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Game Cheats » Nintendo 64 (N64) » Games Starting with the Letter W » WinBack: Covert Operations - Strategy Guide (Page 02)

WinBack: Covert Operations - Strategy Guide (Page 02)

Below are the cheat codes, hints and help for WinBack: Covert Operations - Strategy Guide (Page 02).


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

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

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


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


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

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

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

Reply Reply All Forward Delete Previous Next Close

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

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

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

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

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


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

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

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

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


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


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

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

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


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

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

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

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

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

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

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


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



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


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

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


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

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

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

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

Damn. Sure beats those other wussy modes, eh?

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

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


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

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

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

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

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

Please make a note of that Mr. Joshua.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

Stages:

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

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

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

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

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

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

Challenge 1, Stage  1
Your Team           2        Enemy Team         1
Score Limit         4        Score Limit        4
Allied Bot AI     LOW        Enemy Bot AI     LOW
Allied Handicap   100        Enemy Handicap   100
Allied Medikit     50        Enemy Medikit     50
You Play As      JEAN        Time Limit      NONE
** If you can't beat this challenge, sell Winback
and use the money for Asian Video porn.

Challenge 2, Stage  2
Your Team           3        Enemy Team         2
Score Limit         4        Score Limit        4
Allied Bot AI     LOW        Enemy Bot AI     LOW
Allied Handicap   100        Enemy Handicap   100
Allied Medikit     50        Enemy Medikit     50
You Play As      LISA        Time Limit      NONE
** Three words: Ess-Emm-Geeeeeeeeeeeeeeeeeeeeeee!

Challenge 3, Stage  3
Your Team           5        Enemy Team         3
Score Limit         6        Score Limit        6
Allied Bot AI     NOR        Enemy Bot AI     NOR
Allied Handicap   100        Enemy Handicap   100
Allied Medikit     50        Enemy Medikit     50
You Play As     KEITH        Time Limit      NONE
** Not that tough. You kill. Now.

Challenge 4, Stage  4
Your Team           3        Enemy Team         3
Score Limit         6        Score Limit        6
Allied Bot AI     NOR        Enemy Bot AI     NOR
Allied Handicap   133        Enemy Handicap   100 
Allied Medikit     50        Enemy Medikit     50
You Play As       TOM        Time Limit      NONE
** Duck, pop-out, and grab the SMGs at the lower
level near the miniforts.

Challenge 5, Stage  5
Your Team           2        Enemy Team         2
Score Limit         4        Score Limit        4
Allied Bot AI     NOR        Enemy Bot AI     NOR
Allied Handicap   133        Enemy Handicap   133
Allied Medikit     50        Enemy Medikit     50
You Play As      MIKE        Time Limit      NONE
** Shotgun city. Roll behind and shoot people in
the back.

Challenge 6, Stage  2
Your Team           1        Enemy Team         2
Score Limit         6        Score Limit        6
Allied Bot AI     NOR        Enemy Bot AI     NOR
Allied Handicap   133        Enemy Handicap   133
Allied Medikit     50        Enemy Medikit     50
You Play As      JAKE        Time Limit      NONE
** SMG the first guy as you head for the center
platform. Optionally, hide out near the start and
go for a shotgun when it's clear. Beware the lag
with the shotgun though.

Challenge 7, Stage  4
Your Team           1        Enemy Team         4
Score Limit         4        Score Limit        4
Allied Bot AI      HI        Enemy Bot AI      HI
Allied Handicap   100        Enemy Handicap   100
Allied Medikit     50        Enemy Medikit     50
You Play As      MATT        Time Limit      NONE
** Duck, roll, weave, and pop-out. Minifort time.

Challenge 8, Stage  3
Your Team           3        Enemy Team         3
Score Limit         6        Score Limit        6
Allied Bot AI      HI        Enemy Bot AI      HI
Allied Handicap   100        Enemy Handicap   100
Allied Medikit     50        Enemy Medikit     50
You Play As       TOM        Time Limit      NONE
** SMG at the bridge. Stay there. You can also try
giving cover fire from the bridge, but that may be
unecessary.

Challenge 9, Stage  2
Your Team           2        Enemy Team         6
Score Limit        10        Score Limit       10
Allied Bot AI      HI        Enemy Bot AI      HI
Allied Handicap   200        Enemy Handicap    80
Allied Medikit     70        Enemy Medikit     30
You Play As       LAW        Time Limit      NONE
** DO NOT go to the center platform -- there are
too many Bots for one man. Use the SMG judiciously
then swap it for a shotgun. Hide out near the start.

Challenge 10, Stage 1
Your Team           3        Enemy Team         5
Score Limit        10        Score Limit       10
Allied Bot AI      HI        Enemy Bot AI      HI
Allied Handicap   100        Enemy Handicap   100
Allied Medikit     50        Enemy Medikit     50
You Play As      MATT        Time Limit      NONE
** Grab the shotgun then make things explode. Some
Bots may be damaged enough for you to kill them quick.
Sneak past Bots with rolls and remember to take cover
as you get those weapons.

Challenge 11, Stage 5
Your Team           4        Enemy Team         6
Score Limit         6        Score Limit        6
Allied Bot AI      HI        Enemy Bot AI      HI
Allied Handicap   100        Enemy Handicap   100
Allied Medikit      1        Enemy Medikit    100
You Play As      JEAN        Time Limit      NONE
** Get something that does damage fast and take the
medikits before the Bots do. You won't win in a war
of attrition.

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