"Maniac Mansion," "Day of the Tentacle," "Day of the Tentacle Remastered," "Thimbleweed Park"
"Sam and Max Hit the Road" "X-COM: UFO Defense" (aka "UFO: Enemy Unknown"), "XCOM: Enemy Unknown," "XCOM 2"
"Duke Nukem 3D," "Balls of Steel," "Duke Nukem Forever" "Microsoft Train Simulator 2," "Rail Simulator," "RailWorks
2," "Railworks 3: Train Simulator 2012 Deluxe," "RailWorks 4: Train Simulator 2013," "Train Simu- lator 2014," "Train
Simulator 2015," "Train Simulator 2016," "Train Simulator 2017," "Train Simulator 2018," "Train Simulator 2019," "Train
Simulator 2020" "Microsoft Flight Simulator" "Carmageddon," "Carmageddon: Reincarnation" "Monster
Truck Madness 2" "Half-Life," "Half-Life 2" and Episodes 1 and 2, the "Black Mesa" mod, "Portal" 1 and 2
"Re-Volt" "The Longest Journey," "Dreamfall: The Longest Journey," "Dreamfall Chapters: The
Longest Journey" "System Shock," "System Shock 2," "Thief: The Dark Project," "Thief II: The Metal Age," "BioShock,"
"BioShock 2," "BioShock: Infinite" "Future Pinball," "Pro Pinball" series, "3D Ultra Pinball" series, "Pinball
FX 2," "Pinball FX 2 - Marvel Pinball Original Pack," "The Pinball Arcade" "BloodRayne," "BloodRayne 2,"
"BloodRayne Betrayal," "BloodRayne: The Shroud" "BloodRayne: Terminal Cut" and "BloodRayne 2: Terminal Cut"
(special segment about Laura Bailey) "Resident Evil 4," "Resident Evil 5," "Resident Evil: Revelations," "Resident Evil
6," "Resident Evil 7: Biohazard," "Resident Evil HD Remaster," "Resident Evil 2" (2019 video game) "Planescape
Torment" "American McGee's Alice," "Alice: Madness Returns" "Heavy Metal F.A.K.K.2" "Midtown
Madness," "Midtown Madness 2," "Midnight Club II," "Burnout Paradise Ultimate Box," "Ridge Racer Unbounded" "Motocross
Madness," "Motocross Madness 2" "Deus Ex," "Deus Ex: Invisible War," "Deus Ex: Human Revolution"
"Black & White," "Black & White 2" "Giants: Citizen Kabuto" "Oni" "Max
Payne," "Max Payne 2: The Fall of Max Payne," "Max Payne 3," "Alan Wake" "Hitman 2: Silent Assassin," "Hitman: Contracts,"
"Hitman: Blood Money," "Hit- man: Absolution," "Hitman" "Mafia: The City of Lost Heaven," "Mafia: Definitive
Edition," "Mafia II," Mafia III" "The Operative: No One Lives Forever," "No One Lives Forever 2: A Spy in H.A.R.M.'s
Way" "Crazy Taxi" "Soldier of Fortune," "Soldier of Fortune II: Double Helix," "Soldier of For- tune:
Payback" "The Sims Deluxe Edition"
"Dungeon Siege," "Dungeon Siege II," "Dungeon Siege III" "Neverwinter Nights," "Neverwinter Nights
2" "The Elder Scrolls III: Morrowind," "The Elder Scrolls IV: Oblivion," "The El- der Scrolls V: Skyrim," "The
Elder Scrolls Online"
"Manhunt," "Manhunt 2" "Bully: Scholarship Edition" "Saints Row 2," "Saints Row: The
Third," "Saints Row IV" "L.A. Noire" "Mass Effect," "Mass Effect 2," "Mass Effect 3," "Mass
Effect: Andromeda" "The Witcher 3: Wild Hunt" "Undertale" "Liberty City Stories PC Edition,"
"Vice City Stories: PC Edition" "Final Fantasy VII," "Final Fantasy IX," "Final Fantasy X/X-2 HD Remaster," "Final
Fantasy XIII," "Final Fantasy XIII2," "Lightning Returns: Final Fantasy
XIII" "Forza Horizon 3"
"Red Dead Redemption 2"
better navigate this page right click the top margin of your screen, make sure "Menu bar" is checked, then use the "Edit"
> "Find on this page..." feature. The Windows shortcut for it is Ctrl + F.
DiRF, on the Gamefaqs message board for the game, recommended ScummVM, which was created by fans to play many
of the Lucasarts 2D adventure games on newer computers. It let me play the game in full screen mode with all the
audio on Windows Home XP. It also lets Mac OS X and Linux users play the game. http://www.scummvm.org
Sam & Max began as Steve Purcell's variations on his brother Dave's cartoons about a detective team comprised
of a dog and rabbit.
According to Wikipedia:
"After LucasArts' license with Steve Purcell expired in 2005, the Sam & Max franchise moved to Telltale
Games, a company of former LucasArts employees who had worked on a number of LucasArts adventure games, including on the
development of" (unreleased) "Freelance Police." Telltale Games released an episodic series of Sam & Max video games:
"Sam & Max Save the World," 2006-2007, "Sam & Max Be- yond Time and Space," 2007-2008, and "Sam & Max: The
Devil's Playhouse," 2010. http://en.wikipedia.org/wiki/Sam_and_max
"In 2005, LucasArt's license with Purcell that gave them the right to produce games based on the Sam &
Max franchise expired; this allowed Purcell to take the franchise to Telltale Games, a new company formed by members of
Stemmle's devel- opment team. A new episodic series of Sam & Max games, Sam & Max Save the World, was
announced. Purcell's work on the new game series encompassed design and writing, as well as the design of the game's
cover artwork; despite his work, Purcell described it as 'minimal' due to the effectiveness of the team. At the same
time, Purcell began a Sam & Max webcomic hosted on the Telltale Games web- site. The webcomic ran for twelve issues,
and it earned Purcell an Eisner Award for 'Best Digital Comic' when the comic finished its run in 2007." "He remains employed
at Pixar's story development department." http://en.wikipedia.org/wiki/Steve_Purcell#Pixar_and_Telltale_Games
Update patch It features the option (enabled in the options menu) to use four weapons in the single
player campaign, an auto aim fix, multiplayer improvements, an FOV (field of view) option, blood effects on surfaces behind
enemies when shot, Steam.exe no longer uses an unusually high amount of CPU, texture quality im- provements, fixes to
prevent single player and multiplayer save data corruption, a fix for the Leaderboard exploit, AMD Dual-Core Optimizer
no longer automatic- ally installed (fixes rare bugs with Intel processors), crash/compatibility fixes, and fixes for
other minor bugs. http://store.steampowered.com/news/5978/
Using Vista, to make sure the save games for "MSTS" would appear in the proper place (see the section on that
problem with "Giants: Citizen Kabuto") and possi- bly prevent problems with modding, I used the advice of the article at
the next link, which instructs you to change the security settings on the folder for the application. http://support.microsoft.com/kb/927387/en-us
1. Log on as a user who has administrative credentials, then use Windows Ex- plorer to go to
the main game folder. 2. Right-click the folder then click Properties. 3. On the Security
tab, click Edit.
If you are prompted for an administrator password or for confirmation, type your password,
or click Continue.
4. Under Group or user names, click your user account. 5. Under
Permissions for Users, click Allow for the following permissions:
* Modify * Read & Execute
* List Folder Contents * Read
* Write 6. Click OK
Rich Garber's "Ohio Rail (build 10)," 10_1_105634.zip, 2002, can be
added to a clean installation of the game and is free. Under "The Route," click "Part 1," which is 48.6 MB, at: http://hawkdawg.com/MSTS/rts/or.htm (inactive link) Register at the next link to have access to the Ohio Rail (build 10) file. http://www.avsim.com/index.php/
The page at the next link has a link for a tutorial which includes installa- tion instructions for
it and all the mods listed below down to and including "Ohio Rail Steam Pack 2." Follow the instructions of any Read
Me files in- cluded with them, too. http://www.allaboardrails.com/oh.htm
There are four pages of downloads for "Ohio Rail (build 10)," including all the mods for it listed
below down to and including "Ohio Rail Steam lighting up- date," at http://www.avsim.com/
Register, log in, click "File Library," and use the Search engine to find the results for "Ohio Rail."
If you use "Ohio Rail (build 10)" and add those mods, add them in the order I've listed them.
Rail (Build 10) - Part 2 of 2" or10_2.zip
The two mods listed so far install automatically--just
aim them at the main game folder. Then add the patch:
"Ohio Rail 'The Steam Era' Rollingstock" or_steam.zip
The download for "Ohio Rail 'The Steam
Era' Rollingstock" at avsim was cor- rupt, but I also found it as "Steam Pack 1 - 70.8 MB" at hawkdawg (thanks to Hawk!)
at the next link: http://www.hawkdawg.com/MSTS/rts/or.htm (inactive link)
"Ohio Rail Steam Pack 2" or_steam2.zip
Steam lighting update" bd-lt-up.zip
After installation, you can go to "Start" > "Ohio Rail"
and have the option of running any the several BAT files referred to in the "install" file of "Ohio Rail (Build 10)
- Part 2 of 2."
Keep the timer from running out and get a higher rating as a driver, which makes more race tracks available,
and get points to use to upgrade your vehicle.
The best way to win the competition, in that it's easy and the best way to get a lot of points, is to drive
your vehicle into the other vehicles till they're destroyed. The map shows the locations of all the vehicles in the
race. If you destroy all the other vehicles, you win regardless of how far you went in the race. You don't
need to destroy police vehicles to win the race, but they're worth more points. You can add to your points by driving
through pickups (peds, cows, and some of the barrels).
Some vehicles you destroy in a race become available for your driver for sub- sequent races (in the menu before
each race). If you pick a different vehicle, it will have the upgrades of your previous vehicle.
You can also win by having your driver drive through all the available peds-- the race starter with a flag
is worth 1,000 points on the first lap and 2,000 on the second lap--and cows, but it would take a long time (unless you're
using the Electric Blue). You can also win by being the first to complete all the laps, but you don't get as many
points for that. You might use that method only if you don't think you can destroy all the other vehicles (one got
trapped in a place that's hard for you to reach or such).
I used the default keyboard keys except used W for Forward, A for Left, D for Right, and Left Shift for Reverse
(S toggles the audio and can't be mapped). For some reason, my key for Action Replay Forward was Number Pad Forward Slash instead
of NP3. You can use the directional arrow keys to move the "camera"-- press the directional keys for right and left
at the same time to have the "cam- era" resume the default position.
A good gimmick is to press Z to skip the countdown, have your driver hit the guy who has the starter flag,
then have your driver try back up and destroy any vehicles behind his.
The Lumberer has relatively good handling and heft for damaging the other ve- hicles. The Electric Blue
handles nearly as well and zaps any nearby peds, but it may take two tries to get it over a curb. The Suppressor
and Squad Car han- dle well for heavy duty vehicles.
Your car won't blow up and cause your driver to get wasted as in a GTA--at worst, it catches on fire and won't
accelerate. I think pressing acceleration or reverse might help maneuver your vehicle out of spills to prevent it
from getting stuck upside down. Use the keys to repair--Backspace--or upright your vehicle--Insert--as needed.
The worst thing that can happen is you run out of time, which causes you to fail the mission. If you
want to stop the timer, you can type the "sexwithfish" code--type it slowly when your vehicle is stopped, and don't press
any keys just before or after that. But the game is pretty easy and I rarely used that. With D-Fend Reloaded
and DOSBox, I had to use a 640 x 480 resolution, but more annoy- ing was trying to drive with a choppy frame rate at times,
and I didn't want to lose the time and work I'd put in.
Before completing the last course, only a small batch of courses are available at any one time, so use the
save slots to have a lot of the courses available. After completing the last course, all of the courses, vehicles, and
part up- grades became available. At any time, you can go to the start menu (the one that lets you pick Race,
Info, Parts, Cars, or Start Race) and type KEVWOZEAR-- a sound is played, and all those courses, etc., and edit mode (see
the sites at the next two links), become available. http://carmageddon.wikia.com/wiki/Edit_mode http://carmageddon.wikia.com/wiki/Edit_mode_in_Carmageddon
In the "Maim Street" course, there are a lot of ped pickups in the football stadium and just beyond the entrance,
which is on the E side of the stadium. After getting those pickups, you can respawn them to get another set of them-- looking
into the stadium from the entrance, the red Respawn barrel is in the far right corner.
"Avenue of the Atrocities" has rooftop jump ramps as in "Vice City." On the in-game map of the race circuit,
one ramp that leads to jumps is in the dark block that's the third block W of the SE block within the circuit, and another ramp
that leads to jumps is in the light gray shape S of the SW corner of the circuit.
The "Mist Me!" course provides an easy way to get a lot of points. After your driver hits the guy with
the starter flag and destroys one or more vehicles, you can have your driver go out to the ends of the nearby piers for
a lot of barrels and peds, have a lot of time to destroy all but one of the other vehicles, then comb the course for
barrels and a lot of the peds before destroying the last ve- hicle.
"Erasing Arizona" has rooftop barrels which can be reached by a ramp a couple of blocks W of the W-most side
of the pyramid.
When you use the course for "I Scream in the Sun," a vehicle may become diffi- cult to destroy because it drives
off the pier into the ocean. Try to destroy the other vehicles and drive through the laps, and the underwater vehicle
may get back up onto the course.
The Splat Pack adds courses to the game. "Roswell That Ends Well," with the same map as "Erasing Arizona,"
has a UFO in the pyramid that's a bit northwest of the middle of town. The entrance is guarded, but you can have
your driver go down the shafts at the corners of the roof.
I recommend downloading the "Carmageddon Max Pack" from gog.com to run the game on current systems without
a problem. If you want to try to run an old version of the game anyway:
1. I made a folder for the game. (XP example) C:\Documents and Settings\glenster\My
Documents\DOSBox (Vista example) C:\Users\glenster\DOSBox I'll use the Vista example for the rest of this
2. I put the game CD in the CD/DVD drive.
3. I started D-Fend Reloaded and, from it, started DOSBox.
In DOSBox, I told DOSBox which real folders and real drives to use as the emu- lated DOS drives C and D.
(This assumes you're using drive C and CD/DVD drive D. See the notes below for what to do if you use other drive
Z:\>mount C "C:\Users\glenster\DOSBox" Drive C is mounted as local directory C:\Users\glenster\DOSBox
Z:\>mount D "D:\" -t cdrom MSCDEX installed Drive D is mounted as CDRom D:\
Note 1: It's recommended that you always use C and D for the emulated drives regardless of what your real
If your version of my "C:\Users\glenster\DOSBox" folder isn't on your real C drive but is located on your real
F drive, for example, then use Z:\>mount C "F:\Users\glenster\DOSBox."
If your real CD-ROM drive isn't D but is E, for example, then use Z:\>mount D "E:\" -t cdrom.
Note 2: DO NOT CHANGE the way you mount the C and D drives for this game or you may need to re-install and
re-configure the game.
Note 3: The first time you mount (assign) a CD/DVD or a diskette, DOSBox will scan it and record which files
are on it. So if you want to use a different CD or DVD for another game, press CTRL-F4 so DOSBox will scan it and
create a new record.
5. Switch to the D: drive C:\>D:
Use D:\>dir /w to see the game files.
(If you don't know which file is used to install a game, check the game manual or guide. Otherwise, you
can use D:\>dir /w to see the game files and look for something called "install" or "setup" or such.)
The file that installs "Carmageddon" is START.EXE.
Make sure the installation is directed to your version of C:\Users\glenster\DOSBox
It takes a lonnng time to install "Carmageddon" for a game that's so small. After it's installed, it will ask
6. Configure sound, configure graphics, ...
A safe selection for sound is General MIDI or SoundBlaster. Don't try Gravis Ultrasound (GUS) or Adlib.
If you are asked about details like IO/IRQ/DMA/High DMA addresses when configuring the game to use SoundBlaster for sound,
use IO = 220, DMA = 1 (and sometimes High DMA = 5), and IRQ = 7.
7. Start the game.
The file that's used to start "Carmageddon" is CARMA.BAT.
(For other games, check the installation manual for the file that starts the game--the file is often an .Exe
or .Bat file.
(You could also try to find the file with the dir command: C:\>dir /w to make the game
folders and files appear. If you need to look in a folder, you could Use C:\>name of folder
to see the contents of the folder--also known as a <DIR>ectory--and use C:\>cd to exit the folder.)
So far, I still couldn't get past the menu and "Please insert the Carmageddon CD" screen.
I used D-Fend Reloaded, opened the profile of the game, and used the C:\Users\ glenster\DOSBox\USERS\GLENSTER\DOSBOX\INTRPLAY\CARMA\CARMA.BAT
file (note how D- Fend Reloaded made the name longer) from the game installation as the program file. I right-clicked
the game and chose Edit, and clicked Drives in the left side bar. C:\Users\glenster\D-Fend Reloaded\VirtualHD\INTRPLAY\CARMA,
contain- ing the game files, was the C drive. I deleted the PC D drive as the mounted D drive. I made the
Carmageddon.ISO the D drive, and clicked Auto-create, which made the installation of the game at C:\Users\glenster\DOSBox,
etc., appear as the E drive.
Note that I now had the game files installed in virtual drives C and E and an ISO file of the game as drive
D. I know that's curious, but until I did it that way, the game wouldn't run past the opening menu and the "Please
insert the Car- mageddon CD" screen. I've also read that some people have problems running the game unless they
put the game CD in the CD/DVD drive even though it isn't sup- posed to be needed with this setup.
High resolution is 640 x 480. Pick a multiple of that, such as 1280 x 960, for your Desktop resolution.
If you figure out a way to get a higher resolu- tion, such as by adding the Splat Pack, you can open D-Fend Reloaded, highlight Carmageddon,
right click it, click Edit, select Graphics, then use the Windows resolution and Fullscreen resolution drop-down boxes
and set the resolution.
I clicked Memory (in MB) and chose 60MB.
My save game files were created in C: Users > (computer name) > D-Fend Reloaded > VirtualHD > INTRPLAY
> CARMA > DATA > SAVEGAME.
(It comes with Carmageddon 1 and 2. Go to Steam > View Inventory and click "Add
to my library.")
Drive through peds/animals to add to your time.
Make money in Career mode to progress through 16 levels and get new cars and car upgrades to pick from. Make money
by accomplishing missions (driving through checkpoints of race circuits or being the first to drive through check- points--designated
areas or people/animals), driving through people/animals/pow- erups, and wrecking competitors vehicles. Wrecking
their vehicle takes their number of laps/checkpoints from them and gives it to you. It costs money to re- set
or repair your car.
Your current amount of money and remaining time are shown in the HUD as
is a small map of your nearby area and the competing vehicles.
Collect upgrade tokens and
smelly bushes and try for Steam achievements. There's also Freeplay mode and multiplayer. In fact, the game basically
seems to me like several kinds of automated multiplayer events with AI for the other players.
A couple of nods to GTA I noticed:
The arena Perimeter Patrol has a VC-like surf billboard
Among the peds in the arena Storm Drains are some with traffic cones on their heads
like the statue by the airport in "III" ("For those who fought for freedom 1936"). That in turn refers to the "equestrian
Wellington Statue, most often featured with a traffic cone on its head, on Royal Exchange Square in Glasgow, Scotland." http://en.wikipedia.org/wiki/Equestrian_statue_of_the_Duke_of_Wellington,_Glasgow
I didn't see "Troubleshoot Compatibility" on Vista 32 bit. After I right clicked SETUP.EXE I clicked
Properties > Compatibility, checked the box for "Run this program in compatibility mode for:" and selected "Windows
XP (Serice Pack 2)" from the drop down box. I clicked Apply and OK.
I tried the method explained in the section on "Giants: Citizen Kabuto" but couldn't get save game files to
appear in the Saved Games folder on Vista 32 bit for some reason. I could only save files in the Saved Replays folder.
How to run MTM2 at high resolutions
The highest resolution offered by the game is 640 x 480. The game isn't filled with notably higher resolutions
so don't expect too much, but some of the graphics can have better definition. With nGlide the game is clear and crisp
and not blotchy unless the texture file itself has low definition (the leaves of a batch of leaves, etc.). Go to
the site at the next link and down- load the latest version of nGlide--a 3DFX emulator. It supports high resolu- tions
without some of the problems of dgVoodoo or GlideWrappers. http://www.zeus-software.com/downloads/nglide
Before installing nGlide uninstall any previously installed glide emulator. If it doesn't have an uninstaller
delete glide2x.dll file from your mtm2 folder and system32 folder. (Thanks to Kmaster) http://forum.mtm2.com/viewtopic.php?t=7128
Go to nGlide configurator by clicking Start > All Programs > nGlide > config- urator and set the game
screen resolution. You can also turn off the 3Dfx logo splash screen or it will appear before every race. In
the game, set Image Qual- ity to High in Options > Graphics.
I changed several controls to be more like those I use for GTA "Vice City." (Doing so won't change the letters
used for codes.)
Horn changed from Spacebar to Shift Dashboard (toggle) changed from D to G Turn left changed
from NP4 to A Turn right changed from NP6 to D Up shift changed from A to Z Downshift changed
from Z to Spacebar Accelerate changed from NP8 to W Brake/reverse changed from NP2 to S Look
left changed from NP0 to Q Look right changed from Del to E
You can choose the chase "camera"
with V. I prefer to use Chase Far and ad- just it with Mirrors (NP-), Look back (NP+), Look left (changed to Q),
and Look right (changed to E).
F4 toggles full screen mode which looks good for Instant Replays.
I prefer giving the trucks more grip, which they have if you play as a rookie. You can give them less grip
by playing as an intermediate and even less playing as a professional. You can also reduce grip by going to the Garage
and choosing the Shallow Cut tire option or by going to Races and selecting Snow for the weather. I also prefer
a hard suspension and more steering sensitivity for bet- ter control.
Press Tab to toggle the overlay map.
If your truck gets stuck or you leave the race track to explore and want help getting back, press H for a helicopter
or a pterodactyl to carry your truck back to the track. http://en.wikipedia.org/wiki/Pterodactylus
Press Tab to use the overlay map and experiment to see where the checkpoints are and which shortcuts you can
use effectively. Some examples:
Farm Road 29: after the third checkpoint, turn left to go through the wooden fence and drive on or by the railroad
track, avoiding the train, to the fourth checkpoint, drive through it, and turn left into the brown farm field and cut across
it to checkpoint five.
The Heights: at the first right curve after checkpoint four, go ahead off the left side of the track to the
right of the trees, over the hilltop, and go down to the far end of the lake on the right to continue on the road and go
through checkpoint five. Finish the left curve, make a right curve, drive left off the track to the top of the
hill, and carefully drive over the top of the hill in- stead of through the long lake. (I didn't use that last one
Scrapyard Run: after checkpoint three, turn right off the track to go past the fence on your right and veer
right to checkpoint four.
Crazy '98: in the Garage adjust TRANSFER GEAR to have enough speed--a bit more toward MORE ACCELERATION than
MORE SPEED should be enough. Drive quickly past the roadblocks and off the end of a ramp to another ramp (used by
the other rac- ers in Professional mode).
Sidewinder Canyon: after the fourth checkpoint, go around the end of the loop of track, cross the bridge, pass
the first set of orange and white roadblocks on the right side of the road but go right off the track through the second
set, down a steep hillside, and down the road to the fifth checkpoint.
Voodoo Island: after the second checkpoint, go past a small hill on the right, turn right off the track, go
through the lake ahead to the right and leave it at the far right end, veer right to get atop the tall hill, then continue
ahead and turn right as needed to go through the third checkpoint.
Tinhorn Junction--press Tab and use the overlay map to learn this route: after the fourth checkpoint and going
partway through the curve to the right, go left off the track and onto the hill, go right to go across the railroad track,
and, using the overlay map, go over hills and across tracks toward the section of track that's past the second left-most
curve ahead, then cut across at the next curve to checkpoint five.
Farm Road 29: drive into one of the cows to hear the announcer say, "Cowa- bunga!" and the cow say, "Moo."
Drive into the barn to hear a farmer call out, "Hey, you kids--get off my lawn!"
Scrapyard Run: to see the drive-in theater continue ahead off track after the fourth checkpoint, break through
the wooden gates of the race track fence, go counter-clockwise around the outside of the fence, go left at the railroad track,
continue on or near it, and you can drive into the drive-in theater on the right. The screen says: "...AND GET OURSELVES
A TREAT! DON'T DRINK AND DRIVE. TRY ***** ***" (I can't read the last part I represented with aster- isks).
Crazy '98: a mechanical blue T-Rex dinosaur near the start of the track re- peatedly raises a car to its mouth
and has what looks like a wind-up key revolv- ing in its neck. (Okay, this is more of a distinctive feature than
Sidewinder Canyon: to add the Torture Pit race press Tab to see the overlay map, go past the fourth checkpoint,
go around the end of the second long loop of track that cuts across the stretch that many loops cut across, go across a bridge
to about 1/3rd back to that stretch, turn right off the track past some orange and white road blocks, continue on a road
with a cliff to the right and a hillside on the left, turn right to cross a bridge, and drive through the arch to an
area of buses and gray tents. Restart the game. The Torture Pit circuit race will be listed after Sidewinder
Canyon. https://www.youtube.com/watch?v=Rq-59T8Xzwc https://www.youtube.com/watch?v=rJ6fGfPZ4a4 Gameplay https://www.youtube.com/watch?v=qe1YuYn6EzQ
Alternatively, you can add the Torture Pit race by going to Program Files > Microsoft Games > Monster
Truck Madness 2 > system and using a text editor like Notepad to open the monster.ini file and change the value for
showHiddenTrack to 666.
Sidewinder Canyon: if you drive into one of the gray tents found near the first big loop of track or past the
arch in the area mentioned above, you hear a man call out, "Hey! I'm still in here!"
Voodoo Island: if you drive a little past checkpoint two you'll see a black, white, tan, and bright orange
ceremonial mask propped up by a wooden post from which a human skull hangs suspended over the mask. If you drive
into the mask you hear a man's voice say something like, "Go back obock oongayla." If you knock the mask into
the long lake behind it then drive into the lake, the voices of the mask (if you drive into it) and announcer "Army" Armstrong
play at a slow speed.
After passing that long lake and continuing partway around the curve to the right, you can look left and ahead
to see a sunken barge in the big lake. You can drive into the lake for a closer look.
The Excavation: to enter the temple go through the second stone arch, continue on the curve to the left, continue
ahead off track to the gray temple, go to the side facing the sunlight, and drive past either side of the plate that's
in the middle of the doorway. The interior is made of brown stones and dimly lit. You can drive out the
way you went in or press H for the helicopter or pterodactyl to carry your truck to the race track.
Breakneck Ridge: to see the hockey rink set the weather to snow or the big tire you can use as a puck will
be at the bottom of the lake, start the race, and at the second checkpoint you'll see the frozen lake with two goal posts
on the left. The words printed on the top of the big tire/puck are "MTHA Monster Truck Hockey Association."
As described above, you can go to Microsoft Games > Monster Truck Madness 2 > system and use a text editor
like Notepad to open monster.ini and edit it to open the Torture Pit race. Here are a couple other lines you
can edit to make changes in the game.
You can change this to gLocalizationFile=UI\MTM2-fun.loc to change the screen messages to various
humorous things. In the Winner's Circle "Rookie" appears as "Wimp," instant replays feature the message "Your watching
this live on CNN" and "If you want out of here, you have to ask me nicely," etc.
