HIRED GUNS (?) (?)
All maps | Map 1
During gameplay, try typing the following:
CHRISTINA: Will let you move to any location on the campaign map,
regardless if you've explored the locations which lead there.
Also allows you to select the same team member more than once.
APPLEGATE: Will let you open ANY doors, even if you don't have the needed
key/card.
AMIGA: Will give you infinite ammo and energy.
SOLUTION TO LEVEL "UNLISTED":
I know a lot of people who have come to the level called "Unlinsted" and
quit. This level contains a puzzle wich is almost impossible to complete.
You walk into a teleporter and enter a room with four teleporters, one in
each direction (E, W, S, N) when you walk into one of the teleporters you
come to another room witch four new teleports. Believe you me, I spent hours
and hours completing this one. Here is the solution:
You enter at position 29 then go N, E, S, E, N, W, E, S, N, S and don't
forget the key in one of the rooms (cant miss it, its right infront of
you). Also see the map at the top of the page.
How to use the map: You start in in the middle of room 11. From there on just follow
the above directions. You can also follow the directions from the sign from the
opposite wall by the teleporter you use to enter this labyrinth. The directions are:
N, E, W, W, N, E, N, W, E, S, N, S. Note: The last S
isn't on the sign, but otherwise it gives the full directions through the labyrinth!
This is the only puzzle wich is too hard in my opinion, all other might
take some time but they are not impossible.
GENERAL HINTS:
Select you characters carefully, all have different stenghts and weaknesses.
Remember that you should have at least on mech in your team (either CIM or
CIM-lite), because they have no need for air they can stay under water for
long periods of time. But there weapons still take damage (laser and
electrical weapons).
Best way to kill the more hard enemies is by luring them to a point where
you can fire from two points, this often stuns the victim.
PLAYERS GUIDE:
OK, here's a few basic survival tips and tactics. Enjoy!
THE FULL CAMPAIGN:
While you might overhear one of other of the Minogoe sisters being described
as 'Not big and not clever', you most certainly wont hear the same said of
Hired Guns. Finding all those fusion power rings and bunging them into the
coil gernerator is such an enormous task that it would be impossible to
detail the solution of every problem you might encounter. So instead here
are a few general tips to make life in the Graveyard a tad easier.
DREAM TEAM:
Picking the right squad for the job is crucial. Each of the twelve members
has their own strengths and specialities, all of which might come in handy
at some point in the game. The key to selecting a good team is balance.
(remember to include at least one robot, though, as they can survive
indefinetly under water). There is no single perfect team, but my own fab
four are:
- CIM-Lite - Not quite as resilient as CIM (lower physique value), but more
agile (can withstand longer falls) and starts with an excellent Hyd-Flourine
hand laser and 3 multi-directional Sentry Guns.
- Bonden - Fine support for CIM-Life, with high physique and agility
values. Unfornutetly he doesn't start with a decent close range weapon, but
you can easly pick up the hidden mounted mini-gun near the campaign's start
(see the 'Switch Section' on SOLVING PUZZLES).
- Cheule - Retains superb agility for surviving perilous drops while still
having a reasonable resilient physique. Also has good weapons in the Naomi
IV Assault Rifle and a grenade launcher, and a very useful Cure Poison Psi-
Amp. Can carry a lot too.
- Jenillee - A much needed battle medic. Low physique, but splendid
agility, masses of experience and an excellent array of medical aids. Her
rubbishy sonic stunner weapon needs replacing as early as possible.
BASIC SURVIVAL:
As you soon discover, Graveyard is teeming with vast quantities of severely
hostile lifeforms all gagging to sink their teeth, calws, bullets or
whatever into your oh-so-weak flesh. But hopefully the following tips will
help you make your life on Graveyard a little longer. If you're moving as a
party, always lead with your battle specialist. You never know what's around
the next corner, but you can be sure it will be hostile, so have you best
fighter ready to deal with it.
