D********************************************************************** TWISTED METAL HEAD ON: EXTRA TWISTED EDITION ********************************************************************** Email me here: khfever@gmail.com Working on: -Completed! Intend to add: -Multiplayer strategies -Bugs -Perhaps a tier list Table of Contents ================= 1. Introduction a. About TMHOETE 2. Twisted Metal Head On a. Menus b. Characters/Vehicles c. Upgrades d. Energy Attacks e. Weapons f. Bonus Levels g. Maps (Story Mode) h. Deathmatch Maps (Challenge/Endurance Mode) 3. Twisted Metal Lost a. Menus b. Characters/Vehicles c. Energy Attacks d. Weapons e. Maps (Story/Challenge/Endurance Mode) 4. Bonus material/Extras a. Sweet Tour b. Documentary c. TM1 Ending Movies d. Cheats/Unlockables 5. Suggestions for next TM 6. Outro *********************************************************************** 1. Introduction Welcome to my Twisted Metal Head On: Extra Twisted Edition guide. While I originally planned a guide for TMHO, there was already a good one for it on CheatCC and even then all I would probably do is just go into detail about the maps and characters since everything else is well documented. With TMHOETE I made this guide because it’s a much more complete TM experience compared to TMHO for PSP. While the game content is largely the same there are plenty of changes, thus warranting TMHOETE a FAQ. With that said, I’m sure you’ll be into reading the other sections by now. a. About TMHOETE Twisted Metal Head On Extra Twisted Edition is a port of Twisted Metal Head On from PSP to the PS2, except it’s much more than a port. It has plenty of extras, but the game’s true highlight is the separate addition of TMLost, an intended sequel to TMB that was sadly cancelled when the 6 key members of the team (who named it TM:Harbor City) died in a plane crash. With TMLost however, comes an important note that explains TMLost… as well as shedding light on a possible new TM for the PS3! If there’s a downside to TMHOETE, it’s that it has no online play, but that’s fair enough as all the extras compensate to make this the ultimate TM experience. If you haven’t picked up TMHO for PSP then you won’t go wrong with a port of a great game. *********************************************************************** 2. Twisted Metal Head On This is the original TMHO game from TMHO PSP, everything was carried over with a few changes and additions, but overall it’s largely the same game. I’ll cover the changes in the sections below, mainly because I find squashing them together in one section is unnecessary. a. Menus ======== When you get to the menu (I have to mention that menus load faster now, compared to TMHO PSP!) these are the following options. Single Player – Play the game solo, with three different modes of play. Story – Play through the game in 11 levels, this is necessary to unlock the extra levels and characters. You can play through the game with every car except for one. Challenge – Choose a level, a car, and 5 opponents. All cars are playable in this mode. Endurance – Choose a level, and a car then battle it out until you die or leave. Multiplayer – As mentioned before, multiplayer is cut down heavily without the existence of online. Thus, you have the following two modes of play. 2P Deathmatch – Battle with a friend. 2P Coop – Play through Story mode with a friend. Options Audio – Adjust the music and sound effects volume. Controls – Choose from three control options: Classic, Hit n Run, and Run n Gun. Difficulty – Choose from four difficulties – Super Easy, Easy, Medium and Hard. Save Game – Save your game as well as your settings. Load Game – Load a previously saved game. Restore Default Settings – Restore everything back to where it was before. Movie Clips – See the intro cinematic, unlocked character endings and credits. b. Characters and Vehicles ========================== I’m not bothering with the stories, just the car stats and specials. I added ramming damage for Mr Slamm and Dark Tooth because you can beef up their specials’ damage by ramming an enemy. Sure, you can do this with other cars but the ramming damage sometimes even occurs during the special which is why I added it. 6 is the bare minimum without the ramming upgrade, and the ramming upgrade lets both Slamm and Dark Tooth do up to 12 points of ramming damage thus their upgraded specials will always have the 12 ramming damage tacked on because you forego getting