Cel Damage FAQ for XBox, Version 1.2 By Lewis Murphy aka Axe_Thrower2k2 Created 12th August 2002 Updated 28th August 2002 --==Contents==-- I. Copyright notice II. Contact information III. Introduction IV. Game basics V. Characters VI. Weapons VII. Other unlockables VIII. Smack Attack level walkthrough IX. Gate Relay level walkthrough X. Flag Rally level walkthrough XI. Updates XII. FAQ is available at... XIII. Thanks --==I. COPYRIGHT NOTICE==-- This FAQ is copyright me, Lewis Murphy, and is not for distribution ANYWHERE but GameFAQs (www.gamefaqs.com), unless permission is granted by me personally. This includes, but is not limited to, any sort of publication, pay-to-view website or any other profit-making method. See contact details below for how to obtain permission to use this FAQ on your site, but please note that I will give nobody but GameFAQs permission to host this FAQ until I have seen and evaluated the site that it is intended to go on. Because of this, no incomplete sites can be issued with my FAQ, unless you can send me the HTML files, which is too much hassle for me, and surely you. --==II. CONTACT INFORMATION==-- To contact me about any aspect of this FAQ, questions you may have about the game Cel Damage, or asking permission to use this FAQ email me at: [email protected] To contact me personally, for example with praise for the FAQ or hate mail, please email me at: [email protected] Please do _not_ send anything relating to the game to this address, it will be completely ignored and you will have wasted your time. --==III. INTRODUCTION==-- Okay, this is my first _ever_ FAQ, so I probably won't do very well, but bear with me as I gain more experience in this, and update it to make it even better! I basically wrote this FAQ because of boredom mainly, but don't let that discourage you just yet. I also did it because I see no other complete FAQ for this game up at GameFAQs, so I figure it's a dead cert to get in :) Okay then, on with the FAQ proper... --==IV. GAME BASICS==-- -=Contents=- A. Controls B. Effective use of controls C. The Powerslide -=A. CONTROLS=- The basic controls of the game (for XBox) are as follows: In menu: Select option = A/Start Go back = B/Back Menu movement = Either thumbstick/D-pad In game: Accelerate = Right trigger/D-pad up Brake = Left trigger/D-pad down Steering = Left thumbstick/D-pad left/right Pitch (for gunship and rocket booster) = Left thumbstick up/down Use equipped weapon = A Use primary weapon = B Horn = X Taunt = Y Toggle radar/leader = Black Let go of vines = B -=B. EFFECTIVE USE OF CONTROLS=- This may sound like a stupid subject, but it can make the difference, especially in Gate Relay mode. Of course, the controls respond quite differently depending on which character you are, but some techniques work equally as well between them. For example, a basic Smack Points gaining strategy at the beginning of a battle is to constantly tap B. This will throw your primary weapon repeatedly, gaining one Smack Point for every hit you make. At the very start of the battle, this slight lead could prove to be a big advantage! Also, I find it effective to almost NEVER let go of the right trigger (accelerate), unless turning tightly or powersliding (see below). Even with B.T. Bruno, the slowest character, I managed to catch up to many an enemy this way! But these are just starter strategies, try to develop your own and send them to me, I'll put up some of the best right here! -=C. THE POWERSLIDE=- Even though this move is explained in the manual, it still requires some refinement. Basically speaking, the powerslide is a _very_ quick 180 degree turn on the spot, most useful for Gate Relay mode. To execute a powerslide, once you are moving quite fast (for slow characters this may take a while) let go of the right trigger, hold a turn and hold the left trigger. If done correctly, which may take a bit of practice, you should almost instantly be facing the other way to what you started. Of course, this could prove very useful in some Gate Relays where you need to turn around quickly! --==V. CHARACTERS==-- -=Contents=- A. Section explanation B. Violet C. Sinder D. B.T. Bruno E. Fowl Mouth F. Dominique Trix G. Flemming H. Whack Angus I. T. Wrecks J. Count Earl K. Brian the Brain -=A. SECTION EXPLANATION=- First of all, why does this section need explaining? Because I don't want to have to type out information on each section again and again, I'm lazy like that :P But really, as soon as it's explained the whole section is easy to understand (I hope!) So this section works like this, first I'll put up the description and stats from the manual for a character, and then my own opinions and rating. For the boss characters (the last four) there's no stats in the manual, although there is a short description for each one that I'll include for fun, and completeness of this guide, as usual. -=B. VIOLET=- Violet is a teen anime demon girl from Asia. With an affinity for military hardware, fast living and outrageous mischief, Violet is 100% attitude and 110% delivery. Her mortar is the ideal death-from-a-distance weapon. Top Speed: Medium Deceleration: Fair Acceleration: High Traction: Fair Turning: Fair Weight: Very Heavy Personal weapon: Mortar The first character I tried, and the first I completed the game with. An all-rounder, good for beginners, and with a very powerful personal weapon, _if_ you know how to use it properly. Just remember that the radar is your ultimate clue on where to aim that thing! Rating: 7/10 -=C. SINDER=- This demented devil is so chaotic, he got himself kicked out of Hell because he couldn't follow the Boss' orders. He joined the cast of Cel Damage for the sheer pleasure of destruction. His ATV is very manoeuvrable, allowing him to position his close-range wood chipper for maximum mayhem. Top Speed: Medium Deceleration: Poor Acceleration: Medium Traction: High Turning: Sharp Weight: Heavy Personal weapon: Woodchipper Another good character, with only the poor deceleration making up for his incredible turning ability. With a medium speed level, catching up to opponents with the wood chipper isn't a problem, so overall a good character! Rating: 8/10 -=D. B.T. BRUNO=- This ex-construction worker is a big oaf with a heart of gold, an eating disorder and an Elvis fetish. B.T. brings a unique brand of affectionate violence to Cel Damage. He drives a mean bulldozer and loves to crush other cars with his giant sledgehammer. Top Speed: Slow Deceleration: Excellent Acceleration: Low Traction: High Turning: Good Weight: Super Heavy Personal weapon: Sledgehammer Three words: Too Damn Slow. B.T. can just about compete in a Gate Relay, but usually doesn't win by nearly as many laps as anyone else would. With a close range personal weapon and slow speed, he can't use his sledgehammer to its full effect, but even then it doesn't actually properly kill the target, and even leaves them with their weapon equipped! Rating: 3/10 -=E. FOWL MOUTH=- This hard-boiled, gangster duck comes straight out of a '30s B-movie, when men were men, ducks were ducks and every 'toon was black and white. He is cocky and brash in a "Quack, see?" sort of way. His no-nonsense attitude is backed up by a wicked tommy gun. Top Speed: Slow Deceleration: Fair Acceleration: High Traction: Fair Turning: Good Weight: Light Personal weapon: Tommy Gun Although slow, his high acceleration and light weight seem to make him a fair