third of the gold score, you can
get a platinum trophy. For example, on Behead The Undead with
the zombie monkeys the gold score is 25,000 points. If you get
35,000 points you will get a platinum.
Hint: Entering And Hacking:
The tank robots can do a lot of damage if they fire
at you. Throw a Time Disrupter grenade and then fill them with
lead using the SBP500 and they will die quickly.
Hint: Astro Jocks(Elite League):
This can be done quicker if you use the grenades to
kill the enemy. Note: If you miss, use your Dispersion gun to
shoot them onto the plasma grenade.
Hint: Mansion Of Madness: Make Jo-Beth
Casey attack you:
If you shoot Jo-Beth Casey enough in the "Mansion
of Madness" story level she will start to attack you, and
even kill you if you do it too much. The best way to get her to
attack you is to catch her on fire after you fight the Deerhaunter.
While she is on fire, shoot her with your shotgun. She will almost
always shoot you after you do that. From then on she will shoot
you almost every time you set her on fire. Note: You cannot do
this until Jo-Beth Casey gets the shotgun. As soon as you run
far enough away from where she has to run to keep up with you,
she will stop shooting you. If you just stand there she will shoot
you until you die. In extreme cases she will never stop shooting
you.
Hint: Mansion Of Madness: Make zombies
get up:
To make a zombie that is on the ground get up so you
can kill it (so it cannot sneak up on you later) put it on fire.
It will scream and get up. You can then kill it.
Hint: Mansion of Madness: Avoiding zombies:
When playing this level, you will encounter some zombies.
To avoid them, duck. They will keep trying to attack, but you
will not get hit. Note: This does not work with zombies with weapons.
Hint: Mansion of Madness: Defeating Princess:
Stay in the corners of the courtyard and Princess cannot
grab you. When she looks up and smoke starts to come out of her
mouth, run in circles around the hole to dodge the fire. When
she is done, go back in the corner. Note: Always shoot her in
the head. To defeat The Princess, side-step in one direction while aiming
up and turning. The closer that Cortez is to the fountain, the
greater the chance to avoid being swiped. When the Boss is about
to die, step back and fire the last shots to avoid the final death
blow. When it pops up, start shooting it in the head a few of times.
Then, look at the base and an a eye will open. Shoot at it and
its health will go down a lot.
Hint: Mansion Of Madness: Defeating Carrion
Carcasses:
When you see a Carrion Carcass instead of shooting
it, hit it with a bat twice and it will die.
Hint: Mansion Of Madness: Health pack locations:
There are a total of ten health packs in the "Mansion
of Madness" story level. Seven of the health packs are hidden.
All of the health packs in this level restore your entire health
meter.
At the first checkpoint where you get the bat after you burn the
little black ghosts, there is an armoire to your left and a low
dresser to your right. Press Action next to them to open
them. There will be a health pack in them.
In the room were you first see the little girl's ghost and she
turns half the room on fire, turn left. There will be a low dresser
a few feet away the fireplace. Open it to find a health pack inside.
Unless you are low on health, do not use this until after you
save the scientist from the giant worms.
In the big room with the giant table after you get the shotgun,
turn left. There will be two low dressers against the wall with
the door you used to get through. Go to the one farthest from
the door you came through and open it. There is a health pack
inside. Unless you are low on health, save this for while or after
you fight the Deerhaunter.
After you defeat the Deerhaunter, go up the stairs and into the
door to your right. This takes you to a hallway. Go to the second
room on the right where a scientist says, "It's not real...
It's a bad dream... It's not real... It's not real... Oh please
make it go away..." On your right is a low dresser, and in
the far left corner there is an armoire. Open them to find a health
pack in each.
After you fight the zombies in the library and go through the
room with the scientist sitting behind the couch saying rhymes,
there is a long hall that turns. After the turn, go to the last
room on the right where the zombie breaks out of the armoire.
In the far left corner of the room is a low dresser next to the
bed. Open it to find a health pack inside.
After you see the little girl's ghost in the attic and the zombie
breaks though the wall, there is a little room and a hall. Go
down the hall and jump into the lower part of the attic. There
is a scientist that is dying near the stairs. To his right is
a health pack.
After you fall through the floor and walk down the stairs, a scientist
will talk to you about his "great leader". If you continue
to the left and open a white door, there is an open closet to
the right with a revolver, a shotgun, and a health pack.
In the kitchen where you fight the Carrion Carcasses after you
fight Princess (the creature), there is a table to the left. There
is a health pack sitting on top of it.
Hint: Training Ground: Armor:
There is a rock that goes upwards. Run up it and you
should fall off and land on top of a little bunker that has armor
on it.
Hint: The Russian Connection: Easily kill
guards in the sniping portion:
In story mode, if you throw a grenade with maximum
power you can get it in the part of the area where the guards
are shooting at Harry Tipper. Note: The best time to do this is
when the guards are coming out in the second half of the sniping
part. Throw a grenade in the middle of all of them as they come
out, and a barrel will explode and kill them all.
Hint: Scotland The Brave: Get a flare gun:
When you first start the Scotland The Brave story mission,
turn left and run over to the boat. There will be a flare gun
inside.
Hint: Scotland The Brave: Get a Double
Kruger:
In story mode, stay close to the water at the beginning
before you get in the castle with the ship. As you near the castle,
someone with Double Krugers will run out of one of the destroyed
buildings. Kill him and take his gun.
Hint: Scotland The Brave: Armor and other
items:
At the beginning of the level in story mode, there
are some destroyed buildings as you run towards the castle. Go
inside them. You will find things like armor and grenades.
Hint: Scotland The Brave: Easy kills:
In story mode, at the checkpoint immediately after
you defeat the gunboat, throw a grenade in a window on the roof
of the building where you get the truck. This will kill most of
the guards inside.
Hint: Scotland The Brave: Extra TNT:
In story mode, get to the door you must destroy with
TNT. Wait for a short time after you have used your TNT. More
will appear and you can save it for when you battle the tank.
Hint: Scotland The Brave: Skip guard fight:
In story mode, in the room where you see the meeting
being held, instead of fighting the guards there, run straight
to the door in the room. An intermission sequence will begin,
and the enemies will disappear. This saves ammunition and health.
Hint: Subway: Trains:
Go to the control room (where you can see the main
train tracks) or just be a member on the red team in a team match.
Red members start near or in the control room. You will see three
switches. Press X on the middle one. You will see a train
come out from each opening. If you are on either track and the
train hits you, you will die. However, it does not count as a
kill for the person who activated the trains.
Hint: What Lies Below: Defeating the Boss:
Use the Ghost Gun and position yourself carefully.
Find a rock that shields Cortez's legs while allowing him to fire
back. The fire attack from the Boss must drop to the floor before
moving forward. The rock will protect you from most of the fire
damage. Use a melee attack to kill the bats and allow the Ghost
Gun to damage the tank.
Hint: What Lies Below: Defeating Princess:
When you fight the giant eye monster (Princess), run
right up against the well and shoot. You should not be able to
get hit. The final Boss, called Princess, can easily be defeated with the
Harpoon weapon. Just wait for the beast to open its mouth and
fire away, aiming for the metal container in said mouth. Three
harpoon shots on target and Princess will belong to the past.
Hint: What Lies Below: Lab computers:
In the area just after the electric zombies, you will
see a few rooms with a glass cage by them. On the nearby computer,
you can have the subject inside the cage undergo electricity,
incineration, shrinking, zombifying, stretching, cranium-expanding,
and thinning. If you power up the stretching or cranium-expanding
too much, the subject will explode. There are two computers in
single player and one computer in co-op mode.
Hint: Zeppelin: Bomb drop:
At the center room of the Zeppelin multi-player map
is a hatch that opens. It will be very easy to figure out with
the power-ups on. The platform that holds the Max Damage power-up
is the detachable platform. Fire at the platform and the hatch
below it will open. This causes the platform fall out of the zeppelin,
to the unlucky player(s)' doom.
Hint: Absolutely Potty challenge: Destroy
pots while reloading:
While you reload, push the pots into each other and
they will break most of the time.
Hint: Behead The Undead challenge:
In these challenges you are fighting zombies. Keep
moving and you will not have a problem. Make sure to stay out
of corners and get used to your surroundings so that you can move
and not get trapped between the zombies. It is possible to get
at least 75,000 points on every one of the three by using this
technique.
Hint: Come Hell Or High Water challenge:
Extra points:
Shoot the targets in the genitals for 100 points. If
you shoot close to the genitals you get will 75 points. The head
is only worth 5 points. The alien's chest is worth 100 points.
Hint: Glimpse Of Stocking challenge:
Instead of shooting the zombies, pistol-whip them with
your double Kruger. This saves ammunition and almost always kills
them in one shot.
Hint: Big Game Hunt league:
Use the "Zeep" to kill the Deerhaunters.
Hint: Pox Of Mox league:
When you start, go to the zone nearest you, then follow
the zones outside. Once you gain control of the outside zone,
kill all the Moxes then go to the door opposite of the outside
zone (the one the Moxes came from). Once inside, follow the corridor
to the first zone inside and stay there. All the Moxes will come
around the corner in front of that zone in a line and you can
kill them very easily. Do not let any get past that point and
you can keep the first four zones under your control very easily.
Note: If done correctly you can finish the level in 2:45.
Hint: Screw Loose league:
Kill the Monkeys as fast as you can and do not let
them get in a group. As soon as they get in a group, whenever
you kill one they will automatically get the coin because it falls
on them.
Hint: Don't Lose Your Bottle:
Use the Single LX-18 with the scope and you will have
better accuracy and in turn will save ammunition and time.
Hint: Train: Drive cat:
When you get trapped in the room and the green gas
floats in, use your glove to tip the statue back. When in that
room, you will find the cat. You can drive it around.
Hint: Train: Slot machine:
When walking into the room where Cortez or Tipper says
"Did I miss the party?", there is a slot machine. Walk
over to it and press X to play slots. Press the buttons
under "Hold" to hold that slot.
Hint: Venice: Get to hidden places:
In Venice there are secret areas with the number six
weapon and other items. To get to these places, wait by the water
for a boat to pass. When the boat passes by, walk onto it. There
are two spots that if you walk into them they are not accessible
from the rest of the level. Depending on where you get on the
boat you might not be able to get to the secret areas (if you
get on too far down the river). If you get on the boat where it
first comes out of a low tunnel and ride it into the large tunnel,
there is a Max Damage. Note: In some game modes like "Elimination",
there is no boat. To tell if there is a boat, go to where it goes
in the low tunnel and check if there is a boat waiting next to
the tunnel. Note: The boat always goes in the same direction.
Note: The boat makes a splashing sound when it goes by.
