Million Hooters
Million Pixels - Million Hooters
Game Cheats » Nintendo GameCube Cheat Codes » Games Starting with the Letter G » Geist - Strategy Guide (Page 05)

Geist - Strategy Guide (Page 05)

Below are the cheat codes, hints and help for Geist - Strategy Guide (Page 05).

Chapter 8: 

8-1: "Desk" - The secretary's desk in the corner of Rourke's Office.
8-11: "Locker" - The lockers in the Check-In Room.
8-12: "Check-In Area" - The desk without a guard in the Check-In Room.
8-13: "Check-In Area" - The desk with a guard in the Check-In Room.
8-14: "Monitor" - The monitors above the desk without a guard in the 
 Check-In Room.
8-15: "Monitor" - The monitors above the desk with a guard in the Check-In 
 Room.
8-9: "Shelf" - These are the shelves behind the fence down in Level 2A, near 
 where you first find the trainer.  You need to be a ghost to get through 
 the fence.
8-5: "Locker" - Any of the lockers in the Storage Room or Trainer Room.
8-7: "Shelf" - The shelves in the fenced area in the Storage Room.
8-8: "Shelf" - The shelves in the room with the rats.
8-10: "Dog Food" - The bags of dog food in the rat room.
8-2: "Cage" - The cages piled up in the Trainer Room.
8-3: "Wash Area" - The hoses in the back area of the Trainer Room.
8-4: "Shelf" - The shelf in the trainer's room.
8-6: "Table" - The table Juliet's cage is on.  I think you need to be in the 
 trainer for this to work.
8-16: "Control Panel" - Any of the panels in the Control Room.
8-17: "Mysterious Armor" - These four are all in the Custom Armor room.
8-18: "Trashcan"                  ^
8-19: "Lockers"                   ^
8-20: "Armor Status Monitor"      ^
8-21: "Crashed Computer" - These five are in the Security Room.
8-23: "Security Screens"          ^
8-24: "Office Chair"              ^
8-25: "Log Files"                 ^
8-26: "Security Screens"          ^
8-22: "Storage Containers" - Examine any solitary crates in the Crane Room or 
 Shipping Room.
8-27: "Mysterious Ooze" - Any of the ooze running through the pipes.
8-28: "Overhead Crane" - The crane hanging in the first room after the 
 Security Room.
8-29: "Locked Screens" - Computers in the Body Storage Rooms.
8-30: "Body Storage" - The big containers containing moving bodies in the Body 
 Storage Rooms.
8-31: "Vehicle Lift" - The unoccupied lift in the Garage.
8-32: "Volks Truck" - The truck on the lift in the Garage.
8-33: "Water Tower" - The towers on the roof during the Rourke fight.

Chapter 9:

9-1: "Path" - In the first room after the helipad, the rubble on your right.
9-2: "Pot" - Any of the standing pots in the big Courtyard.
9-3: "Pot" - The tipped-over pot on the right side of the Courtyard.
9-4: "Bench" - The tipped-over bench in the grass as you enter the 
 Courtyard.

******************************************************************************
6. MULTIPLAYER
******************************************************************************

The multiplayer experience is for one to four players, with up to eight 
combatants in the game at any one time (human or AI).

To begin with, all human players press A on their controllers to join in, then 
pick their control scheme.  Once all players have joined in, press START.

=========================
6A. Modes/Rules of Play =
=========================

There are three types of Multiplayer games available for play.

Possession Deathmatch: This is the "standard" mode of play.  Everyone's a 
 ghost, and the object is to possess hosts in the area and use them to kill 
 your opponent's host.  You earn a point by killing a host when another 
 player is controlling it.  You lose a point every time a player kills your 
 "vulnerable" host.  Hosts become vulnerable for two seconds after you eject 
 yourself from them.  This is, naturally, in place to prevent people from 
 jumping out of hosts before they die to avoid the enemy getting a point.  
 Also, killing yourself with deduct you a point.