You can change it to gLocalizationFile=UI\MTM2-pig.loc to change some of the screen messages
to Pig Latin. In the Winner's Circle "Rookie" appears as "Ookieray," "Clear" weather is changed to "Earclay," etc. http://en.wikipedia.org/wiki/Pig_Latin
showhiddentruck=0 This can't be changed to show a hidden truck. According to Wikipedia:
"Just like its predecessor, it contains an inaccessible truck, 'Chuck's Car' (a Chevrolet Camaro). It was intended
to be unlocked by typing in 'CHUCK' in a race. The game still displays this message when typed: 'Restart the game to drive
Chuck's Car.' However, if one restarts the game, it isn't there." http://en.wikipedia.org/wiki/Monster_Truck_Madness_2
FRAME toggle a display of the frame rate in the lower right corner of the screen DEMO
toggle autopilot which causes your truck to drive itself GOLD Enable GOLD mode with the features listed
at the site at the next link. http://mtm2.com/~mtmg/gold.shtml
"Half-Life 2: Update" Free with a copy of HL2 bought from Steam Complete
lighting overhaul including enhanced lighting, more detailed world shadows, and full High Dynamic Range Lighting (HDR)
New particle effects and improved fog Bug fixes correcting visual and game-based issues An extensive Community
Commentary Mode featuring the voices of well-known You- tubers including Caddicarus, Brutalmoose, Ricepirate, Balrog the
Master, Pro- Jared, and Ross Scott from Freeman's Mind http://store.steampowered.com/app/290930/
A few examples: sv_cheats1 - make cheats possible (use this before using other
codes) impulse 101 - all ammo and weapons buddha health - health never goes below 1 god - Gordon
has infinite health so can't die noclip - Gordon can go through what are otherwise solids notarget - Gordon
can't be targeted by enemies sv_gravity # - set gravity (as in sv_gravity 10) give weapon_crossbow - Crossbow
give weapon_smg1 - MP7 give weapon_rpg - RPG https://www.youtube.com/watch?v=_q-7gGz9BjE https://www.lifewire.com/half-life-2-cheats-cheat-codes-811812
In the mission "Black Mesa East," just after Dr. Judith Mossman unlocks the door for Gordon
(just before the elevator), look down the tunnel through the chain link fence to see a man walking away. Use the
console to activate noclip (sv_cheats 1) (noclip), have Gordon go through the fence, and deactivate noclip (noclip).
Have Gordon follow him. When he gets down to the T intersection of tunnels he paces back and forth. You can
see that he looks like magician David Blaine. At both ends of his path he stops and hovers about half a foot off
the ground, the Balducci lebitation, which is one of Blaine's illusions. (See 1:25 to 2:33 in the video at the
next link) "Half-Life 2 - All Easter Eggs & Secrets" by o Knightz o https://www.youtube.com/watch?v=smozQHznQhA&t=605s http://www.eeggs.com/items/44095.html https://en.wikipedia.org/wiki/Balducci_levitation https://en.wikipedia.org/wiki/David_Blaine
"Many Source games purchasable through Steam come with the Shared Resources, including
the SDK, that you will need in order to run Black Mesa. To see if you can run Black Mesa, open Steam and look in
the tools tab. If you see an entry titled Source SDK Base 2007, you can run Black Mesa.
"If you meet the Software requirements, you technically do not need anything installed. If you do not have the Source
SDK Base installed however, upon run- ning Black Mesa you will be prompted by Steam and asked to download it." http://wiki.blackmesasource.com/System_Requirements
"Surface Tension": if the helicopter doesn't appear outside the cave Gordon probably already
has a Rocket Launcher. Have him use up the missiles from it then go in the room in the cave for the Rocket Launcher
on the desk. It will disappear as Gordon equips it which will trigger the appearance of the heli- copter outside.
At the end of "Surface Tension" you have Gordon bounce onto a silo and use a screen to guide mortar strikes to kill the
Gargantua by the silo and topple a radio tower. Move the crosshairs to the left side of the silo and either click
the LMB or press Enter to place the red circle--the target of the mortar strike--at the left side of the silo.
Move the crosshairs to the square that says "Fire" at the middle of the bottom of the screen and click the LMB or press
Enter to have a mortar strike destroy the Gargantua. Use the screen likewise to cause a strike at the radio tower
(beside the upper left part of the octagonal area in the upper right part of the screen) to destroy the base of the radio
tower. It falls to the left to provide a way to have Gordon climb over the moat. Then have Gordon climb
over the toppled tower, go to the garage door, and turn the red valve at the left side of it to open the door.
- Send Gordon past the first scientist, up the stairs, left, through grey door, to scientist
who gives Gordon the Gluon gun. - Send Gordon out to the hall, right, down elevator, into hall, left, shoot Houndeyes,
left, shoot Vortigaunts, go right (maintenance station), go left to where guard says "You are a sight for sore eyes....,"
go down stairs, through grey door, to scientist who says, "Ah--Freeman, isn't it? Look here--you'll need to activate
both pumps...." https://combineoverwiki.net/wiki/Base:Half-Life/Enemies
- Send Gordon back out, up stairs, go right, left then clockwise toward coolant system 01, down short
hall, right then right toward coolant system 01, down short hall, ahead, over three grey boxes, ahead and through grey
door. - In coolant system 01: Have Gordon shoot Houndeyes, ceiling Barnacles, and Bullsquid as needed
during this. Have Gordon go to the far end of room to red-lit little room, up ladder, out right side of room into
hall, ahead to Pump station 01 room on left side with boxes in doorway, kill head crab and head crab zombie inside, go
upstairs, into red-lit little room, down ladder, throw switch ON, go back up ladder, and exit room. - Have
Gordon go right into room on right, go to far end of room, down stairs, to Lambda main reactor coolant system sign, go
down two ladders to water, click green light to raise door, go up elevator, go down stairs to Lambda main reactor coolant
system sign, throw switch ON, go up stairs, out grey door. - Have Gordon go right, down stairs, out through doorway
blocked with boxes, right to room, down elevator, jump down a floor then another, go through grey door, ahead through
hallway with three grey boxes in path to end of hall.
- Have Gordon go right, go right into
coolant system 02 hallway, go ahead through hallway featuring water from sprinkler system and a pile of rubble, and go through
grey door into room. - Have Gordon go up steps, down ladder into water, click green button, swim up (apostrophe
or Pg Up) onto ledge atop door that raises, go across another ledge and through grey door, go ahead through hall, go right
and down steps killing head- crab zombie, go left to end of hall, go left, go right through short hall and into room.
4:06:34 - Have Gordon drop into water, click green button causing door to raise, ride up elevator, go down steps
to Lambda main reactor coolant system sign, throw switch ON, go up stairs and click button to go through red fire door,
go through room and down to the lower room, go over the light grey desks in the doorway, go left, go through grey door
into room. - Have Gordon take the elevator down, drop down to the first floor, go left and through the grey door.
- Have Gordon go ahead through hallway featuring water from sprinkler system and a pile of rubble to end of hall, go left
to end of hall, go left into room, go counter-clockwise around railing then right into hall, go right at orange/black sign
toward maintenance station, go left and down into room with guard, go through grey door, go to scientist "...You turned
on the pumps!" etc. - Have Gordon go back out into the room with the guard, up the stairs, go right, go right,
through the grey door, kill Vortigaunts and Grunts, jump into the water, and go through the pipes.
- Send him through the tunnel up the slanted orange beam, do a long jump onto a horizontal
orange beam, then a long jump into the tunnel level with that beyond that. Send him through the tunnel, down a hole
to a translucent plate and a short wire with two yellow plugs, press E while pointing the cursor at a plug so Gordon pulls
out one plug, the plate disappears, and Gordon falls. - Send him through the tunnel on the left and into a control
room with a big window. Have him press the green button on the control panel causing the light to turn red and
three laser beams to appear, stay visible a bit, and converge ahead, then disappear. - With him facing the panel
send him through the doorway on his right and pull a yellow plug so the translucent plate disappears. Have him go
down the hole. - Send him through the tunnel to a room with big orange crystals and, when no laser beam is in
the way, have him do a long jump through it to the entrance of the tunnel across the room. Have him go through the
tunnel into an elevator, press the green button, and go up. Have him go through the tunnel, through the big room,
and go right into a small room with three round slots for three plugs and a short wire with two yellow plugs--one plugged
in on the left. Have him unplug that plug, plug it in the middle slot, and plug the other plug in the ceiling slot.
(A machine starting noise is heard for a bit.) - Send him back through the tunnel except go right through a hall
with a green lit segment into a room with orange crystals rising from the floor and an orange shard on a shelf.
Have him take the orange shard to the big room and put it in the slot behind the other two shards in the ceiling.
(A machine starting noise is heard for a bit.) A light goes through the three shards. Have Gordon press the green
button by the big window and a laser beam extends to the midst of the room outside and remains there. (5:02:20)
- Send him right to the elevator lit by a green light, down, and outside. Have him jump left onto an airborne island,
shoot up at an orange/black barrel cactus- looking thing to make it blow up, and jump back. - Have him go left,
jump onto a lower ledge, walk ahead to shoot an orange/black cactus so it blows up, walk back, walk into a cave onto a
translucent disk and press a green button so the disk disappears and he drops down, go outside, go right, shoot up at
a cactus so a big chunk of rock falls down, go back into the main structure to get on a dirt-looking disk that propels
Gordon up a floor, walk through the tunnel to go back outside, go left on a ledge, jump to another tree ledge, and go
inside. - Send Gordon through a tunnel to a room with big orange crystals and, when no laser beam is in the way,
have him do a long jump through it to the entrance of the tunnel across the room. - Send Gordon left into an
elevator and have him press the green button to send him up. Send him through the tunnel, through a room with cactus
on the round and two ceiling crystals divided by an empty slot, through a tunnel requiring Gordon to climb over a cactus,
and into a room with cactus on the ground, a wire with two right wall plugs with an empty slot to their left, and a wire
with one plug in the ceiling and the other dangling. - Have Gordon unplug the ceiling plug, take it into a nearby
room with two wall slots, and plug the two plugs into the two wall slots. (A machine starting noise is heard for
- Save the game so you can reload it if you screw up the next part. The next orange
crystal shard won't appear unless you do it right. -
- Send Gordon into the nearby room that
has a prominent upright orange crystal surrounded by smaller ones and several cactus on the ground and a translucent window
on the wall. Have him throw a satchel charge on the ground by the tall crystal, go outside through the door that's
by a green button inside and out, press the outside green button to close the door, and press RMB to detonate the satchel
charge. (5:04:18) - Have Gordon press the green button to open the door, throw a satchel charge at the cactus
in the nearby room that has cactus on the ground, a wire with two right wall plugs with an empty slot to their left, and
a wire with one plug in the ceiling and the other dangling. - Send Gordon into the room with the blown up cactus,
press the green button to close the door, and press RMB to detonate the satchel charge. - Have Gordon pick up
the orange crystal shard and set it down by the door. Press the green button to open the door, unplug the two plugs plugged
into the wall, take the wire into the room where you just set off a satchel charge, put one plug in the ceiling slot
and the other in the left wall slot. (A machine starting noise is heard for a bit.) - Have Gordon pick
up the orange crystal shard, take it into the big room, and put it into the ceiling slot between the other two orange ceiling
crystals. Have Gordon press the green button by the big window. Two lasers converge in the big room outside.
- Have Gordon go out of the room and through the hall into the elevator, press the green button, go up, go through a tunnel
and outside. Have him kill the Hound- eyes on the ledge, go left, shoot the ceiling yellow laser thing, use the health/ energy
maximizer if needed, continue on the ledge and shoot another ceiling yellow laser thing, continue on the ledge and shoot
two ceiling yellow laser things, and shoot Houndeyes. - Send Gordon inside, have him go right in the hall, pass
orange crystals, shoot the Bullsquid that's up on a ledge, go up a slanted orange crystal onto the ledge, jump to a
horizontal orange beam, jump to another horizontal orange beam, and jump to a tunnel entrance. Have him go ahead,
drop into a little hole with two yellow plugs and a translucent disk, pull a plug (E) so the disk disappears and Gordon falls,
go through the tunnel, drop, and continue through a tunnel to the control room. - Have Gordon go into the adjoining
little room with two yellow wall plugs joined by a wire, pull the plugs, go back into the control room, go left and take the
wire into the nearby room that has three empty wall slots, and put the two plugs into the right and middle slots.
- Send Gordon back to the control room and down the round hole. Send him through the tunnel, up the slanted orange
crystal, pick the short wire with two plugs up from the ground, take it over to the two empty slots in the wall and put the
two plugs into them (a machine starting noise is heard for a bit), a nearby door opens, pull the plugs out, take the wire
into the room with an empty ceiling slot and an empty wall slot with two filled slots to the right of it, and use the two
plugs to fill the two slots. - Have Gordon go back into the control room and press the green button. Three lasers
converge in the room outside the window. - Have Gordon continue through the control room, through the hall, enter
the elevator, press the green button to go up, go to an entrance of a large room with orange crystals and, when there
isn't a laser beam through it, do a long jump to the entrance on the other side. - Send Gordon through the tunnel,
down a hole to a translucent disk by two yellow wall plugs, pull (E) a wall plug so the disk disappears and Gordon falls with
an orange crystal shard, have him pick up the orange crystal shard, take it through the control room into an adjoining
room, and put it in the ceiling slot beside two filled ceiling slots. A laser goes through the three crystals.
- Send Gordon back into the control room to press the green button on the control panel. A laser hits a light in
the room beyond the window and it changes to a light that's suspended there. Have Gordon exit the control room, go
into the room with the light, get on the dark plank, and jump into that light.
First battle with Gonarch: have Gordon fire at the Gonarch's egg sac occasionally going
to the two metal pods of ammo till the Gonarch goes to its tunnel.
- Have Gordon proceed from the broken bars he blew up, go right of the centrical- ly located,
big dark machine with five vertical orange tubes, through the big short tunnel created by a rock arch, go ahead to the
rising/falling cylinder, hop onto left side of the cylinder, rise, and hop off over the black fence. Have him use the
blue energy increaser disk if needed. - Have him go right to the first yellow plug, unplug it, plug it into the
right slot of the nearby three, go left of the three slots to get onto the rising/falling cylinder when it's fallen,
go to the right of the back of the three slots, rise, go right, and hop off onto the higher rock land. 5:48:48
- Have Gordon go ahead, go left a third over a rock arc, and jump to another three slots setup that's closer to the entrance.
Have Gordon unplug the yellow plug to the right and plug it into the right slot of the nearby three. Have him go
left of the three slots to get onto the now rising/falling cylinder. When it's fallen, have Gordon hop on it, rise,
and hop off to the higher area to the left. 5:49:10 - Have Gordon go to the yellow plug beneath something like
a speaker box with a spinning fan in it, unplug it, and drop down to the three slot setup where he just was and plug
it into the slot on the left. Have him go left of the three slots to get onto the rising/falling cylinder when it's
fallen, rise, and go left to jump off over the black fence that's behind the cylinder to another three slot, etc., setup.
5:49:26 - Have Gordon go to the right of the three slot setup where two yellow plugs are separately plugged in,
unplug the left one, und plug it into the right slot of the three slot setup. Have him go left to get onto the cylinder
behind the three slot setup, rise, and drop down to the left to unplug the yellow plug. Have him get back on the
cylinder, rise, and plug it into the left slot of the three. 5:49:58 - Have Gordon go left of the three slot setup,
get onto the rising/falling cylin- der, rise, and jump left to the tunnel entrance. Have him go through the tunnel, emerge
where a Vortigaunt is at a control panel by two yellow plugs, jump onto the control panel, and unplug the left yellow plug.
Have him drop down to plug it into the nearby two slot setup causing a green plug and wire to emerge from the middle of
it. Have him take the green plug to the three slot setup to his left and plug it into the middle/green slot.
An off-white bag begins pulsating to the right of the three slot setup. Have him shoot the bag so it blows up.
5:50:39 - Have Gordon go left of the three slot setup, get onto the rising/falling cylin- der nearby, rise, go
forward, jump ahead to the right of the tunnel entrance toward the black boxes with two blue circles by the black fence,
jump over the black fence for a triangular area to the right of that, go ahead to the right to a yellow plug plugged
in by black boxes faced with black fencing, unplug it, go left and plug it into the left slot of three. 5:50:59
- Have Gordon go right, past a Vortigaunt, to a black box with a square hole in the facing side. Have him go into
the box (W, L Alt), climb over the box that has a blue circle on the facing side, go ahead to the yellow plug, unplug it,
climb with it out the square hole to his left, go to the nearby trio of slots, and plug it into the right slot.
5:51:14 - Have Gordon go left to where a tall black box rises and falls. When it's down, have him get on
top of it, rise, jump over the black fence, go up the tunnel, about face, jump onto the higher tunnel, and go up to a yellow
plug. Have Gordon unplug it, jump ahead out of the tunnel with the yellow plug, and plug it into the right slot.
5:51:42 - Have him go right to a lone yellow plug under a box with a spinning fan and by a Vortigaunt, unplug
the plug, take it left to a two plug setup with a green wire in the middle, and plug the yellow plug in the left slot.
5:51:48 - Have Gordon take the green plug right and plug it into the green slot in the middle of a three slot
5:52:30 Have Gordon go clockwise above and around the lower area till you can have
him shoot a pulsating bag, drop onto a rising/falling cylinder when it's down, rise, jump left into a tunnel, go on the
tube of green liquid in the direction of the bubbles, shoot a pulsating bag, and drop left into a nearby tunnel.
5:53:06 - Have Gordon go ahead, exit it into the area of yellow plugs and cylinders again, get onto a fallen
cylinder, rise, go left through a short tunnel into the area of yellow plugs and cylinders again, go left before the Vortiguant
at a control panel to drop into the water, and shoot up at a pulsating bag. 5:53:37, - Have Gordon shoot
the base off a rectangular tube, get sucked up by it, and expelled into the area of yellow plugs and cylinders again, drop
onto the nearby rising/falling cylinder when it's down, rise, jump left, use a blue energy maxi- mizer, go left through
a tunnel, drop down onto a platform around an angular red tower, go left into a tunnel, and drop down through a square
hole. 5:54:09, - Have Gordon go through a tunnel past glowing orange mounds, drop into a hole, go through
a tall tunnel while shooting up at a few Alien Controllers, shoot a barrel so it blows up and creates an opening in green
vertical things, go right at an intersection of tunnels through a tunnel, at another intersection of tunnels go left,
and drop into a river with barrels that have green lights. (If need be, have him shoot a barrel so it blows up and
creates an opening in green vertical things.) 5:55:41 - Have Gordon go ahead to a barrier in the water,
put a barrel over and beyond it, go over the barrier and ahead, shoot the barrel so it explodes to break an opening
in vertical bars, go through the opening, and go right. - Have him go ahead to a tall rising/falling tower, when
it's fallen jump up onto a ridge that goes around it, when it rises jump right into an orange yellow- lit rock cave,
when the tower is fallen jump up onto a ridge that goes around it, rise, and jump over onto an arch that's part of the
sort of area with yellow plugs he was in before. 5:56:30 - Have Gordon go counter-clockwise around the
black fence, go through a doorway then an arch into a vast tall room containing two tall rising/falling towers. When
the nearest is fallen have him jump onto a ridge that goes around the nearest tower, rise, jump over onto a ridge that
goes around the other tower which has fallen, and jump into a rectangular hole in the wall which has white vapor entering
it which sucks him into it and through a tunnel into a small room with a yellow plug plugged into a slot behind a spinning
barrier to the right and a two slot setup before him. 5:57:09 - Have Gordon drop down from the two slot
setup into a room with a three plug setup with nothing plugged into it and worker Vortigaunts. Have him go left onto a
rising/falling rectangular black cage when it's fallen, rise, go through a square hole in the wall, fall onto a translucent
plate with a plugged-in yellow plug before him, unplug it causing the plate to disappear and him to fall, take the yellow
plug through a tunnel, and plug it into a slot through a rectangular hole in the ceiling. 5:57:40 - Have
Gordon continue through the tunnel to where a yellow plug is plugged in to the right of a spinning barrier that's behind
a stationary one. Have him take the yellow plug back through the tunnel to a slot above a rectangular hole in the ceiling
and plug it in. Have him return to the stationary barrier which now lets him go to where the spinning barrier has
stopped. Have him go past it, through a rectangular hole to a rising/falling hexagonal (?) thing, get on it when
it's fallen, rise, jump onto five small ledges, jump up onto a tower when the barrier slowly spinning around it permits,
unplug the yellow plug plugged into its axis, and take it into the small room with a two slot setup and plug it into the
nearest slot. 5:58:12 - Have Gordon continue to the other end of the small room where a black gate rises
and falls. When it falls have him jump over it, unplug a yellow plug, and bring it back to plug into the other end
of the two plug setup which causes a green plug to drop into the larger room. Have Gordon drop into the larger room, get
the green plug, and plug it into the center slot of the three slot setup. 5:58:31 - Have Gordon go to the glass
to the right of the three slot setup. The glass breaks and Alien Controllers appear overhead in a room with three
towers that rise and fall. Have Gordon shoot the Alien Controllers and the pulsating bag beyond the nearest tower.
When the nearest tower has risen, have him jump onto a ledge that goes around it, fall, jump onto the green tube with bubbles
that winds down along the outer wall, get onto a ledge to shoot a pulsating bag, get back onto the tube and go up it,
when the rising/falling tower has fallen have Gordon jump onto the top ledge that goes around it, rise, jump over onto
the top of the next rising/ falling tower, rise, and jump over to a cave entrance. 5:59:37 - Have Gordon
go head then right into a square hall, drop into a square hole, go through a roundish cave tunnel, drop into a hole, go
through a hall to where barrels with green lights fall from a tube, catch a barrel, drop it into a nearby round pond, take
the barrel to the center of the pond below the opening of a vertical tube so it rises to the ceiling, shoot it so it explodes
and destroys the ceiling, rise to the top of the pole, stand on the opening at the center of it, and get sucked down through
a tube into a tubular room which has a vertical pole of humanoids (like the one in a case in "Questionable Ethics") at
the center. 6:00:22 - Send Gordon to the top of the pole and stand on the center of it, and he gets sucked
up through a tunnel to a room with yellow plugs. 6:00:35 - Have him go past the yellow plugs, go through the
hall to the right of them, and into a tall room with tall towers including two with rising/falling cylinders. Have him
go ahead on a tube with green bubbles, go right at an intersection of green tubes, continue on the tube past a hole in
the wall to enter a second hole in the wall, go through a rectangular hallway, drop through a square hole into a room with
red laser beams, go past green bubbles that rise from grates in the floor to a room with a slanted plank, go up the plank,
and jump up on a couple of ledges. Have Gordon turn right and throw a Grenade into a black cage to blow up an undu- lating
bag. 6:01:22 - When the floor breaks apart below him, Gordon falls into a room overlooking the tall room
with towers, etc. Have him shoot up at the Alien Controllers in the tall room and shoot at the undulating bag behind
him to make it blow up. When the cyl- inder lowers of the left tower ahead, have Gordon get on a ledge of it, rise,
and jump onto the lowered top edge of the other tower, then double jump over a red-lit black cage onto the mouth of
a blue-lit cave. (Use the health/energy maximizer there if needed.) Have him follow the water and drop down
a hole. 6:02:02 - Have him go over a black floor structure, continue through a tunnel entrance and through
the tunnel, bounce from a round bouncy thing then another up into a big cave near an area of yellow plugs, etc. Have
him have a shootout with Alien Grunts as he proceeds, go right into and through a round tunnel, and go right under bridges
still fighting Alien Grunts. 6:03:57 https://combineoverwiki.net/wiki/Alien_Grunt
- 6:04:25 Have Gordon go up a ramp to his left back the other way past a bridge to
a cannister that springs open for ammo if needed, get back continuing under tunnels, use a blue-lit energy maximizer on
his right if needed, go across the path, back the other way up a ramp, and across a bridge. 6:05:04 - Have
Gordon go beneath a vent to be sucked up through it and dropped into an area= of green-lit bags with sparks and worker
Vortigaunts. Have him shoot up at the Alien Controllers that appear ahead near the red-lit building. 6:05:30
- Send Gordon into the building to be sucked up a rectangular vent and dropped into a waste bin, (use L Alt to) get under
a rectangular vent and drop through a rectangular hole onto a vent, go right on the vent, drop onto a vent, get sucked into
a rectangular vent to his right and dropped into a room. 6:06:40 - Have him go up a ramp to a room that has
a big square opening in the floor hu- 9manoids are dropping into, have him avoid the opening and go across the room to
a rectangular vent, get sucked into and through it and dropped into a roundish cave tunnel, go through the tunnel to
a tall room, go to the ramp on the far left side of the room, up the ramp, 6:07:11 - over the semi-circle
that's over the round door, jump onto the other ramp, up a couple ledges, long jump to the ledge above the first ramp,
and up more ledges to a conveyer belt. (Have him use the health/energy maximizer If needed.) 6:07:33
- Have Gordon jump in the direction the conveyer belt is moving to the right of the encasement for it to the other end
of the encasement then get on the belt. Have him taken by it through a rectangular tunnel until stopped by a red-lit barrier.
Have him go right off the belt, continue down and over the top of an arch and on the right side of a path, up a ramp, over
a stone bridge, into a river, onto land, past a bridge abutment, kill a Bullsquid, and go into a teleportation globe of
yellow/green/orange light. 6:08:37 - Have Gordon (cross a conveyer belt to use a blue-lit health/energy maximizer
if needed,) get on the conveyer belt to go in the direction it's moving, at a red-lit barrier get off the belt and go
left to get onto another one, before a red-lit barrier go right onto a clockwise winding upward stone ramp, go up it, jump
left onto the top of the other side, jump left again onto a ledge (near a teleport globe), and get on the conveyer belt
to move in the direction it's moving. 6:09:24 - Before a blue-lit barrier have him get off the conveyer belt
to go right onto a Vortigaunt station, go around it counter-clockwise and back onto the conveyer belt, get off the belt
to the left at a Vortigaunt at a control panel with two pairs of round lights, get onto the panel, and go down a square
hole. 6:09:53 - Have him go through a short vent and a square hole to a small room where cubes come up
through a blue-lit barrier and are taken away on a "conveyer belt" made of red lasers. Have him anticipate where
one will rise and position him to be on top of it when it rises. Have him ride the cube to the left of four vertical
red lasers, to the right of four vertical red lasers, below (L Alt) a rectangle of lasers, and hop over (Spacebar) a
rectangle of lasers. - At a barrier of red lasers, have him get up into the square hole in the wall above
it. 6:10:39 - Have Gordon go through the vent, drop to a lower vent, get out near two con- veyer belts
and a teleportation globe, and get on the left one. Before a blue-lit barrier have him get off the conveyer belt
to go right onto a Vortigaunt station, go around it counter-clockwise, jump over to the next station, and get back onto the
conveyer belt. 6:11:12 - Before the next red-lit barrier, have Gordon get off the belt to go right, go counter-clockwise
around a structure, get on a conveyer belt, get off the conveyer belt to go right, get onto a machine that has four round
red lights on the front, and go down the square hole on the top of it. 6:11:38 - Have Gordon go through
the vent (L Alt) to another blue-lit translucent plate through which cubes arise and are taken away on a conveyer belt,
and get on a cube that's on the belt. A rising/falling black cube comes down and stops his move- ment. 6:11:51
- Have Gordon go from the cube onto the fallen black cube, get on the far side of it, when risen get up on a short pipe
with a hexagonal blue light sticking out of the wall, get on a higher part of the black cube mechanism and rise, get on
a ledge, (Note: this part of Bolloxed video is too dark for me) get onto the mechanism and rise, get
onto a ledge and into a square hole (L Alt), through a vent, down a hole, through a vent, enter (L Alt) a red-lit area
by a black fence, go right, go right down a vent to a blue-lit conveyer belt with cubes on it, and get on the belt.