Hint: Defeating the Deer Haunter:
In the Brotherhood house, you will be trapped in a
large room with zombies. Take out the zombies with your pistol
and baseball bat, but save all the shotgun shells that you can.
When you defeat them all, the Deer Haunter crashes through the
wall. The key to defeating it is to walk in circles around the
beast in the middle of the room, continually shooting it in the
torso with your shotgun while taking minimal damage. When it is
defeated, the door to the next room will open. In the room where the Deer Haunter is found, use your baseball
bat to kill all the zombies. Do not use your guns; save them.
When the Deer Haunter comes out of the wall, run past him and
into his cave. Put your back to the wall and shoot him. He will
not be able to hit you. When the Deer Haunter breaks out of the wall, quickly run into
the small opening where he just broke out of and start shooting.
The Deer Haunter will be directly in front of you swinging, but
he cannot hit you while your in there. When fighting the Deerhaunter, run into the hole he left in the
wall and go all the way back. Wait for him to come as close as
he can to you. You can inch forward and try hitting him with your
bat. There is a very narrow range where you can hit him with your
bat (thus saving your ammunition) and where he cannot hit you.
If playing in two player mode, have player two go in the hole
and player one throw chairs at him. If you can hide in the area where the deer came out of, it will
be unable to harm you at all.
Hint: Rescuing The Jungle Queen:
Enter the prison cell on the other side. Create a line
of vertical holes on the metal drum starting from the top. This
results in a large pool of gasoline. Shoot the lantern that hangs
from the ceiling to blow it up.
Hint: Defeating Prometheus SD/7 and/or
Prometheus SD/8:
These are the huge robots on the Machine Wars and Something
to Crow About levels. When you see these robots, charge them until
you run into their chest. When you are this close they cannot
shoot you because their arms are too long. Then, shoot them in
the head or, if you want to save ammo, punch them to death.
Hint: Defeating the tank:
Go to any ramp and stay out of the tank's sight. Use
the Telekinetic Glove to take the ammunition when it spawns and
attack the tank with rockets.
Hint: Defeating the techno-organic tank
creature:
Before you enter the room with the beast (at the checkpoint),
take out all of the enemies in the room, then on the ground floor.
Pick up the health and armor at either ends of the room. Go upstairs
and turn right. Follow the landing around to the end to pick up
some very powerful plasma grenades. Then, go into the room at
the top of the stairs to face the tank creature. This beast spawns
exploding worms from its rear. Remain close to the pillars to
avoid being incinerated by the spreading explosions. As for the
beast, aim your explosives and guns at the weapons it is packing
on his back. These include lasers, machine guns, rockets and others.
At any opportunity you get, throw the five plasma grenades you
have and try to get them to stick to the weapons that have not
been destroyed yet. These do a lot of damage to the beast. Keep
hugging the pillars for cover. After awhile, you will have most
of his guns. Do not aim for the organic parts of the creature,
as it takes no damage. When it is defeated, you will meet Jacob
Crow again.
Hint: Taking out the energy sphere:
In the factory where the TimeSplitters are being incubated,
the giant energy sphere powering their growth can be taken out
on the top level by flicking both the switches on either side
of the ball. This will lower its defense. Then, take the lift
down to the floor below and throw a plasma grenade (found next
to the lift) at it, causing it to explode.
Hint: Delete enemies:
At any checkpoint, pause game play and select the "Restart
from checkpoint" option. As soon as the game resumes, all
enemies will be gone.
Hint: Kill enemies with steam:
In certain levels there are metal pipes. If you shoot
those pipes, steam might come out of them. If it does, it will
hurt anything that touches it. This is useful for killing enemies
when you are low on ammunition. Some mapmaker tiles' pipes also
produce steam. Note: The steam does not hurt robots.
Hint: Hitting enemies with flare gun:
The best possible way to hit moving targets with the
erratic and slow flare gun is to aim at their feet or the ground
they are standing on.
Hint: Get enemies to dive off gun turrets:
Throw a grenade at someone while they are on a gun
turret. They will dive off and you can shoot them while they are
on the ground.
Hint: Shoot through walls:
The Mag-Charger can shoot through walls in arcade mode
if you set it to its secondary fire mode. Note: The Mag-Charger
is a shock weapon -- you cannot hurt shockproof people with it.
Hint: Better accuracy:
If you have a double gun, switch to the single version
for better accuracy.
Hint: Raining harpoons:
Fire harpoons straight up in the air in an outdoor
level. They will rain down in about the same location approximately
ten seconds later. They will being moving sort of slow, and look
strange as they fall. Someone who stands under these will catch
some harpoons, while other harpoons will spear them.
Hint: Grab a tranquilizer dart or harpoon
out of the air::
In story mode, when a tranquilizer dart or harpoon
is coming at you, use the Uplink to grab them out of the air.
Instead of them sticking in you and hurting you, you can collect
them or they will fall to the ground.
Hint: Drain other people's life into your
health meter:
When you shoot someone with the Ghost Gun it transfers
his or her life into your health meter.
Hint: Punch someone without touching them:
If you are close to a virus or someone on fire, you
can punch them without technically touching them so that the fire
cannot spread to or hurt you.
Hint: Hurt a shockproof person with the
Electrotool:
On alternate fire, the Electrotool can hurt a shockproof
person.
Hint: Get a Scifi Handgun x2 in the "Machine
Wars" story level:
At the beginning of the level, just after you step
off the broken bridge look forward and slightly to the left. Ghengis
Kant will be lying dead on the ground, and next to him will be
a Scifi Handgun x2.
Hint: Make Strudel "solid":
Normally when you drive up to someone with Strudel
you will go through their feet. In story mode use the Uplink to
pick up Strudel. Press X and you will take control of Strudel
when it flies off. As long as you do not stop, whenever you hit
someone you will bounce back instead of going through them. If
you are going fast enough you can hurt them. Note: As soon as
you stop moving you will start to go through people again and
must repeat this process to make Strudel hit them.
Hint: Make Strudel fly:
In story mode, use the Uplink to pull Strudel towards
you. Once it gets close enough press the activate button to control
it. You will automatically release Strudel and will have control
of it while it is flying through the air. Note: Strudel is very
light, and will fly for a long time.
Hint: Stick a mine to your foot:
Aim down and to the right slightly when you are someone
with big feet, like Robot Louis Stevenson. Throw a mine, TNT,
or plasma grenade and it will stick to your foot.
Hint: Move the explosive barrels in the
Machine War story levels and the 2401 story levels:
In the Machine War story levels and the 2401 story
levels there are rectangular barrels that have what looks like
a tiny energy node in the middle. If you shoot this, the barrel
explodes. While these look too heavy to move you can use the Uplink
to move them around. If you throw them at an enemy it will kill
them, but the barrel might not explode. You can use them to kill
people until they explode. Note: These are so big that enemies
cannot shoot past them to hurt you, and they are too dumb to just
shoot the "node" in the middle to blow it up.
Hint: Grab something out of your reach
without the Uplink:
If you see something like a harpoon stuck in a wall
or an item that is just out of you reach, do a melee attack to
make your character's arms go out. Sometimes you can grab it that
way. Some melee attacks may work better than others; for example,
types of melee attacks from third person view: punching (unarmed
or Uplink), bat swinging (baseball bat), pistol whipping (brick,
pistol 9mm, Kruger 9mm, LX-18, Scifi handgun, revolver, Mag-Charger,
monkey gun, flare gun, proximity mines, remote mines, timed mines),
and hitting with the butt of your gun (Injector, flamethrower,
shotgun, Dispersion gun, Tactical 12-Guage, Soviet rifle, harpoon
gun, ElectroTool, Plasma Autorifle, SBP500, Minigun, rocket launcher,
heatseeker, Ghost Gun, Scifi Sniper, vintage rifle, sniper rifle).
Note: The machine gun and K-SMG do not show the melee attacks
from a third person view. Also, Any double guns have the same
melee attack as the single version.
Hint: Grab the Med-Unit 6:
In the "Something To Crow About" story level,
you can use the Uplink to grab the Med-Unit 6. If you drop these
softly and they do not explode, they will just disappear. If you
throw them at something like the Uplink, usually they will explode
with the force of over three plasma grenades. Note: A lot of the
time you will see the Med-Unit 6 just before a rolling robot attacks.
The Med-Unit 6 is the best way to kill them. Note: If you throw
a Med-Unit 6 at a shielded enemy, it will destroy their shield.
This is useful when you do not have an Electrotool.
Hint: Play music:
Go to arcade mode. Choose any game type except for
"Mapmaking". Choose "Disco". Choose any character.
Find the drum, microphone, and guitar. Press A near the
drums. Each time you press A, a different drum will sound.
Go to microphone and it will screech. Have a friend do one while
you do the other. Note: The guitar never makes a noise or sound.
On the Disco level you can play three things: the drums, use the
microphone, and straight across where you see microphone is a
DJ booth. You must go upstairs to play it.
Hint: Do not get virus:
On training ground, go to the base with the giant rock
sticking out of the ground. Go to the bunker that you can jump
on if you are on the giant cliff. Go to the right. Go off the
bunker and stay as close as you can to the bunker. You may think
you will go off the edge, but you will not unless you go too far.
Hint: Arcade mode: Alternate weapon uses:
The following weapons below will have different effects
when used in Arcade mode.
Injector: In the Campaign mode, the injector does little to no
damage. In Arcade mode, if an enemy is hit two or three times
with the Injector, it will die after they swell up and explode
into blood.
Ghost Gun: This weapon has ammunition in Arcade mode. It has the
ability to bypass armor on enemies in Arcade mode and drain enemy
health. The health that is drained then heals you in the process.
MAG charger: This weapon can hurt anyone where as in Campaign
mode it only affected machines.
Hint: Arcade mode: Easy sniping:
Try to find a Sci-Fi sniper in Arcade mode then activate
its barrier. You will be completely immune to head-shots (unless
someone snipes you from an angle or behind).
Hint: Aliens reference:
In the first mission, when you man the machine
gun to defend the base you will hear someone screaming "They're
coming out of the walls! They're coming out of the goddamn walls!"
This is a reference to the movie Aliens.
Hint: Battlestar Galactica
reference:
When you select INSTETIK in multi-player mode he
says "By your command." like a Cylon from Battlestar
Galactica.
Hint: Dogma reference:
On the story level "Khallos Express",
while being debriefed by Anya, Harry Tipper will throw a guard
off the edge and then say "No ticket". This is what
Silent Bob says after throwing Bartleby and Loki of the train
in Dogma.
Hint: Indiana Jones And The Temple
Of Doom reference:
On the level were you kill "Princess",
the contraption that Jo-Beth is on is the fire cage from Indiana
Jones And The Temple Of Doom.