Capture The Host: Similar to "Capture the Flag", kind of.  In the arena is a 
 base, and the object is to possess a host and take it to the base.  Doing so 
 will score you a point.  Additionally, you can score further points by 
 killing other hosts, BUT those points can only be officially "earned" once 
 you return that host to the base.  For example, if you take a host, kill 
 three others, then go to the base, you get four points, but only once you 
 hit the base.  If you die before you hit the base, all those points are lost.

Hunt: This is a specialized mode of play for two teams.  One team plays as 
 Hosts, the other as Ghosts.  The object of the Host team is to use their 
 anti-possession weapons to kill Ghosts.  The object of the Ghost team is to 
 possess a Host and drag them to any of the hazards marked on the map (holes, 
 electricity, fire).  Each player has a preset number of lives.  The first 
 team to lose all their lives loses the match.

---

Advanced Settings

These are advanced options for Multiplayer.

Aim Assist: If on, then you'll auto-target enemies, to hit them more easily 
 when moving. (Default: On)
Radar: If on, then you'll be able to see the radar, including hosts in the 
 area, and important spots. (Default: On)
Friendly Fire: If on, then shots on friendly team members will hurt. 
 (Default: Off)
3-Player Screen Layout: "Even" leaves a black square in the lower-right 
 corner.  "Wide" gives the third player a wide screen across the bottom. 
 (Default: Even)
Kills To Win (PDM and CTH): Points necessary to win the game: 1, 3, 5, 7, 10, 
 15, 20, 25, or 50.  (Default: 7)
Lives (HUNT only): Available lives for each player: 1, 3, 5, 7, 10, 15, 20, 
 25, or 50.  (Default: 7)
Time Limit: Game time limit: 1 minute, 3, 5, 7, 10, 15, 20, 25, 30, 50, and 
 unlimited.  (Default: 5 minutes)
Stealth Mode (PDM and CTH): If on, then players will not be able to 
 differentiate occupied hosts from unoccupied on the radar, nor will they 
 see icons over a player's host, denoting who it is.  (Default: Off)
Power-Ups (PDM and CTH): If on, the power-ups described in the section below 
 will be available.  (Default: On)
Possessable Objects (PDM and CTH): If on, gun turrets and explosive containers 
 can be possessed.  (Default: On)
Special Characters (PDM and CTH): If on, then any characters earned through 
 collecting Host Collectibles in Single Player available for the arena used 
 will be employed (see Secret Hosts section).  (Default: On)
Key Mode (CTH only): If on, then a Key found in the Arena is required to 
 access the base to drop off a host.  (Default: Off)
Cycle Base Colors (CTH only): If on, then you can only drop a host off at the 
 base when it's your color.  (Default: On)
Color Cycle Time (CTH only): The number of seconds a base stays a certain 
 color: 1, 2, 3, 4, 5, 6, or 7.  (Default: 3)
Exponential Kill Points (CTH only): If on, then killing multiple people will 
 earn you more points the more people you kill, as opposed to just one per 
 person.  (Default: Off)

---

Players/Teams

Once you finish your settings, you'll have the opportunity to set up the 
teams and bots.  First, each player selects what team color they're on, then 
their handicap, between -2 and +2, which determines how resistant to damage 
their hosts are.  Once the players are set, you can set bots, too, by 
selecting any open slot.  Instead of handicap, you'll select how difficult an 
opponent they are: Easy, Normal, Hard, or Extreme.  Once all that's done, 
press START to begin.

---

Power-Ups

There are seven different power-ups available for play.

Hijack - (blue person insignia with blue arrows)
 This is the only power-up that appears as a ghost.  Take it and you can 
 press A to take another character's host if you get within range.  No one 
 gets/loses any points, but it's handy if you wish to take a powerful host that 
 someone else has.

All the rest of these power-ups only appear when you're in a host.

Anti-Hijack - (blue person insignia with red arrows)
 Collect this and opponents won't be able to use Hijack on you.

Health - (red cross)
 Collect this to restore any health you lost as your current host.