6:12:23 - Have Gordon go past a blue square light on his lower left, drop left onto a beam and continue, drop
farther down to a Vortigaunt on a control ledge by a pole, go past him and up a winding clockwise stone beam, 6:12:44
- go left up onto a beam, go along it then up onto a ledge, and go left and onto a conveyer belt carrying cubes.
6:12:51 - Before the next red-lit barrier, have him get off the belt to the left (use the health/energy maximizer
if needed), get next to the left conveyer belt, get on the thin rising/falling thing beside the rising/falling door, get
on the roof behind the door, get on the fallen door, rise, and jump toward the hole. - Go down the square hole,
enter (L Alt) an area of a translucent blue square which cubes rise through to be capped by translucent blue boxes and
taken by a red laser "conveyer belt." 6:13:27 Have him anticipate where a cube will rise and get on top
of it, be covered by a blue box, and taken by the red lasers "belt." When it stops, two doors open to his left
with red lasers at the bottom of it and the cube sides into it without the cubed cover on Gordon. 6:13:45 Two
doors open to his left to reveal a big room of concentric circular red lasers with a black round apparatus in the center. Gordon's
cube slides onto the center and rises. When it stops, four pieces come from the wall and slide together on top of Gordon's
cube--have him jump onto one before they stop. 6:14:11 As they go back, have him get back on his cube.
Four black beams come from the wall and attach to each side of his cube--as they do, have him get on a beam. Eight
red lasers appear, each evenly spaced from the wall to the center of the cube, and lower. Have Gordon stand between
lasers. 6:14:30 After they rise past him, have him get back onto the top of his cube. The four beams retract
into the wall. A pole comes from the ceiling toward the center of the top of Gordon's cube, stops overhead, and
several beams come down from the pole that each hold a vertical beam several feet from the side of Gordon's cube, and each
causes four red lasers to extend to a side of the cube. A flat surface appears around the cube--have Gordon stand
on it. When the pole with lasers rotates, have Gordon stand between two sets of lasers and walk around his cube to
avoid them. 6:15:00 As the pole, etc., retracts, have Gordon get on top of his cube. The cube lowers
then slides to a wall where a pair of doors open to reveal a vertical slot the cube slides into then lowers and stops at
a square hole in the wall. Have Gordon go into the square hole. 6:15:34 - Have Gordon go through
a vent (L Alt), climb up through a square hole, get onto a conveyer belt of cubes and go forward, before a blue light barrier
jump left onto a higher belt, go right up a stone ramp, and jump right over a blue light barrier onto a conveyer belt,
6:16:11 Before a red light barrier, send him left (use the health/energy maximizer to his left if needed) through
a short tunnel to a mainly red-lit control room. Exit the control room, drop to a conveyer belt, shoot
the red-lit thing seen through a hole in the left wall to make the blue-lit barrier just ahead disappear, go
ahead on the belt shooting up at Alien Controllers, shoot the red-lit thing seen through a hole in the right wall
to make the blue- lit barrier just ahead disappear, same but left wall, same but left wall,
same but right wall, (I'm not sure if shooting green globes to make them explode in this section is needed)
same but right wall, same but left wall, and jump down to the conveyer belt to the right. 6:17:32
- Send him up a ramp, right into another mainly red-lit control room, left through a short tunnel (loading)
and a smaller control room, right through a cave hole, drop onto a conveyer belt and go left in the direction of the belt.
6:18:15 - Just before a red-lit barrier go right on a stone path, jump right down to a round bouncy thing surrounded
by three black skyscrapers, bounce up to get sucked up into a hole in the far skyscraper and dropped into a room,
6:18:35 (go right to use the health/energy maximizer if needed), - A couple nearby sections of black skyscraper
have rising/falling pieces. When a piece has fallen, have Gordon get on it, rise, get on the piece beside it, rise, get
on the top of the wide piece behind it, rise, and get off on the roof. 6:19:19 - Have him go beyond the barrier
below to drop down to a conveyer belt, get off it to the left to go up a nearby winding ramp, get on a conveyer belt, before
a red-lit barrier get off to the right to get on a different conveyer belt, get off it to the left to go into an area
of stationary green cubes, 6:19:43 - go through a doorway and a short hall, drop down a basically triangular
chute, go ahead right of a conveyer belt, shoot up at the side of a building at the origin of a laser to destroy it
then at the Alien Controller that now has no protective bubble, use a round bouncy thing by a red-lit barrier, 6:20:17
- bounce up to a rooftop where you have him use another round bouncy thing that's at the end of a conveyer belt, bounce
up onto a conveyer belt of green barrels, go up a ramp, go left, shoot up at a red-lit thing in a skyscraper alcove to
make the red thing explode, 6:20:35 - use a nearby round bouncy thing, bounce up to a conveyer belt by
a red-lit barrier, go clockwise around a black structure to a nearby blue-lit health/energy maximizer, go clockwise
from the maximizer on the black path, continue by jumping up on a black stone tube strip, up onto another, and drop to
a lower area. 6:20:57 - Have Gordon go to where an Alien Controller is in a ball suspended by two lasers,
- use the Gluon gun to shoot at a red thing, so it explodes, to stop one laser through the open side of an otherwise box-like
structure attached to a building wall, - shoot another red thing in a building across the way to stop the other
laser, 6:21:05 - and shoot an Alien Controller above and an Alien Grunt on foot. - Have Gordon go up
a ramp that goes counter-clockwise in three parts, go past a round bouncy thing to go down a black pipe that goes counter-clockwise
around the building in two parts then back to the building for a third, - get on the building and shoot up at
a red-lit thing to blow it up and make a blue-lit barrier disappear, go to a round bouncy thing to bounce up onto a conveyer belt,
go up a ramp that goes counter-clockwise around a structure, double-jump to the more distant blue-lit hexagonal alcove
of another skyscraper, 6:22:10 - send him through a short tunnel, go right on a black pipe to another skyscrap- er,
hop up onto a pipe to go clockwise around that structure, go through a cave, drop down a couple holes, shoot a red-lit
thing so it explodes, get sucked up a tunnel to another red-lit thing, shoot it so it explodes, 6:22:28 - drop
down to a round bouncy thing by the end of a conveyer belt, bounce up onto a conveyer belt, (get off to the left to use
the blue-lit health/energy maximizer if needed), go up a ramp on which there are three red tubes, follow the left tube
on the ground through a black doorway, bounce up on a round bouncy thing to go through the double doors on the floor
of an area where three lasers suspend an Alien Con- troller in a protective bubble and three big balls roll around.
6:22:59 - Have Gordon, avoiding the three balls, shoot the open side of the box (the side of two and bottom of
one) projecting each of the three lasers from the side of a building to the Alien Controller to make its bubble disappear
then shoot the Alien Controller. The big balls stops rolling. - 6:23:18 Have him bounce on a round
bouncy thing up to the cave entrance at the side of a building, enter, and drop down a hole. He lands in a
vertical tunnel on a blue translucent barrier with two others beneath it and a spinning pole down the middle with three
red lasers from it to the side of the vertical tunnel at each blue barrier. Have him move to the position that lets
him see where a red-lit thing can be seen in an alcove just below his barrier, shoot (preferably with the Gluon gun)
the red thing so the blue barrier disappears and lets him drop down, and do this two more times to drop to the bottom of
the tunnel. 6:23:40 - Have him drop down another hole to go further down, through a short tunnel and further
down, shoot a red-lit thing so it explodes, and get sucked up a tunnel. Have him drop down to an area where you have him
crouch (L Alt) through a recess in the floor to get past a red-lit barrier, shoot a red-lit thing so it explodes, drop down
a hole, drop down (to use a blue-lit health/energy maximizer if needed), go up a ramp, and follow the middle red tube of
three on the ground this time. 6:24:30 - Have him bounce up on a round bouncy thing to go through the double
doors on the floor of an area where three lasers suspend an Alien Controller in a protective bubble.
- Have Gordon shoot the open side of the box (the side of two and bottom of one) projecting each of the three lasers from
the side of a building to the Alien Con- troller to make its bubble disappear then shoot the Alien Controller. 6:24:56
- Have him bounce up on a round bouncy thing to go to a cave entrance at the side of a skyscraper, go inside, down a hole
trying to avoid the red lasers that go across it, at the bottom shoot up at a red-lit thing so it explodes and the blue- lit
barrier protecting a red-lit thing disappears, shoot the red-lit thing so it explodes, and he gets sucked up the hole--try
to avoid the red lasers that go across it--to a cave entrance. 6:25:30 - Have him drop down to a room,
follow the red pipe on the floor past a recess in the floor (L Alt) to pass a red-lit barrier, shoot a red-lit thing so
it explodes, drop down a black rectangular vent, drop down to a conveyer belt area (use a blue-lit health/energy maximizer
if needed), and go up a ramp with three red tubes on it (the middle and left tubes are darkened). 6:25:57
- Have him follow the right red pipe on the floor this time. Have him bounce up on a round bouncy thing to go through
the double doors on the floor of an area where you have him proceed shooting up at (ten?) Alien Controllers, bounce up
from a round bouncy thing to a cave entrance at the side of a building, and drop down a cave hole into a puddle.
6:26:45 - Have Gordon proceed to where a vertical tunnel is above him, across it are translucent blue barriers,
and above each are red lasers that go across the verti- cal tunnel. Have Gordon shoot a red-lit thing in the wall
so the red-lit thing ex- plodes and the translucent blue barrier above him disappears and the red lasers just above
it slide down past him--try to have him avoid those. 6:26:57 - Have Gordon shoot up at a red-lit thing so
it explodes and a set of red-lit lasers fall, at another red-lit thing so it explodes and two sets of red-lit lasers fall,
then at the red-lit thing at the top of the tunnel so it explodes. - Have him go through a cave tunnel to a red-lit
thing and shoot it so it ex- plodes, get sucked up through a cave tunnel, drop down to a room, follow the red pipe on
the floor past a recess in the floor (L Alt) to pass a red-lit barrier, shoot a red-lit thing so it explodes, go down a
rectangular black vent, drop down to a room (use a blue-lit health/energy maximizer if needed), go from the blue-lit health/energy
maximizer to the end of the black plank, and go left to use a round bouncy thing at the end of a conveyer belt to bounce
up onto a conveyer belt. 6:28:01 - Have Gordon get off the belt to the right to bounce up a long ways onto another conveyer
belt, at a red-lit barrier go right, and use a round bouncy thing to bounce up to an area of conveyer belts meeting at
about nine (?) round bouncy things. Have him bounce up through a big vertical tunnel which has some red lasers ringed
around it and about eight up the sides of it. 6:28:10
- Gordon goes through one of the
eight (?) metal holes at the top of the tunnel and lands in a small area surrounded by a blue-lit barrier atop a green
cube and green cubes that float up through the holes. Gordon's cube slides over a rectan- gular hole and Gordon
falls through it. (loading)
- Gordon lands on the waste of a waste bin (?). Have
him shoot ahead at the double doors and he speeds through vents to a cave overlooking a big red room. 6:28:36
- In the middle of the big red room is something like a big vertical crankshaft with a circle of eight credit cards floating
around a couple parts of it. Have Gordon jump down onto a black ledge that goes around it and plates fold up around
the outside of it. A center section behind windows rises. Have Gordon jump down into a square vent.
6:28:57 - He lands in a red room where round batches of pieces rise up the center pole. An Alien Controller is
suspended in a ball held up by a laser beam coming from a machine with something that looks like a carousel of credit cards.
Have him shoot and break the glass in front of him, shoot the credit card things, the beam and ball disappear, then
shoot the Alien Controller. 6:29:25 - Have get on the blue-lit disk at the base of the pole. When he
rises on it to where a circle of credit card things floats around the pole, have him shoot them. 6:29:40 Have
him shoot up at Alien Controllers. 6:31:11 He rises to an area where a couple of laser beams extend from a
couple carousels of credit card-like things to suspend an Alien Controller in a ball. Have him go across a black
beam to a larger circular stationary floor area, shoot the credit card-like things and the center piece of their machine,
destroy the lasers and ball, and shoot the Alien Con- troller and four (?) Alien Grunts. 6:31:50 (Have him
use the blue-lit HealTh/Energy maximizer if needed.) - Have him get on a black piece rising on the center pole,
and shoot at two rows of circles of credit card-like things and Alien Controllers that float around the pole. 6:32:20.
6:33:10 Have him get onto a wider stationary circle, jump over to several smaller stationary circles that each hold
a carousel of credit card-like things, have him shoot them and their center pieces that project lasers, the laser for each
disap- pears, the protective balls they suspend disappear, then shoot the Alien Controllers, and get back on a more
central piece to resume rising. 6:35:30 - The rising piece Gordon stands on stops then descends about ten
seconds. Have him shoot to break glass to shoot more Alien Controllers. The piece he stands on rises again,
then it stops. 6:36:36 - Have him go through the door, right toward yellow-orange glowing bulb-like
plants on the ground, through a round doorway, through a room of blue-green-lit tubular con- tainers which each suspend
something different (a person, a pizza box, etc.), get sucked up through a vent, through a big cavern with a couple ponds
in it, up a curved stone ramp, into a big cavern, counter-clockwise on the ledge, into what looks simi- lar to a tubular
Health/Energy maximizer, press the green button inside it, get sucked up onto the big central stone thing, go counter-clockwise
to a rising/falling piston-like thing, get on it, rise, get into the nearby teleporter globe, 6:38:45 -
go to a big area of flying manta ray-like things, double-jump to suspended rocks to the big red and white globe in the
middle of the area, and jump into it. 6:40:00 Nihilanth
Go to Options > Keyboard > Advanced and check "Enable developer console (`)." Press
the "OK" button. During the game press the tilde (`) key. Type sv_cheats 1 then press Enter.
Code Effect god
invincibility impulse 101 all weapons noclip
I had the problem of scenes so dark the game was barely playable. For exam- ple,
in the section to adjust brightness levels none of the three lines of text appeared. Entering mat_monitorgamma_tv_enabled
1 only brightened my screen enough to make the second of three lines barely vis- ible. However, the game
became bright enough to keep me from having any more problems with sections being too dark for gameplay. A good
console command to know if you still need to make the screen brighter is mat_fullbright 1 It causes everything
to be seen at full brightness which isn't so realistic but sure makes the game a lot easier to play than in practically
total darkness. To revert to the previous lighting enter mat_fullbright 0 I didn't have this problem using
the June 2019 update with the Xen beta. But as of the end of 2020, the Definitive version has the return of the problem
of darkness causing me to use the mat_fullbright 1 code then turn it off with mat_fullbright 0 before saving the game.
Granted, I'm due to get a new monitor, but nothing else on my computer is causing this problem--only the Black Mesa mod.
July 3, 2020 The game stuttered then crashed during "Interloper." It was after a section where you have
Gordon leave an area, have him fight three enemies who are each mostly enclosed in a box on the side of a building, and
each sends a light beam to suspend an alien (like a little Nihilanth--like a monster baby) between them. Destroying
each enemy destroys their light beam, the alien falls to the ground, then you have Gordon kill the alien. Then you
have Gordon return to the first area. The second event, which crashed the game, is similar but with the addi- tion
of a batch of Vortigaunts who use light beams to help suspend the alien. After the crash a small menu appeared:
Engine Error ED_Alloc no free edicts OK The only
workaround I found suggested on the Internet was to load an earlier save game. (Black Mesa save games are found in
Campaign > Load game.) Don't save till it's quiet--no enemies are around. This didn't work for me.
The game still crashed. I skipped to the next chapter: "Nihilanth."
At the end of the elevator sequence shortly before teleporter to Nihilanth: map bm_c4a3d1
For some maps, you need to get the HEV suit and probably even the longjump module plus weapons (see the link above for
which sections). To do so, you have to type these things after you load the map: sv_cheats 1 give item_suit give
item_longjump impulse 101
"A calavera [plural:calaveras] (Spanish -pronounced: [kalaˈβeɾa] for "skull") is
a representation of a human skull. The term is most often applied to decora- tive or edible skulls made from either sugar
or clay which are used in the Mexi- can celebration of the Day of the Dead (El Dia de Los Muertos) and the Roman Catholic
holiday All Souls' Day. Calavera can also refer to any artistic repre- sentations of skulls, such as the lithographs of
José Guadalupe Posada. The most widely known calaveras are created with cane sugar and are decorated with items such
as colored foil, icing, beads, and feathers." https://en.wikipedia.org/wiki/Calavera
If you send Manny to the phone in Toto's Parlour, a tattoo parlor, in Rubacava in year
2, 3, or 4, you can see representations of Sam and Max on a poster of tattoo choices. (I cover the game "Sam and
Max Hit the Road" near the top of this web page.)
According to the GF fan site "The Department of Death":
"Some people seem to still have problems with the game even with the patch in- stalled because their CPU is
too fast. This is especially at the conveyer belt in year 3 and the wine lift in year 2. This can be fixed
with a program called CPU Killer. It will slow down your CPU so you will be able to do the puzzles. Setting it
down to something around 300MHz should fix the problem (but you will have to be patient through the loading sequences)." http://www.cpukiller.com/
Right click the .exe file, click the Compatibility tab, and set the Compatabil- ity mode to Windows 98/Windows
"- Run the game without the CD (by copying the files to the hard drive), - Run the game in windowed mode,
- Enable the developer mode with a list of special debug keys, - Patch the game if it isn't already, -
Support all versions of Windows including Vista and Vista64!
"Warning - running this will add the developer patch to Grim Fandango, which could stop the game from working.
We recommend using it with a fresh install. Use at your own risk."
"Double Fine demonstrated an in-progress version of the remastered game at the
2014 IndieCade event in October 2014; new features included higher-resolu- tion background textures, improved resolution
for the character models as well as having real-time lighting models, and the ability to switch back and forth between
this presentation and the original graphics at the touch of a control; though at the time of the IndieCade event, the game
remained in the 4:3 aspect ratio, Double Fine plans to support widescreen aspect ratios by release. The game includes
an updated easier control scheme based that was developed with the help of a player that provided these controls through
a mod for the origin- al game. The game's soundtrack will be fully orchestrated through performances of the Melbourne
Symphony Orchestra (who has also done the soundtrack for
The game can be downloaded for free. The R3-256 auto-installer from the RRR Racing Forum is a highly
compressed auto-installer (12.6 MB) made by RST. It has the full version of the game without the CD-Rom music tracks.
RV 1.2 Beta 11.0208 Support for all Windows OS including XP, Vista and 7, wide screen and multi- monitor
support, anisotropic texture filtering, improved display and font, etc. http://rv12.revoltzone.net/
To play it on Vista and 7: install the patch, click to overwrite files, and create a Desktop shortcut to revolt.exe.
After the target add -sli "C:\Program Files\Acclaim Entertainment\Re-Volt\revolt.exe" -sli Run the game
as Administrator. https://www.youtube.com/watch?v=VFjZGYhGWvI
Go to the "Cars" folder and open the folder of the car you want to mod. Make a backup copy of the file
parameters.txt. You can use a text editor like Note- pad to open parameters.txt and edit the top speed, acceleration,
steering rate, wheel size, etc.
The cursor is generally blue. You can click a spot on the screen to have April Ryan (voice actress Sarah
Hamilton) move as close to that spot as possi- ble--double click to have her move faster. Left click the icon of
a map to have April go to that location. To exit the map, move the cursor to the edge of the screen and left click
when the cursor turns red. http://tlj.wikia.com/wiki/April_Ryan http://en.wikipedia.org/wiki/Sarah_Hamilton
The cursor is red at an exit. You can also press X to toggle the appearance of all the exits. Left
click to have April go to an exit and load the next scene.
The cursor appears to be broken if it can't be used to affect action.
The cursor is lit up over a hot spot, an item that can be manipulated, or a character April can interact with.
A menu appears with a choice of three images that represent ways it may be possible to interact with the hot spot: eye
(April looks at it), mouth (April talks to it), and hand (if April can touch or pick up the item, left click and April
puts it in her Inventory or interacts with it some other way). A tool tip appears with a short description of the
hot spot. You can have April interact with it by clicking one of the three images with the LMB.
April may talk with a character automatically. Otherwise, you may start the conversation by clicking
on the character and choosing the Mouth icon or by us- ing an item on a character.
During the conversation, the cursor appears broken. Once you can choose April's response, the cursor
can be used in the Dialogue Window to highlight response choices. Click on a choice, or choose it with a number key,
or use the arrow keys to scroll among the choices then press Enter, to have April speak it. If there are more
choices than can fit in the Dialogue Window, you can left click on the up and down arrows at the left side of the Dialogue
Window to scroll the choices up or down.
You can press Escape, Esc, or right click the Dialogue Window to skip through conversations.
Press F9 or check the box for "Subtitles" in the Game Settings screen to acti- vate subtitles.
During the game, you can activate the Toolbar by putting the cursor at the top of the screen. The
Toolbar shows three images: Inventory (left click to bring up the inventory), Diary (left click to bring up the Diary Menu),
and Exit (left click to bring up the Game Menu and forfeit your current game).
Without opening the Inventory, you can press A to go forward through Inventory items and press S to go backward
through them. The cursor will change to the currently selected item.
To open the Inventory during the game, right click, press I, or left click the icon for Inventory in the Toolbar.
Click on an item in the Inventory then the Eye icon to have a closer look at an item or have April describe
it. You can move the cursor around the close-up scene of an item to determine ways you can have April interact with
the item such as examine it, pull at bits of it, wind it up, etc. You can access the In- ventory to use another
item with the item that's in close-up view.
To exit the close-up view of an Inventory item, move the cursor to the edge of the screen and left click when
the cursor turns red.
To combine items in the Inventory, click on an item, click the Hand icon, and the cursor will appear as that
item. If you put it over another item, the cur- sor flashes if the combination is possible--you can left click to
combine the items. Right click to return to the default cursor. Use the up and down arrows on the right
side of the Inventory, or the Up and Down arrows on your keyboard, to go to another Inventory page.
To have April use a selected Inventory item with the game scene, move the item beyond the Inventory screen
or press I to exit the Inventory screen. Position the item over an object or character. The cursor will flash
if an interaction is possible--you can left click to perform the action. If you need to have April move across
the scene, such as a scene that spans two screens, left click a spot on the scene where the cursor doesn't flash to have
April move as close to that spot as possible.
Right click to return an item to the Inventory.
Left click the Exit icon at the far right of the Toolbar, or press F10, or ac- cess the Diary (by pressing
F1 or left clicking the Toolbar Diary icon) and choose "Quit Game," to return to the Game Menu. Press Alt + X, or
Alt + Q, to quit the game to the Desktop.
F1 Diary Menu--you can Save Game, Load Game, adjust Game Settings, read the
Conversation Log, read April's Diary, activate a Video Replay, or Quit Game.
F2 Save game--enter the Save Game screen There are 99 save game slots. F3 Load game--enter the
Load Game screen You can also open the Diary by clicking the Toolbar Diary icon,
or by pressing F1, then Save or Load a game from that menu. F4
Conversation Log--a transcript of all of April's conversations sorted by chapter
and character. Use the Next and Back icons at the bottom of the screen
to page back and forth. Consult the Log for ideas on how to pro- gress
in the game. F5 April's Diary (initially disabled) It contains accounts of events of
April's life that happened before the events of the game. When an event
important to April happens during the game, a sound is heard, the Diary icon
in the Toolbar flashes, and a bookmark appears on the Diary icon till you've
read the new information that's been added to the Diary. Consult the Diary for
ideas on how to progress in the game. F6 Video Replay--replay the film sequences you've seen so far
F7 Game Settings F8 Screenshot saved to game dirsectory F9 Toggle subtitles
F10 Quit game and go to main menu A Cycle back through Inventory items S Cycle
forward through Inventory items I Inventory X Display
all exits on current location Alt + X or Alt + Q Exit to the
Desktop P Pause the game Page Up or the Up arrow
Scroll up in dialogues and in your inventory Page Down or the Down arrow
Scroll down in dialogues and in your inventory Enter Select
currently highlighted dialogue 1 through 9 Select a dialogue choice
Esc Skip video sequence or current line of dialogue
How to see the Book of Secrets (outtakes, additional music, and images) before the end of the game
In chapter one ("Penumbra"), have April take a leaf from the plant at the right foreground of in the hall by
her bedroom in the Border House. (The leaf is called "organic plastic" in the Inventory). In chapter four ("Monsters"), have
her plant it in the flowerbed with two red flowers by the tree house of Ab- naxus, the Venar ambassador to the High Council
of Ayrede, in middle of the City Green in Marcuria. http://tlj.wikia.com/wiki/Organic_Plastic_Leaf http://tlj.wikia.com/wiki/City_Green
In the labyrinth of Roper Klack's castle, have April use the coins on the gar- goyle in the bottom-right area
of the screen and blow out the flame rising from each of the two hands to turn a door. Have her use the coins on
the gargoyle again and get the salt shaker and pepper shakers. Have her use the hourglass held by the statue at
the bottom-left corner of the screen to make the steps rise to the path above, then immdiately double-click the path at
the base of the steps to have her run there. As she gets there, immediately double-click the path at the top of
the steps to have her run there.
Have April try to get the parchment from the front of the mirror to be stopped by April's mirror image.
Have her try the stairs in the middle of the screen to realize the top of the stairs are a painting. Have April use
the door twice in the top-right area of the screen and the door turns to reveal an hourglass. Have her use the hourglass
then immediately double-click to have her run to the door at the left side of the screen while a small piece of the walk
is raised to allow her to do it, then have her go through the door.
Have April use the pepper shaker on the gargoyle below to make it sneeze and lower a walk. Have her go
down the walk and through the door.
Have her go up the steps to meet Roper Klacks. Hae her try the various chal- lenges then use the calculator
to defeat him.
Have April do everything there is to be done in the labyrinth, go to the stud- y, read from the spell book,
and collect and analyze all the but the red colored vials, before trying to mix the contents of the vials in the cauldron
or they won't mix correctly.
Green vial---spider web White vial---clouds Blue vial----catalyst
Yellow vial--butterflies Red vial-----brimstone
Green + white + blue = invisibility potion Have April use it on herself to get the missing piece of
the spell book page from in front of the labyrinth mirror and put the piece in the spell book.
Yellow + white + blue = light as a leaf potion Have April use it on herself to get the red vial from
near the ceiling.
White + red + blue = wind potion Red + red + blue = big bang potion Green + yellow + blue
= bind magic potion
Have April use the wind potion on Crow to give it to him and have him fly out the window.
Have April try the big bang potion on the crystal--the potion doesn't break the crystal. Have her use the bind magic
potion then the big bang potion on the crystal to break it.
Chapter 8 Reunification
Statue by big tree: O open at top where it's adjoined by two lines (statue by cliff) above S (statue by big
tree): statue by big tree can talk to statue by the cliff.
Statue at beach cliff: arrow (statue at ruins) above S (statue by big tree): statue at cliff can talk to statue
Statue at ruins: A in parenthesis (volcano) above O open at top where it's adjoined by two lines (statue by
cliff): statue at cliff can talk to volcano, which has a statue if a face which is a loudspeaker to the rest of the island.
Have April talk into the statue by the big tree (the only statue that can be arranged to talk to itself) to
have all the statues talk through the volcano.