the ram upgrade before the special weapon upgrade. In addition, I’m also adding armor points (i.e. how much damage a car can take before blowing up, so if a car has 100 points of health they can take up to 100 points of damage) as well as boundary damage. Boundary damage occurs when you exit the map’s solid ground and go right into a part of the level that will hurt your health. The damage will always be the same for every map but not for every car. It appears to me that Boundary Damage takes away more than a quarter of your health everytime you receive the out of bounds penalty. However, there’s a rather odd discrepancy with this though. In actuality, when I tested the armor stats of each car, Dark Tooth has 148 points of health without the armor upgrade. However, he only dies after four boundary damages. I think the reason for this is that when you’re about to die, the health will start blinking; when you’re hit the damage of a weapon (specifically those with less than 15 points as well as weapons that deal damage over time i.e. Thumper’s flamethrower) looks a lot less than normal. However, the Boundary Damage bypasses the critical health point as it lops away a specific chunk of your health; so even though you’re in yellow and only one more hit from going into the red health, the Boundary Damage can already kill you. For example, take Dark Tooth; again, he has a normal health bar of 148 points. However, he only dies after four boundary damages. He takes 33 per Boundary Damage, and with 4 he loses 132 points of health but he’s already dead after the fourth Boundary Damage, even though he has 148 points of health by default. So keep this in mind as Boundary Damages can be very damaging and much more deadly than you think. The only exception is Tower Tooth, as he can’t go on any map that has “Out of Bounds” penalties in them and Roman Ruins deathmatch has no out of bounds penalties. Roadkill Handling: 5/10 Armor: 4/10 (100, 115) Special Weapon: 6/10 Speed: 6/10 Boundary Damage – 29 points Special - (Boomerang, 15 points normal, 30 points with a return shot) Fires a boomerang at an enemy. It has low homing ability. Hitting the fire button after firing a boomerang will cause it to return to Roadkill. If you fire it with no target present, the boomerang will only go straight ahead. Unlike TM2, you must hit the fire button to manually return the boomerang. Upgraded – (Charged, 27-35 points normal based on range, 31-35 points after the 3 light blinking charge delay, 30-62 on a return shot) Fires up to six boomerangs, all home in on the enemy much better than the regular version IMO. They deal decent damage, even better if you get all 6 to hit an enemy on their way back. It is the most powerful special by itself, but other characters have more powerful. Shadow Handling: 5/10 Armor: 4/10 (110, 127) Special Weapon: 8/10 Speed: 6/10 Boundary Damage – 28 points Special – (Soul Shadow, 12-16 points) The special is weak, contrary to what the special stat says. However, it does have a useful ability to pass through walls, whether you detonate it or not. When you detonate it the explosion also goes through walls, and the area of effect is somewhat similar to a Napalm. Fortunately, unlike TM2 you can’t hurt yourself with this. It is faster compared to TM2’s Soul Shadow but it’s slower compared to TMB’s. The damage depends highly on how close the enemy is within the purple circle before detonation. Upgraded – (Charge, 27-29 points, 27 on a full charge and 29 after the three light blinking charge delay) While the special does more damage, the damage varies based on the distance the enemy is from the explosion. Thus, if you’re trying to go for the full 29 points you must detonate when the enemy is near the center of the Soul Shadow. However the 2 point difference isn’t really worth it. Mr Grimm Handling: 10/10 Armor: 2/10 (85, 97) Special Weapon: 10/10 Speed: 8/10 Boundary Damage – 21 points Special – (Screaming Soul, 25 points) Fires three skulls ahead at an enemy. A direct hit not only causes damage, it also bounces them up a bit. However, this was slowed down from TMHO PSP because the special has a delay, so now you can’t fire two in a row for 50 points of damage. BUT it gives you a chance of making your shot more accurate incase your enemy is moving and you’re trying to adjust the shot to hit where they’re going. Another change from TMHO PSP is that the special is now red even when not upgraded (just a minor