character to use. The tommy gun is an excellent personal weapon, often taking out many opponents in one usage. I should know, I've been killed by it enough times! Rating: 6/10 -=F. DOMINIQUE TRIX=- Don't let her soft exterior fool you; inside is a black heart and steel nerve. Dominique is a high-class 'toon who revels in the exquisite torment delivered by her dynamite crossbow. She views the pace and violence of Cel Damage as relaxing, enjoyable recreation. Top Speed: Fast Deceleration: Good Acceleration: Medium Traction: Poor Turning: Fair Weight: Light Personal weapon: Dynamite Crossbow The advantages of high speed and deceleration, and medium acceleration far outweigh the disadvantage of poor traction and a possibly poor personal weapon. Although it has more than one use, as you'll find out later, it takes a while to actually destroy the target, and until then they're anyone's game for an axe chopping. But apart from that, a very good character. Rating: 8/10 -=G. FLEMMING=- This nerd puts all other geeks and assorted goof balls to shame. He's an un-socialised genius who excels at designing awesome vehicles and powerful weapons; just check out his hovercraft and laser cannons. Top Speed: Fast Deceleration: Poor Acceleration: High Traction: Poor Turning: Good Weight: Medium Personal weapon: Laser Slightly worse than Dominique above, but with a better personal weapon. His vehicle has all the features you would expect of a hovercraft, so the poor deceleration and traction may just be too much for just the high speed. Saying that though, the laser is an incredibly good weapon with the advantage of setting opponents on fire, ensuring a kill. Rating: 6/10 -=H. WHACK ANGUS=- Whatever your preference, Whack Angus won't let you out of the ghost town - or even the giant mesa or the abandoned junkyard - 'till you show him you can use the 'toon weapons just as well as the 'toon veterans. Personal weapon: Cleavers To unlock Whack Angus as a playable character, complete all three of the desert themed levels (Wild Wooly West, Death Valley and Mesa Madness) in all three game modes (9 levels in total). With a personal weapon like the Cleavers, Whack Angus is a very good character to play, although perhaps not as good as some, like Violet. Still, well deserving of a good rating. Rating: 7/10 -=I. T. WRECKS=- Don't venture out too far from the jungle trail or you may just run into T. Wrecks and his 30-feet-tall temperament. If you come across T. Wrecks, you'll know it. Personal weapon: Shrink Ray To unlock T. Wrecks as a playable character, complete all three of the jungle themed levels (Swamp Stomp, Temple of Boom and Shmoe vs. the Volcano) in all three game modes (9 levels in total). The shrink ray doesn't make a good personal weapon, and he just doesn't seem to handle as well as some of the other characters. Maybe his movie star complexion meant he skimped on vehicle design for vanity? Rating: 5/10 -=J. COUNT EARL=- Whatever you do, move swiftly through the misty bogs, dark woods and scary cemeteries, or you won't make it past Count Earl. The only think Earl likes more than nibbling a virgin neck is chomping down on a slowcoach lost in Transylvania's dank shadows. Don't stick around for dinner. Personal weapon: Homing Missile To unlock Count Earl as a playable character, complete all three of the Transylvania themed levels (Monster Mosh, Count's Castle and Bohemian Raspberry) in all three game modes (9 levels in total). The homing missile is arguably the best weapon in the whole game, as just launching one almost guarantees a kill, and the Smack Points that come with it. Aswell as a well handling vehicle, possibly the best character in the game! Rating: 9/10 -=K. BRIAN THE BRAIN=- Challenge your ability against Brian the Brain to prove you can hold your own in a weightless environment. Personal weapon: Nuclear Mine To unlock Brian the Brain as a playable character, complete all three of the space themed levels (Babbling 5, Lunarcy and Shooting Stars) in all three game modes (9 levels in total). With a cheap weapon that can literally kill everyone else in the level if placed right, you'd think I would give Brian a high rating. However, with a rather slow vehicle, his rating drops and in truth, the Nuclear Mine isn't usually as effective as it can be. Rating: 6/10 --==VI. WEAPONS==-- The weapons are all listed in the order they appear under the "Weapons" menu in the options panel. -=Contents=- A. Mortar B. Axe C. Baseball Bat D. Grenade E. Boxing Gloves F. Broadside Cannons G. Chain Gun H. Chainsaw I. Cluster Bombs J. Dynamite Crossbow K. Woodchipper L. Vacuum M. Freeze Ray N. Sledgehammer O. Harpoon P. Gunship Q. Cleavers R. Buzz Saw S. Nuclear Mine T. Portable Hole U. Rocket Booster V. Seeking Missile W. Shrink Ray X. Tommy Gun Y. Spring Z. Laser Endnote: Weapon types -=A. MORTAR=- Note: To unlock the Mortar as a common weapon, complete all 12 levels of the game in all three game modes (36 levels in total) with Violet. Violet's personal weapon, and a good one at that! Especially useful when you're far away from the crowd, but there are many people close together, as it can usually within one shot kill two or three enemies if positioned right. Rating: 8/10 Most useful for: Smack Attack -=B. AXE=- Note: To unlock the Axe as a common weapon, complete the Wild Wooly West level in any game mode. One of my personal favorites, the Axe can instantly kill, and gain you 15 Smack Points in the process. The only disadvantage is the extremely limited number of shots, only three! Rating: 9/10 Most useful for: Smack Attack -=C. BASEBALL BAT=- Note: To unlock the Baseball Bat as a common weapon, complete the Babbling 5 level in any game mode. Similar to the Axe in its short range, but in fact it has a very different effect. It sweeps the enemy to the side, or it can even knock enemy weapons, such as the Buzz Saw and Grenade, away from you. Although very useful, still not the effect, nor Smack Points, of a kill. Rating: 7/10 Most useful for: Gate Relay -=D. GRENADE=- Note: To unlock the Grenade as a common weapon, complete the Babbling 5 level in any game mode. I don't know if it's just me, but I find this weapon to be rather useless! If I ever do throw a grenade, the only way it will kill someone is if they were right in front of me, so I wouldn't give this a high rating. In fact, I won't! Rating: 3/10 Most useful for: Gate Relay -=E. BOXING GLOVES=- Note: To unlock the Boxing Gloves as a common weapon, complete the Swamp Stomp level in any game mode. A very useful weapon, especially for Smack Attack, they give you 15 (yes, 15!) rapid fire hits on an enemy. They knock the enemy back, disable their weaponry for a short while, and give you 3 Smack Points a hit, that's a total of 45 Smack Points potential, and it shouldn't be wasted. The only disadvantage is the close range. Rating: 8/10 Most useful for: Smack Attack -=F. BROADSIDE CANNONS=- Note: To unlock the Broadside Cannons as a common weapon, complete the Temple of Boom level in any game mode. A major disadvantage to this weapon is that it has to be placed perfectly, but the cannons are on the side of the vehicle, making that difficult at best. Still, if you get a hit out of these then it counts as a kill (what a surprise) so it can get you some fair smack, and in Gate Relay mode people will be coming past you all the time, so there's enough chances to use your many shots! Rating: 5/10 Most useful