Always make sure before entering an unexplored area that all your characters
weapons are in their hands ready for use, and check how much ammo they have
left. This latter precaution is of course particulary important for
characters using rapid fire projectile weapons like the mini-gun or assault
rifles.
The best approach to searching a new zone, is to leave the weaker party
members at the start point (as long as it is safe to do so) and just send
in your fighters who clear a path to the end level for the others to follow.
This prevents the chance of a weaker member suffering a surprise attack from
behind. The only drawback with this approach is that the best fighters can't
fall far, even though this may be necassary to find a key or card to finish
some levels. Furthermore they won't have backup or medical aid if they get
seriously injured and weak team members might not last more than a few
seconds if any creatures find their way to the start point. Luckily this
doesn't happen too often.
When you first enter a new zone, your party frequently comes under attack
almost immediately. Make sure you take control of your weakest member first,
since they won't be able to take much of a battering as everyone else.
BATTLE FEVER:
In the heat of battle try not to panic. If you have to turn to face
assailants make sure you do it carefully otherwise you`ll end up pressing
the mouse button too often and turning too far. Also, keep reloading your
weapon every few shots rather than waiting for that dreaded sound of the
trigger hitting an empty chamber. Try to engage tough enemies in an open
place, so you can easily run away if necassary. The only exception to this
rule applies when dealing with those giant seahorse thingies. These
sometimes just stand behind open doors without actually coming through, so
you can stand a few paces back from the door and blast away to your hearts
content - as long as you remain ready to bid a hasty retreat if the beastie
comes out afterall.
Another point to remember is that thanks to grenades you can actually take
out enemies on levels below the one you're on. If you see some monsters
heads below you, just keep lobbing grenades down there until all seems quiet
again. The added bonus of this mode of attack is that there is absolutely no
risk for you. The creatures are not able to attack you, while you are also
out of range of the grenades back-blast.
WEAPONS:
Basically, hand-held and single shot weapons are the best things to use
against small targets like puppies and lizards, while the rapid-fire
automtaics are the best against big targets. If you examine different kinds
of ammo you are told about their different strengths and weaknesses against
soft (tissue) and hard (metal) targets. So, having found out (the hard way,
no doubt) what sort of enemies inhabit a level, try and choose your fighters
ammunition carefully and accordingly.
Recommended all-purpose weapons are the mounted mini-guns, CIM-Life`s Hyd-
Fluorine laser and the Naomi IV Assault rifle - most of the others are
either too low powered or need reloading too often.
If you're willing to take a risk to get them, other well-potent weapons can
be found scattered around. If for instance you manage to survive the hordes
of 'seahorses' in the Laboratory Test Site zone, you`ll be liberally
rewarded with a nifty rocket launcher and an excellent particle beam rifle
(this makes wiping out the tough Ed 209`s in the Fusion Reactor Zone as easy
as a piece of cake).
THE MAP:
The four core rings are found in the zones with amber rings round them, so
all of these levels must be explored. Choosing the best path to them is very
important. Generally,the game tries to guide you to a certain extent by
making zones which you don't have to visit extremely difficult. This usually
means, at least on early zones, that they're stocked up to the rafters with
seahorses. Thus the easiest way to the first core ring in the Fusion Reactor
zone is to go to the Abandoned Depot and then on to the Artificial Island
(don't forget on this level to press the lift button at the bottom of the
first deep shaft so it returns to the top for later use).
Sometimes though, a tough diversion might be worthwhile. For instance, while
there doesn't seem much point in going into the Cave System at the very top
of the map, there is certainly a lot to be said for taking on the Laboratory
Test Site, just so you can get those extra special weapons I mentioned
earlier. Remember that you can always go back through a zone that you have
completed without having to actually do it all over again.
SOLVING PUZZLES:
Sometimes simply splitting up your party so someone can operate a lift for
another chap stuck below is enough to solve a problem. But more often than
not puzzles are generally solved by one of the three types of solution:
switches, psi-amps and movable objects.