Hint: Jurassic Park reference:
When you are at Crow's computer, when you activate
the countdown/self-destruct sequence, the monitor will display
the message "You didn't say the magic word" and will
have a little guy laughing and shaking his finger.
Hint: Perfect Dark references:
Story level "Breaking And Entering" is
a mission that acts much similar to the Perfect Dark level
"DataDyne Central: Defection". Both involve being on
a rooftop, taking out security, and making your way to someone's
private office, and then into the labs below the building. Also,
like Joanna Dark, Amy Chen is also investigating a company's research.
In "Something to Crow About", R-110 unexpectedly gets
its own personality, much like Dr. Caroll.
Hint: Starship Troopers
reference:
When you are trying to help Past Cortez from being
killed by the TimeSplitters on the beach, you can hear one of
the men yelling "Come on! Do you want to live forever!".
Hint: TimeSplitters 2
reference:
Story levels "Machine Wars" and "Something
to Crow About" play similar to "Robot Factory"
in TimeSplitters 2, considering that you fight robots similar
in ability to ChassisBots and SentryBots. Also, you get involved
in taking out energy sources, much like the energy nodes in "Robot
Factory". In Scotland The Brave, after you save the jungle queen go to the
piano. It sometimes plays the song from the Anacoda min-game from
TimeSplitters 2.
Glitch: Co-Op teleportation:
If one character under control moves too far ahead
of the other one, the one who was left behind will "teleport"
a few feet ahead of the first character, often resulting in strange
camera angles.
Glitch: Defeating Splitter Crow:
In Crow's Palace in the Something To Crow About level,
after crossing the bridge you activate using the electrotool,
open the big doors. An intermission sequence begins. Wait for
the unmoving (but laughing) Crow to move. As soon as he takes
his first step in the intermission sequence, press X to
jump into the action. As soon as you press X, fire at Splitter
Crow for a few seconds. He will die without fighting. This is
because when you skipped the intermission sequence, Crow had no
health; by shooting him when he has no health he dies immediately.
Glitch: Mini zombie heads:
When you shoot off a zombie's head, look very closely
at its neck (preferably with a sniper rifle of some sort). You
will see a miniature head where the normal-sized one cracked off.
Glitch: Dumb robots:
Equip a spawn-an-attack INSETIK with a baseball bat
in Mapmaker. All it does is walk a few feet forward and knock
itself in the head with the bat. Even if you go up to it, it will
not attack.
Glitch: Rapid firing enemies:
Some story AI characters in Mapmaker have the ability
to fire some weapons like machine guns. The most noticeable way
to make this happen is to set a Cropolite with a Flare Gun. Although
it takes about three seconds to load a Flare Gun, some Story AI
characters still fire it rapidly without ever worrying about reloading.
Glitch: Butterfingered bots:
Note: This may or may not work with any other character
besides Berserker Splitter. Go to Mapmaker and set up a Berserker
Splitter with a key. When it does its camouflage cloaking and
reappearing, it will accidentally drop the key. It is possible
the game does not treat the cloaked Splitter as a solid character
and causes the key to fall.
Glitch: Walk through waterfall:
In the Training Ground on Shrink mode, play as the
monkey. When you get small enough you can walk through the waterfall
and off the edge of the level.
Glitch: Be a monkey in Monkey Assistant:
Go to Deathmatch in Arcade and go directly to the character
selection screen. Press X on the monkey of your choice
so that it does its animation, then go back and select "Monkey
Assistant". Choose your area and settings. Once you go to
the character selection screen, you can play as "Not Available"
the monkey. Note: The game will show a 2-D picture of Cortez but
display a 3-D picture of the monkey and have the monkey's character
abilities and the name "Not Available".
Glitch: Siberia: Delete yourself and truck:
Go to the Siberia level in Arcade mode. Set the game
to no bots and all remote mines. Get into the truck and drive
over to the ramp going on to the wall on the far side of the level.
Drive it up the ramp until you cannot drive anymore. It helps
to hold X until you start wobbling back and forth. Space
it just enough so that you can walk up the side to get ammunition.
Start planting mines on the back of the truck. Take three or four
loads of ten mines for the full effect. Once done, walk up the
ramp beside the truck in the space you left for that purpose.
Stand on the right side of the ramp (to the right as you are walking
up the ramp) and detonate the remote mines. When the truck is
close enough, get into it. You should fly off the side of the
map. Note: Doing this will delete the truck from the level.
Glitch: Siberia: Drive on the wall:
Go to the Siberia level in Arcade mode. Set the game
to no bots and all remote mines. Get in the truck. There should
be a small hill nearby that has a weapon base. Set the truck to
the side of the weapon base that is farthest away from the pillar
attached to the hill. Stand on the base and set mines on the side
of the truck. Standing on the weapon base eliminates the need
to find ammo, as you will get more mines after you throw five
of them. Once you set 30 or 40 mines, stand back and detonate
the mines with the remote. The truck should fly off the hill and
onto the wall. This will require a few attempts. You can now drive
the truck on the wall.
Glitch: Siberia: Truck fun:
Go to the Siberia level in Arcade mode. Set the game
to no bots and remote mines only. Set mines under the truck and
detonate them. Note: Placing too many will blast the truck into
the sky and eliminate it from play. You can also do the same thing
except place the mines on the side of the truck so you can throw
it around the map.
Glitch: Zeppelin: The Bermuda triangle:
In the Zeppelin level, play virus mode and get all
necessary weapons. First, locate the center chamber or the "bomb
room". When you get to the room, either wait or look for
the infected person. When he or she is visible, lure them either
to the middle of the bomb or the middle of the hatch. When they
arrive at the point, fire the bomb and make sure they fall into
the hole. After that happens, look for them in both sides of the
blimp. There should be a point in the blimp where your radar says
that someone is way off the sides and are not available at the
blimp at all. This means the virus has vanished, and is not anywhere
in that level. Note: You may have to do this step over repeatedly
if it does not work, and it is recommended to use it only on one
infected person.
Glitch: Start timer before game begins:
In Arcade, hold Select while level is loading.
Once the game starts, the select button menu will appear. The
timer will start, but no one will be able to move. To start the
game with whatever amount of time you have allowed to elapse,
press Select or Start; or choose "Continue"
at the menu. Note: This is useful for Assault mode when you are
defending.
Glitch: Survive bottomless fall:
If you jump into a bottomless fall, such as off the
Zeppelin, and kill yourself mid-fall just before it shows the
animation of you falling, you will get stuck falling forever without
dying. This speeds up game play and causes bots to move extremely
fast. Also, auto aim glitches and your arms may start spinning.
This allows you to see up to your shoulders if your arms aim straight
up or backwards. You will still show up on people's radar and
can walk around as if you are on solid ground. Note this "eliminates"
you from game play, counting as one suicide. This is useful for
Elimination and Vampire modes, because once you do this you will
lose one life and fall forever while the bots kill each other.
Note: Your bloodlust will stop if it is Vampire mode. Also, this
counts you as moving very fast so your distance traveled and average
speed will be insanely high.
Glitch: Invisible floor:
Stack the "Alternate Small Open Stackable"
tile in the "Military" tile set on top of another "Alternate
Small Open Stackable" tile. It will create a force field.
When looking downward, bullets, grenades, moveable objects, and
"Zeeps" act as if there is an invisible floor and will
float or leave bullet holes in midair. Note: you can still fall
through these spots.
Glitch: Walk through walls:
In the "Military" tile set, use a "Crab
Ramp" tile on the second story on the far right wall of the
three-tile entrance side. You can walk through the wall and off
the edge of the level. At the sniping tower on the dam in the Siberia level with the
speed power-up, you can walk through the wall by the entrance.
You can walk around the entire tower in the wall and can fall
out of either side. If you are short and crouch, you can be completely
hidden in the wall. Note: Bullets, grenades, and mines cannot
go through the wall so you are practically invincible while in
this wall. Use the "Walk through walls" glitch in Siberia at the
arcade. You can hide in walls with any characters, but Monkey
would be the best character to remain the most hidden. If any
part of your character is not completely hidden in the wall and
you get shot with a powerful gun (for example, a flare), you will
die or take a lot of damage. Also, Mag Charger shots will go through
the wall. To avoid damage by them, play as Stone Golem because
he is shock proof.
Glitch: Put more than one item in the same
spot:
In the "Stair Room" and " Stair Room
Mirrored" tiles, all items placed on locations on the stair
side of the tile will be placed in the same location. under the
ramp. You can put up to three items in one spot.
Glitch: Walk Through ramp:
In the "Lab" tile set "Stairwell Stackable"
and "Stairwell Mirrored Stackable" tiles, if you walk
under the ramp, then follow under the ramp as it goes downward,
you will reset on top of the ramp.
Glitch: Hide under sand/snow:
In the "Temple" and "Siberia" levels
there are certain spots where your character will sink under the
sand/snow. If you play as Brains and get your head knocked, you
can crouch in these spots and will be completely covered. Note:
Bullets, grenades, and mines cannot go under the sand/snow, so
you are practically invincible while in these spots.
Glitch: Monkey crouching:
If you play as a monkey and crouch, will notice that
your view does not move down but you character does. If you crouch
behind something that is just the correct size, your body can
be hidden and you can shoot over it because you view does not
go down. This is very useful for killing people with stealth or
if you need to fight someone tough and you do not have any health.
Glitch: Rapidly throw grenades, mines,
or bricks:
If you want to throw grenades, mines, or bricks rapidly
with full power, hold Fire until your power meter is full.
Then, pause game play. When you resume, you should throw two of
the grenades, mines, or bricks very fast, then throw them at a
steady pace with full power until you run out. Note: You must
hold Fire while doing this. As soon as you release it,
you will stop throwing grenades, mines, or bricks.
Glitch: Faster reloads:
You can reload guns that only fire one shot and then
take a long time to reload (for example, the Flare Gun) quicker
with this trick. As soon as you fire, switch weapons then switch
back. This only works with a gun that has one projectile per clip.
If done too fast it will not work. The best way to do it is wait
until you hear the sound effect made when you pull out a new weapon
then change back.
Glitch: See intermission sequence version
of yourself:
In the "Something to Crow About" story level,
after it plays the intermission sequence of you sliding through
the vent, look to your left. You will see the Cortez shown in
the intermission sequence looking around. He will disappear after
about a half of a second.
Glitch: Delete Harry Tipper:
In The Khallos Express story mission, when you climb
up a ladder to the first train car that you can fall off, kill
the Elite Henchwoman. Then, stand in front of Harry Tipper where
the Elite Henchwoman died so that he cannot run further. Back
up slightly and he will start running. Shoot him immediately and
start to move yourself so he is between you and the edge of the
train car. He will start to stumble towards the edge until he
falls off. Just before he hits the ground and dies, he will disappear.
