Geist - Strategy Guide (Page 05)
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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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