for: Gate Relay -=G. CHAIN GUN=- Note: To unlock the Chain Gun as a common weapon, complete the Wild Wooly West level in any game mode. A rather useless, yet useful weapon. If aimed correctly it can give you a kill, but that doesn't happen often. Instead, use it as a substitute for your primary weapon (you get 100 shots!) as it is much faster, both in bullet speed and in fire rate. Rating: 3/10 Most useful for: Smack Attack -=H. CHAINSAW=- Note: To unlock the Chainsaw as a common weapon, complete the Monster Mosh level in any game mode. An upgrade from the Axe, it has more shots but takes use from even a swipe at the air. Generally similar to the Axe, it doesn't need explaining really. Rating: 9/10 Most useful for: Smack Attack -=I. CLUSTER BOMBS=- Note: To unlock the Cluster Bombs as a common weapon, complete the Mesa Madness level in any game mode. Your classic, mandatory 'mine' type weapon, except instead of laying one mine, this lays many (not exactly sure how many, will have to count) of them, in the form of small bombs. Used in a busy place, it can take out many enemies, but the disadvantage is after a while the bombs will explode anyway. Rating: 8/10 Most useful for: Gate Relay -=J. DYNAMITE CROSSBOW=- Note: To unlock the Dynamite Crossbow as a common weapon, complete all 12 levels of the game in all three game modes (36 levels in total) with Dominique Trix. Another personal weapon, and as such a favorite of mine. Not only does it give a guaranteed kill, if positioned correctly on the opponent's wheel it can slow them down to walking pace! Trust me, this has happened to me a few times, so I know it works! The only disadvantage is that someone else can come in and steal your kill, because the dynamite takes a while to explode. Rating: 8/10 Most useful for: Smack Attack -=K. WOODCHIPPER=- Note: To unlock the Woodchipper as a common weapon, complete all 12 levels of the game in all three game modes (36 levels in total) with Sinder. Sinder's Woodchipper is very similar to the Vacuum (see below) but instead of just sucking the opponent up, it has a much more deadly effect of chopping them into tiny little pieces. A close range weapon, it can sometimes be hard to utilise effectively, but that seems to be the only disadvantage. Rating: 9/10 Most useful for: Smack Attack -=L. VACUUM=- Note: To unlock the Vacuum as a common weapon, complete the Shooting Stars level on any game mode. Similar in execution to the Woodchipper (above), but completely different in effect. This will suck the opponent(s) into the front of your vehicle and spit them out at the rear. Useful for Gate Relay, but it also steals any flags the target may have, so extremely useful for Flag Rally. Rating: 6/10 Most useful for: Flag Rally -=M. FREEZE RAY=- Note: To unlock the Freeze Ray as a common weapon, complete the Monster Mosh level in any game mode. This weapon has two potential uses, delaying opponents for a short amount of time, or completely destroying them. After freezing an opponent (time delay), you can then throw your primary weapon at the ice block in front of you to completely destroy it, and the opponent. surprisingly useful in Gate Relay! Rating: 7/10 Most useful for: Gate Relay -=N. SLEDGEHAMMER=- Note: To unlock the Sledgehammer as a common weapon, complete all 12 levels of the game in all three game modes (36 levels in total) with B.T. Bruno. For a personal weapon, this isn't very good. In essence, the Sledgehammer is an Axe with more uses, that doesn't fully kill the target, so they actually KEEP whatever weapon they were holding. For B.T. Bruno it isn't very good, but it still seems not enough delivery for the effort to make it common. The one advantage it does have is that it stops the opponent for a good while. Rating: 4/10 Most useful for: Gate Relay -=O. HARPOON=- Note: To unlock the Harpoon as a common weapon, complete the Swamp Stomp level in any game mode. Another very good weapon, firing this will take out enemies quite far away by spearing them to the ground, then exploding. It has a large number of shots, and although difficult to aim sometimes it is extremely useful in many game modes. Rating: 8/10 Most useful for: Gate Relay -=P. GUNSHIP=- Note: To unlock the Gunship as a common weapon, complete the Bohemian Raspberry level in any game mode. A very useful weapon, not only does it give you a double chain gun with unlimited shots, but also a helicopter-type attachment to your vehicle, for vast movement benefits. Can be very useful as being quite high can avoid many weapons, like the Axe and Baseball Bat, and also you can get over obstacles such as the lava river in Schmoe vs. the Volcano. Shame the destructive power isn't quite up to scratch, but I can live with that. Rating: 9/10 Most useful for: Flag Rally -=Q. CLEAVERS=- Note: To unlock the Cleavers as a common weapon, complete all 12 levels of the game in all three game modes (36 levels in total) with Whack Angus. As the personal weapon of a boss character, you would think that it would be brilliant... and it is! A double throwable Axe that returns to user is a weapon that I don't actually see a disadvantage in! The best weapon, I think! Rating: 10/10 Most useful for: Smack Attack -=R. BUZZ SAW=- Note: To unlock the Buzz Saw as a common weapon, complete the Death Valley level in any game mode. Another useful weapon, the Buzz Saw gives you two mobile machines of death to play with. Throw them down and they buzz away, sawing through anyone they come across, yourself included. So watch out for your own buzz saws aswell! They can't be aimed very well, so it is best to use them as soon as you get them, but that seems to be the only real disadvantage here. Rating: 8/10 Most useful for: Smack Attack -=S. NUCLEAR MINE=- Note: To unlock the Nuclear Mine as a common weapon, complete all 12 levels of the game in all three game modes (36 levels in total) with Brian the Brain. A single mine with an incredible destructive range, but still pretty unreliable unless placed in a busy area. Seems good, but actually isn't as good as Brian seems to make it controlled by the AI. Rating: 6/10 Most useful for: Gate Relay -=T. PORTABLE HOLE=- Note: To unlock the Portable Hole as a common weapon, complete the Shmoe vs. the Volcano level in any game mode. A classic cartoon gag, this sort of portable hole is rather bad. Although it has an instant kill for the first person to run over it, difficulty to place and see where it goes often results in either it being placed somewhere where nobody ever goes, or you falling straight into your own hole. Not good. Rating: 3/10 Most useful for: Gate Relay -=U. ROCKET BOOSTER=- Note: To unlock the Rocket Booster as a common weapon, complete the Lunarcy level in any game mode. Another weapon with two uses, it can be used both to propel yourself forward at an incredible speed in any direction (even up or down!) and can be used as a basic single missile. The aiming of the missile is a bit tricky, and sometimes when you are boosting you can go out of control, but the sheer amount of boost you get makes up for the disadvantages. Rating: 8/10 Most useful for: Gate Relay -=V. SEEKING MISSILE=- Note: To unlock the Seeking Missile as a common weapon, complete all 12 levels of the game in all three game modes (36 levels in total) with Count Earl. Next to the Cleavers, the other best weapon in the game. They almost never miss their target, and you get plenty of them in one