Note: Do not take too long -- if you shoot him too much it will
kill him. Note: While shooting Harry Tipper, shoot slowly so you
will not have to reload. Also, throughout the level you may still
hear him talking as if he was next to you. This may require a
few attempts.
Glitch: Get ammunition while paused:
If you on something that respawns on pickup and pause
the game you will hear the sound of you picking up the weapon
every four seconds, and if you wait long enough you will get full
ammunition for it. Note: This works for every thing that respawns
on pickup or acts that way.
Glitch: Melee attacks have no aim:
Even though you have a target when you do melee attacks,
they always go straight out in front of you.
Glitch: Crazy enemy melee attack:
When a CPU character has a baseball bat, stand next
to a gun. If you stand close enough, the CPU character will swing
at you as they pick up the gun. They will switch to the gun, but
finish their bat swing. They will continue to swing afterwards,
as if they still have the bat, and will shoot at you. If you get
close, your health will go down as if you were getting hit with
a bat. If they shoot you, your health will go down as if you are
getting shot.
Glitch: Play "King of the Hill":
Using the glitch where you can put three items in the
same place in mapmaker, place the red and blue teams' bag in the
same spot. This allows you to play King Of The Hill with teams.
When somebody stands on the two bag drops their team's score will
start going up very fast (about one point every tenth of a second).
Even games with a 1,000-point limit will go by very fast. Note:
If game play is paused while someone is one the "hill"
their team's score will keep going up; this allows you to go over
the point limit. If the other team then reaches the point limit,
the team that went over will still win.
Glitch: Alternate sniper scope:
Get a double gun of some sort and a sniper rifle of
some sort. Pull out your double guns then switch to the sniper
rifle of your choice; immediately after you press the button to
switch weapons, go into aim mode before you can pull out the sniper
rifle completely. You will then have a sniper rifle with a zoom
that allows you to see the whole screen and the tip of the sniper
rifle. Note: This may take a few attempts. Note: As soon as you
go out of aim mode, the sniper will have the default scope. Note:
This is much easier to do when you have grenades. Note: This also
works if you replace the sniper rifle with a pistol that has a
sniping scope (Pistol 9mm and LX-18).
Glitch: K-SMG movement without bullets:
Lightly tap Fire while you have the K-SMG and
fire one bullet. Then the gun will move as if you fired two or
three bullets. When you have the K-SMG (x2) and hold Fire
when the left K-SMG runs out of bullets, it will jerk back a few
extra times. Note: The double K-SMG glitch only works if you are
using up the last of your ammunition.
Glitch: Use alternate fire with both of
your double guns:
On most of the double guns, you can only use one gun
while using the alternate fire (silencer, scope, K-SMG grenades).
To use the alternate fire with both guns, get grenades of some
sort, a sniper rifle of some sort, and a double gun of some sort.
Pull out your sniper rifle, then switch to the double guns of
your choice; immediately after you press the button to switch
weapons, go into aim mode before you can pull out the double guns completely. Your double guns will disappear and you will be able
to fire the alternate fire with two guns instead of just one.
Note: This may take a few attempts. Note: As soon as you go out
of aim mode, the double gun will go back to the main fire mode.
Note: With the K-SMG you can fire rockets with both guns at a
very rapid pace. Note: If you do this with double gun that do
not have alternate fire (machine gun x2 and flare gun x2), all
it does is make them disappear. Also, if you do this with the
Scifi Handgun x2 it will disappear and will only be able to use
the alternate fire (ricocheting bullets), which you can already
use with both guns. This also works if you replace the sniper
rifle with a pistol that has a sniping scope (Pistol 9mm and LX-18).
Glitch: Survive an explosion from a mine:
When a mine is stuck to you, pause game play at the
exact moment it explodes. The explosion will not hurt you. Note:
This is easier to do in story mode. However, the aftershock from
the explosion still hurts you.
Glitch: Pass the limit of collectibles
in a collectable set:
When you make a set of collectibles in a mapmaker Assault,
you can only put ten collectibles in that set. To go over that
number, go to the item placing mode after you placed at least
one collectable. Then, copy that collectable and keep placing
it until you get to the desired number of collectibles. Note:
If you uncheck the collectable set in the Assault phase logic
operation's triggers, you cannot check it again until you delete
the collectibles until there are ten or less.
Glitch: Story enemies are afraid of you:
In story mode, all enemies besides zombies, robots,
and Splitters dive out of the way when they see a grenade, a mine,
or TNT. You can use this to your advantage. If you ever get remote
mines, throw one up in the air then run under it so that it sticks
to you. Whenever you go near an enemy, they will dive away from
you because they think it is about to explode. Note: Make sure
not to detonate the remote mine because it will take away a large
amount of your health. Note: Enemies will shoot you if they get
far enough away where the explosion will not hurt them, and if
they shoot the mine it will explode. Note: Do not use timed mines,
proximity mines, TNT, or plasma grenades because they will just
explode after they stick to you.
Glitch: Characters' alternate appearance:
When you are far away from a character, their textures
are not as detailed and they look a little different. With some
characters there appearance changes drastically. For example Med-Unit
6 becomes about twice as big, and Neophyte Lucian gets a cloak
and cannot be seen while using the Mag-Charger's alternate fire
mode. Note: As soon as you zoom in with any gun the characters'
true texture is restored.
Glitch: See through the floor in "Disco"
arcade level:
If you look at pats of the floor in the "Disco"
arcade level at the correct angle, you will be able to see through
it.
Glitch: Unarmed in the "Machine Wars"
story level:
In the "Machine Wars" story level, at the
beginning where Angel Forge and Mordecai Jones are approaching
and talking to you, and you cannot move, you will be given a gun.
Once you start moving, do not switch weapons and you will be unarmed.
Note: As soon as you switch weapons you will not be able to switch
back to unarmed because it is not in you inventory.
Glitch: Bouncing or twitching characters
in the "What Lies Below" story level:
In co-op mode in the "What Lies Below" story
level, around were you meet the electric zombies, if you crouch
sometimes your character will start bouncing up and down. Sometimes
your character will get stuck doing a melee attack repeatedly,
and it will appear as if they are twitching. While this is happening,
the character will slide instead of walking, cannot crouch, and
will not turn from a third person view.
Glitch: Two Amy Chens in the "You
Genius, U-Genix" story level:
Immediately after Amy Chen stabs the guards for calling
her "sweetheart", go to the room where she dives through
the window and gets on a computer to find information to put Crow
in jail. After you kill all the guards in that room, go over to
the computer Amy gets on before she gets on it. Push her towards
the door you go through next, where you first meet the mutants.
The door will lock behind you and Amy will be trapped with you.
If you then push her through the rest of the level until after
you finish that paradox area with five Cortezes, the doors will
open leading to Crow. Standing there will be Amy wearing her regular
clothes, but the Amy you just pushed through the level will still
be there.
Glitch: Too close to shoot:
Enable the "Big hands" cheat. When a CPU
characters comes up to you with a long gun, like the shotgun,
if they are too close the tip of the gun will go past you and
they cannot shoot you.
Glitch: No crouching:
When you are crouching and get shot, reload then do
a melee attack or anything else that has an animation that goes
with it. Your character will stand up from a third person view
while from your first person view it will look like you are still
crouching. This makes you just as vulnerable as standing up, but
you will still move the same speed as if you were crouching.
Glitch: Better crouching view:
When you are crouching, move Analog-stick slightly
in any direction to move your view go up a little. However, from
a third person view your character will still stay crouching just
as low. This will give you a higher view without making you more
vulnerable. Note: If you move the Analog-stick too much
you will start to move, and your character will rise up from a
third person view the same amount as your first person view. This
may require some practice,
Glitch: Remain in zoom mode:
To remain in zoom mode press L2 and then pause
game play. Release L2 then resume the game. You will still
be in zoom mode.
Glitch: Sliding characters:
If you ever get shot, reload then do a melee attack
or anything else that has an animation that goes with it. While
you are moving, your character will slide and turning from a third
person view may be delayed.
Glitch: No Story AI:
If you place a Story AI in the top left corner of a
3x3 tile they will not be there when you play the level in story
mode.
Glitch: Limited Story AI:
If you have too many Story AI "out and about"
the level at the same time not all of them will be there. The
limit of active story AI is about twenty at a time. Once one of
these active Story AIs is completely killed (all out of lives
and not spawning any more), the next AI "in line" will
begin spawning.
Glitch: Story AI does not register as dead:
If you kill more than two Story AI at the exact same
time, it will only count as two deaths which makes the counters
or anything that keeps track of Story AI deaths incorrect. Note:
This does not affect the number of times Story AI respawns.
Glitch: Half of a pause menu over intermission
sequences:
Press Select on controller two. During intermission
sequences, there will be half of a pause menu on the bottom part
of the screen.
Glitch: Move during intermission sequences:
In two-player mode, press Select on controller
one. During intermission sequences where the screen change into
widescreen, player two will be able to continue moving without
a gun. Note: During intermission sequences where the screen becomes
widescreen, the game will just put a giant pause menu over the
intermission sequence.
Glitch: Petrify Med-Unit 6:
In the "Something To Crow About" story level,
kill the Med-Unit 6. While the Med-Unit 6 is falling, use the
Uplink to grab it. The falling Med-Unit 6 will move up to about
your eye level and freeze. When it does this, you will get an
invisible Med-Unit 6 held by your Uplink. The three clear "beams"
will center on one point, but there will not be anything there.
If you throw the invisible Med-Unit 6 ,it will do the same thing
as if you had the regular Med-Unit 6. The image of the frozen
Med-Unit 6 will remain there for the rest of the level. Note:
You can walk and shoot through the frozen Med-Unit 6. You cannot
grab the frozen Med-Unit 6 because it is just an image. The image
of the frozen Med-Unit may flicker in and out from time to time.
Glitch: After death scream:
Play the "What Lies Below" story level. When
you walk under the hanging zombies where you first see Jo-Barf
Creepy, shoot off their heads so that they die. Then, keep shooting
them. They keep yelling as if they just got killed.
Get a bronze or better on the Rare -Or Well Done challenge
on Behead The Undead.
Corporal Hart:
Successfully complete story mode under the normal or
hard difficulty setting.
Crow:
Successfully complete the campaign with a "Silver"
rank to unlock three different versions of Crow: Jacob Crow, Mad
Old Crow, and Victorian Crow. You can unlock Karma Crow by completing
it under the Hard difficulty setting.
Daisy Dismay:
Successfully complete co-op story mode.
Dr. Peabody:
Complete the Amateur League with golds.
Elite Henchwomen:
Complete the story mission Kharlos Express.