graphical difference). Upgraded – (Mash, fires missiles with small homing ability, 3 points per missile, I got 43 points as max so far) Until the Screaming Soul hits something (be it a wall, obstacle or enemy), you can continue to fire missiles at the enemy. It’s best to utilize the special by freezing an enemy, backing up so that you have a large gap between you and your enemy, then fire and mash like crazy. If you’re upclose, the special will hit and you won’t be able to get even 1 missile to hit (whereas in TMHO PSP, if you mash the fire button fast enough a missile will come out right after firing the screaming soul, thus letting you get 28 points even if you’re right next to an enemy). Sweet Tooth Handling: 2/10 Armor: 8/10 (125, 144) Special Weapon: 6/10 Speed: 2/10 Boundary Damage – 31 points Special – (Napalm Cone, 18 points) Fires a cone that homes in onto an enemy. If it hits a wall it’ll bounce around, but it loses its homing abilities. Perfect for long range combat but not too powerful on its own. Upgraded – (Charge, 18-30 points, fires up to 6 cones, each doing 5 points of damage) Fires up to six cones, all home in on the enemy but if an enemy turns too much some of the cones may miss. It’s only slightly more powerful than a charged Swarmer. Thumper Handling: 5/10 Armor: 4/10 (105, 121) Special Weapon: 8/10 Speed: 6/10 Boundary Damage - 26 points Special – (Balls of Fire, 4 fireballs, 5 points per fireball, 20 points plus fire damage if an enemy doesn’t turbo/shield) A weak special, the homing abilities are similar to a freeze missile – good but not great. Plus you have to aim all 4 successfully in order to get 20 points of damage. Special – (Mash, up to 32 points, each fireball is 1 point worth of damage) Thumper’s special is different; it becomes a flamethrower (colored green… O_o) when you fire it but when you mash it also fires fireballs (WOOHOO for repetition!). Unlike other mashed specials, even after you hit an enemy initially with the “main” special (in this case the flamethrower) the mashed projectiles can still continue to be fired until the special ends. It’s hard to rack up even 25 points of damage, so freezing first may help. Add some machine guns to supplement your damage potential. Spectre Handling: 10/10 Armor: 2/10 (95, 109) Special Weapon: 8/10 Speed: 8/10 Boundary Damage – 24 points Special – (Ghost Missile, 13 points of damage) Fires a missile that goes through walls until it hits an enemy. It does very low damage but it’s a sure hit. An opponent targeted by a ghost missile will have a green tripod-thing around their car to indicate that they’re being targeted, giving them time to Shield or Flak so only use this when you know they won’t have enough energy to avoid it. Upgraded – (Charge, 23 points on full charge, 27 points after the three light blinking charge delay) The upgraded version is perfect for sniping from a higher area. Again it’s better to only fire the special when you know an enemy doesn’t have the energy to Flak or Shield. Twister Handling: 10/10 Armor: 2/10 (90, 103) Special Weapon: 8/10 Speed: 10/10 Boundary Damage – 23 points Special – (Tornado Twist, 18 points of damage) Twister gets on its front and then spins wildly creating a tornado. Any nearby enemies will get dragged into the tornado and spun around until the tornado finishes, which tosses them all away. Perfect for throwing an enemy “out of bounds” for more damage, even if they activate a shield. Don’t use the special near walls; an enemy who hits a wall after will fall to the ground immediately and will be immune to the rest of the special. Upgraded – (Mash, 31 points of damage) The same, just mash for extra damage. Outlaw Handling: 5/10 Armor: 4/10 (100, 115) Special Weapon: 6/10 Speed: 8/10 Boundary Damage – 25 points Special – (Tazer, 4-17 points based on how long the tazer latches onto the enemy) Shocks the nearest enemy with a lightning bolt. It does minor damage and you have to run near an enemy in order to ensure the full damage, making this one of the weakest specials. However when upgraded, it is one of the most powerful specials overall. The Tazer can also pass through walls. Upgraded – (Mash, 4-32 points based on how long the tazer latches onto the enemy and how many times you pressed the fire button) The tazer will now shock enemies repeatedly if you keep tapping the fire button, similar to Crazy 8’s from TMB. However what makes this better is that it disorientates the enemy (i.e. flips them over or causes them to be imbalanced). If you fire your machine guns while shocking the enemy, you can do about half damage to every car in the game. An improvement over the normal special. Grasshopper Handling: 10/10 Armor: 2/10 (94, 108) Special Weapon: 4/10 Speed: 6/10 Boundary Damage – 24 points Special – (Body Slam, 18 points) When selected, an enemy closest to you will have a green circle surrounding them, thus warning them of Grasshopper’s special. This is also the only way to get Grasshopper to do her special. She jumps into the air and then charges at the enemy. If you’re closer, she’ll bounce off of them which gives them a possible chance to retaliate so it’s better you use it from far away. If no enemy is in sight, Grasshopper jumps up to TM2 height, which can be useful to get to certain areas without having to use the jump upgrade (especially in multiplayer). The special causes the enemy to bounce really high into the air, thus setting up for further punishment. Upgraded – (Mash, 20-32 points, each green ball does 1 point of damage) After jumping, mash the fire button to fire green balls at the enemy (which will always hit), until Grasshopper connects with the special. More damage is possible when the special is used far away. When you hit fire, even if you don’t mash, two green balls will always be fired thus ensuring at least 20 points of damage. Warthog Handling: 2/10 Armor: 8/10 (130, 149) Special Weapon: 6/10 Speed: 4/10 Boundary Damage – 33 points Special – (Patriot Missiles, 6 per missile, 18 points overall with 3 missiles) Fires a trio of homing missiles, red, white and blue. Good overall weapon for long range combat, but in comparison to other specials Warthog’s doesn’t do too much damage but it’s useful to wear an enemy down, really quickly. Upgraded – (Charge, 27 damage when charged) The special is still the same but the missiles do more damage when charged, equivalent to a fully charged Swarmer missile. All three missiles also become red (minor graphical difference). Axel (secret character) Handling: 5/10 Armor: 6/10 (120, 138) Special Weapon: 6/10 Speed: 4/10 Boundary Damage - 30 points Special – (Shockwave, 15 points) Axel releases a burst of energy that crosses the ground, forming a circle. Anyone hit by the shockwave will bounce into the air, and if they’re driving they’ll even flip over thus setting them up for further punishment. Good to hit multiple enemies at once. Upgraded – (Charge, 27 points) The same, and a lightning bolt is latched onto an enemy from Axel’s vehicle although it doesn’t seem to do any extra damage. Mr Slamm (secret character) Handling: 2/10 Armor: 8/10 (135, 155) Special Weapon: 10/10 Speed: 2/10 Boundary Damage – 34 points Special - (Bucket Shake Slam, 22 points + 6-12 ramming damage = 28-34 total) When selected, all you do is drive your front end into a vehicle and it will pick them up, slam them a few times and then throw them away. A change from TMHO (and TM2) is that now the enemy that’s getting slammed will temporarily have their weapon/energy display disabled. They can still shield it, not what I originally thought, but they can’t fire anything. Throw an enemy into a wall with your special, then rinse and repeat until you’re out of specials. Fire your machine guns to accelerate the process! An enemy can only deal with this by putting a shield up after they’re thrown away by your special and then remote bombing their way out, so when they’re out of energy they might as well be doomed!!! To be fair, Slamm’s special will sometimes count the opponent ramming him so he’ll take minor damage from his special. Upgraded – (Charge, 22-34 points + 12 ramming damage = 46 total) No longer automatic, you have to manually fire the special (which causes the crane at the front to go forward a bit, increasing its range). However, you can get 47 points of damage per freeze (Freeze, Ram + fully-charged Special) so that’s still a lot. You can’t spam it in the same manner as when it was normal, though. Crimson Fury (secret character) Handling: 10/10 Armor: 2/10 (95, 109) Special Weapon: 8/10 Speed: 8/10 Boundary Damage – 24 points Special – (Reticle Pulse Blast, 16 points) A red box appears in front of Crimson Fury; any target in the box will have a crosshair on them (a change from TMHO PSP). Once the crosshair is shown, it is your cue to hit the fire button to shoot. It launches a laser ball at an enemy with minor homing ability (though it