In training, before having Soldier G65434-2 go into the UNN building at street level, have him go right from
the GravShaft toward the wall with the Tri-Optimum sign opposite the Registration Building, hold the Jump key and Forward
to have him go up onto the big air vent, and have him get the basketball (RMB--press S to have him crouch if needed).
You can also have him get the basketball by holding Shift and pressing ; in shoot mode to open the console
(don't open the console when the MFD is shown or the game will freeze) and typing:
When he's on the Vaun Braun, have him go to the Rec Deck--Deck 5--in the Ath- letic Sector. Press the
RMB to have him throw the basketball down through the basketball hoop and he gets an E-mail of screaming monkeys.
If you open it, a monkey speaks the message that appears in the log in the upper left corner of the screen:
"Things are going according to plan. We've managed to turn the Many against SHODAN, and you've been stupid
enough to stick your neck out for that overbear- ing uber-computer. Why not join us? While you've been stockpiling
ammo, med hypos and hi tech gadgets, we've collected every last piece of nuts, bananas and coconuts onboard. Just
say the word, and you'll get plenty to eat, an attrac- tive hirsute companion, and a tire swing of your own. In the
end, isn't that what really matters?" https://www.youtube.com/watch?v=RTJgPv2R8DQ
After you have Soldier G65434-2 choose a career and two abilities, there'a a cutscene. Once you see the
message "Year 3," you can have him go left to a win- dow to look into an adjoining room and see the thinner of two robots
Don't open the Console when the MFD is shown or the game will freeze.
Press Shift and ; in shoot mode to cause the Console bar to appear at the top of the screen. Type a code
then press Enter. Press Shift and ; then press Tab to cause the previously entered code to appear in the Console
God mode, weapons that don't degrade, and enemies that don't respawn
Make a backup copy of the "user.cfg" file in the main game folder. If it isn't there, copy the "ip.cfg" file
from the game disk "EAHELP" folder to the main game folder and rename "ip.cfg" to "user.cfg." Use Notepad to open
the main game folder, select "All Files" from the drop down box, and open "user.cfg." Add:
undead gun_degrade_rate 0 no_spawn
The lead character of the game will have God mode and weapons that don't de- grade, and enemies won't respawn.
You might right-click the launch icon, "Properties," "Compatibility," check the box for "Compatibility mode,"
and choose "Windows 2000" in the drop-down box. To launch the game, right-click the launch icon and click "Run as
BioShock v1.1 PC Patch If you purchased a digital distribution copy of BioShock (i.e. from Direct2- Drive,
Steam, or other), don't install this patch. Go to the site you downloaded BioShock from to receive a version of this
patch modified to work with your ver- sion. http://www.bioshockgame.com/support/
UPGRADE YOUR WEAPONS. There are 12 Power To The People Machines in the game. Use
them to make your weapons so much better than their original, cruddy selves. Always hack health stations. If an
enemy tries to use one, they will die or greatly damage them. Use incinerate on enemies and then hide from them.
The fire will slowly kill them. Note that incinerate burns fuel on the ground. If you are playing the hardest
difficulty evenly divide your money between health and ammo. Use telekinesis against the grenade throwers (nitro-splicers)
to catch gren- ades and throw them back. Use Plasmids as much as you can. Always rescue the little
sisters. Tenenbaum gives you more ADAM which buys you plasmids and in the long run you get more by rescuing. Plus, you
get an achievement at the end of the game! Use incinerate to melt ice to find objects and open paths.
Use telekinesis to get objects out of reach such as those up high. Use the electrobolt plasmid to stun enemies then
shoot them in the head (more damage). Alternatively, use the electro bolt to stun them then hit them with the wrench
which will kill many types of enemies (obviously not Big Daddies) in- stantly, especially if you get the gene tonic that
powers up the wrench. Do not kill Sander Cohen in Fort Frolic. You'll regret it later on in the Olympus Heights
level as you won't gain access to the Power to the People ma- chine in his home. (However, if you are playing the Xbox
360 version, save the game when Sander Cohen appears at the top of the stairs in Fort Frolic after killing his four
sideshow people then kill him when he's reached the bottom. You get an achievement called 'Irony' if you photograph his
corpse. Then load up the save file you made a minute ago and spare his life to gain access to the Power to the People
machine anyway.) Avoid using the incinerate plasmid on enemies when there's water near by. They jump in the water
to put themselves out. (If you set them on fire and they douse themselves in water use the electrobolt plasmid on the water.
This electrocutes the water and enemy and most likely kills them. DON'T STEP INTO THE WATER WHILE IT'S ELECTRIFIED.
This will harm you as well unless you have the Electric Flesh 2 gene tonic equipped.) To give a quick kill to
the Big Daddies (or at least greatly damage their health) use Trap Bolts once you get the crossbow. Fire the Trap Bolts
in the Big Daddies path but not too close or it will shock the BD too soon and it will at- tack you before you can properly
set up the trap. (A great place to use this maneuver is in Poseidon Plaza in Fort Frolic.) Hide directly under
cameras then hack them. http://www.wikihow.com/Be-Good-at-Bioshock
Electromagnetic Pulse Bomb components - Four R-34 Wire Clusters They're only
found on the bodies of Big Daddies-- two are on pre-existing corpses found in Hephaestus (one in a room near the cir- cuit
breaker and one near the Electromagnetic Pulse Bomb) and two are on the corpses of Big Daddies killed while playing through
the level. - Two Quarter-Cans of Ionic Gel Get two of the cans scattered throughout Hephaestus.
- A charge of Nitroglycerin It's in Kyburz' office of Hephaestus which has Trap Bolts rigged all around it.
Have Jack disable the bolts with Telekinesis or Hypnotize Big Daddy and he presses a button on the desk that opens the
hidden compartment containing the charge of Nitroglycerin. http://bioshock.wikia.com/wiki/Electromagnetic_Pulse_Bomb
Door access codes
Many locks in "BioShock" can be hacked
or bought out but it's almost never re- quired. In "BioShock 2" hacking combination locks isn't an option.
Hackable Buyout Medical Pavilion 0451 Twilight Fields, next to a coffin
No Can't Rewards
EVE Hypo, Automatic Hack Tool, 00 Buck and Standard Auto Rounds. Neptune's Bounty 5380
AD: Picked Up Timmy H. Yes
$58 Rewards First Aid Kit and ammunition. Neptune's Bounty
7533 AD: Masha Come Home Yes
$58 Rewards Money, access to the Shorten Alarms
Gene Tonic after listening to the audio diary Saw Masha Today. Arcadia
9457 Death scribbling on window
No Can't Rewards A quest
item, access to Farmer's Market and money Farmer's Market 0512 AD: Market Maintenance
Yes $251 Rewards
Money, First Aid Kit, invention components and ammunition. Fort Frolic
7774 Note on floor
$251 Rewards Money and Electric Buck or antipersonnel Pistol
Rounds Hephaestus 0126 AD: Kyburz Door Code; various calendars
with Australia Day marked
Yes $251 Rewards A quest item,
access to a Power to the People station, invention components and ammunition. Olympus
Heights 5744 AD: Fontaine's Breakup No
Can't Reward Access to Fontaine's apartment. Point Prometheus
1921 AD: Extra Munitions
Yes Can't Rewards Three EVE Hypos,
invention components, and rare ammunition. (The player can enter the related room without using the
code or hacking the lock.)
Challenge rooms Area
Code Location Rapture's Grand Carnival 1951 Advertisement
for Zimmerman Chardonnay Reward Turning the switch to activate the
Ferris wheel http://bioshock.wikia.com/wiki/Codes
1. The "I" in Team Rescuer: have Jack rescue the Little Sister
Expert: have him do it in 3 min. or less. Pacifist: rescue the Little Sister without destroying any
of the Turrets in the stage Have Jack make extensive use of the Target Dummy Plasmid to draw
all of the Turret fire during his first journey through the Firing Range. Collector: find the four Roses. 1.
On the desk in the reception room upstairs 2. Hanging from the ceiling in the machine room Have
Jack get Winter Blast 3, go to an elevated corner of the floor and place a Target
Dummy to lure the Bouncer to stand below the Rose on the ceiling, freeze him, jump
on him, then jump to take the Rose. 3. Inside the central RPG
Turret Once the Bouncer guarding the Little Sis- ter is dead have Jack loot
his corpse for a Grenade Launcher and ten Frag Grenades. Have Jack use the
Grenade Launcher to destroy the middle RPG Turret which falls to the ground where
you can have Jack loot it for the third Rose. 4. Behind a secret
door in the machine room Have Jack put a Target Dummy on the pressure plate
to lure the Bouncer onto it then have Jack run to the machine room and go through
the secret door (which opens when the pressure plate is pushed down) to the
Rose. To give Jack more time you can have him use the Grenade Launcher from
the Bouncer corpse to kill the Bouncer that stands the plate to make it a corpse
that keeps the plate held down.
Extended walkthrough combining
the Rescuer and Collector trophies
Have Jack enter the Machine Room ignoring the Big Daddy
and run up the stairs to the left. Have him loot every Inventing Supplies box as he'll need every part to complete
the mission. Have him continue through the hallway, enter the office room, collect the Rose from the desk,
and go through the door behind the desk. Have him pull the lever on the left. (Have him ignore the one on the right
as he needs to make an Automatic Hack Tool to use it later.)
Have Jack go down the stairs
to the right and enter the cavern beneath the shooting range and jump on top of the frozen Big Daddy to reach the Target
Dummy plasmid on the other side. Have him go back up the stairs and place a Target Dummy (Left Shift) in front
of each turret and wait for the RPG turrets above to shoot and destroy it (unless you're going for the Pacifist trophy).
Do this for each turret. Have him place another Target Dummy to distract the RPG turrets as you have him run across
the scaffolding to the other side before going through the door on the far left of the range.
Have him walk through the tunnel and go into the Pressure Plate room, use a Target Dummy to make the Big Daddy step onto
the switch, then run through the opposite door. Have him grab the Winter Blast 3 Plasmid from the desk, go left, and
pull the lever next to the door to enter the Office Room again. Have him go back to the Machine Room found at the
beginning of the level and use a Target Dummy to lure the Big Daddy to stand in a gap so Jack can jump over to the ledge where
another Inventing Supplies box is. Have Jack freeze him, jump up, and land on the ledge. Have him check the
Inventing Supplies box to find what should be the final part needed to use the U-Invent machine in the Office Room to
make an Automatic Hack Tool.
Have Jack use another Target Dummy to make the Big Daddy stand
between Jack and the Rose on the piping next to the ledge. Have Jack freeze the Big Daddy again then jump off
of him to reach the Rose.
If you're still missing parts then you missed a box somewhere.
Carefully search the level again and make sure to have Jack loot every box.
Have Jack hack
the left lever in the shooting range to open the door on the right to the Machine Room. The Big Daddy and Little
Sister will enter and the Big Daddy will start running back and forth across the firing range. Have Jack time
the placement of a Target Dummy to make the RPG turrets shoot the Big Dad- dy. His death should deactivate them.
Before you have Jack collect the Little Sister have him search the Big Daddy's body for a Grenade Launcher and ten Frag Grenades.
Have Jack use the Grenades to destroy the center RPG turret (and use another Grenade to blow it down if it doesn't fall
the first time). Have him search the turret for the third Rose.
2. A Shocking Turn of Events Rescuer: have Jack rescue the Little Sister
from the top of a Ferris Wheel by having it turn six times. Expert: have him do
it in 4 min. or less. Electrician: have him turn the Ferris Wheel nine times--three times beyond
the six times which are needed for the Rescuer trophy. Collector: find the ten Roses
1. Near the top of the elevator shaft Have Jack jump from the top Ferris Wheel
room onto the top of the rising elevator and ride it up the shaft to the Rose and
take it. This is best done when you first have him enter the area. If
you try for it later have him send the elevator to the bottom floor then commit
suicide--he respawns in the Vita-Chamber at the top of the stage allowing him
to try again. 2. From where you had Jack find the first Rose have him hit the switch to
send the elevator down and step off at a hidden level between the third and
second floors containing a corpse and the second Rose. 3. In the men's bathroom on top of a large billboard
saying "Pick your Plasmid and evolve!" 4. Behind the security
gate toward the back of Rapture Records 5. In the Little Sister vent just inside the entrance to the
Grand Carnival 6. In the freezer room there's a Rose in the Pneumo Tube Have Jack stay on
the lower level and look up into the broken pipe to see the Rose. 7. In the stall where
one can toss balls into barrels there's a Rose in the right-most barrel
8. Have Jack go to the the balloon popping game and pop the balloon at the right
of the corpse to reveal a Rose. 9. Have Jack jump to take the Rose that's on the ceiling light in Zimmerman
Chardonnay 10. Inside a Ferris Wheel gear Have Jack turn the Ferris Wheel seven times
and part of it will catch fire and reveal a Rose that's in one of the
big gears close to the Ferris Wheel switch. "Bioshock - A Shocking Turn of Events - Master Electrician, Collector
& Rescuer" by Side-FX Productions https://www.youtube.com/watch?v=IsDtlYR4Bt4&t=3s http://bioshock.wikia.com/wiki/A_Shocking_Turn_of_Events
Extended walkthrough covering all nine possible ways to turn the Ferris Wheel
Foyer Have Jack turn around inside the Bathysphere and pull the Broken Bathysphere Lever three times. He
will be resurrected in a Vita-Chamber in a locked room in the foyer. Have him leave the chamber and pick up the Shotgun,
Electric Buck, and two First Aid Kits, and have him search the corpse for Potato Chips. Have him use the Door
Switch to open the door to the foyer and use the Shotgun on the sparking Door Switch to the left--the door to the Ferris
Wheel room will open. Have him head through the doorway.
Observation Lounge The
Little Sister that Jack must rescue can be seen directly ahead at the top of the Ferris Wheel. Have him go left through
the bar, search the Trash Can for a Creme-Filled Cake and a First Aid Kit, two EVE Hypos on a table, and Old Har- binger
Beer on the bar. Have him approach the Thuggish Splicer trying to acti- vate the elevator who becomes electrocuted.
Have Jack either ride the elevator down or jump on the nearby broken table and jump down to the balcony immediately below.
There are numerous supplies on this floor: several First Aid Kits, an EVE Hypo, an Inventing Supplies crate with Alcohol,
Arcadia Merlot, and Old Har- binger Beer. (Have Jack pick up Instant Piano Prodigy from the bar if you want him
to play Sander Cohen's Scherzo #7 on the Grand Piano but this isn't neces- sary.) Have him go to the other end of
the bar where there are the Slot Ma- chines--there's money on the floor and a corpse containing a Trap Bolt. Have Jack
pick up the Static Discharge Combat Tonic from the edge of the balcony by the elevators then jump down the elevator shaft.
Ferris Wheel Have Jack jump down from the elevator to the ground floor. Ahead is the brok- en Ferris Wheel
Switch. Have Jack pick up the Electric Buckshot in front of it and use the Shotgun to fire at the Ferris Wheel switch.
Have him use the Switch to turn the Ferris Wheel. 1/6 turns are completed. Doors to Rapture Records and
the bathrooms will open and a Thuggish Splicer enters the scene. Have Jack get the Splicer's attention, stand near
the Switch, and let him attack. The Static Discharge will cause him to be electrocuted and activate the Switch again.
Have Jack use the Switch. 2/6 turns are completed. Have Jack turn around and enter either of the bathrooms
(the dividing wall has a hole in it) for supplies including an Inventing Supplies crate with Distilled Water, a First Aid
Kit, an EVE Hypo, and a Health Station. A Thuggish Splicer with an electri- fied club will attack--have Jack lure
her back to the Ferris Wheel Switch and get her to electrify it killing herself in the process. Have Jack use the Switch.
3/6 turns are completed. Have Jack head left from the Switch and enter Rapture Records for an EVE Hypo, Coffee, and
an Inventing Supplies crate con- taining Glue. Have him leave the store, go left again, and go through the big door
marked "Rapture's Grand Carnival."
Grand Carnival In the doorway is a Health Station
and an Inventing Supplies crate containing a Battery. Have Jack go straight ahead and pick up the First Aid Kit,
EVE Hypo, and Telekinesis from the stack of bags and pillows. Have him go right into the corridor behind the stall
then into the freezer room. Have him loot the Invent- ing Supplies crate under the stairs for Alcohol and Distilled
Water. Have him take any item with Telekinesis and set it on fire with the fire burning in the corridor.
Have him use the burning object to melt the ice hanging from the ceiling and below the floor grating to free a round of
Electric Buckshot, an Automatic Hack Tool, and Bandages. Have him use Telekinesis to retrieve the latter two items
from under the grating. There are First Aid Kits trapped in ice around the room--melt these if necessary. Have
him leave the room and enter the opposite stall with the Teddy bears. Have him search the Inventing Supplies crate
for Glue and a Battery and the corpse for Potato Chips. Have him try to open the Broken Electric Safe but be careful
because the room will fill with Trap Bolts. Have him use Telekinesis to grab one of these trip wires and cause it to
touch the safe which opens to reveal a Crossbow.
Have him leave the room and go down the Grand
Carnival passing two stalls which feature games that can be played using Telekinesis. Have Jack pick up the balls
and either knock over the cans or fire them into the barrels. By winning these games he will earn EVE Hypos.
The next stall on the left can also be played--have Jack use Telekinesis to pick up the hooks and fire them at the balloons
to win First Aid Kits. Have Jack loot the dead Splicer pinned to the wall to get a Trap Bolt. At the end of
the passage have him go behind the Teddy bear statue to find two corpses, a Chemical Thrower, and an Inventing Supplies crate
with Distilled Water.
Have him enter Zimmerman Chardonnay--the code to the door is 1951.
A Thuggish Splicer will run after the player--have him lure her all the way back to the Ferris Wheel Switch in the main
hall and get her to strike the controls. Have him use the Switch. 4/6 turns are completed.
Have Jack go back to Zimmerman Chardonnay, loot the Battery from the Inventing Supplies crate, and return to the main hall.
Finishing Up Have Jack use the Automatic Hack Tool on the U-Invent machine and invent Elec- tric Gel and another
Trap Bolt. Have him return to the Ferris Wheel Switch and use the Electric Buck, three Trap Bolts, and Electric Gel
on the Switch in any order making sure to use the Switch after each time. This completes turns 5, 6, 7, 8, and
9. Have him collect the Little Sister.
3. Worlds of Hurt Rescuer:
have Jack clear nine outer rooms of enemies, kill the round center room of enemies including a Big Daddy, and rescue the
Little Sister. Expert: do it in 15 min. or less on at least medium difficulty.
Tough Guy: do it using only Plasmids, Gene Tonics, the Wrench, and the Re- search Camera on medium or higher difficulty.
Collector: find the eight Roses 1. A Single Splicer It's on the floor between two mechanical
stations in the center of the room across from the broken health station.
2. A Single Big Daddy It's below a non-submerged part of the floor near
the entrance. Have Jack crouch to see the Rose (or at least the screen prompt
to pick it up) through a crack in the floor. 3. Spider Splicers It's under a red bench that's
below a Dr. Steinman poster that's not far from a Power to the People machine.
4. Security Bots It's buried in ice in a corner to the right of where a broken
Bot Shutdown Panel is on the floor and where the thuggish Splicer was waiting.
Have Jack melt the ice with Incinerate. 5. Houdini Splicers It's in the tall room with stairs
that wind along the walls. It's behind a sheet of metal that's leaned against
the wall on a landing you have Jack jump to from the stairs. The landing is
about the height of the health station/barbed wire/sand bags and across the room
from the splicer that's hanging against a wall in a crucified-looking way.
Have Jack jump from the stairs that are above the landing and that are along a wall
that's at a 90 degree angle from the wall with the land- ing. Have him jump
down toward the landing that has the Rose. 6. Security Turret Maze It's to the left of the Power
to the People machine and on top of the second set of gears with look like a pair
of pistons moving up and down between a pair of fans enclosed in grates.
While you repeatedly press E have Jack jump up on the machine between the pistons
to reach the Rose. 7. All Kinds of Enemies It's in a room with lots of horizontal
orange tubes on the walls. It's in between a pile of sandbags and a wall that's
not far from the Little Sister vent. 8. All Kinds of Big
Daddies It's behind a log that's by a bench of wooden slats that's across the
room from the Little Sister vent. "Bioshock - Challenge Rooms - Worlds of Hurt -
Collector" by 0verlord73 https://www.youtube.com/watch?v=PCJR6CUpMKU&index=1&t=72s http://bioshock.wikia.com/wiki/Worlds_of_Hurt
Golden Film Reels 1. Welcome to Rapture: on the stage in the Footlight Theater
2. Medical Pavilion: next to the Gatherer's Garden machine in the Lounge 3. Neptune's Bounty: on a bottom shelf
in a lower floor freezer of Fontaine Fisheries 4. Farmer's Market: in the room with a tripwire and a Gene Tonic
in the base- ment of Worley Winery 5. Fort Frolic: on a desk in the projection booth upstairs (have Jack use
the stairs not the elevator) in Fleet Hall 6. Hephaestus: in the crawlspace with the Electromagnetic Pulse Bomb
in the Workshops 7. Rapture Central Control: on Ryan's desk 8. Apollo Square: on a couch in the bathysphere
station 9. Point Prometheus: on a bed in one of the Little Sisters' rooms in the Lit- tle Wonders Educational
Facility 10. Proving Grounds: it's by the U-Invent machine that's across the hall from the elevator to Fontaine.
Look for it after you have Jack escort the Little Sister. http://bioshock.wikia.com/wiki/Golden_Film_Reels
To bind any key to a command find that key
in the list and type the command name after the equals sign (=).
Command Result God
Invincibility IGBigbucks Gives the player $500 GiveBioAmmo Refills the EVE bar Givehealth
Refills the Health bar Teleport Jumps the player to where the cursor is currently pointing Ghost
Lets the player move through solid objects Fly Lets the player fly around Walk Disables fly
and ghost modes killpawns Kills all enemies on the current level http://bioshock.wikia.com/wiki/Console_Commands
A code/cheat can be deactivated by a cutscene or by moving your protagonist to a new area.
Go to the file User.ini. (The default settings are saved in the file DefUser.ini.)
Windows XP: go to \Documents and Settings\[Username]\Application Data\ [Gamename] Windows Vista, Windows
7, Windows 8/8.1, Windows 10: go to \Users\[Username]\ AppData\Roaming\[Gamename] Edit User.ini with Notepad,
Notepad++, or Wordpad. The key bindings section of User.ini is under the heading "[Default]".
For most it's enough to edit the first section which is about exploration and combat.
I got "BioShock: The Collection"--all three Bioshock games remastered for Steam--on Windows
10 64 bit.
To use codes for BioShock in that case go to Control Panel > Appearance and Customization
> File Explorer Options > Show hidden files and folders. Check it to Show hidden files, folders, and drives.
Click Apply then OK. (You can change it back afterward.)
Go to Users\[user name]\AppData\Roaming\BioshockHD\Bioshock\User.ini.
Scroll down to the section headed [Default]. Make your changes there. I made these:
Create a text file named weapon.txt with a text editor like Notepd and place it in the
System folder in the game directory. In the Steam version of Bioshock Remastered that's C:\Program Files (x86)\Steam\steamapps\common\BioShock
Re- mastered\ContentBaked\pc\System. Edit the weapon.txt file you have just made by adding any one of the commands
listed at the next link.
In the User.ini file (see above for how to create one) bind any available
key under the section headed [Default] to "exec weapon.txt" without the quotes.
Once in the game use the
key you've bound to exec weapon.txt. You can also create a Plasmid.txt file and use it. Spawned weapons and
ammunition appear in your inventory.
Note: The game has default maximum ammunition carrying
capacities for each weapon (for example, you can normally carry a maximum of 48 standard pistol rounds). So if
you try to summon 999 pistol rounds with the pistol in your in- ventory the game will automatically limit you to 48 rounds.
But if you summon 999 rounds before you acquire the pistol you'll have 999 rounds available in your inventory.
In "BioShock 2" hacking combination locks isn't an option.
Adonis Luxury Resort 1540 On the door of the sauna room
Rewards Money, drill fuel, and the audio diary Fitness
Pauper's Drop 0047 On a newspaper in the Fishbowl
Diner Reward Door must be opened in order to progress
Siren Alley 1919
AD: The Date is the Code Reward Door must be opened in order
to progress Dionysus Park 1080 AD:
A Gift from Billy Reward Access to a Power to the People
station Fontaine Futuristics 5254 On wall by a tied corpse in the Plasmid
Showroom Rewards Careful Hacker 2, money, bandages, and
ammunition Inner Persephone 2673 ADs: First Two Digits, Last
Two Digits, wall
scrawling near a toilet tank in the Holding Wing Reward Door must be opened
(using the code or not) in order to progress Inner Persephone
4146 AD: Legs, Mouths, Arms, and Eyes, Recreational
therapy room wall Rewards First Aid Kit, EVE Hypo, money,
and rare ammunition
Minerva's Den Door Access Codes Area
Code Location Operations
2341 AD: The Books are the Code,
Bookshelf in Reed Wahl's office Rewards Safe (containing money,
Shells, and Mini-Turrets) and access to the Master Input Console (to hack the beacon)
For Windows XP go to the following directory: C:\Documents and Settings\... \Application
Data\Bioshock2Steam\ For Windows Vista, Seven, and Eight go to the following directory: C:\Users\ ...\AppData\Roaming\Bioshock2Steam\
Make a copy of the file as a backup. Find and open "User.ini" in Notepad. Find the key you want to bind the code
to and set the bind (for example, "F10=god"). Save the file, start the game, and press the bound key to toggle the
effect. This can also be used to adjust the FoV--there is no way in the game options to do that.
Effect SetFOV <number> Change Field Of View ghost
Disable clipping walk
Disable Fly and Ghost cheats fly
Give $600 givebioammo Give EVE god
God mode killpawns
Kill all enemies on level suicide
Kill self givehealth
Refill health bar to max slomo
Slow motion mode teleport
Teleport to crosshair
I got "BioShock: The Collection"--all three Bioshock games remastered for Steam--on Windows
10 64 bit.
To use codes for "BioShock 2" in that case go to Control Panel > Appearance and
Customization > File Explorer Options > Show hidden files and folders. Check it to Show hidden files, folders, and
drives. Click Apply then OK. (You can change it back afterward.)
Go to Users\[user
name]\AppData\Roaming\BioshockHD\Bioshock2\User.ini. Scroll down to make your changes there under the [Default] section.
Create a text file named weapon.txt with a text editor like Notepd and place it in the
System folder in the game directory. In the Steam version of Bioshock 2 Remastered that's C:\Program Files (x86)\Steam\steamapps\common\BioShock
2 Re- mastered\ContentBaked\pc\System. Edit the weapon.txt file you have just made by adding any one of the weapon/ammo
commands listed at the last link.
In the User.ini file (see above for how to create one) bind
any available key under the section headed [Default] to "exec weapon.txt" without the quotes. Once in the game use the
key you've bound to exec weapon.txt. You can also create a Plasmid.txt file and use it. Spawned weapons and
ammunition appear in your inventory.
Note: The game has default maximum ammunition carrying
capacities for each weapon (for example, you can normally carry a maximum of 48 standard pistol rounds). So if
you try to summon 999 pistol rounds with the pistol in your in- ventory the game will automatically limit you to 48 rounds.
But if you summon 999 rounds before you acquire the pistol you'll have 999 rounds available in your inventory.