Gilbert Gastic:
Get a "Bronze" or better rank in the Challenge
"The Cats Pajamas".
Goliath:
Complete the story mission Something To Crow About.
Henchman Cortez and Swinging Tipper:
Complete The Russian Connection.
Silver Prometheus:
Complete the Elite League with "Gold" ranks.
Tin-Legs Tommy:
Successfully complete co-op story mode.
Zombie Monkey:
Successfully complete the Behind The Undead challenge
(the first one) with bronze, silver, or gold.
Human sounds:
Complete the Cats Out Of The Bag challenge with bronze,
silver, or gold.
Hint: Platinum trophies:
During challenges and arcade leagues, if you get past
gold and get about another one third of the gold score, you can
get a platinum trophy. For example, on Behead The Undead with
the zombie monkeys the gold score is 25,000 points. If you get
35,000 points you will get a platinum.
Hint: Entering And Hacking:
The tank robots can do a lot of damage if they fire
at you. Throw a Time Disrupter grenade and then fill them with
lead using the SBP500 and they will die quickly.
Hint: Astro Jocks(Elite League):
This can be done quicker if you use the grenades to
kill the enemy. Note: If you miss, use your Dispersion gun to
shoot them onto the plasma grenade.
Hint: Mansion Of Madness: Make Jo-Beth
Casey attack you:
If you shoot Jo-Beth Casey enough in the "Mansion
of Madness" story level she will start to attack you, and
even kill you if you do it too much. The best way to get her to
attack you is to catch her on fire after you fight the Deerhaunter.
While she is on fire, shoot her with your shotgun. She will almost
always shoot you after you do that. From then on she will shoot
you almost every time you set her on fire. Note: You cannot do
this until Jo-Beth Casey gets the shotgun. As soon as you run
far enough away from where she has to run to keep up with you,
she will stop shooting you. If you just stand there she will shoot
you until you die. In extreme cases she will never stop shooting
you.
Hint: Mansion Of Madness: Make zombies
get up:
To make a zombie that is on the ground get up so you
can kill it (so it cannot sneak up on you later) put it on fire.
It will scream and get up. You can then kill it.
Hint: Mansion of Madness: Avoiding zombies:
When playing this level, you will encounter some zombies.
To avoid them, duck. They will keep trying to attack, but you
will not get hit. Note: This does not work with zombies with weapons.
Hint: Mansion of Madness: Defeating Princess:
Stay in the corners of the courtyard and Princess cannot
grab you. When she looks up and smoke starts to come out of her
mouth, run in circles around the hole to dodge the fire. When
she is done, go back in the corner. Note: Always shoot her in
the head. To defeat The Princess, side-step in one direction while aiming
up and turning. The closer that Cortez is to the fountain, the
greater the chance to avoid being swiped. When the Boss is about
to die, step back and fire the last shots to avoid the final death
blow. When it pops up, start shooting it in the head a few of times.
Then, look at the base and an a eye will open. Shoot at it and
its health will go down a lot.
Hint: Mansion Of Madness: Defeating Carrion
Carcasses:
When you see a Carrion Carcass instead of shooting
it, hit it with a bat twice and it will die.
Hint: Mansion Of Madness: Health pack locations:
There are a total of ten health packs in the "Mansion
of Madness" story level. Seven of the health packs are hidden.
All of the health packs in this level restore your entire health
meter.
At the first checkpoint where you get the bat after you burn the
little black ghosts, there is an armoire to your left and a low
dresser to your right. Press Action next to them to open
them. There will be a health pack in them.
In the room were you first see the little girl's ghost and she
turns half the room on fire, turn left. There will be a low dresser
a few feet away the fireplace. Open it to find a health pack inside.
Unless you are low on health, do not use this until after you
save the scientist from the giant worms.
In the big room with the giant table after you get the shotgun,
turn left. There will be two low dressers against the wall with
the door you used to get through. Go to the one farthest from
the door you came through and open it. There is a health pack
inside. Unless you are low on health, save this for while or after
you fight the Deerhaunter.
After you defeat the Deerhaunter, go up the stairs and into the
door to your right. This takes you to a hallway. Go to the second
room on the right where a scientist says, "It's not real...
It's a bad dream... It's not real... It's not real... Oh please
make it go away..." On your right is a low dresser, and in
the far left corner there is an armoire. Open them to find a health
pack in each.
After you fight the zombies in the library and go through the
room with the scientist sitting behind the couch saying rhymes,
there is a long hall that turns. After the turn, go to the last
room on the right where the zombie breaks out of the armoire.
In the far left corner of the room is a low dresser next to the
bed. Open it to find a health pack inside.
After you see the little girl's ghost in the attic and the zombie
breaks though the wall, there is a little room and a hall. Go
down the hall and jump into the lower part of the attic. There
is a scientist that is dying near the stairs. To his right is
a health pack.
After you fall through the floor and walk down the stairs, a scientist
will talk to you about his "great leader". If you continue
to the left and open a white door, there is an open closet to
the right with a revolver, a shotgun, and a health pack.
In the kitchen where you fight the Carrion Carcasses after you
fight Princess (the creature), there is a table to the left. There
is a health pack sitting on top of it.
Hint: Training Ground: Armor:
There is a rock that goes upwards. Run up it and you
should fall off and land on top of a little bunker that has armor
on it.
Hint: The Russian Connection: Easily kill
guards in the sniping portion:
In story mode, if you throw a grenade with maximum
power you can get it in the part of the area where the guards
are shooting at Harry Tipper. Note: The best time to do this is
when the guards are coming out in the second half of the sniping
part. Throw a grenade in the middle of all of them as they come
out, and a barrel will explode and kill them all.
Hint: Scotland The Brave: Get a flare gun:
When you first start the Scotland The Brave story mission,
turn left and run over to the boat. There will be a flare gun
inside.
Hint: Scotland The Brave: Get a Double
Kruger:
In story mode, stay close to the water at the beginning
before you get in the castle with the ship. As you near the castle,
someone with Double Krugers will run out of one of the destroyed
buildings. Kill him and take his gun.
Hint: Scotland The Brave: Armor and other
items:
At the beginning of the level in story mode, there
are some destroyed buildings as you run towards the castle. Go
inside them. You will find things like armor and grenades.
Hint: Scotland The Brave: Easy kills:
In story mode, at the checkpoint immediately after
you defeat the gunboat, throw a grenade in a window on the roof
of the building where you get the truck. This will kill most of
the guards inside.
Hint: Scotland The Brave: Extra TNT:
In story mode, get to the door you must destroy with
TNT. Wait for a short time after you have used your TNT. More
will appear and you can save it for when you battle the tank.
Hint: Scotland The Brave: Skip guard fight:
In story mode, in the room where you see the meeting
being held, instead of fighting the guards there, run straight
to the door in the room. An intermission sequence will begin,
and the enemies will disappear. This saves ammunition and health.
Hint: Subway: Trains:
Go to the control room (where you can see the main
train tracks) or just be a member on the red team in a team match.
Red members start near or in the control room. You will see three
switches. Press X on the middle one. You will see a train
come out from each opening. If you are on either track and the
train hits you, you will die. However, it does not count as a
kill for the person who activated the trains.
Hint: What Lies Below: Defeating the Boss:
Use the Ghost Gun and position yourself carefully.
Find a rock that shields Cortez's legs while allowing him to fire
back. The fire attack from the Boss must drop to the floor before
moving forward. The rock will protect you from most of the fire
damage. Use a melee attack to kill the bats and allow the Ghost
Gun to damage the tank.
Hint: What Lies Below: Defeating Princess:
When you fight the giant eye monster (Princess), run
right up against the well and shoot. You should not be able to
get hit. The final Boss, called Princess, can easily be defeated with the
Harpoon weapon. Just wait for the beast to open its mouth and
fire away, aiming for the metal container in said mouth. Three
harpoon shots on target and Princess will belong to the past.
Hint: What Lies Below: Lab computers:
In the area just after the electric zombies, you will
see a few rooms with a glass cage by them. On the nearby computer,
you can have the subject inside the cage undergo electricity,
incineration, shrinking, zombifying, stretching, cranium-expanding,
and thinning. If you power up the stretching or cranium-expanding
too much, the subject will explode. There are two computers in
single player and one computer in co-op mode.
Hint: Zeppelin: Bomb drop:
At the center room of the Zeppelin multi-player map
is a hatch that opens. It will be very easy to figure out with
the power-ups on. The platform that holds the Max Damage power-up
is the detachable platform. Fire at the platform and the hatch
below it will open. This causes the platform fall out of the zeppelin,
to the unlucky player(s)' doom.
Hint: Absolutely Potty challenge: Destroy
pots while reloading:
While you reload, push the pots into each other and
they will break most of the time.
Hint: Behead The Undead challenge:
In these challenges you are fighting zombies. Keep
moving and you will not have a problem. Make sure to stay out
of corners and get used to your surroundings so that you can move
and not get trapped between the zombies. It is possible to get
at least 75,000 points on every one of the three by using this
technique.
Hint: Come Hell Or High Water challenge:
Extra points:
Shoot the targets in the genitals for 100 points. If
you shoot close to the genitals you get will 75 points. The head
is only worth 5 points. The alien's chest is worth 100 points.
Hint: Glimpse Of Stocking challenge:
Instead of shooting the zombies, pistol-whip them with
your double Kruger. This saves ammunition and almost always kills
them in one shot.
Hint: Big Game Hunt league:
Use the "Zeep" to kill the Deerhaunters.
Hint: Pox Of Mox league:
When you start, go to the zone nearest you, then follow
the zones outside. Once you gain control of the outside zone,
kill all the Moxes then go to the door opposite of the outside
zone (the one the Moxes came from). Once inside, follow the corridor
to the first zone inside and stay there. All the Moxes will come
around the corner in front of that zone in a line and you can
kill them very easily. Do not let any get past that point and
you can keep the first four zones under your control very easily.
Note: If done correctly you can finish the level in 2:45.
Hint: Screw Loose league:
Kill the Monkeys as fast as you can and do not let
them get in a group. As soon as they get in a group, whenever
you kill one they will automatically get the coin because it falls
on them.
Hint: Don't Lose Your Bottle:
Use the Single LX-18 with the scope and you will have
better accuracy and in turn will save ammunition and time.
Hint: Train: Drive cat:
When you get trapped in the room and the green gas
floats in, use your glove to tip the statue back. When in that
room, you will find the cat. You can drive it around.
Hint: Train: Slot machine:
When walking into the room where Cortez or Tipper says
"Did I miss the party?", there is a slot machine. Walk
over to it and press X to play slots. Press the buttons
under "Hold" to hold that slot.