serving, this is why Count Earl keeps beating you at Smack Attack! Rating: 10/10 Most useful for: Smack Attack -=W. SHRINK RAY=- Note: To unlock the Shrink Ray as a common weapon, complete all 12 levels of the game in all three game modes (36 levels in total) with T. Wrecks. I despise this weapon. The AI can use it very effectively, using it to crush the little you every time, but I can never seem to use it that well. The basic use of this weapon is to shrink your opponent, slowing them down and making them able to be crushed. Not very useful really, because I can never crush the person I just shrunk! Rating: 2/10 Most useful for: Gate Relay -=X. TOMMY GUN=- Note: To unlock the Tommy Gun as a common weapon, complete all 12 levels of the game in all three game modes (36 levels in total) with Fowl Mouth. Another great personal weapon, this can kill the other 'toons very quickly. It goes without saying that it is an upgrade of the Chain Gun, but it really is much more powerful, mowing through enemies more easily than almost anything else! Rating: 9/10 Most useful for: Smack Attack -=Y. SPRING=- Note: To unlock the Spring as a common weapon, complete the Count's Castle level in any game mode. The worst weapon, it isn't even really a weapon! The spring launches you a way into the air, and then you land and create a shockwave. It _is_ possible to crush opponents this way, but extremely hard, so the best use for this is to get out the way of any incoming opponents if you have four flags. Rating: 1/10 Most useful for: Flag Rally -=Z. LASER=- Note: To unlock the Laser as a common weapon, complete all 12 levels of the game in all three game modes (36 levels in total) with Flemming. This just proves that the personal weapons really are the greats in this game, as it can not only kill opponents with a few shots, but sets them on fire with fewer, so they will soon die anyway! The only disadvantage is that it is rather hard to aim. Rating: 8/10 Most useful in: Smack Attack -=ENDNOTE: WEAPON TYPES=- At the bottom of the weapon selection menu are four weapon types; Melee, Range, Movement and Hazard. All of the weapons (except the personal weapon icon) come into one of these four categories. The weapons in each category are all in similar colored boxes in the levels, but for quick reference here is a list of all of them: -Melee (yellow box)- Axe Baseball Bat Boxing Gloves Chainsaw Woodchipper Vacuum Freeze Ray Sledgehammer Shrink Ray -Range (blue box)- Mortar Grenade Broadside Cannons Chain Gun Dynamite Crossbow Harpoon Cleavers Buzz Saw Seeking Missile Tommy Gun Laser -Movement (green box)- Gunship Rocket Booster Spring -Hazard (orange box)- Cluster Bombs Nuclear Mine Portable Hole --==VII. OTHER UNLOCKABLES==-- There are few other things to unlock, but there are still other things. Some are done fairly and others through cheating, but they're all still there so they all come under this section. -=Contents=- A. Ending Movies B. Rendering Modes -=A. ENDING MOVIES=- To unlock a character's ending movie (not available with boss characters) either complete all 12 levels of the game in all three game modes (36 levels in total) with that character, or type in as the name of the game when you create a game on your hard disk "MULTIPLEX!" (without the quotation marks). This will unlock all of the movies. The ending movies can be accessed through the Options menu, by going to view progress then selecting the game with the movies on it. The movies for the different characters are as follows: Violet: M.E.A.T. B.T. Bruno: Big Step Brother Sinder: Chef Lightning Dominique Trix: Trix's Treehouse Fowl Mouth: Digging and You Flemming: Simply Bruce -=B. RENDERING MODES=- There are two other render modes that I know of for the game, Pencil and Plastic (the default is Cartoon). To get these, you have to type in a certain name for your game when you create it. These other render modes are not as good as the default, in my opinion, but you may think differently. The codes for each render mode are: Pencil: "PENCILITIN" Plastic: "FANPLASTIC" At the moment I do not know of any other render modes, nor any other way to unlock them. Sorry everyone. --==VIII. SMACK ATTACK LEVEL WALKTHROUGH==-- Before I start the walkthroughs, I would like to explain my method here of walking you through the levels. Because there are three game modes, each of the 12 levels has three different challenges in it, so the three different modes have to have different walkthroughs. Also, when you complete a level in one game mode, the next level ONLY becomes available in that game mode, so it is easiest to work through the whole game one mode at a time. With that over, I can finally start the walkthrough! -=Contents=- A. Smack Attack in general B. Wild Wooly West C. Death Valley D. Mesa Madness E. Swamp Stomp F. Temple of Boom G. Schmoe vs. the Volcano H. Monster Mosh I. Count's Castle J. Bohemian Raspberry K. Babbling 5 L. Lunarcy M. Shooting Stars -=A. SMACK ATTACK IN GENERAL=- Generally, the key to winning any Smack Attack challenge is aggression. If you stand by the sidelines you'll never get a Smack Point, and you can't win like that! So get stuck in there, and don't be afraid to get killed, just try not to in the process. After all, you'll only respawn straight away! Also, try to use the weapons you get and not look around the map for the ones you want. Being able to use random resources will be a skill you'll need, especially against other human players. And don't forget to try out the level hazards, activated by hitting bullseye-type targets placed around the levels, usually with your primary weapon. So now that you know the basics, the challenges await! -=B. WILD WOOLY WEST=- The first level, so it's very basic. A simple open area with a valley at one end, and a few tall rocks at the other. watch out for the train, it comes through randomly, and don't forget the activated hazards, the rockslide activated by the target near one end of the train tunnel, and the exploding hut activated by the target at the other end of the bridge. Also, if you need to get away from someone fast, try entering one end of the train tunnel, as you will pop out at the other end. As with all of the desert levels, watch out for Whack Angus' Cleavers, try to get him before he gets you! Finishing this level will unlock the Death Valley level, the Axe weapon and the Chain Gun weapon. -=C. DEATH VALLEY=- A bit trickier than the last level, but still pretty simple. The level consists of a large valley with three basic crossings; a bridge, which can be 'opened' to make others fall down by hitting a target at either end. To avoid falling yourself, always stick to the very edge of the bridge, and you should make it across; a simple rock crossing, which has no danger at all, in the centre; and another crossing at one end, with a giant weight suspended over it. Again, hit the target at either end to instantly drop the weight, though it isn't likely to actually hurt anyone. At one side of the valley is a small cave, which leads up a slope to a personal weapon box, and a high vantage point. At the other side is yet _another_ target, which when hit activates a magnet above it which pulls you up and onto a ledge for a personal weapon. Again, watch out for Whack Angus' Cleavers. Finishing this level will unlock the Mesa Madness level and the Buzz Saw weapon. -=D. MESA MADNESS=- A giant ramp in the centre of the arena