2076 Near the maintenance room in The Watched
Clock Reward Audio diary Offer of Em- ployment
Fontaine's Department Store 0928 In the shoe store Rewards
Gear and audio diary Insuf- ficient Postage Housewares
3958 In the storage room in the basement of The
Bistro at Fontaine's
Rewards Radar Range and Radar Range Ammo At the entrance to Dr. Yi
Suchong's Lab in the Silver Fin Restaurant
1216 Radio message by Yi Suchong Reward Access
to the Bathyspheres DeLuxe Fontaine's Department Store Service
Audio Diary Hooligans Reward Access to the controls for
the lift, Radar Range, and Possess Turret Mod Factory, Fink MFG Research
Laboratories, panic room beneath Jeremiah Fink's statue
8371 Voxophone Necessary Precautions Reward Ironsides Salts
Mod Factory, Surgical Suite 2847 Voxophone
Childish Fears Reward Ironsides Health Mod
Behind the Scenes It is possible to open keypad locks even if the player has not yet listened to the audio diaries
containing the correlating codes.
Hundreds of new tables, and PC recreations of actual tables, are at the next link. Recreations of
some of the earlier videogame tables, like the "Pinball Fantasies" games "Partyland" and "Speed Devils," are available,
too. At the "Tables list" page, you can click the Rating tab to have the tables listed from the highest to lowest,
or vice versa, rating by people who've played them. http://www.pinsimdb.org/
These are high quality recreations of actual pinball tables. The initial game, "Tales
of the Arabian Nights" by Williams, is free. Batches of titles by Williams, Gottlieb, Bally, and Stern Pinball can
be bought as downloadable con- tent (DLC) in "season" packages. Season four includes the Addams Family table.
To change the difficulty level (easy, normal, or hard) once you've played some of the
game: - start a new game, - pick training, Act 1 - Louisiana, or Act 2 -Argentina (others?), then
- pick Easy, Normal, or Hard. (I chose Easy hoping platforming would be easier.) https://en.wikipedia.org/wiki/Platform_game
PS: I've used my keyboard and mouse to try the suggestions I found on the Internet to have
BloodRayne jump higher. One has her run then jump (Space) with an about face (Alt)--it makes my screen freeze then
has her run without pressing W. I press Esc and such to get her to stop. Another has her jump with an unspecified
Attack key (E, LMB, or RMB?). She jumps a bit higher but not enough. I think I need a trainer that creates
the noclip function but don't know who could build it. Nobody at mrantifun.net/ was interested. So till then,
if ever, I guess I'd have to drop it at "Temple Guardians." Fortunately, one of the cheats the game provides is ONTHELEVEL,
which lets you skip to the next or whatever chapter. (The ones that start LA are for Louisiana, AR are for Argentina,
skip BOILERROOM which is an empty map, and I guess the rest are for Germany.)
"Hell Hall" has a cutscene with a crate labeled "SCHICKEN AN O.M.MURRAY," which is German
for "Send to O.M.Murray." "Old Man Murray" was an online gaming magazine which made fun of how long it takes to find
a crate or barrel in a game. It's also referred to by the markings on a crate in the 2001 game "Oni." http://en.wikipedia.org/wiki/Old_Man_Murray
According to Wikipedia, the 1999 Terminal Reality game "Nocturne "...was heav- ily influential
in the creation of Terminal Reality's BloodRayne game. The first BloodRayne game's working title was Nocturne 2,
and it contains several references to Nocturne, including several levels that take place in the German castle from Nocturne's
Act I. The story and elements were changed because Noc- turne did not sell as well as had been hoped.
Remember that a code isn't saved from your last game session. You have to input
a code each time you attempt a game session to enact the code.
Dismemberment DONTFARTONOSCAR Enemies
freeze ANGRYXXXINSANEHOOKER Fill blood lust LAMEYANKEEDONTFEED Fill
health TRIASSASSINDONTDIE God mode JUGGYDANCESQUAD
Juggy mode ONTHELEVEL
Level select (hold Shift while clicking NEW at main menu) IWORKFORGOD
Lose nearly all health SHOWMEMYWEAPONS Show weapons BRIMSTONEINTHEBAYOU
Unlock secret level
NAKEDNASTYDISHWASHERDANCE, the game speed code, is set to one at
the start of each mission. If you want it to speed up or slow down the gameplay of a mission you have to change
the variable yourself.
I've had a glitch that causes Rayne to go forward though I don't press W, and a glitch
that causes her to move in slow motion (.2 speed in the NAKEDNASTYDISHWASHERDANCE cheat code). To get out of one
of them press 3 then 1 back and forth.
1/NP1 Normal vision: regular game view.
2/NP3 Extruded vision: Rayne can't move in this first person zoom/sniper view that
she gets during "Daemite Chamber." (It's useful for shooting Beliar's heart
in "Wulf and Beliar.") W Zoom
in S Zoom out
3/NP2 Aura vision: you can see Rayne's enemies' health and the degree of their
againstness for Rayne. Neutral enemies are red which is dimmer with de-
creased health. When alerted to Rayne's presence, the enemy is green. As
damage increases, it becomes yellow, orange, red, then gets dimmer.
The location of objectives is shown in blue.
4/NP4 Dilated vision: slower
game speed (like Max Payne Bullet Time).
Caps Lock Blood Rage: have Rayne use
her knife attacks (LMB) to fill the Blood Rage
meter in the lower right corner of the screen. When filled, she can perform
a Blood Rage attack. In a Blood Rage attack, the view is largely tinged in
red, game speed is slower, and Rayne can deliver combos of stronger attacks.
The meter drains about a third during a Blood Rage attack and must be filled
for another Blood Rage attack.
Space Rebound kick: Rayne jumps with
Space--push it twice quickly for a rebound kick.
It causes her to twirl and make a longer jump. If she kicks a weak spot in
a wall (typically indicated by a crack) or certain doors, they will break
open. If she uses a Rebound kick to kick an enemy, the enemy will probably
fall to the ground.
E Harpoon: Rayne will
shoot a chain with a harpoon on the end of it. She can use
it to hit an enemy then pull it toward her. If you continue to hold down E,
she will feed on their blood.
Super Blade Attack lets
Rayne's blade kill anything with one strike. In the last battle, this can help BloodRayne defeat her target, which
can be hard to do in the time given. There's an "off" option because the Butcheress uses the same basic things
as Rayne so the Butcheress gets the instant kill as well, so use the "off" option for her.
The only difficulty choices are the regular difficulty or Overlord mode which I've read
makes enemies a bit harder to kill.
W Backward S
D Harpoon Ctrl (I remap this to T)
and E/NP0 Bite
E/NP0 Target lock Ctrl (auto lock on attacker is available
in the menu)
(I remap this to T) Center view End
To have BloodRayne jump from a vertical pipe across to a
destination, have her turn her back to the destination
intended then press the appropriate direction key for the
jump (A or D) and Jump (Space). Blade attack
F Fire weapon RMB Powers
off 4/NP4 Aura vision
2/NP2 Blood rage 1/NP1
(also blocks knock down) Dilated perception 3/NP3 Cycle weapons
] (right bracket)/scroll forward Cycle lock-on target
Alt Start/pause Esc Circle combo
C Objectives O Walk
Shift Skip intro and cutscenes Enter
Feeding on blood increases red in the upper horizontal meter. The Carnage Marker indicates Rayne’s level of
carnage and moves to the right as Rayne kills her enemies using the environment (impaling, fires, killing puzzles, etc.).
Once it is entirely to the right, Rayne’s health and rage meters will grow together so she has more capacity for
To increase the other horizontal meter, the Rage meter, with blue have Rayne
kill enemies with blades, kicks and fatality moves. Fatalities will fill the meter the fastest.
Throwing Enemies Press Ctrl/Mouse B5 (I remap it to T) to target your enemy, then press E/Num 0 to launch the
harpoon. Continue to hold Ctrl/Mouse B5 (I remap it to T) after the harpoon has pierced your victim. Before
it retracts, there will be a slight pause as Rayne readies for the pull backwards. During this moment, you can press W,
S, A, or D to make Rayne whip her victim in the direction pressed. This action is critical for completing the
various "killing puzzles" found throughout the game so learn to master it early.
Dragons Use the right bracket to choose a mode then use the RMB to fire. They stop functioning when Rayne
is low on health. They have six firing modes. The first mode becomes available during the first
mission. The second, etc., modes become available during the rest of the game. Each mode has two upgrade levels.
1. Blood Shot Semi-automatic fire 2. Blood Stream Fully automatic fire 3. Blood Spray Semi-automatic shotgun
burst (Some armor or vampires can negate the damage from the first three modes.) 4.
Blood Flame Fireball launcher 5. Blood Hammer Mini-rocket launcher 6. Blood Bomb Time delayed stickybomb
Vampire Lairs These doorways can only be seen with Aura Vision. The blood shower inside
is used to refill Rage and Health and can only be used once. (The tub of blood in Zerenski's bedroom can be seen
with regular vision and used multiple times.) Vampire Lair locations https://www.ign.com/faqs/2004/bloodrayne-2-combat-faq-560416
"BloodRayne 2"/BloodRayne 2: Terminal Cut" Moves List for keyboard/mouse
Basic Combat Blade LMB
Black Wasp LMB, LMB, LMB Bull's Arrow W/S/A/D (forward),
LMB, LMB, LMB Kick
F Twisting Gull F, F, F Silkworm Spins W/S/A/D, F, F, F
Feed E Feed Guns
E, RMB Block Hold
Ctrl, E, W/S/A/D
Jump Combat Jump
Space Somersault Space, Space Silver Moon
Space, LMB Tiger Wing Space, F
Lotus Spear Hold Ctrl, LMB, LMB, LMB Mantis Kiss
Hold Ctrl, W/S/A/D (forward), LMB, LMB Suspended Stag Hold Ctrl, W/S/A/D (backward), LMB,
LMB Butterfly Flick Hold Ctrl, F, F, F Turning Dragon
Hold Ctrl, W/S/A/D (forward), F, F, F Encircled Steer Hold Ctrl, W/S/A/D (backward),
F, F, F
Evasion Combat Falcon Surge Hold Ctrl,
Space Shattered Cloud Hold Ctrl, Space, LMB Focused Kick Hold
Ctrl, Space, F Flip Over Hold Ctrl, W/S/A/D (forward),
Space Spider's Daughter Hold Ctrl,
W/S/A/D (forward), Space, LMB Garuda Cross Hold Ctrl, W/S/A/D (forward), Space, F
Moves Spider's Daughter Hold Ctrl,
W/S/A/D (forward), Space, LMB Garuda Cross Hold Ctrl, W/S/A/D (forward), Space, F
Ascending Lust Hold Ctrl, W/S/A/D (forward), Space, Space, Space Descending Lust Hold Ctrl,
W/S/A/D (backward), Space, Spoace, Space Rising Thorn Hold Ctrl, W/S/A/D (backward),
Space, LMB Secret Lightning Hold
Ctrl, W/S/A/D (backward), Space, F Dextral Flower Hold Ctrl, W/S/A/D (right), Space
Dextral Thorn Hold Ctrl, W/S/A/D (right), Space, LMB Dextral Bloom
Hold Ctrl, W/S/A/D (right), Space, F Sinistral Flower
Hold Ctrl, W/S/A/D (left), Space Sinistral Thorn Hold Ctrl, W/S/A/D
(left), LMB Sinistral Bloom Hold Ctrl, W/S/A/D (left), Space, F (lying) Dolphin
Tail Space (lying)
Spring's Wraith W/S/A/D
Feeding Fatalities (in front) Devil's Handshake E, Space (in front) Sterling Blow
E, LMB (in front) Laughing Jackal E, E, LMB (in front) Archer's
Bliss E, F (in front) Cracked Sparrow E,
E, F (in front) Silver Eel
E, RMB (in front) Athena Shiver E, E, RMB (behind) Strangled
Flame E, Space (behind) Lament Reversal E, LMB (behind) Crane's
Reply E, E, LMB (behind) Rabbit's Lash
E, F (behind) Comet's Twinge E, E, F (behind) Weeping Cobra E,
RMB (behind) Lover's Grip E, E, RMB
Special Moves Twisted Wind
C, F Rayne twirls upside-down kicking Silver Circlet*
C, LMB Rayne twirls with arms/blades extended Quiet Thunder*
C, RMB Rayne twirls shooting Carpathian Dragons Shiva Aspect*
Hold B5 or Ctrl (I remapped to T), Space, F
Rayne kicks an enemy's head then others nearby Curtain Twice Torn*
Ctrl (I remapped to T), Space, LMB
Rayne cuts an enemy or two in half https://bloodrayne.fandom.com/wiki/Rayne
Rage Powers Blood Rage
1 She can’t be knocked down or stunned and is
invulnerable. Blood Fury*
1, 1 Same as Rage but her blades are longer and she
does more damage. Bloodstorm*
1, 1, 1 Rayne destroys her weaker enemies and weakens
her stronger enemies in the room.
Aura Powers Aura Vision
2 The surrounding area
is light with points of
interest indicated by green emblems and enemies
are red. Both can be seen through objects. Ghost Feed*
2, 2 enables Rayne to send out a ghostly version of
herself to rapidly drain a targeted opponent’s
health while increasing her own. This power
has a long distance range similar to the
harpoon and it cannot be blocked. Ghost Feed
consumes 50% of Rayne’s rage meter so if the
meter is below half, you can't use this power.
Press 2/NP2 twice to activate Ghost Feed. Enthrall*
2, 2, 2 Rayne can briefly control an enemy.
Speed Powers Dilated
Game speed slows down. Super Speed*
3, 3 enables Rayne to move at her normal speed while
her enemies move at a much slower pace. This
makes them more vulnerable to her attacks and
gives Rayne an obvious advantage in a heated
battle. Press 3 or NP3 twice to activate Super
Speed. Freeze time*
3, 3, 3 Enemies are frozen
"Shroud Tower: Ascent" Have Rayne use Blood Rage or Fury so she isn't knocked
over, stand on one of the four electrical sheds, and let the Foreman (turned vampire) destroy the shed (so the green
emblem doesn't appear there when you press 1) trying to use a huge hammer to hit Rayne. Repeat with another, etc.,
till all four are destroyed.
To have BloodRayne kill Ephemera in the Japanese garden: turn
on Super Speed and have BloodRayne destroy the shadow portals (a gazebo/Chinese pavilion and several tall rocks each
of which are destroyed in two stages). To have her destroy the one in a pool of water, have her use the harpoon to
pull down the pagoda on its side in a puddle of water on a small hill (see a video walkthrough). Then Ephemera can't
recharge. Have BloodRayne kill a few of Ephemera's minions with fatalities to have BloodRayne get her Rage up
again then kill Ephemera as with previous bosses--with Blood Fury and repeatedly pressing LMB and F. https://en.wikipedia.org/wiki/Gazebo https://en.wikipedia.org/wiki/Chinese_pavilion https://en.wikipedia.org/wiki/Pagoda
Have BloodRayne kill the Unraveler by using Blood Rage or Blood Fury so she isn't knocked
down. You can have her kill it using her harpoon to yank off bulges in the branches of the tree it's on. But
the easiest way for me was to have her use her Blood Hammer (right bracket) rockets.
Kagan's Tower: Media Center Looking at the front of the printing press, have Rayne hit
a switch at the right side of it to trigger a cutscene. After that, she can harpoon enemies into three places on
the machine to destroy it. The easiest way for me to have Rayne kill the bosses thereafter was as before but with
the option of using the Carpathian Dragons to set them on fire.
Kagan's Tower Rooftop:
Xerx Mephistopheles wears Bio-Armor which has four exposed spots which Rayne can attack. Have Rayne use Blood Hammer
to turn the four peach- colored spots green then harpoon and yank off the green spots. Have her use higher areas
Kagan's Tower Throne Room: I had Rayne use Freeze Time so Kagan froze in midair.
He couldn't use the blood pool to heal. I then repeatedly used F and LMB to have Rayne deplete his blood supply.
The cheat codes don't work at the very start of the game. They work once you're into
the first mission a bit. You don't have to include the spaces in the cheats.
BONE THIS CURRY VOTE All Guns
WHISKEY FAKE KABLOW SHOOT All Levels ANOMALIES ARE JUAN
then go to Extras > Choose Level All Movies
PENSION REAP SUPER VULGAR All Slideshows ARDENT HUNGRY NAKED NINJA Credit
Carnage Points CARGO FIRE IMP
KAK Credit Gun Experience LATE NURTURE QWEEF SUPER
Enable Outfits WHACK LICK EROTIC CUNNINGLY Enabled All Powers
BLANK UGLY PUSTULE EATER Fill Bloodlust
NAKED JUGGY RESISTANCE PACY Freeze Enemies BLUE GREEN PURPLE IMP God Mode
UBER TAINT JOAD DURF KWIS Gratuitous Dismemberment DODGE THIS MOIST PIMP
Hidden Message RAYNE RULES Hidden Message MAJESCO RULES Hidden Message
TERMINAL REALITY RULES Juggy Mode FAKE BUST CUNNINGLY DISTORTED
Master Cheat WANT THIS DARK REALITY TAINT QWEEF Overlord Mode
THIS DARK DISTORTED REALITY Refill Ammo WHACK THIS
MOLESTED NINJA Refill Health NURTURE HAPPY PUSTULE ERASURE
Time Factor QUANTUM LAMENT DISTORTED DOTING Unlimited
Ammo UGLY DARK HEATED ORANGE QUAFF Unlimited Health TERMINAL REALITY SUPER UBER XXX
VACATE Unlimited Rage PIMP REAP DARK DARK MUSE
I'll leave this information here in case the mods reappear.
It's easy to add a skin, a .POD file, for Rayne in "BloodRayne" without using the Raynegun software. Copy and Paste
the .POD file to the main game folder. Use Notepad to open PCPOD.INI. The default file has a vertical list of "6"
with six file names below it. Change the "6" to "7" and put the new .POD file name under "7." To have Rayne
go back to her original look, Delete the new .POD file and use Notepad to revert PCPOD.INI to its default form.
"On February 27, 2014, Capcom released Resident Evil 4
Ultimate HD Edition for Microsoft Windows. The port features improved graphics and many other enhance- ments that were
included in Resident Evil 4 HD." http://en.wikipedia.org/wiki/Resident_Evil_4#Ports
See the mods section below for improvements for earlier PC ports.
Go to the "em"
folder and make it writable and not "read only." Right-click it, click "Properties," and click the little green (Windows
XP) or blue (Vista) dot so it disappears. Click "Apply" and a menu will ask if you want that to ap- ply to all
files and subfolders--click "OK" and it will disappear, then click "OK" on the 1st one and it will disappear.
Replace the original p106 folder with the modded version.
I made the trainer an exception in my anti-virus software, Bitdefender. A trainer like that interferes
with the memory of the game, which the anti-virus software may consider a trojan. And I didn't try to run FRAPS during
I put the trainer listed above in the game folder. I started it as Adminis- trator before I loaded the
The game wouldn't let me Alt + Tab out of and into the game--if I tried, I got the "game.exe has stopped working"
menu. Sometimes the trainer kept the game from showing my save games. If so, I turned off the game and trainer
(and pos- sibly ran the defragmenter) and tried again.
Once I had control of Leon, I pressed I to open the Inventory, pressed the key for the cheat (1 is invincibility,
2 is infinite ammo, P stops countdown timers, etc.), then pressed I again to return to the game.
For invincibility, his health didn't get lower, but he could still get killed in certain situations, such as
by being trapped under one of the pounding pil- lars in a tunnel after the Novistador cave in chapter 4 or by being beheaded
by a chainsaw.
Press the keyboard key X to show coordinates at the cursor.
It's not listed in my controls section but you can press Spacebar to pause and unpause the game.
Exiting the Player's Maze
The key to leaving the maze is hidden within the Bone-Framed Journal.
Each portal lining the maze's edges is across from another portal except one--the portal that must be reached to leave
the maze. Unfortunately, there's no way to reach it by foot.
To reach that portal,
one portal will have to be used twice in succession. It doesn't matter which arch is passed through except that it's
the same both times and no other arches are passed through between uses.
This will teleport
the Nameless One clockwise two arches down. Following this method leads to the portal that leads back to Sigil.
The quickest way is to use the arch that's two to the right of the sectioned-off arch, marked as "Southeast portal"
on the map at the next link. http://torment.wikia.com/wiki/Player%27s_Maze
If Lothar won't accept skulls to return Morte send TNO to the Tomb of the Nameless One--a
crypt in the Drowned Nations--and solve the puzzle. After the Nameless One gets three keys send him to the central
chamber. On the walls of it are eight large panels with inscriptions. The writings are from past incarnations
of the Nameless One and shed some light on their person- alities. One panel (X=1350 Y=1650) is of particular
interest since it says the same thing as is tattooed on the Nameless One's back but adds one bit that Morte didn't read
the first time: "Don't trust the skull." Morte can be confronted about this once TNO leaves this tomb.
Have TNO press each panel to unlock the sarcophagus at the center of the room which contains the final key: Tomb Key 4.
TNO can then go through the southern passage to get teleported to the final chamber. http://torment.wikia.com/wiki/Tomb_of_the_Nameless_One https://www.gamefaqs.com/boards/187975-planescape-torment/57264182
During the game press CTRL + Space to bring up
the console. (For some reason I had to go into the game and try it a couple times before it worked.)
– this reveals the map of the current area. C:SetCurrentXP( x ) – this sets the experience points of the currently
selected characters to x. You can’t go higher than 2950000 points. C:MoveToArea( x ) – this teleports
selected characters to the area x. x must be in quotation marks. C:AddGold( x ) – this adds x gold to your
party total. C:CreateItem( x, y ) – this creates y number of item x. If y is omitted, one x will be created.
x must be in quotation marks. C:CreateCreature( x ) – this creates the monster x. x must be in quotation marks.
The Eviscerator is an ax that causes one hit kills and provides invulnerabil- ity
except where the game requires otherwise. The ax appears on the item list as Axe Dolch EVISCERA
The code for giving it to the Nameless One is C:CreateItem( "EVISCERA", 1 )
It takes place after the 2nd book. Alice's parents are killed in a fire, and Alice blames herself for
not saving them (though I don't think she could have). She ends up in a sanitarium. Most of the game takes place
in her mind after that. Alice goes back to Wonderland which is now decadent and where many of the inhabitants
are now killers. Her fight through them is really meant as her fight with her own conscience and guilt (her own face
appears on the Red Queen in the last battle, for one example). Succeeding at the game lets her win in the end
and leave the sanitarium.
Vista users who find that their save games or settings aren't being saved: see the solution for that problem
in the section on "Giants: Citizen Kabuto."
"About Face" During Alice's fight with two Automatons between the two fights with the Mad Hatter,
he waits at a window in a tall building nearby.
"Caterpillar's Plot" Have Alice shove a brick into the wall to the right of Humpty Dumpty. This opens
the door to a small tunnel that's in the nearby cave. The Blunderbuss is in the small tunnel. (Thanks to sixteenblackroses)
The other Blunderbuss pickup is on the lower ledge of the second rock beyond the rock with a meta-essance to Alice's
right at the start of "Heart of Darkness."
Mirror of Invisibility Alice becomes invisible to attackers
1 "Skool Daze" (first part) The mirror is by a flying book on the first floor of the library at the
end of a short hall of book shelves. (The Cheshire Cat says, "They can't see what they don't want to hear.
You'll do better if you become corporeal." "Corporeal" means to have a body--to be material.)
2 "Fungiferous Flora" The mirror is behind a brown pillar that's just ahead and to the left at the start
of the mission.
3 "Caterpillar's Plot" When Alice approaches the Pale Realm, she can find the mirror under the walk- way
of chess board squares.
4 "Mirror Image" When Alice gets to the striped tube-shaped tunnel, have her look down and to the
left in the space between it and the floor to see the mirror above a small platform. To have her get the mirror,
have her run into the middle of the tunnel, which causes the length of the tunnel to turn clockwise, then run back and
jump to that small platform. Have her get on the smaller platform nearby to be teleported back up.
5 "Mystifying Madness"
After Alice's last swim, you can have her take the path to a T-intersection with another path and go left on
that path to a Mirror of Invisibility.
Demon Vial Alice is given increased attack strength
1 "Beyond the Wall" A little beyond the start of the mission is a room with an octagonal raised platform
with a Demon Vial.
2 "Skool's Out" The Demon Vial is in a small room in the gym.
3 "Dry Landing" Inside a big tree trunk, Alice can jump from a bouncy mushroom up to the high- est
fungus growing on the inside of the trunk. The Demon Vial is just above that fungus.
4 "Castling" If you send Alice to the Cheshire Cat portrait, it sprays her with the potion of a Demon
5 "Mirror Image" When Alice is partway through a jumping puzzle, look to the right to see a room
of children near the top of a tower. Some Roman numerals float above the tower and a nearby building has an opening
to an asylum room. To have Alice get the Demon Vial that's above the tower, have her jump up to the asylum room,
jump over to the Roman numerals X, III, and IV, then to the top of the tower and the Demon Vial.
Cricket Tea Alice is given increased speed and jumping ability
1 "Fungiferous Flora" > "Centipede's Sanctum" Directly across from where Alice enters the main fighting
area, a cricket pickup is on the narrow lower ledge that surrounds most of the main fighting area.
2 "Crazed Clockwork" At the end of the second bridge of stone cards is a platform with a small hole in
it. You can have Alice drop through the hole to the cricket pickup, which is on a small platform on the water.
Have her get on the other small platform nearby to be sent onto the platform with a hole again. Alice can then jump
over the pool of clock faces to the lever.
3 "Ascension" When Alice enters the Queen's castle, there's a cricket pickup a little ahead and to
Copy the julie_wet.pk3 file
and Paste it into the fakk folder. During the game, press the Tilde key (~) to make the console appear, type
script $player model julie_wet.tik and press Enter, then press the Tilde key again to make the console disappear. http://glenster1.webs.com/julie_wet.pk3
"Lactating Breasts" by Wraithchilde
Copy wmilktits.pk3 and
Paste it into the fakk folder of your main game folder. Torrents of milk come from the nipples of the statue of the upper
part of a wo- man over the door to the main room in "The Wind of Spirit." The lactation was censored before the
game was released but this puts it back. http://glenster1.webs.com/wmilktits.pk3
For the full list of controls, see the PDF file "BOOKLET" in the main game folder.
To do a stunt, get your 'cycle airborne, press one of the two stunt keys and either the key for Steer Left
or Steer Right, and have the 'cyclist get back on the 'cycle before landing. To do a combo, do two stunts before
landing. Level- ing the wheels for landing may prevent a wreck on a flat plane, and you might avoid a wreck from
an even greater height if the landing surface slants lower ahead of the 'cyclist and you lean the 'cycle forward at the
same slant, so a good place to go for a combo is around the edge of some maps where you can ramp that way from a trench
to a small valley.
Bumping into anything, even slowly, and the longer drops almost always cause wrecks. Trying to land on
a slanted surface that's perpendicular to your direc- tion of travel almost always causes a wreck. If you send the
'cycle to the edge of the scenery, the game makes the sound of an explosion and throws your 'cy- clist and 'cycle far
back into the setting.
When your 'cyclist falls off his bike in Practice mode, you can have him get back on immediately by pressing
Wheelie: go forward while holding a leaned back position on a long flat run- way. Getting the right leaned
back position is important--see examples of it in the video below by cssuser2.
Stoppie: you can have your 'cyclist do a wheelie then hold the brake and lean forward a bit. You can
also have your 'cyclist go over a small ramp, lean for- ward onto a flat landing area, then hold the lean forward and brake
During an event, press Ctrl, Alt, and Delete to get out of the game then go back into it to cause the 'cyclists
and much of the scenery to have one of vari- ous colorful patterns.