Hint: Venice: Get to hidden places:
In Venice there are secret areas with the number six
weapon and other items. To get to these places, wait by the water
for a boat to pass. When the boat passes by, walk onto it. There
are two spots that if you walk into them they are not accessible
from the rest of the level. Depending on where you get on the
boat you might not be able to get to the secret areas (if you
get on too far down the river). If you get on the boat where it
first comes out of a low tunnel and ride it into the large tunnel,
there is a Max Damage. Note: In some game modes like "Elimination",
there is no boat. To tell if there is a boat, go to where it goes
in the low tunnel and check if there is a boat waiting next to
the tunnel. Note: The boat always goes in the same direction.
Note: The boat makes a splashing sound when it goes by.
Hint: Defeating the Deer Haunter:
In the Brotherhood house, you will be trapped in a
large room with zombies. Take out the zombies with your pistol
and baseball bat, but save all the shotgun shells that you can.
When you defeat them all, the Deer Haunter crashes through the
wall. The key to defeating it is to walk in circles around the
beast in the middle of the room, continually shooting it in the
torso with your shotgun while taking minimal damage. When it is
defeated, the door to the next room will open. In the room where the Deer Haunter is found, use your baseball
bat to kill all the zombies. Do not use your guns; save them.
When the Deer Haunter comes out of the wall, run past him and
into his cave. Put your back to the wall and shoot him. He will
not be able to hit you. When the Deer Haunter breaks out of the wall, quickly run into
the small opening where he just broke out of and start shooting.
The Deer Haunter will be directly in front of you swinging, but
he cannot hit you while your in there. When fighting the Deerhaunter, run into the hole he left in the
wall and go all the way back. Wait for him to come as close as
he can to you. You can inch forward and try hitting him with your
bat. There is a very narrow range where you can hit him with your
bat (thus saving your ammunition) and where he cannot hit you.
If playing in two player mode, have player two go in the hole
and player one throw chairs at him. If you can hide in the area where the deer came out of, it will
be unable to harm you at all.
Hint: Rescuing The Jungle Queen:
Enter the prison cell on the other side. Create a line
of vertical holes on the metal drum starting from the top. This
results in a large pool of gasoline. Shoot the lantern that hangs
from the ceiling to blow it up.
Hint: Defeating Prometheus SD/7 and/or
Prometheus SD/8:
These are the huge robots on the Machine Wars and Something
to Crow About levels. When you see these robots, charge them until
you run into their chest. When you are this close they cannot
shoot you because their arms are too long. Then, shoot them in
the head or, if you want to save ammo, punch them to death.
Hint: Defeating the tank:
Go to any ramp and stay out of the tank's sight. Use
the Telekinetic Glove to take the ammunition when it spawns and
attack the tank with rockets.
Hint: Defeating the techno-organic tank
creature:
Before you enter the room with the beast (at the checkpoint),
take out all of the enemies in the room, then on the ground floor.
Pick up the health and armor at either ends of the room. Go upstairs
and turn right. Follow the landing around to the end to pick up
some very powerful plasma grenades. Then, go into the room at
the top of the stairs to face the tank creature. This beast spawns
exploding worms from its rear. Remain close to the pillars to
avoid being incinerated by the spreading explosions. As for the
beast, aim your explosives and guns at the weapons it is packing
on his back. These include lasers, machine guns, rockets and others.
At any opportunity you get, throw the five plasma grenades you
have and try to get them to stick to the weapons that have not
been destroyed yet. These do a lot of damage to the beast. Keep
hugging the pillars for cover. After awhile, you will have most
of his guns. Do not aim for the organic parts of the creature,
as it takes no damage. When it is defeated, you will meet Jacob
Crow again.
Hint: Taking out the energy sphere:
In the factory where the TimeSplitters are being incubated,
the giant energy sphere powering their growth can be taken out
on the top level by flicking both the switches on either side
of the ball. This will lower its defense. Then, take the lift
down to the floor below and throw a plasma grenade (found next
to the lift) at it, causing it to explode.
Hint: Delete enemies:
At any checkpoint, pause game play and select the "Restart
from checkpoint" option. As soon as the game resumes, all
enemies will be gone.
Hint: Kill enemies with steam:
In certain levels there are metal pipes. If you shoot
those pipes, steam might come out of them. If it does, it will
hurt anything that touches it. This is useful for killing enemies
when you are low on ammunition. Some mapmaker tiles' pipes also
produce steam. Note: The steam does not hurt robots.
Hint: Hitting enemies with flare gun:
The best possible way to hit moving targets with the
erratic and slow flare gun is to aim at their feet or the ground
they are standing on.
Hint: Get enemies to dive off gun turrets:
Throw a grenade at someone while they are on a gun
turret. They will dive off and you can shoot them while they are
on the ground.
Hint: Shoot through walls:
The Mag-Charger can shoot through walls in arcade mode
if you set it to its secondary fire mode. Note: The Mag-Charger
is a shock weapon -- you cannot hurt shockproof people with it.
Hint: Better accuracy:
If you have a double gun, switch to the single version
for better accuracy.
Hint: Raining harpoons:
Fire harpoons straight up in the air in an outdoor
level. They will rain down in about the same location approximately
ten seconds later. They will being moving sort of slow, and look
strange as they fall. Someone who stands under these will catch
some harpoons, while other harpoons will spear them.
Hint: Grab a tranquilizer dart or harpoon
out of the air::
In story mode, when a tranquilizer dart or harpoon
is coming at you, use the Uplink to grab them out of the air.
Instead of them sticking in you and hurting you, you can collect
them or they will fall to the ground.
Hint: Drain other people's life into your
health meter:
When you shoot someone with the Ghost Gun it transfers
his or her life into your health meter.
Hint: Punch someone without touching them:
If you are close to a virus or someone on fire, you
can punch them without technically touching them so that the fire
cannot spread to or hurt you.
Hint: Hurt a shockproof person with the
Electrotool:
On alternate fire, the Electrotool can hurt a shockproof
person.
Hint: Get a Scifi Handgun x2 in the "Machine
Wars" story level:
At the beginning of the level, just after you step
off the broken bridge look forward and slightly to the left. Ghengis
Kant will be lying dead on the ground, and next to him will be
a Scifi Handgun x2.
Hint: Make Strudel "solid":
Normally when you drive up to someone with Strudel
you will go through their feet. In story mode use the Uplink to
pick up Strudel. Press X and you will take control of Strudel
when it flies off. As long as you do not stop, whenever you hit
someone you will bounce back instead of going through them. If
you are going fast enough you can hurt them. Note: As soon as
you stop moving you will start to go through people again and
must repeat this process to make Strudel hit them.
Hint: Make Strudel fly:
In story mode, use the Uplink to pull Strudel towards
you. Once it gets close enough press the activate button to control
it. You will automatically release Strudel and will have control
of it while it is flying through the air. Note: Strudel is very
light, and will fly for a long time.
Hint: Stick a mine to your foot:
Aim down and to the right slightly when you are someone
with big feet, like Robot Louis Stevenson. Throw a mine, TNT,
or plasma grenade and it will stick to your foot.
Hint: Move the explosive barrels in the
Machine War story levels and the 2401 story levels:
In the Machine War story levels and the 2401 story
levels there are rectangular barrels that have what looks like
a tiny energy node in the middle. If you shoot this, the barrel
explodes. While these look too heavy to move you can use the Uplink
to move them around. If you throw them at an enemy it will kill
them, but the barrel might not explode. You can use them to kill
people until they explode. Note: These are so big that enemies
cannot shoot past them to hurt you, and they are too dumb to just
shoot the "node" in the middle to blow it up.
Hint: Grab something out of your reach
without the Uplink:
If you see something like a harpoon stuck in a wall
or an item that is just out of you reach, do a melee attack to
make your character's arms go out. Sometimes you can grab it that
way. Some melee attacks may work better than others; for example,
types of melee attacks from third person view: punching (unarmed
or Uplink), bat swinging (baseball bat), pistol whipping (brick,
pistol 9mm, Kruger 9mm, LX-18, Scifi handgun, revolver, Mag-Charger,
monkey gun, flare gun, proximity mines, remote mines, timed mines),
and hitting with the butt of your gun (Injector, flamethrower,
shotgun, Dispersion gun, Tactical 12-Guage, Soviet rifle, harpoon
gun, ElectroTool, Plasma Autorifle, SBP500, Minigun, rocket launcher,
heatseeker, Ghost Gun, Scifi Sniper, vintage rifle, sniper rifle).
Note: The machine gun and K-SMG do not show the melee attacks
from a third person view. Also, Any double guns have the same
melee attack as the single version.
Hint: Grab the Med-Unit 6:
In the "Something To Crow About" story level,
you can use the Uplink to grab the Med-Unit 6. If you drop these
softly and they do not explode, they will just disappear. If you
throw them at something like the Uplink, usually they will explode
with the force of over three plasma grenades. Note: A lot of the
time you will see the Med-Unit 6 just before a rolling robot attacks.
The Med-Unit 6 is the best way to kill them. Note: If you throw
a Med-Unit 6 at a shielded enemy, it will destroy their shield.
This is useful when you do not have an Electrotool.
Hint: Play music:
Go to arcade mode. Choose any game type except for
"Mapmaking". Choose "Disco". Choose any character.
Find the drum, microphone, and guitar. Press A near the
drums. Each time you press A, a different drum will sound.
Go to microphone and it will screech. Have a friend do one while
you do the other. Note: The guitar never makes a noise or sound.
On the Disco level you can play three things: the drums, use the
microphone, and straight across where you see microphone is a
DJ booth. You must go upstairs to play it.
Hint: Do not get virus:
On training ground, go to the base with the giant rock
sticking out of the ground. Go to the bunker that you can jump
on if you are on the giant cliff. Go to the right. Go off the
bunker and stay as close as you can to the bunker. You may think
you will go off the edge, but you will not unless you go too far.
Hint: Arcade mode: Alternate weapon uses:
The following weapons below will have different effects
when used in Arcade mode.
Injector: In the Campaign mode, the injector does little to no
damage. In Arcade mode, if an enemy is hit two or three times
with the Injector, it will die after they swell up and explode
into blood.
Ghost Gun: This weapon has ammunition in Arcade mode. It has the
ability to bypass armor on enemies in Arcade mode and drain enemy
health. The health that is drained then heals you in the process.
MAG charger: This weapon can hurt anyone where as in Campaign
mode it only affected machines.
Hint: Arcade mode: Easy sniping:
Try to find a Sci-Fi sniper in Arcade mode then activate
its barrier. You will be completely immune to head-shots (unless
someone snipes you from an angle or behind).
Hint: Aliens reference:
In the first mission, when you man the machine
gun to defend the base you will hear someone screaming "They're
coming out of the walls! They're coming out of the goddamn walls!"
This is a reference to the movie Aliens.