dominates this level, and riding up it will land you on a small platform off the main land. To get back, drive onto the lowered end of the slanted rock, and another rock will land on the other end and launch you back into the fray. Also, in one area there is a crane that can be activated by hitting the nearby target, which magnetically pulls a car up, and into a car crusher, and then launches them to the other side of the level. Not much use really, doesn't get you Smack Points, but worth noting. Also worth a mention, if you fall off the edge of the level, you seem to be able to bounce right back up, a miracle of the modern road! And for the last time for now, don't forget about Whack Angus and his Cleavers of doom! Finishing this level will unlock the Cluster Bomb weapon. ===DESERT AREA COMPLETE=== -=E. SWAMP STOMP=- The first thing you'll probably notice is the water in this level. Don't be afraid of it, the only danger is the alligators, which I've never personally been eaten by. There are plenty of weapons to pick up, so there's no shortage there, and also there's two trees linked by a bridge which you can access by going into the hole at the bottom of either tree. Crossing the bridge into the hole will put you at the bottom of the other tree. There are also two vines here, but they are very difficult to use correctly, even for me, so I wouldn't recommend them. T. Wrecks isn't much of a threat, he does not often use his Shrink Ray so you should be in the clear to attack everyone like crazy! Finishing this level will unlock the Temple of Boom level, the Boxing Gloves weapon and the Harpoon weapon. -=F. TEMPLE OF BOOM=- There are really just two sections to this level, the main temple section and the small section across the water from there. The water in this level is slightly deadlier than the last level, there's piranhas just waiting for a bite at your vehicle! So just use the thin bridge, or shallow water, to cross if you need to, and remember how thin they are when thinking about using Cluster Bombs i.e. use them there! There's a personal weapon on the small piece of land here, but you'll have to evade the man-eating Venus Flytraps to get it. There's also a personal weapon inside the temple, accessed by pushing aside one of the square blocks at the sides of the temple. Notice how a lot of the time, the opponents are battling on the land between the temple and the water. Hmm... Finishing this level will unlock the Shmoe vs. the Volcano level and the Broadside Cannons weapon. -=G. SHMOE VS. THE VOLCANO=- Another level with an inherent hazard or two; first of all the obvious lava river flowing through the middle of the level, secondly the flames that randomly rise in one corner of the level, right next to a personal weapon of course! The other personal weapon is inside the structure at one end of the lava river, at either end the wall is opened by hitting the target next to it. The wall at the other end opens automatically once you get there, though. Also worthy of notice is the small platform in the lava river, and the ramps either side of it, which can be used to jump onto it. There's a weapon on there, you know, but it ISN'T recommended you try to get there with B.T. Bruno, he's almost too slow to reach the platform, and often doesn't. The last thing to notice is the tendrils to one side of the level, right next to a weapon. Don't go near them, or you'll be seeing the clouds! Finishing this level will unlock the Portable Hole weapon. ===JUNGLE AREA COMPLETE=== -=H. MONSTER MOSH=- This is the first time you'll be enCOUNTering Count Earl (pun completely intended) and you'll probably get frustrated. His Seeking Missile isn't easy to avoid, in fact it's almost impossible to avoid! Perhaps it can be whacked away with the Baseball Bat though... Anyway, no major hazards to note in this level, the water is completely safe and there aren't any zombie hands or anything. Something else worth mentioning, though, is the spider web just across the water, which can be a great help in getting into the action, or getting AWAY from a nasty opponent. The personal weapon boxes are in front of a building near the water, and in one back corner of the level. Finishing this level will unlock the Count's Castle level, the Freeze Ray weapon and the Chainsaw weapon. -=I. COUNT'S CASTLE=- Rather small fortress for the Count, don't you think? Still, there's only three ways into it; using a weapon e.g. Spring, using the catapult placed near the raised part of the level, and crossing the drawbridge. Careful with the drawbridge though, the targets either side will make it raise. To get _out_ of the fortress, which has a personal weapon inside of it of course, use either the drawbridge or the small ramp inside. I recommend the drawbridge, as the place is too small to get a good run-up for the ramp. Aswell as the catapult, there is a ballista (giant crossbow, for all those that don't know) at the other side of the level, activate it by driving onto the platform at one end of it. Fire by using A, and get off by using B. Not that useful actually, a bit hard to aim and it doesn't particularly do much good anyway. A much better strategy is to get the other personal weapon, located on the raised ramp. In case you were wondering, to get on the raised part you have to locate the small ruins to one corner of the level, the ramp up to it is there. Finishing this level will unlock the Bohemian Raspberry level and the Spring weapon. -=J. BOHEMIAN RASPBERRY=- A rather long level split into two main parts, the house at one end, and the rest of the level. The two parts are separated by a bridge, but the bridge actually completely disappears if the target either side is hit, so there is another way across: from the main land there is a cart tilted to one end so, when you drive over it you are launched across, and from the house 'island' there is a rock laid down like a ramp, drive over that for a big boost. At the bottom of the level there is a fountain, but what we need to know is next to this fountain is a cave, with spooky red eyes. Think it might be a hazard? Well don't explore and find out, because it is. Instead, try forcing your opponents in there. Thankfully, this is the last time you'll need to face Count Earl in a Smack Attack, and after this you're 3/4 of the way through the Smack Attack challenges! Finishing this level will unlock the Gunship weapon. ===TRANSYLVANIA AREA COMPLETE=== -=K. BABBLING 5=- This is a rather small level, which is good for Brian and bad for you. Why, you ask? Because placed correctly, his Nuclear Mine can wipe out the whole level! So keep him occupied, and away from the two personal weapon boxes. Talking of weapon boxes, be wary of them throughout the Space area, because every so often they will rise above the level of your vehicle, making them impossible to reach. Fortunately, they come back down within seconds, so you should be able to grab them afterwards. Anyway, there is a personal weapon box right in the centre of the level, underneath the large rocket! The other box is rather different to get to, first you must locate the teleporter on the ground level, not that hard really, then go through it. You should be on the edge of the level. Now re-enter the teleport you came out of, and you should be on a high platform above the level. Grab the weapon, then either jump off or use the teleporter _again_ to go back where you started. Of