Various things may have their own audio. If you use the "Stunt Event" track "Starlight Park" and go across
the little bridge on the right to a trailer park, you can hear electric guitar music coming from some of the houses on
top of the hill. It's also one of the tracks that feature a gurgling liquor still. Moren- ci Mine has a
blue portable toilet with the audio of a fart and a sigh of re- lief. Munchberry Farms has a small blue-green tower
with a laugh track.
I recommend using the following three mods in combination:
"Direct3D 10 Renderer" by Kentie
It's a Direct3D 10 renderer for "Unreal," "Unreal Tournament," "Deus Ex," and "Rune." It supports anti
aliasing and anisotropic filtering, runs in 32 bit color mode with all game detail settings enabled, fixes graphics glitches
pres- ent in other renderers, forces the game to run on one processor (core), offers the 16 highest supported resolutions
in the video settings dialog, provides in- creased depth precision (before/after), adjusts field of view to aspect ratio, textures
can be replaced by external .dds files not burdened by the engine's limitations, Bump mapping can be used when a normal
map texture is provided, offers Parallax occusion mapping, lets you use HDR lighting and bloom or Classic Lighting,
When using the renderer, my screen occasionally went black except for the cap- tions and crosshairs.
You can save the game, exit, and return to the save to fix it, but I found a permanent solution by sneakbyte at the site
at the next link. The problem is HDR with the DX10 Renderer, so go to Documents > Deus Ex > System (uncheck
the Read-only box, etc.) > deusex.ini and under [D3D10Drv.D3D10RenderDevice] find ClassicLighting=False and change False
to True. http://forums.steampowered.com/forums/showthread.php?t=2073716
"Deus Exe" by Kentie
Deus Exe is a replacement Deus Ex executable that deals with game issues at the source instead of with band-aid
fixes. It works with the CD and Steam ver- sions. http://kentie.net/article/dxguide/
How to change the damage multiplier for Alex D. (such as for invincibility) and his/her enemies (how much damage
Alex D. does to enemies) in v1.2:
Right-click C: > Program Files > Deus Ex - Invisible War > System, click Properties, un-check the
box for "Read-only (Only applies to files in folder)," click Apply and a small menu appears, uncheck "Apply changes to
this folder, subfolder and files," click OK and the small menu disappears, click OK and the first menu disappears.
Open the System folder, Copy the Default.ini file, and Paste it somewhere else. Open the original with
a text editor like Notepad.
Go to this paragraph (Edit > Find helps):
; Player Damage multiplier - damage player takes from AIs Difficulty_Player_Damage_Easy__d=<B>1.0</B> Difficulty_Player_Damage_Normal__d=<B>1.0</B> Difficulty_Player_Damage_Hard__d=<B>1.25</B> Difficulty_Player_Damage_Real__d=<B>1.75</B>
Change each number to 0:
; Player Damage multiplier - damage player takes from AIs Difficulty_Player_Damage_Easy__d=<B>0.0</B> Difficulty_Player_Damage_Normal__d=<B>0.0</B> Difficulty_Player_Damage_Hard__d=<B>0.0</B> Difficulty_Player_Damage_Real__d=<B>0.0</B>
Save the file.
Go to this paragraph (Edit > Find helps):
[Difficulty] ; AI Damage multiplier - damage AIs take from player Difficulty_AI_Damage_Easy__d=<B>1.25</B> Difficulty_AI_Damage_Normal__d=<B>1.0</B> Difficulty_AI_Damage_Hard__d=<B>0.75</B> Difficulty_AI_Damage_Real__d=<B>1.5</B>
Change the numbers--the higher the number, the more damage Alex D. can do:
[Difficulty] ; AI Damage multiplier - damage AIs take from player Difficulty_AI_Damage_Easy__d=<B>3.25</B> Difficulty_AI_Damage_Normal__d=<B>3.0</B> Difficulty_AI_Damage_Hard__d=<B>3.75</B> Difficulty_AI_Damage_Real__d=<B>3.5</B>
Before patching the game, see the paragraph below that starts "Before modding the game."
To make sure save games and several other things appear in your main game folder, use the same basic procedure
as the one recommended in the "Giants: Cit- izen Kabuto" section below.
Use "Run as administrator" to run setup.exe, which is in the main game folder. It lets you change from 16 to
32 bit color and pick the resolution for the game. You can adjust draw distance, reflections, etc., with the Custom button.
This may help a few people who, like me, are used to driving in GTA "Vice City"--reconfigure a few movement
controls like this:
W Move forwards S Move backwards A
Move left D Move right Q Rotate left
E Rotate right NP6 Tilt up NP9 Tilt down
The controls were awkward for me partly because it was awkward trying to hold down the middle mouse button
of my Logitech G500 mouse while moving the mouse to control the "camera," so I didn't do that. I relied on pausing
and unpausing the game with P (you can move the "camera" while the game is paused), using Ctrl + 1-7 to create bookmarks
(after creating one at a spot press 1-7 to speed the "camera" to that spot), or pressing Alt + 2 to speed up time and Alt
+ 1 to slow down time, when I needed to speed through things.
To start a new game, press the ESC button to go to the main menu, click OP- TIONS, then click the PLAYERS tab.
Click CREATE NEW PLAYER in the bottom left corner of the screen, put in a new player name, and play the game from the be- ginning.
Keep the creature's body weight around what it was when you got it, let it sit anywhere, but have it sleep
in its pen at night. Moving it to rocks and trees may teach it to defecate by them instead of in it's pen.
To have a good crea- ture, don't slap it for throwing something over its shoulder, which just means it hasn't learned
what to do with it yet, unless it's a person, and reward it for good deeds.
One sheep is already in the pen and you have to retrieve nine more for the farmer. Put each sheep in
the middle of the pen and get a response from the farmer to be sure the sheep was counted.
Positions given below are relative to a view from within the village and fac- ing the big gate.
1. Behind the right door of the big gate 2. By the house of the man who sculpted the third gate stone
3. On the left side of the village in a pig pen 4. On the highest peak of the mountain on the left side of the village
5. At the base of that peak by five blue mushrooms (where you have to find a sick man for another quest)
6. There's a temple with a vertical red beam of light by a bay. To the left of the bay is the path used during the
start of the game. A sheep is by the trees on the left side of that path. 7. A bit farther from the village
on the bare cliffside on the right side of the hill that's on the left side of the same path 8. By a false singing
stone to the left of the inlet of the bay that's by the temple 9. Near a hut in the area where you learn to throw
rocks--it's to the right of the bay that's by the temple
(I'm counting the circle of holes clockwise 1-8. Three stones are already there, and I'm counting the
one that's not beside another as being in the first hole and the other two as in the fourth and fifth holes.)
1. By some trees near the circle of spots for singing stones (put it in the second hole) 2. Near
the graveyard thats on the left side of the village (put it in the eighth hole) 3. On the dark/right side of
the mountain to the left of the bay that's by the temple (put it in the seventh hole) 4. 4. In the Old Hermit's
Quarry on a hill on the left side of the island--where you find the stone for the sculptor so he can make the third gate
stone (put it in the third hole) 5. By five blue mushrooms--where you have to find a sick man for another quest--that
are at the base of the peak that's left of the village (put it in the sixth hole)
Three singing stones don't work right. The locations of those stones, rela- tive to facing the big gate
from within the village, are:
1. To the left of the inlet of the main bay by the temple 2 and 3: To the right of the main bay by the
temple is a little bay. One stone is to the right of the little bay on a cliff ledge and another, farther out,
is on land.
(You can use Jayxe's strategies if only one or two of the stones make it to the next land, but save the game
before using a vortex so you can reload and try again if need be.)
(While waiting for the artifacts to power up you may use up the trees of near- by forests, and using trees
from faraway forests may cause a series of wolves to appear and attack your village and creature. Click the scrolls
in the village to get spawn spots for miracles and the ability to use miracle gestures, and use the Heal gesture to
keep your creature's health up during fights with wolves, to get through this part.)
Plant deciduous trees (which create the most wood) where it creates a puff of green mist, and water trees with
repeated taps to create more trees. Try to keep a lot of wood at the store.
When an artifact is mostly charged, it gives off what looks like a red vapor. When fully charged, your symbol
appears over one of the artifacts. As far as I know, the artifact retains that charge even though your symbol disappears
for a bit after you pick up the artifact.
Make wonders in these villages:
Norse (increases wood, food, water, and strengthen creature miracle results; supposedly increases food generated
from fields and fish farms, and buildings cost less wood) Tibetan (decreases prayer power cost of both shield
miracles, increases the power of flock miracles, and your actions become more impressive) Japanese (increases
the power and area of healing miracles, increases the chance of children being born, and decreases the hunger of villagers)
Indian (increases the power of lightning miracles, the speed of villagers, and the birthrate) http://blackandwhite.wikia.com/wiki/Wonder
Place a mostly/fully charged artifact on the ground, position a combination of seven scaffolds--a wonder--over
it where the wonder has maximum size, then re- move the artifact. A larger wonder will have greater effect. http://blackandwhite.wikia.com/wiki/Workshop
Your influence will go beyond all the lands on the map. Use the defective singing stone artifacts to
increase belief (drop near villagers, remove, try again with another group, etc.--you can try in the first spot again in
a few minutes).
Use similar strategies in succeeding lands.
Jayxe's fourth video starts with a qood way to stop the initial dangers of land four in about 12 minutes.
Supply the temple and worship site with wood and make a handful or so of the villagers into builders. When the building
is completed, raise the totem 100%, heal the villagers, feed them repeatedly, leash the creature to the temple, click
the silver scroll behind the temple to see the cutscene about the guardian stones, then resume feeding the villagers.
Put one spiritual shield around the area of the totem and unbuilt house and workshop and a second around the temple
When the gremlins approach, use the leash of aggression to lead the creature to the fight with Sleg then use
the leash of compassion to leash it to the lit- tle village in the valley near the temple. Quick save before trying
to throw a singing stone artifact into that village to win it over so you can reload the game if needed. After
winning the village, do the silver scroll quest of musi- cal stones near the physical shield. Lower the totem and
save the game.
(As usual, you can use P to pause the game between actions to make sure you get things done quickly--in this
case, to spare as many villagers, etc., as pos- sible.)
In land three, according to Mark, you can also make artifacts with the brown "crying" (totem head) stones found
on the beach near the Indian village. Land three doesn't have a Norse village, so make a wonder in the Celtic village there.
It increases the power of weather miracles, such as storm, and nature miracles, such as forest, and increases the yield
from forest miracle trees. (Keep the totem high enough to continue prayer, which sustains the trees longer, yet allow
foresters to harvest them.) http://blackandwhite.wikia.com/wiki/Prayer_power http://blackandwhite.wikia.com/wiki/Miracle_Forest
In lands two and three, you can teleport a whole village of villagers to the vortex. Put one teleport
near the vortex on the side opposite the nearest vil- lage, put another teleport at the entrance to your temple grounds,
and raise the totem 100% in the village by the vortex. Most or all of the villagers will en- ter the vortex
on their way to the teleport. If any remain at the worship site, lower the totem completely and they’ll go
into the vortex on their way home. http://blackandwhite.wikia.com/wiki/Teleport
In land four, put one teleport in the center of a village that's far from your temple, put another teleport
next to the vortex, remove any other teleports from the Norse village, then raise the distant village totem 100%.
Most or all of the villagers will leave the teleport near the vortex and be pulled into it. Then completely lower the
totem at the distant village to attract any villagers who were already at the worship site.
This strategy works in any village except a Norse village. To get Norse vil- lagers into a vortex, put
a scaffold down next to the vortex to snare builders.
To prepare for land five in land four, make a miracle dispenser and make one shot miracles--about 15 for food,
15 for spiritual shields, and 60 for wood. Create scaffolds for four Norse and four Japanese wonders and for civic build- ings.
Send the one shot miracles, scaffolds, artifacts, and the villagers of a largely populated village through the vortex.
In land five, which has a small Norse wonder, create at least a couple of large Norse wonders and a couple
of large Japanese wonders. If, like the last time I played, Tibetan wonders appear instead of Japanese ones, build
large ver- sions of those. Use artifacts to create other large wonders (except Aztec won- ders if you're a good
god) to expand your circle of influence, take the singing stones to remove the shield from the Tibetan village, and protect
your wonders and important village buildings with spiritual shields before taking over the Greek and Aztec villages.
Use the Loving Creature miracle periodically on the wolf Nemesis sends to cause trouble for your villages,
and use the Strength Creature miracle on your creature as it approaches its final fighter.
"Twinkle Twinkle Little Star" Lyrics by Jane Taylor to the the French melody "Ah! vous dirai-je, Maman"
11889986655331 (day becomes night and the singing stones become grave stones)
"White Christmas" Music and lyrics by Irving Berlin 23212345 (snow falls)
"Funeral March" Music by Frédéric Chopin from "Marche funèbre: Lento," the third movement of
his "Piano Sonata No.2 in B-flat minor, Op.35" 22225442212 (you can put a dead person in the semi-circle of stones
to create a living skeleton)
The Treacherous Path--land four Install patch 1.1 or higher. Wait till your red ring of influence
covers the whole path. Have your creature defeat Morg the Ogre in a fight near the Undead Village. (He's
to the left of the path a bit after the section of trees that catch on fire.) Develop the villages for the most
power for the lightning and water miracles. Remove the trees that catch on fire. Raise the totems for
the most power for the lightning and water miracles. Start the quest. Go ahead of the woman and kill the
wolves, which should be at rest if you reach them soon enough, a bit after the first left turn of the path. Go ahead on
the path and remove any remaining trees that could catch on fire by planting them higher to either side. Use the
water miracle on any remaining trees before she approaches. If you didn't defeat the ogre, remove or kill the
Fireball: draw an N then another diagonal
line and another vertical
line Lightning bolt: draw a vertical line upward connected to a U which is
to a vertical line downward Mega-Blast: draw a five pointed star starting from
the lower left point
to the top point Physical shield: draw a horizontal line to the left connected to a sideways U
tilted 90 degrees to the left connected to a horizontal
line to the right, then outline the intended perimeter of
the shield Spiritual shield: draw a horizontal line to the right connected to a sideways U
tilted 90 degrees to the right connected to a horizontal line
to the left, then outline the intended perimeter of
Miracle food (grain):
S Miracle forest: 5 90 degrees clockwise Miracle water:
W curved like two U's Miracle wood: 3 Storm miracle:
the upper three lines of a square
Flock of birds: draw a square clockwise from the upper left corner except,
after most of the left side, go right to make three sides
of a smaller square within the larger one Heal:
a heart shape made clockwise from the bottom Pack of beasts: draw a square counter-clockwise
from the upper right corner
except, after most of the right side, go left to make
three sides of a smaller square within the larger one Teleport:
it looks like the symbol of a house--draw an equilateral
triangle clockwise from the left corner except, after
drawing most of the bottom, go down to draw most of three
sides of a square counter-clockwise
You can press R or make a gesture in the shape of an R to repeat the last mir- acle you cast.
To leash your creature, click L, use the leash gesture--a square spiral going clockwise, or click the Action
button, the RMB, on your Creature with a leash selected.
The leash of learning is E curved like two sideways U's. The leash of compassion is a heart (same as
the Heal gesture). The leash of aggression is a vertical line up, a diagonal line down to the right, a vertical
line up, a diagonal line down to the right, a vertical line up, and a diagonal line down to the right.
You can also choose the leash by pressing V or B.
To unleash the Creature, shake your hand left and right quickly or press L.
When a miracle dispenser with a spawn spot is damaged, it stops creating mira- cles and won’t restart
when rebuilt. You can sometimes restart it by casting a few miracles of any kind on it right after it's rebuilt to
get it to dispense the type it created originally. http://www.rdrop.com/~half/General/GameTips/bw.tips.html
Elsewhere, you can create a miracle dispenser from six scaffolds and cast a miracle on it, such as a Mega-Blast,
to have it create one shot miracles of that type. You can move such a miracle dispenser into a vortex.
Before modding the game, right click the C: > Program Files > Lionhead Studios Ltd > Black & White
folder, click "Properties," and a "Black & White Properties" menu appears. Un-check the box for "Read-only (Only
applies to files in fold- er)," click "Apply," and a "Confirm Attribute Changes" menu appears with "Apply changes to
this folder, subfolder and files" checked--click "OK" and the menu disappears. Wait for the operation to finish.
Click "OK" and the "Black & White Properties" menu disappears.
"Kliroy's Training Ground V3" by KilroyRed gives you an easy way to train your creature to know all the miracles,
how to fight, and to be fully grown. But when I tried it with v1.1 on Vista 32 bit, the game froze frequently. http://www.kayssplace.com/files/index.php?display=148
Save game files are in the game's install directory, C:\Program Files\GOG.com\ Giants – Citizen Kabuto\savegame
by default. Within that directory is a profile directory and a SaveGame# directory which contains the actual save files, keymapping.sav
(your keymapping settings) and mission.sav (the game progress save). http://www.gog.com/en/forum/giants_citizen_kabuto/save_games_file_location
It instructs you to go to the C:\Users\User_name\AppData\Local\VirtualStore\ MyApp folder. But I didn't
have AppData listed there by clicking my way through the usual way (?). So I put AppData in Start > Start Search
and found it.
Then I used the rest of the article directions to go to Virtual Store, but I didn't see a MyApp folder--I found
two other folders: Program Files and Windows.
The Program Files folder had folders of nine things, including four games I'd taken off my PC a while ago (Capcom
for Resident Evil 4, Eidos Interactive for Hitman 2 Silent Assassin, Max Payne, and Soldier of Fortune II - Double Helix), each
containing a save game file, and Giants. In Giants was a folder called savegame, and in it was a folder called (User
name) and in it were keymapping.sav and mission.sav.
To have the save game and configuration settings files appear in the proper place, the article instructs you
to change the security settings on the folder for the application:
1. Log on as a user who has administrative credentials then go to the game folder.
2. Right-click the folder then click Properties. 3. On the Security tab, click Edit.
If you are prompted for an administrator password or for confirmation, type your password, or click Continue.
4. Under Group or user names, click your user account. 5. Under Permissions for Users, click
Allow for the following permissions: * Modify
* Read & Execute * List Folder Contents
* Read * Write 6. Click OK
When I ran v1.1 on Vista 32 bit, it had crashes in "The Battle!" till I ran it in compatibility mode for Windows
To finish that mission, I had Baz snipe the two nearest Reaper guards and tur- rets, then take his men to gather
Smarties for construction work at the base. I had them gather about four Smarties--too many go through Vimp meat
too fast, and had all four work on something to build at a time. If a construction needed to be repaired, or one
of the Meccs was damaged (when more damaged, they give off smoke), while Baz and his men defended the base, have Baz use
one of the repair gun pickups on the base or in a Giftshop (equip or unequip the repair gun with L Shift) to repair
it or them.
I tried to minimize how often Baz went for more Vimp meat, using hilltops and avoiding the N coast to avoid
the Reaper patrols, until all four gates had strong stone walls to minimize how often Borjoyzzee got kidnapped by a Reaper
to the Reaper base near the E coast (when I found the kidnapper, it was along the N coast). If Borjoyzee is taken
there, you fail the mission.
You can use one of the codes to make this easier if you're using v1 or 1.1. When you try to use the menu to
give the Smarties something to build and get the "OUT OF FOOD" message, you can press Esc to exit the message, press "T"
or "Y," type "basefillerup," then press Enter so the Smarties will have enough food for the rest of their construction
work without the need for Baz to leave the base for Vimp meat. The last thing the Smarties need food for is to build
the Party House (shown as a "?" on the construction menu).
To have something in the Party House installed on the base, have Baz enter the Party House, left click the
item you want from the menu along the top of the screen, left click a Smartie to assign them to the construction work,
have Baz carry the Smartie on his back to the location where you want the item to be placed, press X to have the Smartie
place it there, then return to the Party House for another itwm or return the Smartie to the Smartie pad. The first things
from the Party House I had them place were Bulldog Turrets, one outside each wall except two outside the gate, and SAM
Turrets on the hilltops, one by each wall except two by the gate. You can also have Baz place Mines outside the
Have Baz stand on the small end of the Gyrocopter pad to have the Gyrocopter rise onto the big end of the pad.
Have Baz walk up to the Gyrocopter to get in it and press Backspace to have him exit. Press G to have the Gyrocopter
drop one of three Millennium Bombs (which are the same as the bombs fired by the Mil- lenium Gun), and press the LMB
to use the machine gun, which has unlimited ammo.
The Health meter shows the state of the Gyrocopter while Baz is in it. Since the Gyrocopter is frail,
I mainly just had Baz explore with it before planting the Pop-up Bomb, which can't be taken in it. It can fly so
high that he's not fired upon and the details of the landscape disappear. (While Baz is in the Gyrocopter, is
it repaired if you use the "pleasehealme" code?)
The W shop, Giftshop 2, has Pop-up Bombs, and Baz has to plant (L Shift) one in the middle of the round lot
of the Reaper Barracks to destroy them. You don't have to have Baz destroy all the enemies there beforehand--only
a few ex- change shots with Baz--but you should have him destroy the missile turrets there first.
To do that and get some use out of the mine shafts, you might use the method recommended by Astaroth's walk-through.
By that method, have Baz place one Mine Shaft opening in his base and another on a hilltop S of the Reaper Barracks. Having
Baz enter one opening has him teleport to the other. Since entering a Giftshop gives Baz full ammo for whatever weapon
he's holding, you can have him place a Mini-Shop on the hilltop. From there, you can have Baz shoot the Reaper on
the tower on the N side of the entrance of the base, and four missile tur- rets, to make the area safer before having him
plant the Pop-up Bomb and fly away from it to the W.
GiantsHook v1.00, which requires v1.4, fixes audio loops, allows the adjust- ment of various aspects of the
graphics, fixes game crashes during fully charged adrenaline attacks as Kabuto, etc. (Link?) http://www.giantswd.org/?file=2
"GeForce 3 Converter" adds the bumpmapping, weather effects, sky reflections, and new textures Planet Moon
Studios added to GCK for GeForce 3 video cards. http://www.giantswd.org/?file=12
"On May 22, 2014, creator, story developer, and founder of Planet Moon Stu- dios Nick
Bruty, who has since started his own independent studio; Rogue Rocket Games, announced that his company is in the process
of creating a new indepen- dent crowd-funded game said to be 'the spiritual successor of Giants: Citizen Kabuto' named
1st Wonder. Based on the ideas of MDK & Giants: Citizen Kabuto, Bruty says he plans for 1st Wonder to appear on kickstarters
soon." http://www.first-wonder.com/ https://en.wikipedia.org/w/index.php?title=Giants:_Citizen_Kabuto
- Set the game to run in compatibility mode for Windows 98/ME or Windows XP. Right-click the launch icon, click
"Properties," the "Compatibility" tab, the box for "Run this program in compatibility mode for:," select "Windows 98/Win- dows
ME" or "Windows XP (Service Pack 2)" from the drop-down menu, then click "Apply" and "OK." http://technet.microsoft.com/en-us/library/bb456979.aspx
- Run the game in administrator mode--right-click the launch icon and click "Run as administrator."
You can change your keyboard controls by changing the key_config.txt file with Notepad or Wordpad.
Thanks to the oni2.net site for the following secrets:
"-OMM- TTC 1.1" is written on one of the crates across the room that Konoko can see down into at the start
of Syndicate Warehouse." The phrase refers to the measurement of "Time To Crate," which makes fun of how fast a crate
or bar- rel may appear in a game and was created by "Old Man Murray," which was an on- line gaming magazine. The
message in "Oni" means it takes 1.1 seconds to see the first crate. The phrase "THE DAY IS MINE!!" on the same crate
is, without spaces, the code for the Developer Mode. (I'll add that on Oct.24, 1998, the old phrase was given
new popularity on the TV show "Saturday Night Live" when it was used by Darrell Hammond as Sean Connery in a "Celebrity
Jeopardy" skit.) http://en.wikipedia.org/wiki/Old_Man_Murray
One of the things Comguys say is "OK, OK, don't frogblast the vent core!" It's a reference to enemies called
Simulacrums who yell the nonsense phrase "Frogblast the vent core!" as they run to blow up your lead character in the "Marathon
2," one of the "Marathon" series of first-person shooters for the Mac- intosh produced by Bungie Software in the mid-1990s.
Comguys also yell "She's everywhere!" about Konoko similar to how A-BOBs in "Marathon" yell "They're everywhere!"
The Marathon symbol is on the TCTF computer Damocles in chapters six and thirteen. http://wiki.oni2.net/Easter_eggs http://en.wikipedia.org/wiki/Marathon_Trilogy http://www.highimpacthalo.org/forum/showthread.php?t=11264
In "Manufacturing Plant," Shinatama says the Deadly Brain, which wants to be disconnected from a computer and
be given feet, has "gone rampant." The idea of rampant (out of control) artificial intelligence was used before in
"Marathon 1." (I'll add that as Konoko stops the Deadly Brain, the final subtitles for the grunts it makes echo
the last words of HAL in the 1968 movie "2001: A Space Odyssey": "Daisy, Daisy, give me your answer do.") http://wiki.oni2.net/Deadly_Brain http://en.wikipedia.org/wiki/2001:_A_Space_Odyssey_%28film%29
Cheat codes are enabled by succeeding at the game. To use them before that, play "Oni" to a save point
to create the persist.dat file. Open the persist.dat file with a Hex Editor and change the value of location 0x44
to 07. A per- sist.dat file that's already been changed that way is at the next link. http://oni.bungie.org/onishots/exploits/exploits.htm
Press F1 during the game to open the menu. Type a code to enable it and type it again to disable it.
If you've installed the game with Vista, a Creative audio card, and Creative ALchemy (available in the Creative
download section for your card), go to All Programs > Creative > ALchemy and open Creative ALchemy. "Max Payne"
will be listed under "Installed Games." Highlight "Max Payne" and click "Add," which makes "Max Payne" appear
under "ALchemy-enabled Games," or some of the audio of the game will be missing or distorted.
One of the patches is supposed to fix Desktop crashes. The latest patch, which includes that remedy, is for
To use cheat codes, right click the game icon on the Desktop, click "Proper- ties," and, after the quotation
mark at the end of the "Target" line, add a space then:
During the game, press F12, type the code, press Enter, and press F12.
The codes "god" or "coder" (minus the quotes) will allow Max to receive maxi- mum damage but not die.
His damage meter, shaped like a human silhouette, can become full, but once he stops being attacked, the damage indication
recedes to shoulder level on the meter, which is just a bit below the amount of damage that causes him to limp.
Using "coder" will also give Max every weapon of the game and unlimited ammo.
Thanks to the YouTube videos by kacpi26 and ThoRCX, and thanks to the Gamefaqs and Neoseeker Cheats
sections, for most of these secrets for "Max Payne." (I found a few.)
In the second area, you can have Max jump on the van or nearby dumpster, jump onto the box on the wall, onto
the fire escape, go up the fire escape, break the window, and enter the room. It has an Ingram on the sofa, Ingram
ammo, Pain- killers, etc.
Across the street at the end of an alley are two explosive barrels. Max can shoot the light on the police
car to stop the siren.
In Max' house, there's a baseball bat in a corner of the room past the baby's room.
Part 1 Chapter 1 Roscoe Street Station
You can have Max go from the train platform that's by the train that's stopped and send him into the nearby
locker room. If you send him to the right side of the room--the side by a man slumped over a table who falls if Max
dis- turbs him at all--and have Max shoot a gas tank on the floor, the tank rockets across the floor and breaks open
a door to a room with a Desert Eagle and ammo.