Speed - (green arrows)
 Collect this to double your host's speed for a limited time.

Jump - (yellow arrows)
 Collect this and your host will be able to jump higher, if it has the jump 
 ability.

Attack - (purple sunburst)
 Collect this and your damage to other hosts will be increased.

Defense - (orange shield)
 Collect this and your damage taken will be decreased.

============
6B. Arenas =
============

There are multiple arenas to battle in, with more available for unlock if you 
find the proper number of Host Collectibles in the Single Player game.

There are two types of Arenas in the game: the type set up for Possession 
Death Match and Capture the Host, and the type set up for Hunt.

---

PDM/CTH Arenas

Base -
 A simplistic military-like area, with a central structure and rocky tunnels 
 surrounding it.  Standard set of combatants and a healthy amount of power-ups.
 There's a Rocket Launcher soldier on top of some pipes in one corner, which 
 you'll need a Jump Power-up to reach.

Subway -
 Set in the subways beneath the Tallant House and Volks complex, this area 
 consists of three decent-sized rooms connected by small passages in the 
 center, and long subway tunnels on either side.  There are a large number of 
 Mine Soliders in here.  There also seems to be a smaller number of power-ups 
 compared to other areas.

Arena -
 A very compact arena based on two levels.  Small number of everything: hosts, 
 power-ups, reload stations.  Probably the best thing to find here is the 
 Heavy Gun host on the second floor that you need to jump across support beams 
 to reach.

Raid -
 A compact arena based around an open central area with low partitions.  Most 
 of the hosts are in alcoves along the sides.  There are good number of 
 power-ups here, but the best host available is a Heavy Gun on the third 
 floor, which mostly just requires a longer walk to get to.

Office - (2 Host Collectibles)
 A large area with many different combat situations.  There are wide-open 
 areas with pillars, some areas with cubicle walls, some tunnel-like areas 
 (including the small catwalk where you first fought the Tentacle Creature), 
 and dual-level areas.  Included in this mix are a few Sniper hosts, several 
 Rocket Launcher hosts, and a standard number of power-ups scattered about.

Storage - (4 Host Collectibles)
 A maze-like arena on two levels.  Plenty of ramps allowing access to the 
 two levels, and lots of storage crates to hide behind.  There are also a 
 couple of locked doors, leading to surprises that you'll need the special 
 characters in this area to find.

Medical - (8 Host Collectibles)
 This area consists of some hospital-type rooms, but it's actually largely 
 connected to a cave system that goes around the outside of the area, which 
 is very hilly, allowing for lots of cover.  There are also some very well-
 placed Gun Cameras.

Helipad - (12 Host Collectibles)
 As you can expect, this area is based around the helipad.  It's in the 
 middle, with two rather tall bunkers on either side.  Each bunker has 
 multiple levels, with elevators to carry you to the highest ones.  The 
 bunkers themselves have most of the powerful hosts: Snipers and Rocket 
 Launchers.

Summit - (20 Host Collectibles)
 This based around the Paris Summit building.  It has a large, open main 
 room with pillars, with a whole mess of side passageways, leading up and 
 down.  It also has quite a few slip-holes leading to other passages if you 
 need to make escapes, although that's hardly necessary if you're a ghost.

Complex - (24 Host Collectibles)
 Almost a carbon-copy of the area where you fight the Elites in the game, this 
 area is three levels, the upper two being connected by x-shaped catwalks.  
 There's not much truly special to it; it's just a nice open place.

Boss - (28 Host Collectibles)
 Set in a modified version of the final room in the game.  This is one big 
 open, temple-like room.  There's a lower pit in the center, and side passages 
 around the edges.  There's also a big suspension bridge in the middle, 
 accessible from the side stairwells, near which a Rocket Launcher is standing.

Catacombs - (32 Host Collectibles)
 Set in the ruined area of the medieval monastery, this area is mostly small 
 rooms connected by hallways.  Of special note here are a few Missiles 
 scattered around, making for some nasty tunnel chases.  Climbing up some 
 fallen rafters can lead you to a Rocket Launcher host.