course, there is the much easier way of locating the small platform with a ramp on it (it raises often, so be on the lookout for a pole aswell) and drive straight up the ramp. If done completely correctly, the vehicle should gain wings and be able to fly. You can find the personal weapon easier this way, or do something quite sneaky, an air raid, by picking up Cluster Bombs and dropping them from the air. Nice. Finishing this level will unlock the Lunarcy level, the Baseball Bat weapon and the Grenade weapon. -=L. LUNARCY=- A very small level, if you don't count the pathway off through the building. The first personal weapon is right in the centre of the main area (again!) and is in the midst of some strange fungi, which make pinball-like sounds and bounce back whatever hits them, be it you, an opponent or even a weapon! The other personal weapon is through a tunnel after the building in the level. There are two targets in this level, but there is a difference between the targets here and in the next level, and any other targets; these targets are on legs! They don't move around too much though and are usually confined to a small area near what they activate. The target near the building will, when hit, close the door of the building. Did I mention that the door is rather heavy? No? Well it would probably crush much under it, including, say, enemies! The other target in this level is through the tunnel in the building, and activates the flying saucer at the other end to produce an alien beam, which burns up anything that goes through it. It's easily avoidable though, so no worry there. However, there is another worry in the main area, the crystals in one corner can burst you like a balloon, strangely, so stay well away from them and the (regular) weapon box amidst them. Finishing this level will unlock the Shooting Stars level and the Rocket Booster weapon. -=M. SHOOTING STARS=- If you're reading this, that means either you're reading this whole FAQ in advance (good for you!) or you've reached the final level (good for you!). Although it seems pretty simple, there are a few things to note about this level, mainly the teleporters and the meteor 'shower' (honestly, it looks like a shower head and is meant to be a pun). The teleporters will take you to outside platforms with personal weapons on, not much else. The meteor shower is activated by hitting the target to the right of it (looking from the inside of the ring) and it'll probably kill you in the process of you activating it! But that just shows how powerful it is, and indeed if you can activate it there may be some mighty Smack Points coming your way! The last thing to note about this level is that there's no way to die by falling off the edges, if you fall on the outside you float back in, and if you fall on the inside you bounce straight off the orange planet as if it were a beach ball! Finishing this level will unlock the Vacuum weapon. ===SPACE AREA COMPLETE=== ===SMACK ATTACK COMPLETE!=== --==IX. GATE RELAY LEVEL WALKTHROUGH==-- -=Contents=- A. Gate Relay in general B. Wild Wooly West C. Death Valley D. Mesa Madness E. Swamp Stomp F. Temple of Boom G. Shmoe vs. the Volcano H. Monster Mosh I. Count's Castle J. Bohemian Raspberry K. Babbling 5 L. Lunarcy M. Shooting Stars -=A. GATE RELAY IN GENERAL=- The essential thing to know about any Gate Relay level, is where the gates are! The most important thing to do in a Gate Relay level, is get to them! You would be surprised how much the other 'toons attack each other and forget the race, with this safe in mind keep going for the gold and let nothing stand in your way! Even with B.T. Bruno, it's usually easy to win a Gate Relay level, but still this is here to show you where the gates are, and how best to get to them in the quickest time, to beat everyone else! Because after all, why else would you play this game? -=B. WILD WOOLY WEST=- As with all the Gate Relay levels, you start out at the first gate. Remember where it is, and race on. Remember the two tall rocks I mentioned in the Smack Attack walkthrough? Yeah? Well the best way to win this level is to do a figure of 8 around those two rocks. Don't worry at all about the trap hut, the others won't set it off and you'll probably be going the wrong way to set it off. Finishing this level will unlock the Death Valley level in Gate Relay mode, and any weapons you haven't already unlocked from this level in other modes. -=C. DEATH VALLEY=- A simple circuit, revolving around the trapdoor bridge and the central pathway. Always activate the bridge, and don't forget to keep to the very edge to save your own skin, and you'll be flying past everyone here. there's no real danger in this level apart from weapons like the Buzz Saw, but just try to dodge them and you should be all right. Finishing this level will unlock the Mesa Madness level in Gate Relay mode, and any weapons you haven't already unlocked from this level in other modes. -=D. MESA MADNESS=- The reason you _will_ eventually hate Gate Relay, the first back and forth level. This, and many levels like it, are the main reason you'll need the powerslide so much, as you'll be quickly turning around to get from one end of the course to the other, and back again. Mind out for the magnetic crane, if you get picked up going towards the gate in that area, you'll be shot quite a way back and lose a good few places, or at least some distance. Finishing this level will only unlock any weapons you haven't already unlocked from this level in other modes. ===DESERT AREA COMPLETE=== -=E. SWAMP STOMP=- A race with a difference, although the basic route between the two gates, one the far side of a tree in the back corner and one on the raised portion of the level, is the same there's a different method of getting between them each way. First of all, drive up the ramp as close to the main cliff as possible without being slowed down, giving you an extra edge against the AI that likes to take the proper route, then after you are through the gate jump off the platform NOT onto a vine and drive to the gate behind the tree. Simple really, but don't forget about those logs, they can knock you off course pretty far! Finishing this level will unlock the Temple of Boom level in Gate Relay mode, and any weapons you haven't already unlocked from this level in other modes. -=F. TEMPLE OF BOOM=- Remember about the thin bridge and shallow water crossings? Well you'll need to use them here, from your start point at one end of the level you have to get to the other end, over the water, and back again. It helps to go the way you start the level, and use weapons like Cluster Bombs a lot, as there are many places where they will likely kill a few characters. Also worth mentioning are the giant plants on the small side of the water, they'll eat you if you get too close so don't. Finishing this level will unlock the Shmoe vs. the Volcano level in Gate Relay mode, and any weapons you haven't already unlocked from this level in other modes. -=G. SHMOE VS. THE VOLCANO=- Again there are many things to not about this level, not least the route taken between the two gates. From where you start (the right side of the lava, facing the temple) just drive up and over the high road of the temple. Believe me, the 'secret chamber', which is now constantly open, actually slows you down. After going through the second gate, make a dash for the ramp at the end, and