The Kong whiskey ads may refer to the King Kong whiskey decanter by Jim Beam used to commemorate the 1976 remake
of the 1933 movie "King Kong." http://imgur.com/SLdUf
There's a Beretta on the ground behind the far end of the train that isn't moving.
Part 1 Chapter 2 Live from the Crime Scene
You can make the rats shoot at Max with Desert Eagles and Berettas or, better, have a gunfight between two
teams of rats. Use the code for Grenades (press F12, type "getgrenade" without quotation marks, and press Enter then
F12) at the start of the level. Have Max throw one into the hole in the broken tiles after the cutscene that shows
the view looking out from the hole. You can press F1 to see Max' latest mission objective: "I had declared a war
Later in the level, right after Max leaves the sewer and goes up the stairs into a room, have Max shoot up
at the second spot for a ceiling light, which is absent, to his right. You'll see two groups of rats with Berettas
and Desert Eagles have a gun battle.
(According to Phased_5EK at Gamefaqs, if Max' team wins, they help Max through the rest of the level, and if
the other rats win, they shoot at Max. But all I've seen after the battle in the few times I tried it is that one
or two rats survive to shoot at Max.)
In the room with a vault on each side, you can have Max shoot a red speaker in the middle of the ceiling to
make the siren stop and Max will say, "Thank you."
After Max goes out a window, across a roof, into a door, battles a few men, and goes downstairs, he has to
battle a man who's in the first room across the hall to his left. If you send Max into that room to the red light
on the bed stand and press E, the bed will slide to the side and reveal a Sawed-off Shotgun on the floor.
If Max continues through the hall past the TV with the "Lords and Ladies" show and goes through the door at
the end of the hall, goes into the first room to his left, and goes to the TV and you press E, the TV blows up and damages
After Max reads a letter in Muerte's room, continues through the hall, and breaks open a damaged door, he can
enter a room with an open window. You can have Max go through that window or break through another one to get onto
a blood-stained ledge. You can have him go across the ledge, break open a window, and enter a room. In it
are Molotov Cocktails, Painkillers, and Desert Eagle and Beretta ammo. On the floor is a body with a stake in its
back by the let- ters "BUF," and part of another "F," written in blood, which is a reference to the 1997-2003 TV show
"Buffy the Vampire Slayer."
Several gangsters run through the building. If you use the cheat "NoClip," minus the quotation marks,
to follow them, you find that they run and hide be- hind an open door. You can turn off "NoClip" with "NoClip_off"
minus the quota- tion marks. (See the YouTube video by kacpi26.) https://www.youtube.com/watch?v=yRt2f22vOuw
Part 1 Chapter 4 The Blood Veins
In the boiler room, which has a newspaper cartoon of "Captain Baseballbat-Boy" ("but a sixpack of root beer
gets me every time") on the floor, you can have Max jump from the railing of a landing of steps onto the boiler and get
Part 1 Chapter 5 Let the Gun Do the Talking
In the Pawnbroker shop, Max can break the glass on a gun display case and get an Ingram.
Max can shoot the front of a van to set off the car alarm and bring three ene- mies onto the street to inspect
it, making it easier to safely position Max to attack them.
If Max shoots up the stairs at a gangster to prevent him from going to the men's room, the gangster following
him might run into the explosion of his own Grenade. (See the YouTube video by kacpi26. I haven't managed to
do this one yet.) https://www.youtube.com/watch?v=yRt2f22vOuw
Part 1 Chapter 6 Fear that Gives Men Wings
Once through Luigi's Laundry, where the password is "John Woo," you can have Max shoot the speaker in the ceiling
of the elevator (facing the back of the elevator, it's on the far right side of the ceiling) to stop the elevator music (previously
"muzak") and Max will say, "Thank you." http://en.wikipedia.org/wiki/Elevator_music
After Max takes the elevator upstairs, you have him kill the gangster that comes out of the bathroom and watch
a news story on TV. You can have Max break through a window of the TV room and go left over the roof to break through
the far window. You can have him turn on the TV to make it easier to see that the room contains a Pump-Action
Shotgun, ammo for it, and two posters for the 2002 game "Soldier of Fortune II: Double Helix." https://www.youtube.com/watch?v=__ehppib1hI
On the basketball court, Max can shoot through the gate of the fence at a passing SUV to make the driver get
out and shoot at him. Max can jump up at the net of a basketball hoop to get a Beretta.
Max chases Vinnie Gognitti. After Vinnie is shown punching and kicking a door to get someone to open
it for him, you can send Max behind the satellite dish to a dark corner of the roof, have him jump down onto the ledge
of another build- ing, get Beretta ammo, have him jump down onto the top of a fence and drop to the ground, where there's
a Desert Eagle, go under the emergency stairs and down a ramp into a room. Inside it are Molotov Cocktails, Grenades,
and a "DOPEFISH LIVES!" poster. https://www.youtube.com/watch?v=YgkVutD8IYg http://en.wikipedia.org/wiki/Dopefish
This detour to see the Dopefish poster won't put Max too far away from Vinnie. Right after Max leaves the building,
he has a final battle with Vinnie and some of his men.
Instead of finishing the chase, you can also give Max invincibility and let him fall to the street and look
around at Ghost World. A pretty big part of the town loads up for what's needed for Max' view in the regular part
of the game. There's an ad for Dixie Mill Supply Co., Inc., which is a real business, on the side of a building. http://www.dixiemill.com/products.htm
Part 1 Chapter 8 Ragna Rock
According to Wikipedia, Ragnarok, in Norse mythology, "is a series of major events, including a great battle
foretold to ultimately result in the death of a number of major figures (including the gods Odin, Thor, Freyr, Heimdall,
and the jötunn Loki), the occurrence of various natural disasters, and the subsequent submersion of the world in water.
Afterward, the world resurfaces anew and fer- tile, the surviving gods meet, and the world is repopulated by two human
survi- vors. Ragnarök is an important event in the Norse canon, and has been the sub- ject of scholarly discourse
and theory." http://en.wikipedia.org/wiki/Ragnar%C3%B6k
In the Ragna Rock club, you can have Max run across a girder that's in front of a big painting of an eyeball,
or the girder across the room from it, to a room with Molotov Cocktails, Painkillers, a Shotgun, and Beretta ammo.
From the control panel area, facing across the room to where the stage is be- low, you can send Max to
the right and ahead to jump on the ledge and go to where he can drop into a room where there are three boxes of Ingram
You can have Max go to the drums and press E to have Max play a little pattern on them, have him walk across
the electric guitar to make it sound like someone dropped an amplified guitar, or have him go to the microphone and press
E to have Max say "Karaoke never was my scene."
You can press E while Max is at the Pyro Control section of the control board to cause flames to shoot up from
the area above the stage. You can have him go to the control board that, facing the stage, is to the right of the
stage, to use the Stage Control to open a door behind the stage then use the Pyro Control to cause flames to shoot up
onto an attacker who approaches from the stage.
Have Max use the first, second, and fourth levers of the BACKDROP CONTROLS.
If you let the last enemy of part 8 try to escape up the stairs, he'll fall to his death.
Part 2 Prologue
In the maze of halls, have Max run along the left wall of each hall to make sure he takes every left turn.
On the trail of blood:
- have Max jump left to the second separate line on his left that's at a 90 degree angle to his,
- have Max jump forward to a separate line where one appears when his line makes a 90 degree bend to the right,
- have Max go right where his line ends in a T-intersection.
A faster way is to have Max go to the first bend, jump down at a 45 degree angle (between a ten and eleven
o'clock angle) to the left and land on a bend, go left on it to the next bend, jump to the left to another bend, and go
left and into the hall.
You can use A and D while Max is in midair to change the direction of his jumps a bit.
Part 2 Chapter 1 The Baseball Bat
In the first room, you can have Max wait at the door for three men to go by in the hall to the left, get the
attention of the third one so all three run to the door, and have Max stand left of the doorway and swing the Baseball
Bat at the edge of the doorway to kill the gangsters who try to come through it (provided they don't shoot him to death
while he swings a bat around like a nut). Max can collect their weapons and attack the gangster in the hall.
Before Max gets to the door of the bar Frank Niagra is in, you can have Max go into a rest room and shoot a
gangster who has USA flag-colored underpants and who's sitting on a toilet.
When Max gets to the door of the bar Frank Niagra is in, have Max throw a Grenade at the bar right after the
instant he opens the door. If he gets the throw in before the cutscene, the cutscene may show one or several of Frank
Nia- gara's men being blown up before they can start a fight.
Part 2 Chapter 2 An Offer You Can't Refuse
In the warehouse with a broken staircase, you can have Max jump on the highest gray box to get a Painkiller,
then have him jump onto the broken staircase and go up to an area with an Ingram, Ingram ammo, and Painkillers.
You can have Max jump onto the yellow hydraulic truck crane (the siding by the cab, the cab, then the boom)
then left onto a raised landing with crates to en- ter a container with Grenades and Molotov Cocktails.
After you have Max shoot the block away from a wheel of a truck to cause it to roll and knock down the raised
part of an automated bridge, and you have Max cross the bridge, you can have him go in the first door on his right and
stand at the PC monitor. If you press E, you'll see a surveillance camera shot of the inside of a room.
And if you have Max go left to the small control box by the outline of a door in the gray wall and press E, Max can enter
the room. It has Ingram, Sniper Rifle, and Shotgun ammo, Desert Eagles, Grenades, and Painkill- ers.
Part 2 Chapter 3 With Rats and Oily Water
In each of the two warehouses, you can have Max get onto the elevated grates and jump into an open crate to
In the second warehouse, there's a ground level locked door for a gray room. You can have Max get onto the
elevated grating, go into the small room he snipes a boat crew member from, and shoot down through the grating at the gas
tanks, which explode and knock the door off the room. It has a Sniper Rifle, Sniper Rifle ammo, and Painkillers.
Part 2 Chapter 4 Put Out my Flames with Gasoline
In the Don's restaurant, Casa di Angelo, you can have Max throw a Grenade down the dumbwaiter to kill a couple
of gangsters before Max goes downstairs to their room.
Part 2 Chapter 5 Angel of Death
With Max at the piano in Punchinello Manor, you can press E to have Max make one of a couple of efforts to
play the theme of the game on the piano--one that's faltering and has a couple of wrong motes, or one that's correct and
con- fident. If you have him knock down the piano lid and try the same thing, he just makes the sound of someone
hitting a section of the keys.
Part 3 Prologue
On the series of trails of blood, have Max:
- jump down to the right at the end of the 1st line, - jump forward
at the end of the 2nd line, - drop down to the righ t at the end of the 3rd line,
- jump to the right at the end of the 4th line, - jump forward
at the end of the 5th line, and - jump forward
at the end of the 6th line.
The baby's blocks float to a spot on the floor to spell "DEAD." When the current-day Max confronts his
past self at the moment he found his wife and baby murdered, the current-day Max has to shoot the Max of the past, which
symbolizes that Max is trying to get rid of his horrible memory about the murders.
Part 3 Chapter 1 Take Me to Cold Steel
In the first big room, you can have Max open the nearest two big gray contain- ers for ammo. The one
at the bottom of the sloped grating also contains an armed guard who will attack when the doors of the container are opened.
In the room with molten steel poured from one container to another, you can have Max raise a big door to enter
a room where he can jump onto the railing (or jump on the chunks of hard steel in the red pool of molten steel) to get
around some crates to get to Colt Commando, Desert Eagle, and Ingram ammo, an Ingram, and Painkillers. An attacker
appears at the door as Max leaves.
Part 3 Chapter 2 Hidden Truths
If you have Max jump over the first batch of lasers, which trigger bombs, it's possible for him to jump over
(instead of shooting the bombs from a safe dis- tance), and if you have him run to the doorway at the far side of the catwalk (instead
of trying to shoot his pursuer who's on a catwalk across the room), his pursuer will get blown up by running into a laser.
In the room with pairs of slabs of steel rolled into the middle of the room until there are four pairs, at
which time they're rolled out the other side of the room, you can have Max run up the sloped grating, jump over a railing,
go across the girders, and jump over a railing to a landing to get Ingram and Colt Commando ammo and Painkillers.
In the room from which a flaming red slab of steel rolls out in a cart on a track, you can have Max go to a
control panel that's below an "EMERGENCY SHUT OFF VALVE" sign and press E to see a cutscene of a room where there are fires. You
can have Max raise the big gray door to his right, then the one ahead and to the right, to enter that room. It contains
Grenades, a Sniper Rifle, and Sniper Rifle ammo. Send Max back through the last big door, then the door to his right,
to proceed with the mission.
Part 3 Chapter 3 The Deep Six
In the underground section, Project Valhalla labs, of the Cold Steel plant, the siren comes from red ceiling
speakers. If you have Max shoot a speaker, it stops the sound of the siren in that area.
Just beyond the first room of the chapter through the door with a "PROCESSING"
sign over it there's a gas tank that's horizontal on a nearby cabinet. You can have Max enter the room,
pause a moment, then shoot the gas tank to cause it to rocket toward his three attackers and blow them up.
After getting pin code 665 from a PC monitor, you can send Max to his right, through a couple of doors, around
the corner to a key code box on the wall, and press E to open a door to a room with Painkillers.
From having Max face the same PC monitor with "665" on it, you can send him through the door on his right and
to the right into a small storage room. Be- hind the boxes on the left is a door. You can have Max shoot out
the window on the door then shoot through it at the top of a gas tank. Once it starts to create a flame, have
Max jump up on a box to his left to avoid being hit by the door when the gas tank explodes. Inside the room are a
Grenade, Desert Eagle or Colt Commando ammo, and Painkillers.
You can use the code "NoClip" (minus quotes) to look into the room before the explosion to see a Bingo sheet
on a box (the explosion destroys the Bingo sheet).
Part 3 Chapter 4 Backstabbing Bastard
From the top of the parking garage, after Max defeats several attackers, you can have him see a sign advertising
"The Great Fishing Experience Brooklyn XVI" across the street. This may be a reference to the Brooklyn VI, which
advertises itself as having made fishing in Brooklyn famous. http://www.brooklynvifishing.com/home.cfm
Also on the top of the parking garage, you can have Max jump on the green bar- rels by the entrance to a ramp
that goes down into the parking garage, then jump onto the box on the wall, then jump onto the roof. You can have
Max go right to knock or shoot a nearby panel of a metal room-sized enclosure, and the panel falls down. You can
have Max go inside and get onto a grate, which gives way to let him fall into a room, then go to the radio. Press
E to hear a radio broad- cast of a phone call between what seems to be a game developer from Remedy and someone else
associated with games.
The end of the broadcast has an impression of part of a skit from the Oct.24, 1998 broadcast of the TV comedy
series "Saturday Night Live." The skit is a spoof of the TV game show "Jeopardy" and involves Darrell Hammond doing
an im- pression of Sean Connery on the TV game show "Celebrity Jeopardy" making a pun by giving the category "Famous
Titles" as "Famous Tit*ies" and asking, "Not a fan of the ladies, are you, Trebek?" http://www.hulu.com/watch/12768/saturday-night-live-celebrity-jeopardy---cruise-sandler-and-connery
On the wall of the same room is a large Rockstar logo with "thanks" written across it.
People from the "Grand Theft Auto" series who worked on "Max Payne":
Sam Houser executive producer Jamie King executive producer: voice production Adam Davidson
associate producer Gary Foreman technical producer (as Gary J. Foreman) Jeremy Pope producer
Renaud Sebbane producer: voice production
Chris Phillips voice: DEA Agent Alex Balder/Mercenary/Killer Suit Jane Gennaro voice: Nicole Horne/Valhalla
Project Computer Voice Peter Appel voice: Deputy Police Chief Jim Bravura/Boris Dime/Announcer Jeff Gurner
voice: Jack Lupino/Junkie/Mercenary/Killer Suit/ Bruce Kronenberg voice: Frankie "The Bat" Niagra/Vince Mugnaio/Valhalla
Pro- ject Chemist/Mobster/Policeman Navid Khonsari and Renaud Sebbane voices: Mobster/Booze
After Max, in the Asgard Building, watches a TV news story about Aesir Corpor- ation being a bigger monopoly
than Mic***oft ever was, you can send him through the doorway that's to the right of the TV, to the far side of the left
wall in the next room, and have him shoot a painting to make it fall off the wall to reveal a white button. Press
E while having him stand at the white button to have the couch behind him rise onto one side and reveal a stairway below
After Max climbs over the row of fallen cabinets, goes up the ramp to the sec- ond floor, and goes through
a door and a short hall, there's a locked door. To unlock the door, have Max turn around and shoot the box on the
wall by the door at the other end of the hall. The room has Painkillers, an Ingram, and Ingram, Shotgun, and Desert
Eagle ammo. The PC monitor there shows a couple rooms of the building and the yard Max went through outside.
Part 3 Chapter 8 Pain and Suffering
If you let the helicopter take off, it will fly out a bit, turn around, and shoot and kill Max.
Succeed at the Fugitive difficulty level to unlock both the New York Minute difficulty level, in which
every chapter has a time limit, and the Hard-Boiled difficulty level. Succeed at the latter to unlock the Dead On
Arrival difficul- ty level.
Succeed at the hardest difficulty setting, Dead On Arrival, and after the fi- nal illustrated sequence has
finished, Max appears for the Final Battle in bul- let time in a room which looks like the ground floor of the Aesir corporation. Max
starts out where the room has Painkillers and various kinds of ammo. If Max kills the 20 Killer Suits, each one carrying
a Pancor Jackhammer automatic shot- gun, he gets a "Well Done" message and can go to a corner of the room to enter a hall
that leads to a room with photographs of the game developers, a clear Reme- dy logo sculpture, and photos of city sites,
etc. https://www.youtube.com/watch?v=LfMyURePFro http://en.wikipedia.org/wiki/Max_Payne#Gameplay
Fast and easy: have 47 run to shoot the General and the maid with a silenced 9mm, drag them behind a desk or
two, run to the ballroom, follow the ambassador and the Spetznas agent to one of the rooms with a safe, sneak from the
room be- side theirs and aestheticize both of them, get the case, and run back to the boat.
If you want the SMG and W2000 sniper rifle, have 47 run up the main west stair- case, go 180 degrees left and
go south to the door, go through that door and the "secret" door in the wall, continue to the next door and watch through
the key- hole till after the guard goes by right to left, sneak onto the balcony and go left to hide behind the boxes,
and aesthetecize the guard when he walks on the box beside 47. Have 47 drop the case and pick up the SMG, rifle,
Have 47 go to the north end of the gap in the siding on the west side of the balcony, drop the rifle to the
lawn, pick up the case, run out of the mansion to the rifle, drop the case, pick up the rifle, pick up the case, and run
to the boat.
Speed up 47's lock picking by pressing the key for Map twice.
How to give 47 two pistols or an automatic Sawn-off Shotgun (thanks to Ride the Bomb): Have 47 equip the Ballers,
drop them, equip a pistol, pick up the Ballers (the pistol moves to his left hand), equip a pistol to have two pistols
in his hands. He can fire both pistols at once, but the left pistol only has one clip. The right pistol can be
fired without reloading till his ammo for it runs out.
If the Sawn-off Shotgun is used for this gimmick, it can fire without reload- ing. But it won't fire
if it's in his left hand with a pistol in his right hand, and a pistol won't fire if it's in his left hand and the Sawn-off
is in his right hand.
To activate cheats go to the main game folder, use Notepad to open the Con- figuration
Settings file Hitman2, and add the line EnableCheats 1 and save.
(USA) IOIRULEZ (Eur) IOIRULEY All weapons
IOIGIVES Refill Health IOIHITLEIF Slow motion IOISLO Bomb mode IOIER
47's shots cause peds to scatter as if due to a bomb. Punching OIOHITALI 47's punches cause one hit
kills. Lethal mode IOILEPOW 47's melee weapons cause one hit kills. Gravity IOIGRV
Peds shot by 47 fly away as if helium balloons. Nail guns IOINGUN 47's gun shots stick people to hard
surfaces. You can have 47 grab a ped's leg, shoot them to stick them to a surface, then stretch them.
Megadeath weapons IOIPOWER 47's melee and gun hits have super power.
To activate all levels go to the same file and change the line DefaultScene=AllLevels/Logos.gms to DefaultScene=AllLevels/levelmenu.gms
and save. Complete the final level to have a save game.
To fully activate the Level
cheat play the game and use the menu to change some of the keys. This writes info to the CFG file keyboard.
Open it with Notepad and change Action="LeanOutLeft" to Action="CompleteLevel"
Note your skip level activation key: SCode="K_Z" Load a mission, skip the opening, press your key, you skip to the
end of the mission, skip the cutscene, you get a weapon reward, and you get the Mission Accomplished screen with the
highest Silent Assassin score--all zeros. Have 47 go to his laptop to start another mission, etc.
Teleport Play the game and use the menu to change some of the keys. This writes info to the CFG file keyboard.
Open it with Notepad and change Action="LeanOutLeft" to Action="CheatMove" Note your
skip level activation key: SCode="K_Z" In a mission aim the reticle at a location and press the key to have 47 tele- port
there. "Hitman 2 silent assassin - All Cheats (Teleport)" by Theogony82 https://www.youtube.com/watch?v=54Q_UBjVkCo
"Anathema": use the god mode and have 47 get in front of the delivery boy's truck and scare him with a weapon.
As the delivery boy drives away, his truck will push 47 out of the regular map. Have 47 get out of the way of the
truck be- fore it goes off the map and 47 can explore. https://www.youtube.com/watch?v=6107g7fH_MM
Put the trainer and any file, such as a .dll file, needed to make the trainer work, in the main folder of the
Run the trainer as Administrator before starting the game, press the F lock key to turn on the F key functions,
run the game, and press any of the hot keys.
To cause enemies to leave Agent 47 alone, press F6 and F8 for "No fire" and "Super stealth." To turn
"Super stealth" off (so Agent 47 can kill a target or get certain game prompts--in some cases, end the mission), press
F9. If you use that in a mission, wait till anyone other than Agent 47 moves to a position they need to move to--"Super
Stealth" freezes them for the rest of the mission. You might use "Super Stealth" through a difficult passage, save
the game, restart the game without "Super Stealth," play past a passage you want to avoid causing a freeze for, then
turn on "Super Stealth."
It also has an invincibility key if you want 47 to just blast his way through without a care.
"CityBars Mod & Locomotive v1.0 " by GOLOD55 In "Freeride," Tommy can enter 15
buildings from the main story missions (v2.0 will let him enter more). "This mod has been put together with a lot
of attention to detail. I thoroughly re- commend this to anyone."--Muggy.
A FR-FRE map by Gavel that notes interesting and secret locations and cars, tips,
safe parking locations for FR, secret doors to open the game's options, etc., is at the next links. To use the map
to replace the in-game map (seen by pressing Tab), save it as .bmp file with Paint, rename it '0mapar.bmp' ("0" is the
numeral zero), and put it in the maps folder. http://www.fileplanet.com/129072/120000/fileinfo/Mafia-FR-FRE-Map-w/-Tips
"Mafia 60's Mod" by Priatnia & MafiaMan9mm with help from Axel Rokus and Menju "exchanges
many vehicles, scripts and skins in Mafia, also adds new effects, gangs, detectives and catapults for a more challenging
Freeride game." The cars it adds are from the 1950's and 1960's. http://www.filefront.com/9907664/60s-Mod-v2/
"Airplane Mod Version 1" by GSTR--Tommy can fly over the City of Lost Heaven in a 1930s
military trainer plane--a Boeing Stearman PT-17--in v1.0 of the game. To run a later version of the game as v1.0, see the
listing above for "Mafia Swap 101." http://mafia.scorpions.cz/clanek/mody-airplane-mod-v1
If you've installed the game with Vista, a Creative audio card, and Creative ALchemy (available in the Creative
download section for your card), go to All Programs > Creative > ALchemy and open Creative ALchemy. Under "Installed Games"
highlight "No One Lives Forever 2" and click "Add," which makes "No One Lives Forever 2" appear under "ALchemy-enabled
On Vista 32 bit, I had to use the v.1.1 patch to get all of the audio. But when I tried to load a save
game I got the "Client MFC Application has stopped working" message. The remedy is to upgrade with the v1.3 patch
and run the game as Administrator.
If you use Vista and your save games aren't registering, you can find them and get subsequent save games to
register by using the same basic method I ex- plain for the same problem in the section of this page on "Giants: Citizen
On Vista, install it somewhere other than Progam Files so you don't have to run it as Administrator.
Vista users who find that their save games or settings aren't being saved: see the solution for that problem in the section
on "Giants: Citizen Kabuto."
To get people to move away from fighting situations, have Mullin "Use" them. (Don't have Mullin shoot them.)
If you need to, have Mullin reload his weapons before and after firefights.
Some weapons do more damage to some enemies than others. The shotgun works well against unarmored opponents
but does little damage to armored ones.
The Best Unsafe weapon is the strongest weapon Mullin carries but can hurt him if you aren't careful.
The Best Safe weapon may not be as powerful but it can't damage him.
You can have Mullin use a pistol whip or rifle butt, alternate attacks, to break panes of glass so he can move
through them. If the pane of glass is dam- aged, you can have him run and jump through it.
If you have trouble jump/crouching, turn on "Always Jump/Crouch" in the menu.
For stealth-based attacks, have Mullin use the knife (it's easier to have him attack the upper back than the
head), pistol butt, or the AK47 bayonet. If Mullin can be a bit louder, you can have him use the pistol with
Use the "Use" key to have Mullin pick up or drop a fallen enemy. It can be useful to have him hide fallen
You can improve Mullin's aim by playing on Custom difficulty and turning off weapon inaccuracy.
To adjust brightness, go to Option > VIDEO SETTINGS > Gamma. Click the two little circles
on either side of the upper scale to raise or lower the bright- ness. If you get the glitch I had in Aug., 2011,
whereby just raising the gamma level has no effect on the brightness, which is too low, lower the gamma level till the
screen gets bright then raise the gamma level.
In "New York: The Armory," you have Mullin carry (Use--Spacebar) Sam to safety from a burning building.
Even with the Gamma up all the way, the wheel-like valve you have Mullin use is so dark it's hard to see, so I'll explain
how to do that section:
Have Mullin leave Sam on the floor, jump (X) onto the ledge by the big dark square opening in the wall, crouch
(C) to go through it, then continue ahead till he drops into a lower area with fire on the floor. Have him go into
the room beside it which has two trash cans and steam pouring from the ceiling. Have him go ahead, with the side of
the room with the steam to his left, to the wheel-like valve on the wall--the green Toolkit icon appears over his Armor
bar. Have him Use (Spacebar) the valve to turn off the steam. Have Mullin go back to the room which has fire,
climb the ladder, and go back through the hole.
Have Mullin carry Sam through the hall into a room with a metal pole jutting from a wall, put Sam on the floor,
jump on the pole to dislodge debris, then carry Sam over the debris and outside to the gurney.
In "Texas: The Shop Level Two," Mullin is given a tutorial in the firing range on how to use the OICW--Objective
Individual Combat Weapon.
The 5.56mm rifle can be used without the scope. Use \ to select single shot, burst shot, or full auto
Use the RMB to bring up the scope, which puts red brackets around armed ene- mies. It also has a HUD.
Use [ to select WEAPON then use ] to choose either 5.56mm (the rifle) or 20mm Grenade (the grenade launcher).