---

HUNT Arenas

Combat - 
 This area is mostly flat and enclosed.  There are two acid pits in the center, 
 and hazards in four of the six alcoves (spikes, electrical wires), and also 
 a large fan in the corner.  Probably the safest place would be the center or 
 one of the two non-dangerous alcoves.

Arena - 
 Situated in a similar Arena as the PDM/CTH one.  The lower floor has a 
 spike pit and a chopping fan pit.  Alcoves on the ground floor have live 
 wires, and halfway up the ramps to the second floor are radioactive barrels.  
 A relatively safe spot would be the second floor, although there are holes 
 in the walkway strategically placed above the pits.

Raid - (16 Host Collectibles)
 Similar-ish to the PDM/CTH arena of the same name.  The middle area has a 
 toxic vent, and alcoves on the ground floor have live wires and radioactive 
 barrels.  There's also a live wire on the second level, but the ramps up 
 there are oddly free of hazards, so the higher levels would most definitely 
 be the safest place to be, if you can keep from falling off.

Dead Garden - (18 Host Collectibles)
 Modeled after the Dead Garden in the Tallant House, the commanding feature is 
 the large tree in the middle, which is on a raised platform accessible by 
 ramps.  The tree itself has two spike traps on it, and around the tree 
 platform are three spike pits, a fan, and a live wire.  However, these 
 hazards are pretty well spaced-out, so this area kind of favors the hosts.

Heaven - (26 Host Collectables)
 Modelled after the first simulator in the game (with the playground and 
 rabbit).  This is basically a field dotted with holes.  The only real 
 "hazard" here is falling into a hole, or off the perimeter edge.  This area 
 also tends to favor the host, unless the ghost can disorient the host by 
 backing into a hole.

===================
6C. Hosts/Objects =
===================

All the basic hosts in Multiplayer are soldiers or hazmat-suits armed with 
the standard set of weapons.

~PDM/CTH GHOST~
 L Ability: Dash
 Notes: You can't be killed by conventional means, but your health will 
  steadily decrease.  You are visible to others when they are in ghost form, 
  but not when they're in a host.  I suppose a cheap way to ensure a win is 
  to just hide as a ghost when ahead in score for the last thirty seconds or 
  so of a game.  Oh, and it goes without saying, but you don't slow down time 
  as a ghost in multiplayer.

~HUNT GHOST~
 L Ability: Dash
 Notes: If you remain still, then you're invisible, except for your icon 
  above your head.  Your health will not decrease automatically, but you are 
  vulnerable to weapons.  Press A to possess a host, then use your limited 
  control to steer him to a hazard.  You also have control over your host's 
  grenades by pressing Z, which is useful if you wish to throw one away from 
  you to stall for reload time.

---

Soldiers

All soldiers have the "L Ability" of jumping.  Their armor is all roughly the 
same.

~SMG SOLDIER~
 Weapon: Sub Machine Gun (80 shots)
 Total Ammo: A LOT (over 800)
 Notes: I went through eleven clips and still didn't drain this guy's ammo, 
  so that's something.  Seriously, though, that's about it for this guy, 
  because his gun doesn't pack that much of a punch, and his accuracy at range 
  is lousy.

~ASSAULT RIFLE SOLDIER~
 Weapon: Assault Rifle (30 shots)
 Secondary: Grenade Launcher (1 shot)
 Total Ammo: 270 bullets, 6 grenades
 Notes: Careful using grenades, because you automatically reload after each 
  one.  Otherwise, this guy's pretty decent in power and range.

~HEAVY GUN SOLDIER~
 Weapon: Machine Gun (60 shots)
 Total Ammo: 200 shots
 Notes: This guy moves a bit slower, but his gun has a LOT of power to it.  
  Compared to other hosts, he has a relatively small amount of ammo, and his 
  reload time is really long.

~SHOTGUN SOLDIER~
 Weapon: Shotgun (8 shots)
 Secondary: Double Blast
 Total Ammo: 48 shots
 Notes: Decent, but he does fire slowly.  A close-up double blast will floor 
  most anyone unless they have Defense.