SWITCHES:
Switch puzzles tend to be the most difficult, as the switches can sometimes
be both well hidden and along way from the section of the zone they affect.
A good example of this can be found right at the beginning of the very first
zone. Run around to the back of the first building you can enter, rather
than going inside, and find the cluster of movable objects in a corner. Pull
one out, kill the allien which emerges, and press the switch hidden round
the corner behind the blocks. Now when you get to the section inside the
complex where a series of three lifts take you to a security card on a small
edge, you'll find that the wall to the left has vanished. This lets you
reach a mounted mini-gun hidden on another ledge above some stairs you came
up earlier (make sure someone agile goes for the gun because you have to
fall down a deep drop to get it). Another very useful switch crops up at the
start of the good old Laboratory Test Site. Select one of your team to run
North from the start between two columns and you`ll come to a recessed
switch. Press this and a square will open in the ground right next to the
rest of your party in the middle of the patch of checked floor. Your team
can now drop down this hole into the main caverns below without first having
to go through the severely hazardous sea-horse-filled trenches on the
surface.
PSI-AMPS:
While most psi-amps produce very obvious effects, it is sometimes difficult
to see exactly why a particular effect might be useful. The best thing to do
with a new psi-amp is to try it out and think how the result might help you
access a place you hadn't been able to before.
Here's an example from the first short action game, the Animal Enclosure. To
the forward right of your start position there is a semmingly inaccessible
door accross a trough of water and half way up a wall. But you can get to
it. Enter the main complex, go to the large cavern containing a horde of
winged devils and take the first door on the right. In there you`ll find a
Psi-amp Wall Machine. Using this makes a 3D block appear in front of you.
Take this back to the surface, drop it into the water in front of the high
door, and use a combination of the lift on the right and the wall Psi-amp to
make and get an artificial platform from which you can enter the door. Your
efforts are well-rewarded: Behind the door is Graveyards most powerfull
weapon - The Disruptor Cannon.
Most of the psi-amps really are exceptionally useful. They come in four
different types - weapons, healers, shields and specials. The special ones,
indicated by a sign a bit like a radioactivity symbol on their left hand
side, are by far the most interesting and often the most useful. They
include the psi-amps for bridges, parting water, gills(so humans can breath
under water), and farsight (which greatly enhances the range of your map
scanner).
MOVABLE OBJECTS:
These are quite simply to use in principle, but infact it can sometimes be a
real test of your spatial awareness trying to figure out exactly how best to
position them in a situation. They come in most handy as either a way of
filling in an otherwise impassible gap or for pushing off ledges to lessen
the drop for the poor soul who has to try it. Usually it it worth taking a
few moments to plan exactly how you are going to manouevre each block into
the correct position - if you make a mistake you could end up getting a much
needed block stuck in an irretrievable position. If you're quick, you can
also use blocks to trap enemies, which can be surprisingly useful if the
enemy in question is a particulary vicious brute or, heaven forbid, you've
might even have run out of ammunition.
MULTI-PLAYER SHORT ACTION GAMES:
If you're playing with a friend an want to actually complete a section,
there's not much to add to what I've already said. If, however, you really
want to have some fun and just play a game where you want to kill each
other, then here's a couple of things which might help.
First, it's worth agreeing before choosing your protagonists that certain
weapons are dissallowed - CIM's mounted mini-gun, for instance - since these
kill opponents too fast to make a decent game. Picking the same characters
and sticking to the same weapons makes the competition most fun.
In a two player game, avoid making your characters into a two man team
because this doubles the size of the target for your opponent and means you
could loose both men in a single attack. Avoid using mines and sentry guns
unless you're good at remembering where you put them...
Finally, if you're in a big room (the Lemmings War level is a good one for
shoot-outs) try standing back against the wall looking out across the room.
This lets you see an enemy approaching early, often without him being able
to see you. And of course no one can sneak up behind you.
Well, thats all there is for now.
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