Hint: Battlestar Galactica
reference:
When you select INSTETIK in multi-player mode he
says "By your command." like a Cylon from Battlestar
Galactica.
Hint: Dogma reference:
On the story level "Khallos Express",
while being debriefed by Anya, Harry Tipper will throw a guard
off the edge and then say "No ticket". This is what
Silent Bob says after throwing Bartleby and Loki of the train
in Dogma.
Hint: Indiana Jones And The Temple
Of Doom reference:
On the level were you kill "Princess",
the contraption that Jo-Beth is on is the fire cage from Indiana
Jones And The Temple Of Doom.
Hint: Jurassic Park reference:
When you are at Crow's computer, when you activate
the countdown/self-destruct sequence, the monitor will display
the message "You didn't say the magic word" and will
have a little guy laughing and shaking his finger.
Hint: Perfect Dark references:
Story level "Breaking And Entering" is
a mission that acts much similar to the Perfect Dark level
"DataDyne Central: Defection". Both involve being on
a rooftop, taking out security, and making your way to someone's
private office, and then into the labs below the building. Also,
like Joanna Dark, Amy Chen is also investigating a company's research.
In "Something to Crow About", R-110 unexpectedly gets
its own personality, much like Dr. Caroll.
Hint: Starship Troopers
reference:
When you are trying to help Past Cortez from being
killed by the TimeSplitters on the beach, you can hear one of
the men yelling "Come on! Do you want to live forever!".
Hint: TimeSplitters 2
reference:
Story levels "Machine Wars" and "Something
to Crow About" play similar to "Robot Factory"
in TimeSplitters 2, considering that you fight robots similar
in ability to ChassisBots and SentryBots. Also, you get involved
in taking out energy sources, much like the energy nodes in "Robot
Factory". In Scotland The Brave, after you save the jungle queen go to the
piano. It sometimes plays the song from the Anacoda min-game from
TimeSplitters 2.
Glitch: Co-Op teleportation:
If one character under control moves too far ahead
of the other one, the one who was left behind will "teleport"
a few feet ahead of the first character, often resulting in strange
camera angles.
Glitch: Defeating Splitter Crow:
In Crow's Palace in the Something To Crow About level,
after crossing the bridge you activate using the electrotool,
open the big doors. An intermission sequence begins. Wait for
the unmoving (but laughing) Crow to move. As soon as he takes
his first step in the intermission sequence, press X to
jump into the action. As soon as you press X, fire at Splitter
Crow for a few seconds. He will die without fighting. This is
because when you skipped the intermission sequence, Crow had no
health; by shooting him when he has no health he dies immediately.
Glitch: Mini zombie heads:
When you shoot off a zombie's head, look very closely
at its neck (preferably with a sniper rifle of some sort). You
will see a miniature head where the normal-sized one cracked off.
Glitch: Dumb robots:
Equip a spawn-an-attack INSETIK with a baseball bat
in Mapmaker. All it does is walk a few feet forward and knock
itself in the head with the bat. Even if you go up to it, it will
not attack.
Glitch: Rapid firing enemies:
Some story AI characters in Mapmaker have the ability
to fire some weapons like machine guns. The most noticeable way
to make this happen is to set a Cropolite with a Flare Gun. Although
it takes about three seconds to load a Flare Gun, some Story AI
characters still fire it rapidly without ever worrying about reloading.
Glitch: Butterfingered bots:
Note: This may or may not work with any other character
besides Berserker Splitter. Go to Mapmaker and set up a Berserker
Splitter with a key. When it does its camouflage cloaking and
reappearing, it will accidentally drop the key. It is possible
the game does not treat the cloaked Splitter as a solid character
and causes the key to fall.
Glitch: Walk through waterfall:
In the Training Ground on Shrink mode, play as the
monkey. When you get small enough you can walk through the waterfall
and off the edge of the level.
Glitch: Be a monkey in Monkey Assistant:
Go to Deathmatch in Arcade and go directly to the character
selection screen. Press X on the monkey of your choice
so that it does its animation, then go back and select "Monkey
Assistant". Choose your area and settings. Once you go to
the character selection screen, you can play as "Not Available"
the monkey. Note: The game will show a 2-D picture of Cortez but
display a 3-D picture of the monkey and have the monkey's character
abilities and the name "Not Available".
Glitch: Siberia: Delete yourself and truck:
Go to the Siberia level in Arcade mode. Set the game
to no bots and all remote mines. Get into the truck and drive
over to the ramp going on to the wall on the far side of the level.
Drive it up the ramp until you cannot drive anymore. It helps
to hold X until you start wobbling back and forth. Space
it just enough so that you can walk up the side to get ammunition.
Start planting mines on the back of the truck. Take three or four
loads of ten mines for the full effect. Once done, walk up the
ramp beside the truck in the space you left for that purpose.
Stand on the right side of the ramp (to the right as you are walking
up the ramp) and detonate the remote mines. When the truck is
close enough, get into it. You should fly off the side of the
map. Note: Doing this will delete the truck from the level.
Glitch: Siberia: Drive on the wall:
Go to the Siberia level in Arcade mode. Set the game
to no bots and all remote mines. Get in the truck. There should
be a small hill nearby that has a weapon base. Set the truck to
the side of the weapon base that is farthest away from the pillar
attached to the hill. Stand on the base and set mines on the side
of the truck. Standing on the weapon base eliminates the need
to find ammo, as you will get more mines after you throw five
of them. Once you set 30 or 40 mines, stand back and detonate
the mines with the remote. The truck should fly off the hill and
onto the wall. This will require a few attempts. You can now drive
the truck on the wall.
Glitch: Siberia: Truck fun:
Go to the Siberia level in Arcade mode. Set the game
to no bots and remote mines only. Set mines under the truck and
detonate them. Note: Placing too many will blast the truck into
the sky and eliminate it from play. You can also do the same thing
except place the mines on the side of the truck so you can throw
it around the map.
Glitch: Zeppelin: The Bermuda triangle:
In the Zeppelin level, play virus mode and get all
necessary weapons. First, locate the center chamber or the "bomb
room". When you get to the room, either wait or look for
the infected person. When he or she is visible, lure them either
to the middle of the bomb or the middle of the hatch. When they
arrive at the point, fire the bomb and make sure they fall into
the hole. After that happens, look for them in both sides of the
blimp. There should be a point in the blimp where your radar says
that someone is way off the sides and are not available at the
blimp at all. This means the virus has vanished, and is not anywhere
in that level. Note: You may have to do this step over repeatedly
if it does not work, and it is recommended to use it only on one
infected person.
Glitch: Start timer before game begins:
In Arcade, hold Select while level is loading.
Once the game starts, the select button menu will appear. The
timer will start, but no one will be able to move. To start the
game with whatever amount of time you have allowed to elapse,
press Select or Start; or choose "Continue"
at the menu. Note: This is useful for Assault mode when you are
defending.
Glitch: Survive bottomless fall:
If you jump into a bottomless fall, such as off the
Zeppelin, and kill yourself mid-fall just before it shows the
animation of you falling, you will get stuck falling forever without
dying. This speeds up game play and causes bots to move extremely
fast. Also, auto aim glitches and your arms may start spinning.
This allows you to see up to your shoulders if your arms aim straight
up or backwards. You will still show up on people's radar and
can walk around as if you are on solid ground. Note this "eliminates"
you from game play, counting as one suicide. This is useful for
Elimination and Vampire modes, because once you do this you will
lose one life and fall forever while the bots kill each other.
Note: Your bloodlust will stop if it is Vampire mode. Also, this
counts you as moving very fast so your distance traveled and average
speed will be insanely high.
Glitch: Invisible floor:
Stack the "Alternate Small Open Stackable"
tile in the "Military" tile set on top of another "Alternate
Small Open Stackable" tile. It will create a force field.
When looking downward, bullets, grenades, moveable objects, and
"Zeeps" act as if there is an invisible floor and will
float or leave bullet holes in midair. Note: you can still fall
through these spots.
Glitch: Walk through walls:
In the "Military" tile set, use a "Crab
Ramp" tile on the second story on the far right wall of the
three-tile entrance side. You can walk through the wall and off
the edge of the level. At the sniping tower on the dam in the Siberia level with the
speed power-up, you can walk through the wall by the entrance.
You can walk around the entire tower in the wall and can fall
out of either side. If you are short and crouch, you can be completely
hidden in the wall. Note: Bullets, grenades, and mines cannot
go through the wall so you are practically invincible while in
this wall. Use the "Walk through walls" glitch in Siberia at the
arcade. You can hide in walls with any characters, but Monkey
would be the best character to remain the most hidden. If any
part of your character is not completely hidden in the wall and
you get shot with a powerful gun (for example, a flare), you will
die or take a lot of damage. Also, Mag Charger shots will go through
the wall. To avoid damage by them, play as Stone Golem because
he is shock proof.
Glitch: Put more than one item in the same
spot:
In the "Stair Room" and " Stair Room
Mirrored" tiles, all items placed on locations on the stair
side of the tile will be placed in the same location. under the
ramp. You can put up to three items in one spot.
Glitch: Walk Through ramp:
In the "Lab" tile set "Stairwell Stackable"
and "Stairwell Mirrored Stackable" tiles, if you walk
under the ramp, then follow under the ramp as it goes downward,
you will reset on top of the ramp.
Glitch: Hide under sand/snow:
In the "Temple" and "Siberia" levels
there are certain spots where your character will sink under the
sand/snow. If you play as Brains and get your head knocked, you
can crouch in these spots and will be completely covered. Note:
Bullets, grenades, and mines cannot go under the sand/snow, so
you are practically invincible while in these spots.
Glitch: Monkey crouching:
If you play as a monkey and crouch, will notice that
your view does not move down but you character does. If you crouch
behind something that is just the correct size, your body can
be hidden and you can shoot over it because you view does not
go down. This is very useful for killing people with stealth or
if you need to fight someone tough and you do not have any health.
Glitch: Rapidly throw grenades, mines,
or bricks:
If you want to throw grenades, mines, or bricks rapidly
with full power, hold Fire until your power meter is full.
Then, pause game play. When you resume, you should throw two of
the grenades, mines, or bricks very fast, then throw them at a
steady pace with full power until you run out. Note: You must
hold Fire while doing this. As soon as you release it,
you will stop throwing grenades, mines, or bricks.
Glitch: Faster reloads:
You can reload guns that only fire one shot and then
take a long time to reload (for example, the Flare Gun) quicker
with this trick. As soon as you fire, switch weapons then switch
back. This only works with a gun that has one projectile per clip.
If done too fast it will not work. The best way to do it is wait
until you hear the sound effect made when you pull out a new weapon
then change back.