try to jump at least onto the small island, if not completely over the lava. Once you're over it's plain sailing back to the start. For me this method is the quickest, but try to experiment, maybe the lower path doesn't slow you down, you never know. Finsishing this level will only unlock any weapons you haven't already unlocked from this level in other modes. ===JUNGLE AREA COMPLETE=== -=H. MONSTER MOSH=- The gates of this level are well spaced out, and there's a certain way to go if you want that extra advantage. As there's no real hazards in this level (apart from the other 'toons!) the only thing deciding your route would be the advantages of the course. For example, don't forget to use the spider web near the second gate, as it launches you straight towards the first one at great speed, and also always use the bridge across the water towards the second gate, as driving up the cliff can be very hard! Finishing this level will unlock the Count's Castle level in Gate Relay mode, and any weapons you haven't already unlocked from this level in other modes. -=I. COUNT'S CASTLE=- A circuit around the castle in the centre of the level, this really can be quite tough, not least because Count Earl's here! The gates are either side of the forest area, but the best way between them is still to go right around the course. Something to note is the small cart beside the bridge, it can launch you over the moat and give you that advantage you'll need against the Count. Apart from that, there isn't much else to this level except going fast! Finsihing this level will unlock the Bohemian Raspberry level in Gate Relay mode, and any weapons you haven't already unlocked from this level in other modes. -=J. BOHEMIAN RASPBERRY=- Another one of those annoying back-and-forth levels, but there are some tricks to it. Nobody seems to activate the bridge, so crossing that shouldn't be a problem towards the house, especially since the cart is gone, but away from it you might want to take the rock ramp, it's a much quicker, easier and less blocked/threatening way to get to the first gate again. Bear this in mind on this level, and DO NOT go in the cave near the first gate, and you should be rushing past them all! Finishing this level will only unlock any weapons you haven't already unlocked from this level in other game modes. ===TRANSYLVANIA AREA COMPLETE=== -=K. BABBLING 5=- Another quite hard level, and another back-and-forth one. There's plenty of traffic over the short distance between gates, and Brian does like to use his Nuclear Mine a lot, but if you've made it through the last 9 levels comfortably you should be able to make it through this one. There's no main hazards, so the previously mentioned Nuclear Mine is the only real danger, but it's sometimes hard to get past everyone else coming the other way! Finishing this level will unlock the Lunarcy level in Gate Relay mode, and any weapons you haven't already unlocked from this level in other game modes. -=L. LUNARCY=- A long, tough one that will definitely test you in many ways. The first thing to remember is the fungi in the centre of the first area, they'll bounce you back so don't drive into them! The really other important hazard to remember is the UFO at the end of the tunnel, but that's easily avoided by sticking to the side of the tunnel at its exit. There's always gonna be traffic in the tunnel going the opposite way to you, but a good weapon like the Baseball Bat should take care of that problem easily. Finishing this level will unlock the Shooting Stars level in Gate Relay mode, and any weapons you haven't already unlocked from this level in other game modes. -=M. SHOOTING STARS=- The last level, all over again! This time, though, you'll be racing back and forth once more, as you go around the rings of the planet. There isn't much at all to say about this level in Gate Relay mode, except that if you're quite far behind try to go on the inside of the ring, even at the archway. It is possible but sometimes VERY hard to pull off, and often resulting in a time-wasting bounce off of the planet. But it's definitely worth the chance at least once in the race. Finishing this level will only unlock any weapons you haven't already unlocked from this level in other game modes. ===SPACE AREA COMPLETE=== ===GATE RELAY COMPLETE!=== --==X. FLAG RALLY LEVEL WALKTHROUGH==-- -=Contents=- A. Flag Rally in general B. Wild Wooly West C. Death Valley D. Mesa Madness E. Swamp Stomp F. Temple of Boom G. Shmoe vs. the Volcano H. Monster Mosh I. Count's Castle J. Bohemian Raspberry K. Babbling 5 L. Lunarcy M. Shooting Stars -=A. FLAG RALLY IN GENERAL=- Although there are several strategies to a Flag Rally contest, there are two effective ones: 1) Collect a vacuum, wait by the winner's circle and suck up the one who comes along with 4 flags, or 2) Go crazy and drive towards any flag on the radar, collected by an opponent or not. I prefer number 2, and number 1 isn't FAQ-writing material, so I'm gonna have to stick with 2 here. Having said that, the most important thing to know about a Flag Rally is, of course, where the winner's circle actually IS! Mostly, it is on a platform/place that's a bit out-of-the-way, but sometimes we need a little help getting there, and that's what I'm here for! -=B. WILD WOOLY WEST=- First things first, the winner's circle is simply on the thin side of the rail bridge, hard to miss. The main obstacles in your quest for flags here, aside from opponents, are the many buildings of the ghost town. That's why I recommend that you stick to the wide open areas around those huge rock towers. If worst comes to worst and you do have to go into the town, just do it. It isn't _that_ much of a problem, but it can still get a little in the way. Finishing this level will unlock the Death Valley level in Flag Rally mode, and any weapons you haven't already unlocked from this level in other modes. -=C. DEATH VALLEY=- This is where our memories come in, kiddies! Remember that magnet around here? (If not, look it up in the Smack Attack section) The winner's circle is just up on that there platform. Conveniently, a good place to collect flags is in the area where you can get picked up by the magnet, as the enemies seem to hang around there an awful lot. If you're quite stuck, try the other side, but be sure to cross using the safe rock bridge at all times! Finishing this level will unlock the Mesa Madness level in Flag Rally mode, and any weapons you haven't already unlocked from this level in other modes. -=D. MESA MADNESS=- Once again the winner's circle is out-of-the-way (what did I say in the general tips?), it's off the main area, accessed by jumping off the HUGE ramp in the centre of the level. There's a wide open space in this level, and enemies (and flags!) hang out here a lot, it's definitely a good place to pick up flags. Don't forget, there are weapons on the raised platforms on the outside of the large open area, aswell as that one in the middle of it. If you've completed the Desert Area in other game modes, finishing this level will unlock Whack Angus as a playable character. If not, you may unlock any weapons you haven't already unlocked from this level. ===DESERT AREA COMPLETE=== -=E. SWAMP STOMP=- The winner's circle isn't too far off the beaten path this time, it's up on the raised area of the level, glaring bright as it does. There aren't many weapons in the main area of this level (one in the centre, one in each water area and one at the back, I think) so use them wisely. If you don't see something you like, pick up something else and use that, it's better than nothing! Remember that lone flags can wonder up on the raised area, though! Also don't forget about those pesky logs, getting hit by one of those is gonna lose you all your flags, especially annoying when making your way to the winner's circle! Finishing this level will unlock the Temple of Boom level in Flag Rally mode, and any weapons you haven't already unlocked from this level. -=F. TEMPLE OF BOOM=- The winner's circle this time is on top of the temple, just use a ramp from the corners of the temple to get up there. As I said before, the enemy like to hang around at the 'front' of the temple (the side nearest the water) but they do also like to go around the 'back' aswell. Don't forget there may be lone flags wandering across the water! Finishing this level will unlock the Shmoe vs. the Volcano level in Flag Rally mode, and any weapons you haven't already unlocked from this level in other modes. -=G. SHMOE VS. THE VOLCANO=- There's no real hard-to-reach areas here, so the designers decided to put the winner's circle right next to the river of lava, in the place where fire bursts from the floor, at the back corner of the level. There's no real recommended areas here, the whole level is used throughout this challenge, so just have fun as this is the last you'll be seeing of T. Wrecks for a while! If you've completed the Jungle Area in other game modes, finishing this level will unlock T. Wrecks as a playable character. If not, you may unlock any weapons you haven't already unlocked from this level. ===JUNGLE AREA COMPLETE=== -=H. MONSTER MOSH=- Another relatively simple level with a relatively simple winner's circle, just put in the back corner of the level. Again a lot of wide, open space for battle and also the area across the water is used a surprising amount! There isn't really much you can say about this level, so be aggressive at all times and go for those flags! Finsihing this level will unlock the Count's Castle level in Flag Rally mode, and any weapons you haven't already unlocked from this level in other modes. -=I. COUNT'S CASTLE=- The winner's circle here can be a bitch to get to, positioned right in the castle in the centre of the level. A recommended strategy is not to use the drawbridge but use the catapult, as this will guarantee your entry. It seems on this level that enemies don't often use the raised platform, but are often in the area where the ramp to it is. Remember to keep watching for lone flags! Finishing this level will unlock the Bohemian Raspberry level in Flag Rally mode, and any weapons you haven't already unlocked from this level in other modes. -=J. BOHEMIAN RASPBERRY=- The winner's circle is, once again, in the edges of the area, near the 'haunted house' on its own platform. Use the cart to get up there rather than the bridge as the bridge is a controllable hazard, that probably will be controlled. It seems that enemies like to battle at either extreme in this level, rather than in the middle. Strange. If you've completed the Transylvania Area in other game modes, finishing this level will unlock Count Earl as a playable character. If not, you may unlock any weapons you haven't already unlocked from this level. ===TRANSYLVANIA AREA COMPLETE=== -=K. BABBLING 5=- The winner's circle, although incredibly close to the open area, is kinda tricky to get to! You'll either have to fly by either the 'wings platform' or Gunship weapon, or use the teleport to get there (well, I suppose you _could_ Spring up there, but that option's not recommended). The teleport will take you onto the edge of the level, but you'll still have to drive around the edge for a bit before you come to the circle, and you're pretty vulnerable to weapons up there! Still, enemies like to gather in the centre of the level, where the personal weapon box is, and sometimes around the 3 platforms on ground floor. Finishing this level will unlock the Lunarcy level in Flag Rally mode, and any weapons you haven't already unlocked from this level in other modes. -=L. LUNARCY=- The route to the winner's circle isn't so much tricky here, as it is LONG! The tunnel used in Gate Relay mode is the route to it here, and it takes a while to get all the way down! Apart from that, there isn't much at all in this level that hasn't already been said, and as the main area is so small there's no real places where enemies are more concentrated. Sorry, not much help I can give you here. A devilishly simple level, this one. Finishing this level will unlock the Shooting Stars level in Flag Rally mode, and any weapons you haven't already unlocked from this level in other modes. -=M. SHOOTING STARS=- Can you see the winner's circle? It's on one of those outside platforms, past the meteor 'shower', so the easiest way to get there by far is teleporter. As soon as you've got 4 flags go into the first teleporter you see, and if it leads you to the wrong platform then go back through, and keep trying them until you get the right one. There's no real places where enemies hang, as it's a circular level, but going around the level the opposite way to the majority of the others can save you time trying to find them! If you've completed the Space Area in other game modes, finishing this level will unlock Brian the Brain as a playable character, and if the other bosses are unlocked aswell, will unlock your character's personal weapon as a common weapon! If not, you may unlock any weapons you haven't already unlocked from this level. ===SPACE AREA COMPLETE=== ===FLAG RALLY COMPLETE!=== ===WHOLE GAME COMPLETE!!!!!=== --==XI. UPDATES==-- 08/12/2002 Version 0.5:- Completed the characters, weapons and Smack Attack level walkthrough sections, first version submitted to GameFAQs 08/13/2002 Version 0.7:- A few minor bug fixes, like that blank line somewhere, and added the Gate Relay level walkthrough section. Also updated the Copyright notice. 08/18/2002 Version 1.0:- Yay! I finally got this thing finished to a reasonable FAQ! Okay I'm gonna look at people's sites now if they request this FAQ, so don't be afraid to ask anymore! 08/20/2002 Version 1.1:- Added some stuff I forgot on the Lunarcy level, check the Smack Attack section to find out what! Also corrected some mistakes here and there. 08/28/2002 Version 1.2:- Given more sites permission to use FAQ. That is all. --==XII. FAQ IS AVAILABLE AT...==-- At the moment, I have given the following sites permission to use my FAQ: GameFAQs (www.gamefaqs.com) CheatCodes.com Cheat Code Central (www.cheatcc.com) Cheat Planet (www.cheatplanet.com) --==XIII. THANKS==-- First of all, thank you to Pseudo Interactive Inc. for making a game I can actually write an FAQ about, and EA Games for publishing it! Thanks to CJayC, without you where would we put our FAQs? Thanks to MSN, for giving us Hotmail so I can use more than one email address! Thanks to my father, for lending me his laptop while my computer was broken. Thanks to me, for all the original content. I will definitely put up the names/aliases of anyone who contributes to this FAQ right here, so nobody will go uncredited nor unthanked. And please, do try to contribute, it's only with everyone's effort that this FAQ can be made truly great :) ====END FILE==== Just so ya know it's fully downloaded!