~MINE SOLDIER~
 Weapon: Proximity Mine
 Secondary: Detonate
 Total Ammo: 6 mines
 Notes: Explosions are always fun, but only six mines makes this guy short on 
  ammo.  Plus, of course, the fact that you have to throw, then detonate (or 
  wait) to make the kill.  Lain mines can also just be shot at a distance.

~SNIPER SOLDIER~
 Weapon: Sniper Rifle (5 shots)
 Secondary: Zoom (two stages)
 Total Ammo: A LOT (over 100)
 Notes: Snipers are usually a matter of taste, camper vs. not.  If you feel 
  you've got a good perch and are a steady hand to aim, take it, but you have 
  a slow rate of fire with the bolt-action rifle.

~RPG SOLDIER~
 Weapon: Rocket Launcher (3 shots)
 Total Ammo: 8 rockets
 Notes: He's high power, high range, and highly explosive, but slow to move, 
  fire, and reload.  Also, only eight rockets.

~HUNT SOLDIER~
 Weapon: Anti-Spirit Pistol
 Secondary: Anti-Spirit Grenade
 Notes: You have infinite shots in the pistol, and your grenade takes time to 
  reload, but it does cause more damage.  All things equal (zero handicaps), 
  it takes five shots to take down a ghost, and a little more than three 
  grenades.  When a ghost is close, your vision will swim to let you know he's 
  close to possessing you.  If he does possess you, you'll partially lose 
  control of yourself, so either rapidly press A to force out the ghost, or 
  aim a grenade at your feet, which does you no harm.  Note that you can still 
  shoot and jump while possessed.

---

Objects

Unlike hosts, you can dispossess objects any time you wish and not worry about 
them being vulnerable.  Also, an icon will not appear above you while you 
possess it (even if Stealth Mode is off).  However, being shot to destruction 
while inside one will still count as a kill.

~EXPLOSIVE CONTAINER~
 Notes: Either possess and blow or shoot from a distance.  I generally suggest 
  the latter, since getting a guy to come near you for you to blow yourself 
  up is a very rare occurence.

~GUN CAMERA~
 Notes: The chaingun on the camera has unlimited ammo, but it's not very 
  resilient.  I suggest using these only for long-range attacks, not when an 
  enemy has a bead on you.

~MISSILE~
 Notes: These are tough to use properly, because they're so fast, but it's 
  often because of this speed that you can properly use them to sneakily 
  derail an enemy.  Try not to use these against bots, because they're 
  unusually good shots against missiles.

==================
6D. Secret Hosts =
==================

These hosts all come in packs of two: an animal, and a combat host which you 
need the animal in order to reach.  All secret hosts have unlimited ammo.

---

At 6 Host Collectibles, the following two characters can be used in the 
 Storage arena.

~RABBIT~
 L Ability: Jump
 Notes: This guy has about a three-foot jump, which can get you on top of 
  crates, and he has a small size for fitting in vents.  There are two in the 
  area.  One can get you in range of a Mine Soldier or a Rocket Launcher 
  Soldier with some careful hopping, and the other, if you pass through a 
  couple of vents and jump carefully on rafters, can lead you to the other 
  secret character here.

~RAIMI~
 Weapon: Auto Mag (8 shots)
 L Ability: Jump
 Notes: The pistol has a lower rate of fire than automatics, but it's got 
  unstoppable power.  He's also rather fast.

---

At 10 Host Collectibles, the following two characters can be used in the 
 Medical arena.

~BAT~
 Notes: Find the bat in the cave area off to the side of the main buildings.  
  Press A to flap your wings.  He's entirely useless, except for going 
  across the building area to the vents on the far side, where you'll find 
  the other character.

~TOWEL GIRL~
 Weapon: Wet Towel
 L Ability: Sprint
 Notes: The towel is a one-hit kill, but you have to get right up to your 
  enemy to use it, so this is kind of a sub-par special character.  It's can 
  be considered useful as a psychological distraction, though.