If using the grenade launcher, it won't fire unless you use the LASE feature. Use [ to select LASE, aim at
a target, and press ] to make a red dot appear on the crosshairs. Move the center of the crosshairs to the red dot
to have the correct arc for the grenade when firing. You can also then use [ to select RANGE + or RANGE - to target
the area behind or in front of a target then press ] to adjust the red dot accordingly. RANGE + can be used to shoot
a grenade through a window to explode behind it. (I didn't get RANGE + and - to work very well.)
With either weapon mode, you can also choose NIGHTVISION with [ and turn it on or off with ]. Zoom with
- and =.
While Mullin is in the firing range, you can use the "noclip" code to send him into the booth where a guard
is seated and holding a folder open to see the guard is looking at a photograph of a woman.
Also in "Texas: The Shop Level Two," before Mullin gets to the Secure Confer- ence Room, you can send him into
the Control Room where three people are engaged in radio communication with others. While Mullin is there, you can
overhear a radio message from a guy who sounds a bit like Ray Machowski (Robert Loggia) from "GTA III": "Call so and
so at you know where and tell him I need an un- traceable wiretap on our mutual interest. Tell him I need it on this
week but no later than Friday. He owes me a favor."
Also in "Texas: The Shop Level Two," before two guards let Mullin into the Secure Conference Room to meet assistant
director Wilson, you can use the "give all" code to give Mullin all the weapons in the game. After the two guards
open the door, you can have Mullin shoot them and the occupants of the conference room, then have him approach the room
to start the next cutscene. The occupants other than Mullin will appear in the cutscene as they looked when Mullin
at- tacked them and the dead ones won't say their lines. See the video by resser- ection1 at the next link. https://www.youtube.com/watch?v=fuERV_6j7fg
To remove the Punkbuster anti-cheat program, which is installed from the sec- ond patch onward, Delete the
Pb folder from the main game folder.
Right-click the "base" folder of the main game folder, click "Properties," and the "base Properties" menu appears.
Un-check the box for "Read-only (Only ap- plies to files in folder)." Click "Apply," and another menu appears--on
it, click "OK" and it disappears. Click "OK" on the first menu and it disappears. Close the folder.
Use a text editor, like Notepad, to Open the "base" folder of the main game folder. Use the drop-down
box in the lower right corner of the "Open" window to select "All Files (".")." Open the "myconfig.cfg" file.
Below the last line, add the line:
seta sv_cheats "1"
Save your changes. When in the game, press Shift + Tilde (~) to make the con- sole window appear.Press
[Shift] + ~ to display the console window. Type
When John first enters the Firing Range to test the OICW, you can see a guard in the room to his left.
Enable the noclip code to have John go in the room and you can see the picture of the girl the guard is looking at.
If you have John throw one grenade, the enemy throws it back, but if you have John throw two or more at the
same place, the enemy ignores the grenade(s) after the first.
Just before you have John enter the Secure Conference Room during his second visit to The Shop in Texas, enable
the noclip code and have him go through the roof and into the Conference Room. You can see John Mullins in the right
corn- er of the room.
"Soldier of Fortune 2 Gold Trainer +7" by Deviance Place the .exe file in the main game folder.
"Unlimited Ammo" freezes the amount of ammo--have it off when using two handed weapons (pistols or uzis) to be able
to reload the second weapon. http://www.gamershell.com/download_1452.shtml
According to Wikipedia, "Unlike the previous two Soldier of Fortune games, which were developed by Raven Software
utilizing the Quake 2 and Quake 3 en- gines, Payback was developed by Cauldron HQ, developed with Cauldron's in-house CloakNT
engine, used in their previous First Person Shooter game, Chaser."
I opened the AMD Vision Engine Control Center and put all the 3D Application Settings on the lowest setting
or disabled them (I kept my 1280 x 1024 resolu- tion and 85 refresh rate settings of the game Configure section) and the
game played (I don't know which if any of the preceding efforts contributed to that). But movies didn't appear, only
the movie audio played while the loading bar filled for the next game scene, and characters were invisible.
To make movies appear, I used Notepad to go to the main game folder > nwn.ini and changed SafeMovie=0 to
SafeMovie=1. But my characters were still invisible.
To make the characters appear, I went to the game video options and un-ticked the box for Environment Mapping
To get my AMD card to allow my player character to appear in the preview win- dow for character customization,
I enabled Catalyst AI.
Since one "Morrowind" video walkthrough may not do the quests in the same or- der as another, you might use
the uesp.net site for the initial quest informa- tion and title then look for the quest title on YouTube.
On Vista, as with "Giants: Citizen Kabuto," make sure your save games, set- tings, and mod files don't end
up in your VirtualStore folder:
Right click the game folder, click "Properties," "Security," click Edit, high- light the name you run your
computer with from a list, click "Full control" to have the various check boxes checked, click "Apply" and let it be applied,
and click "OK."
Note: this article has a lot of planetelderscrolls.gamespy links which, for
some reason, don't work at this tripod site although they do at my webs
site. To access the site for one of those links, Copy the link and Paste
This save game saves time on Attribute and Skill building, stealing and bar- tering, and gathering many of
the best weapons and armor, etc. I think of this as like a GTA save game file that gives the lead character a lot
of money, the best weapons and abilities, and starts them out in an EP sports car.
I've already had Jane True do some of the Syda Neen things and initial Balmora things (deliver the package
to Caius and join the Blades and the Mages Guild) and speak to a few others for a few things she hasn't acted on yet.
More notably, I used the console to give her over a couple hundred thousand dollars, 100 for all Attributes
and Skills, Level 70, a set of Exquisite Clothes (then had them enchanted with Restore Health), many of the best weapons
(and had some enchanted with Absorb Health), much of the best armor (and had some en- chanted with Resist Magicka),
and a batch of the best items and Spells otherwise (see the Readme file).
Her stuff is mainly in the big chest and baskets at Vori's House in Balmora and about 70% of the carrying capacity
of her inventory.
See the end of the ReadMe for the list of mods that were installed. The mods I had installed change textures
and other things in the Data Folder files. I haven't modded Morrowind for very long but I don't think it would create
a prob- lem for the save game file being used generally.
COC * * = the town you want the lead character to appear in
COE, x, y x and y = the coordinates of a place you want the lead character
to appear in TGM invincibility When
on the player cannot be hurt, lose magicka,
or lose fatigue. The player can still take damage from
scripted effects, from effects such as Sun Damage, or when
using spells on characters or beasts with Reflect such as
Have your lead character Enchant any weapon (such as the Daedric Katana or dai-Katana) with Absorb Health cast
on strike for 2 seconds at the highest mag- nitude possible. They can then replenish their Health with their enemy's Health.
It has the added bonus of not doing anything harmful if reflected by higher level enemies like Golden Saints, unlike nearly
every other offensive en- chantment. http://www.uesp.net/wiki/Morrowind:Absorb_Health
Once your lead character has the spell and a filled Soul Gem, they can either pay an enchanter to enchant the
weapon or enchant it on their own if their En- chant, Intelligence, and Luck Skills are high enough. http://www.uesp.net/wiki/Morrowind:Enchant
Alchemy equipment only available through the use of codes:
player->setlevel * * = the number you want for your player's Level
Either use the command, save the game, and restart,
or gain a Level the normal way after using the com-
According to different things I've read on the Internet, maximum Level, with- out using gimmicks, seems to
be 70-80--a conservative choice would be 70. Even with that and maximum Skills and Attributes, you can still use
gimmicks, like having your lead character go to jail to lower Skills then train them up again, to get the Level higher.
player->setx y x = the Attribute or Skill
y = the number of the player's Attribute or Skill
(example: player->setillusion 100)
If the name of a Skill has two words, don't put a space between them (for example, use "longblade").
Caution: a high Acrobatics skill can make jumping impossible to control, too much Speed for running can cause
the game to glitch or crash (i.e., running through walls), and extreme Strength causes most weapons to break in one or
Skills are governed by Attributes, which have a maximum of 100. After all At- tributes are 100, leveling
up adds 10 to Health.
Agility: Block, Light Armor, Marksman, and Sneak Endurance: Heavy Armor, Medium Armor, and Spear
Intelligence: Alchemy, Conjuration, Enchant, and Security Luck: none Personality: Illusion, Mercantile,
and Speechcraft Speed: Athletics, Hand-to-hand, Short Blade, and Unarmored Strength: Acrobatics, Armorer,
Axe, Blunt Weapon, and Long Blade Willpower: Alteration, Destruction, Mysticism, Restoration
Health indicates life. Damage reduces the Health bar, so greater Health indi- cates the ability
to take more damage before death. Initially, Health is half the sum of Endurance and Strength. When leveling
up, Health is increased by 10% of your lead character's Endurance.
Magicka is how much energy they have for spellcasting. Magicka is determined by multiplying Intelligence
by the base Magicka Multiplier, which is 1 by de- fault. The Fortify Maximum Magicka effect of certain Races or Birthsigns
can increase this multiplier. Magicka can be increased by having them use items that Fortify Magicka or Fortify
Fatigue is actually how much energy your lead character has for moving, at- tacking, and casting spells--as
Fatigue is depleted, they become tired. Maximum Fatigue is the sum of Strength, Willpower, Agility, and Endurance.
Encumbrance is how much they can carry. Maximum Encumbrance is Strength x 5, so with 100 Strength maximum
Encumbrance is 500.
When I tried setting the lead character's Attributes and Skills at 100, their Maximum Health didn't go up proportionately.
Their Maximum Health was 35 while their Maximum Magicka was 300 and their Maxium Fatigue was 400. To set their Maximum
Health at 500 I used:
Player->SetHealth * * = the number you want for Health
Once your lead character has a Restore Health spell like Hearth Heal and a filled Soul Gem, you can have them
pay an enchanter to enchant a set of Exqui- site Clothes (shirt, pants, skirt, belt, and shoes), two Exquisite Rings, an
Ex- quisite Amulet, and a pair of Extravagant Gloves with Restore Health with a Con- stant Effect. Your lead character
can successfully create Constant Effect en- chantments on their own if they moreover have about 100 Skill points for Intel- ligence,
500 for Enchantment, and a high Luck Skill. http://www.uesp.net/wiki/Morrowind:Restoration_Spells#Hearth_Heal http://www.uesp.net/wiki/Morrowind:Enchant
The attacks can lower their Endurance, though--even cause them to be over-en- cumbered by their inventory--so
you can have them enchant Armor (such as with Drain Magicka wwith a Constant Effect) and wear it over all their clothes
except boots and gloves. The combination makes for a very powerful defense.
Don't use this gimmick if you plan to have your lead character levitate in the future because they won't be
able to come down.
To enable them to carry as much as they want, have them get a Feather spell, a Soultrap spell, and enough Magicka
to cast the combination of them. Have them go to a spellmaker, such as at the Balmora Mage's Guild, and make a spell
with these specs:
- Feather on Self for X to X amount for 2 seconds (X must be one number or the spell will vary with casting)
The resource files (texture, model, sound, etc.) for objects are stored in the Morrowind.Bsa (and other BSA)
files. If you want to access them to create your own mods of them, copy them from the second Construction Set CD
that comes with the GOTY editions and any version of "Morrowind" after the first release of it. Copy all the files into
the game's Data Files sub-directory. http://www.uesp.net/wiki/Tes3Mod:General_Editor_Tips
"Connary Retextures" come in a Connary.bsa file. Copy the Connary.bsa file to the Morrowind Data folder,
run the "BSA Reg" (see below), and click the button to have it registered in the game. Connary is currently (July,
2010) working on an update that includes all of his latest fine work, which I gladly recommend.
This utility will automatically register in the [Archives] section of the morrowind.ini all BSA files in the
Morrowind's "Data Files" directory.
"ENBSeries GTASA V0.075" by BorisVorontsov It can add adaptive bloom, shadows, pseudo reflections,
ambient occlusions, depth of field, motion blur, color correction, and water effects. http://www.gtagarage.com/mods/show.php?id=4478
DulvluSpa used "Connary's Retextures" and "ENBSeries GTASA V0.075" to create the video at the next link, where
he wrote "Once you have that I can send you the settings I set to just copy and paste into the file. ENB requires
Morrowind Graphics Extender but I don't use MGE for anything other than skipping the open- ing movie on the menu.
And just like that you're ready." https://www.youtube.com/watch?v=ovNztksQUi4
Enabled by MGE, GTASA V0.075 was used by DulvluSpa to add depth of field and some water effects while minimizing
the toll on the frame rate.
After running the automatic installer, open the TES Construction Set.
In the original release, which has only one CD, have the game install the con- struction set when you install
the game. Then the application "TES Construc- tion Set" appears in the game folder. Click the application and
the editor ap- pears.
Click File > Data Files, and a "Data Files" menu appears. Highlight "Better Bodies" then click
the button below marked "Set as Active File."
Extract the three files into the main data files\meshes folder (you don't have to activate an esp or attach
these to an NPC). This makes all female NPCs, in- cluding mods such as the children from Emma's Children of Morrowind
mod, use the new animations. To uninstall, delete the three files from the data files/meshes folder. (Vality7
made the YouTube video for it.)
"Better Heads": the "BH readme" file refers to an automatic installer that isn't included in the planetelderscrolls
To install it manually, Copy the two folders in the Meshes folder into the game folder Data Files > Meshes
folder, Copy the folder and files of the Tex- tures folder into the game folder Data Files > Textures folder, and Copy
the BetterHeads.esm file (or more than one Better Heads.esm file if you also use "Tribunal" and/or "Bloodmoon") into
the game Data folder.
Start "Morrowind," click "Data Files," and click the .esm file till the box by it is checked.
"Better Clothes v1.1" by the Better Clothes team requires Better Bodies
v2.1 to v2.2 (She forgot she added this mod--it's the source of the tailoring kit that ap- pears in one of her
Water Shader with real Waves Versions below 0.6 will *NOT* work with SVN-rev118.
Version 0.6 requires SVN-rev118 or newer. Version 0.6b requires MGE 3.8.1 SVN-rev120 or newer.
Requires shader model 3 graphics card. Version 0.6 and newer (without real waves) might work with SM2 cards.
Morrowind Graphics Extender 3.8 is required. http://www.nexusmods.com/morrowind/mods/23606/?
One subject of Jade's photos is a mosquito called "Aedes Raymanis." It's found on the skeleton of a cow
in the lab of the Nuprill Factory. Michel Ancel, the main creator of "Beyond Good & Evil," also created
the "Rayman" game ser- ies. According to beyondgoodandevil.wikia.com, "This mosquito is an homage to the first
boss (or mid-boss) of the first game, Bzzit." http://en.wikipedia.org/wiki/Rayman http://beyondgoodandevil.wikia.com/wiki/Aedes_raymanis
If you need to have Jade kill three or four Alpha guards, it may help to use the lazy guard exploit--to take
advantage of the fact that an Alpha guard won't chase Jade far. You can have her shoot a disk at an Alpha guard's
green gas tank, run to the disoriented guard to kick and kill him, then run out of the room to get behind an outside
wall. (Aim the game "camera" that follows Jade, not Jade's handheld camera, to avoid having nearby things, notably
guards that rush toward her, interfere with your view.) Make sure she's beyond the reach of any Cyclopius Unit
M39--a hovering device that sends down lasers that can kill Jade instantly--if one is sent. The remaining guards
will quickly give up the chase without leaving the room. You might save the game to make sure she'll have even
fewer to deal with at a time for the next effort.
For winning the two pearls from Francis you get the Yo Pearl game. You con- trol two pearls through a
fast course. You use WSAD for what initially is the left pearl and the arrow keys for what is initially the right
pearl (thanks to RPGDeLarge). The controls assigned to a pearl remain the same if you move the pearls to switch
which pearl is right or left. There's no reward for winning at the game in the game but it adds to your scores at
the darkroom web page (see below). https://www.youtube.com/watch?v=7CyyWLeBJIc
Go to the darkroom page and enter your Internet Code. You're shown your game scores:
Pearl challenge--how many of 88 Pearls you collected Species challenge--how many of the 56 animals you
photographed Puck challenge--how many of the two pallet games you won Yo Pearl challenge--your points
for Yo Pearl Time bonus--I suppose this is a bonus for getting the game done quickly
These things are combined for an overall score. If you have enough points you can click MISSION to get
an IRIS Network mission. You can enter your E-mail ad- dress to be able to do the mission any time or click "Start
the Mission." A smaller window appears with the mission.
The mission is to hack into Fehn Digler's account by replacing 4 to 12 dashes with letters to guess a password.
If a letter is right, it replaces a dash. If it's wrong, the "hacker tracing program" begins. If you get four
wrong, you have to click "Start the mission" again to guess a different password.
M U S C A H E L I X V O R A X A N C E L A K U D A A L P H A
R A Y M A N C A M E R A G U E R R E S E C R E T H I L L Y S P R E U V E
D O U B L E H S E C T I O N A Q U I L U S P A P I L I O A N I M A U X U B I S O F T T I M O R E A D
E F E N S E C R O C H A X
A N G U I L L A A N E M O N I A N A U T I L U S L E N T I L L E D A R K R O O M R E P O R T E R
C R E A T U R E S R E B E L L I O N C Y C L O P E U S
I N F O R M A T I O N
C O N S P I R A T I O N G O U V E R N E M E N T P H O T O G R A P H I E
If you get it right, you'll get an "Akuda Error Code": a four character code. Have Jade enter that code in
the Akuda Bar on the cabinet near the pallet game to get Mdisk 13--the Disk Game. It's the pallet game, aka puck
game, with more options:
Variable Power: you can choose whether or not to be able to vary the force the pallet, called a "quoit" in
the instructions, is sent with. If you use this op- tion, the longer you hold down the LMB the more a gauge is filled.
The more the gauge is filled, the more force the pallet is sent with when you release the LMB.
Pallet Swap: when used there's a blue circle around the nearest pallet to the pallet you control. You
can point the green arrow on your pallet to choose which other pallet has a blue circle around it then press the RMB to
control the pallet with the blue circle instead.
Choose Player 1: human or computer (Player 2: computer)
Prepare by getting Jade all or most of the PA 1's of the game, about 25-30 K- Bups (if you have a hard time
with this sort of thing--I think I only ended up using several), and a lot of Starkos.
Transfer Pey'j's and Double H's PA 1's to Jade except two for each and their food to Jade except a handful
of Starkos for each, save the game on the landing pad, then send them down the triple elevator.
Cutscene. the DomZ High Priest takes Pey'j and vows to kill the human part of Jade.
Have Jade, with the help of Double H, kill a dozen Sarcophagi domzii (one hit kills). Have her stay in
the central round area and avoid the water since con- tact with it lowers her health.
The spider-like part of the DomZ High Priest comes forward and the big human- oid statue part begins to occasionally
shoot green lasers downward. Have Jade back away from the High Priest and use her Gyrodisk launcher to hit the spider- like
part a few times so it retreats before it can send a yellow laser beam around the area. If you've let it send the
yellow laser beam, have Jade get behind Double H's shield and shoot a disk at the spider-like part from there. http://beyondgoodandevil.wikia.com/wiki/DomZ http://beyondgoodandevil.wikia.com/wiki/High_Priest
The DomZ High Priest puts up a defensive wall of big Materia-crystals and sends a couple of attackers who look
like Pey'j. Press E to have Double H use his T-Hammer super attack to cause the Pey'j lookalikes to hover the air
so Jade can hit them into at least the middle of the Materia-crystals to destroy them and otherwise kill all the lookalikes.
Whenever she kills a Pey'j lookalike, a Sarcophagi attacker appears. Once she's destroyed the crystals in the middle, have
her use her Gyrodisk launcher or a Pey'j lookalike to hit the High Priest's spider-like part which turns red and retreats.
Have her kill more Pey'j looka- likes for a total of six and the resultant Sarcophagi attackers with the help of Double
The island sinks except for a round area in the middle.
Have Jade hit the DomZ High Priest's spider-like part which attacks in a re- peated pattern. When Jade
hits him he turns him red then goes to his next posi- tion. When you have Jade miss or get the pattern wrong, he
hits her to the ground which eliminates two of her PA 1's and he can hit her again as she gets up or after a couple
more appearances, and you have to start over. Use K-Bups so Jade always has at least several PA 1's lit up.
This is the pattern I used relative to the game "camera":
Left, behind Jade, right, left, behind Jade, right, A W
D A W
above to beside, between you and Jade, right, behind Jade S/RMB W
The spider-like part can move to any side of Jade when it moves "above to be- side." When it's above
have Jade dodge (RMB and a motion direction key) to give you some room to aim the attack to her side. I tried to
make that more predict- able by having Jade dodge toward you so the spider-like part appears behind her, but you may
need to be ready to react to something different.
Once you've had Jade complete this pattern of attacks successfully, this part is over. If Jade is killed
after this fight, the game has you start again after this fight.
The DomZ High Priest attacks with a group of Double H lookalikes and occasion- ally shoots green lasers downward.
Killing a lookalike releases an attacking Sarcophagi. Have her evade the attacks of the lookalikes and kill them
(super attacks work well so try to have her pull one off if she has the space) then kill the Sarcophagi (one hit kills)
while moving away from the lasers when pos- sible.
Cutscene--the DomZ High Priest clouds Jade's mind.
The screen is blurry and time is slower. The DomZ High Priest reverses your controls--A moves Jade right,
D moves her left, W moves her toward you, and S moves her away from you.
One then three more Sarcophagi attack. Then the spider-like part of the DomZ High Priest attacks
again but with a different repeating pattern of attacks. (See the paragraph above about what to do when the spider-like
part moves "above to beside." You may need to do something spontaneous for the end of this pat- tern.)
This is the pattern I used relative to the game "camera":
Left, right, left, right, D A D
above to beside, between you and Jade, above to beside W/RMB S
Once you've had Jade complete this pattern of attacks successfully, the inter- active parts of the game are
over. Enjoy the cutscene, credits, and cliffhanger ending. You're not given a way to save the game afterward
but the Darkroom web page mentioned above can detect that you've finished the game.
Manhunt Fixer is an automated tool designed to solve major issues which happen in Manhunt
since Windows Vista was released. Solved problems: • Game executable is not opening, idle in task
manager • Levels (not alll) crashed near completion • Music and audio is looping
• 'Gate" and many other AI and script errors
Previous to using the Manhunt Fixer:
had a couple problems running the Steam version of the game on Windows 10 64 bit. In the first section the chain
link gate wouldn't open to let a Hunter through to the area Cash was in and, once I found the solution for that, the next
Hunter ran into a dumpster and wouldn't jump down to the area Cash was in.
Run the nvidiaInspector.exe file to cause the NVIDIA Inspector to appear. (Click to download
the latest version.) Click on the little tool box that's to the right of the "Driver Version" box. The NVIDIA
Profile Inspector appears. (After this you can just run nvidiaProfileInspector.exe.)
Make the square lighter than just visible to better see what you're doing. Turn off
NOISE FX and CAMERA FX for a cleaner sharper picture.
Normal difficulty Hardcore Hard difficulty--there's no radar so you have to memorize where
enemies are in Normal difficulty beforehand.
To have Cash execute
a victim/Hunter have Cash approach them from behind so a green reticle appears by the victim's head and Cash raises his
hand to strike. As you hold the Action 1 (LMB) or Action 2 (RMB) key the reticle turns white (hurried attack), yellow
(violent attack), then red (gruesome attack) as the severity of the attack increases. Release the button to have
The awareness of Targets/Hunters is color coded, too. Have Cash strike
from behind when the target is unaware of him--their arrow in the radar is yellow. The arrow that indicates which direction
they're facing is orange if they're suspicious of the presence of Cash (they approach for a look) and red if they're aware
of his presence of Cash (they attack).
Likewise, the corona of weapon pickups, and their
appearance in the Inven- tory, is color-coded. A yellow weapon has a one time use whereas a blue or red weapon
can be used multiple times.
Pain killers give Cash 50% of his Health.
Try to have him enter a shadow without being spotted. A red glow around Cash in the radar indicates how much noise
he makes. The icon for Cash turns red if he's spotted. If Cash is spotted enemies are harder to attack and
you get fewer points.
Melee attack Have Cash approach the target from the front and
use either the key for Action 1 (LMB) or Action 2 (RMB). Action 2 is for a hard attack-- to have Cash make three
hits. Have Cash back up before the target hits back to have Cash avoid or block the attack. Once the target
is down have Cash at- tack with a kick.
God mode/invincibility on PC Complete
the game in fetish mode then enter this on the title screen: iminvincible
"Manhunt" and GTA III, VC, and SA were developed by Rockstar North. A few other
things these games have in common: At the end of "Manhunt" a TV news journalist (Kate Miller) reports that Carcer City's
police chief Gary Schaffer was involved with Starkweather's snuff ring. In "III" DJ Andee (Shelley Miller) of Lips 106
reports that "In nearby Carcer City...police chief Gary Schaffer was cleared of corruption charges...Let's hope those
missing witnesses turn up safe and sound." When Cash uses a pickup or makes footsteps the sound effects are the
ones used in "III." The public bathroom in "Road to Ruin" in "Manhunt' is basically the under- ground bathroom
of Belleville Park, Staunton, in "III." Various vehicles in new or rusty form are in "Manhunt" and III and
VC. The blood splatter of an upper torso, head, and hands is in "Manhunt," the room Kanbu is broken out of in
"III," and Apt.3C of VC. The moon ("Fuelled By Hate" of "Manhunt"; III, VC, and SA) Ryton Aide ("Born
Again" in "Manhunt"; Little Haiti of VC) The "Joe's Beds" sign ("Born Again" in "Manhunt," Little Haiti in VC)
The counter area of a deli/restaurant ("Divided They Fall" of "Manhunt"; Callegg's Delicatessen Restaurant in Little Havana
in VC) The Tarbrush Cafe logo ("View of Innocence" in "Manhunt,") and GASH logo ("Press Coverage" in "Manhunt"
are found in North Point Mall in VC. Junkyard items such as a domed warehouse, tubular tank, etc. ("Fuelled By Hate" of
"Manhunt"; City Scrap in VC and an Angel Pines junkyard in SA) Stealth attacks from behind ("Manhunt" and SA)
The Sprunk soda machines and purple hippo waste cans ("Manhunt" and SA) The Cerberus, Starkweather's guards, are
in various missions of "Manhunt" and one is depicted in the wall art of the Ten Green Bottles bar in SA. Blue
exploding gas cans are in "Manhunt" and in the Flint County trailer park in SA. Cash and Pigsy are characters
in "Manhunt" and figurines in the Zero RC store in SA. See the articles at the next links for more. https://www.youtube.com/watch?v=6_EUOmq69B4 http://www.projectmanhunt.com/manhunt/trivia.php http://gta.wikia.com/wiki/Manhunt
If you use an Xbox or Playstation controller with your keyboard and mouse--key- board
and mouse are then considered a second controller--you press Alt plus Tab during the game to display the console to use
codes. But I don't use a controller, so for me that would just show the map. To use codes, I have to use a
script mod or a trainer.
Trainer 2 Enable it by running it then starting the game. Insert Enable trainer
NP1 Infinite health
NP1 Unlimited health NP2 Team infinite health
NP2 Add 5,009 money NP3 No violence
NP3 Unlimited ammo NP4 Infinite money
NP4 Never wanted NP5 Infinite item
NP5 One hit kills NP6 Freeze timer
NP6 Increase clock 1 hour NP7 Infinite class time
NP7 Decrease clock 1 hour NP0 Easy kill
NP8 Freeze clock NP. Save location
NP9 Unfreeze clock NP+ Teleport
NP/ Save position NP- Undo teleportation
NP* Load position Home Disable all
Home Disable all