Glitch: See intermission sequence version
of yourself:
In the "Something to Crow About" story level,
after it plays the intermission sequence of you sliding through
the vent, look to your left. You will see the Cortez shown in
the intermission sequence looking around. He will disappear after
about a half of a second.
Glitch: Delete Harry Tipper:
In The Khallos Express story mission, when you climb
up a ladder to the first train car that you can fall off, kill
the Elite Henchwoman. Then, stand in front of Harry Tipper where
the Elite Henchwoman died so that he cannot run further. Back
up slightly and he will start running. Shoot him immediately and
start to move yourself so he is between you and the edge of the
train car. He will start to stumble towards the edge until he
falls off. Just before he hits the ground and dies, he will disappear.
Note: Do not take too long -- if you shoot him too much it will
kill him. Note: While shooting Harry Tipper, shoot slowly so you
will not have to reload. Also, throughout the level you may still
hear him talking as if he was next to you. This may require a
few attempts.
Glitch: Get ammunition while paused:
If you on something that respawns on pickup and pause
the game you will hear the sound of you picking up the weapon
every four seconds, and if you wait long enough you will get full
ammunition for it. Note: This works for every thing that respawns
on pickup or acts that way.
Glitch: Melee attacks have no aim:
Even though you have a target when you do melee attacks,
they always go straight out in front of you.
Glitch: Crazy enemy melee attack:
When a CPU character has a baseball bat, stand next
to a gun. If you stand close enough, the CPU character will swing
at you as they pick up the gun. They will switch to the gun, but
finish their bat swing. They will continue to swing afterwards,
as if they still have the bat, and will shoot at you. If you get
close, your health will go down as if you were getting hit with
a bat. If they shoot you, your health will go down as if you are
getting shot.
Glitch: Play "King of the Hill":
Using the glitch where you can put three items in the
same place in mapmaker, place the red and blue teams' bag in the
same spot. This allows you to play King Of The Hill with teams.
When somebody stands on the two bag drops their team's score will
start going up very fast (about one point every tenth of a second).
Even games with a 1,000-point limit will go by very fast. Note:
If game play is paused while someone is one the "hill"
their team's score will keep going up; this allows you to go over
the point limit. If the other team then reaches the point limit,
the team that went over will still win.
Glitch: Alternate sniper scope:
Get a double gun of some sort and a sniper rifle of
some sort. Pull out your double guns then switch to the sniper
rifle of your choice; immediately after you press the button to
switch weapons, go into aim mode before you can pull out the sniper
rifle completely. You will then have a sniper rifle with a zoom
that allows you to see the whole screen and the tip of the sniper
rifle. Note: This may take a few attempts. Note: As soon as you
go out of aim mode, the sniper will have the default scope. Note:
This is much easier to do when you have grenades. Note: This also
works if you replace the sniper rifle with a pistol that has a
sniping scope (Pistol 9mm and LX-18).
Glitch: K-SMG movement without bullets:
Lightly tap Fire while you have the K-SMG and
fire one bullet. Then the gun will move as if you fired two or
three bullets. When you have the K-SMG (x2) and hold Fire
when the left K-SMG runs out of bullets, it will jerk back a few
extra times. Note: The double K-SMG glitch only works if you are
using up the last of your ammunition.
Glitch: Use alternate fire with both of
your double guns:
On most of the double guns, you can only use one gun
while using the alternate fire (silencer, scope, K-SMG grenades).
To use the alternate fire with both guns, get grenades of some
sort, a sniper rifle of some sort, and a double gun of some sort.
Pull out your sniper rifle, then switch to the double guns of
your choice; immediately after you press the button to switch
weapons, go into aim mode before you can pull out the double guns completely. Your double guns will disappear and you will be able
to fire the alternate fire with two guns instead of just one.
Note: This may take a few attempts. Note: As soon as you go out
of aim mode, the double gun will go back to the main fire mode.
Note: With the K-SMG you can fire rockets with both guns at a
very rapid pace. Note: If you do this with double gun that do
not have alternate fire (machine gun x2 and flare gun x2), all
it does is make them disappear. Also, if you do this with the
Scifi Handgun x2 it will disappear and will only be able to use
the alternate fire (ricocheting bullets), which you can already
use with both guns. This also works if you replace the sniper
rifle with a pistol that has a sniping scope (Pistol 9mm and LX-18).
Glitch: Survive an explosion from a mine:
When a mine is stuck to you, pause game play at the
exact moment it explodes. The explosion will not hurt you. Note:
This is easier to do in story mode. However, the aftershock from
the explosion still hurts you.
Glitch: Pass the limit of collectibles
in a collectable set:
When you make a set of collectibles in a mapmaker Assault,
you can only put ten collectibles in that set. To go over that
number, go to the item placing mode after you placed at least
one collectable. Then, copy that collectable and keep placing
it until you get to the desired number of collectibles. Note:
If you uncheck the collectable set in the Assault phase logic
operation's triggers, you cannot check it again until you delete
the collectibles until there are ten or less.
Glitch: Story enemies are afraid of you:
In story mode, all enemies besides zombies, robots,
and Splitters dive out of the way when they see a grenade, a mine,
or TNT. You can use this to your advantage. If you ever get remote
mines, throw one up in the air then run under it so that it sticks
to you. Whenever you go near an enemy, they will dive away from
you because they think it is about to explode. Note: Make sure
not to detonate the remote mine because it will take away a large
amount of your health. Note: Enemies will shoot you if they get
far enough away where the explosion will not hurt them, and if
they shoot the mine it will explode. Note: Do not use timed mines,
proximity mines, TNT, or plasma grenades because they will just
explode after they stick to you.
Glitch: Characters' alternate appearance:
When you are far away from a character, their textures
are not as detailed and they look a little different. With some
characters there appearance changes drastically. For example Med-Unit
6 becomes about twice as big, and Neophyte Lucian gets a cloak
and cannot be seen while using the Mag-Charger's alternate fire
mode. Note: As soon as you zoom in with any gun the characters'
true texture is restored.
Glitch: See through the floor in "Disco"
arcade level:
If you look at pats of the floor in the "Disco"
arcade level at the correct angle, you will be able to see through
it.
Glitch: Unarmed in the "Machine Wars"
story level:
In the "Machine Wars" story level, at the
beginning where Angel Forge and Mordecai Jones are approaching
and talking to you, and you cannot move, you will be given a gun.
Once you start moving, do not switch weapons and you will be unarmed.
Note: As soon as you switch weapons you will not be able to switch
back to unarmed because it is not in you inventory.
Glitch: Bouncing or twitching characters
in the "What Lies Below" story level:
In co-op mode in the "What Lies Below" story
level, around were you meet the electric zombies, if you crouch
sometimes your character will start bouncing up and down. Sometimes
your character will get stuck doing a melee attack repeatedly,
and it will appear as if they are twitching. While this is happening,
the character will slide instead of walking, cannot crouch, and
will not turn from a third person view.
Glitch: Two Amy Chens in the "You
Genius, U-Genix" story level:
Immediately after Amy Chen stabs the guards for calling
her "sweetheart", go to the room where she dives through
the window and gets on a computer to find information to put Crow
in jail. After you kill all the guards in that room, go over to
the computer Amy gets on before she gets on it. Push her towards
the door you go through next, where you first meet the mutants.
The door will lock behind you and Amy will be trapped with you.
If you then push her through the rest of the level until after
you finish that paradox area with five Cortezes, the doors will
open leading to Crow. Standing there will be Amy wearing her regular
clothes, but the Amy you just pushed through the level will still
be there.
Glitch: Too close to shoot:
Enable the "Big hands" cheat. When a CPU
characters comes up to you with a long gun, like the shotgun,
if they are too close the tip of the gun will go past you and
they cannot shoot you.
Glitch: No crouching:
When you are crouching and get shot, reload then do
a melee attack or anything else that has an animation that goes
with it. Your character will stand up from a third person view
while from your first person view it will look like you are still
crouching. This makes you just as vulnerable as standing up, but
you will still move the same speed as if you were crouching.
Glitch: Better crouching view:
When you are crouching, move Analog-stick slightly
in any direction to move your view go up a little. However, from
a third person view your character will still stay crouching just
as low. This will give you a higher view without making you more
vulnerable. Note: If you move the Analog-stick too much
you will start to move, and your character will rise up from a
third person view the same amount as your first person view. This
may require some practice,
Glitch: Remain in zoom mode:
To remain in zoom mode press L2 and then pause
game play. Release L2 then resume the game. You will still
be in zoom mode.
Glitch: Sliding characters:
If you ever get shot, reload then do a melee attack
or anything else that has an animation that goes with it. While
you are moving, your character will slide and turning from a third
person view may be delayed.
Glitch: No Story AI:
If you place a Story AI in the top left corner of a
3x3 tile they will not be there when you play the level in story
mode.
Glitch: Limited Story AI:
If you have too many Story AI "out and about"
the level at the same time not all of them will be there. The
limit of active story AI is about twenty at a time. Once one of
these active Story AIs is completely killed (all out of lives
and not spawning any more), the next AI "in line" will
begin spawning.
Glitch: Story AI does not register as dead:
If you kill more than two Story AI at the exact same
time, it will only count as two deaths which makes the counters
or anything that keeps track of Story AI deaths incorrect. Note:
This does not affect the number of times Story AI respawns.
Glitch: Half of a pause menu over intermission
sequences:
Press Select on controller two. During intermission
sequences, there will be half of a pause menu on the bottom part
of the screen.
Glitch: Move during intermission sequences:
In two-player mode, press Select on controller
one. During intermission sequences where the screen change into
widescreen, player two will be able to continue moving without
a gun. Note: During intermission sequences where the screen becomes
widescreen, the game will just put a giant pause menu over the
intermission sequence.
Glitch: Petrify Med-Unit 6:
In the "Something To Crow About" story level,
kill the Med-Unit 6. While the Med-Unit 6 is falling, use the
Uplink to grab it. The falling Med-Unit 6 will move up to about
your eye level and freeze. When it does this, you will get an
invisible Med-Unit 6 held by your Uplink. The three clear "beams"
will center on one point, but there will not be anything there.
If you throw the invisible Med-Unit 6 ,it will do the same thing
as if you had the regular Med-Unit 6. The image of the frozen
Med-Unit 6 will remain there for the rest of the level. Note:
You can walk and shoot through the frozen Med-Unit 6. You cannot
grab the frozen Med-Unit 6 because it is just an image. The image
of the frozen Med-Unit may flicker in and out from time to time.
Glitch: After death scream:
Play the "What Lies Below" story level. When
you walk under the hanging zombies where you first see Jo-Barf
Creepy, shoot off their heads so that they die. Then, keep shooting
them. They keep yelling as if they just got killed.