---

At 10 Host Collectibles, the following two characters can be used in the 
 Helipad arena.

~RAT~
 Notes: Find the rat on the highest floor of one of the two bunkers, the 
  one with the elevator in the back of it.  Take the Rat, go up the nearby 
  ramp, then down.  Go to the cans near the door and find the rat hole 
  behind it, and you can access the other secret character.

~CHEF~
 Weapon: Plates
 L Ability: Jump
 Notes: He doesn't need to reload, and his plates fire quite fast, each one 
  causing a killing hit.  The only real issue is that he throws them frisbee-
  like, so they don't move very fast, and they can veer off course after a 
  time.

---

At 22 Host Collectibles, the following two characters can be used in the 
 Summit arena.

~ROACH~
 Notes: Go to the smaller open room in this arena (you'll be able to see 
  Volks on a ledge).  Go up the ramp in the room, then you'll find the roach 
  in a crack near the ledge with Volks.  Use it to follow the crack.

~VOLKS~
 Weapon: Rocket Launcher
 L Ability: Sprint
 Notes: Infinite rockets, but still a slight down-time in between firings.  
  The sprint makes him move VERY fast.  All in all, a solid character.

---

At 30 Host Collectibles, the following two characters can be used in the 
 Boss arena.

~IMP~
 L Ability: Jump
 Notes: Hey!  Finally a combat animal!  There are actually more than one of 
  these in the area.  Grab it, run up to an enemy, and press A to detonate and 
  cause it major damage, but sadly, not enough for a killing blow.  Also, 
  going up one of the staircases on the edge, you can find an Imp in a crack 
  in the wall.  Use it to climb up the small passage and reach the other 
  secret character.

~ANNA~
 Weapon: Sub Machine Gun (80 shots)
 Secondary: Hand Grenade
 L Ability: Sprint
 Notes: Pretty much the same Rambo Anna as in the main game, except she 
  sprints instead of crouches.  Her grenades are thrown faster than the 
  Assault Rifle's firing, so use that as your main weapon, since you've just 
  got the standard SMG as a primary weapon.

******************************************************************************
7. STANDARD GUIDE STUFF
******************************************************************************
===========
7A. Legal =
===========

This FAQ was made 100% by me, and is Copyright © 2005 Scott "CyricZ" 
Zdankiewicz.  You may not take it in whole or in part and claim it as your 
own. You may not alter it in any way, even if you ask me first, and that 
includes putting it in HTML format.  Please don’t post this on your site 
unless you have express consent by me.  I’ve put a lot of time into this.  
Give me some credit.

Currently, the following sites have permission to post my FAQ:

www.cheatcc.com
www.gamefaqs.com
www.ign.com
www.neoseeker.com

I'm not going to allow people with small personal sites to post this FAQ.  They 
may post the link on CheatCC with all the Geist guides, but, trying to keep 
updates, well, updated, I'll only allow large committed sites that I trust.

=======================
7B. E-mail Guidelines =
=======================

If you wish to e-mail me, be sure to follow these guidelines...

- Make ABSOLUTELY sure I haven't already answered your question in the guide.
- Make sure it has something to do with Geist.  I don't want spam, chain 
 letters, offers for friendship.  Compliment me on the FAQ all you want, 
 though.
- Make sure you say "Geist" at one point in your e-mail.  I have more than one 
 FAQ, and asking a generic question such as "How do I kill the last boss?" 
 doesn't tell me much.
- Spell correctly and use proper grammar, please.  If I can't understand 
 your e-mail, it'll go to the junk pile.

=============
7C. Credits =
=============

N-Space for opening the world to a new style of FPS.

Nintendo for publishing it.

=====================
7D. Version Updates =
=====================

Version 1.0 - 9/15/2005 - Done and done.  Enjoy!

====================
7E. The Final Word =
====================

What a cool new way to play.  I was impressed with this game, even if the 
graphics and mechanics are a bit dated.

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