sounds pretty cool). Upgraded – (Charged, 25 points) The charged special fires up to 5 laser balls for five points each. You’ll have to aim carefully for all 5 laser balls to hit. Hammerhead (secret character) Handling: 2/10 Armor: 6/10 (118, 135) Special Weapon: 6/10 Speed: 2/10 Boundary Damage – 30 points Special – (Ram Attack, 15 points) When selected and near an enemy, the ground becomes highlighted in blue. Press fire, and Hammerhead will do a wheelie (i.e. lift the front wheels up), jump onto the victim and then bounce off of them. If no target is present, Hammerhead just does a wheelie. The initial wheelie leaves you pretty wide open since Hammerhead doesn’t leave the ground immediately. However once it hits, it disables the enemy’s ability to fire until Hammerhead lands back onto the ground, but they can still shield it. Also if no target is present, the special will still be in- tact until you actually hit an enemy. Upgraded – (Mash, up to 25 points) Once Hammerhead is on an enemy, he will accelerate his wheels (by mashing the fire button) and rub it over his enemy’s paint for further damage. Cousin Eddy (secret character) Handling: 5/10 Armor: 10/10 (100, 115) Special Weapon: 10/10 Speed: 8/10 Boundary Damage – 25 points Special – (Bull’s Rush, not named officially, 25 points) Cousin Eddy rushes forward and charges straight ahead. Anyone unlucky enough to cross his path will get pushed aside. The special flings the enemy into the air depending on your distance from them when you activate the special. At mid range, it will fling them into the air, but at close or long range, it will just push them aside. 25 points is quite a lot and if you throw them into the air it sets them up for further punishment. You can also use this special as a means of getting away from danger in an instant. Upgraded – (Minion Flamethrower, not named officially, 36 points + fire damage) Remember Minion’s flamethrower from TMB? Well here is the same. Just get close to an enemy and fire it off! It does pretty good damage for such little effort, but beware that an enemy can freeze you to stop it. Special Note – Cousin Eddy’s machine gun fires white missiles that home in onto an enemy now. A nice improvement from TMHO PSP, where his machine gun was lame (it did not home in like boss Cousin Eddy’s and it was VERY hard to hit with). ATV (secret character) Handling: 10/10 Armor: 1/10 (50, 57) Special Weapon: 4/10 Speed: 8/10 Boundary Damage – 13 points Special – (Bullet, not officially named, about 20 points) Fires a few orange-ball shaped bullets. It has no homing ability, and a pretty weak weapon overall as well as a lame excuse to get up into an enemy’s face. Upgraded – (Dynamite, not officially named, 29 points) ATV now throws a dynamite at an enemy that follows them and hits for good damage. It’s an excellent way to strike enemies from above and below you, since the Dynamite arcs up pretty high. Dark Tooth (Secret character) Handling: 10/10 Armor: 10/10 (148, 173) Special Weapon: 10/10 Speed: 10/10 Boundary Damage – 33 points Special – (Grapple, 20 points + 6-12 ramming damage = 26-32 total) The mechanical jaws at the front grab an enemy, slam them a few times, and then throws them away. Dark Tooth’s special animation has changed; at the end, it now lifts an enemy into the air BEFORE tossing them. Whereas in TMHO PSP after slamming an enemy Dark Tooth just flings them up after (but this would cause some damage to him). Also there was an occasion where Dark Tooth’s special failed to throw an enemy away, it just dropped them right in front of him. However it loses its sound effects from TMHO PSP. After throwing an enemy away, you can follow-up by firing your machine guns along with another weapon for HUGE damage. BTW, the range is HUGE for a close range weapon, and the special isn’t named Grapple but I based the name off of the Concept Art manual that came with the game. However, the special does come with a price; it will count the opponent ramming Dark Tooth so he takes damage as well. Upgraded – (None, 30 points + 12 ramming damage = 42 total) Dark Tooth’s upgraded special is just more powerful, no need to hit anything! Special Note – Dark Tooth’s machine gun is Sweet Tooth’s special. His shield is coated in purple instead of green like the other characters. Author’s Note – Nevermind, you can still shield during Dark Tooth’s special. Same with Mr Slamm. My mistake here. Tower Tooth (secret character) Handling: 10/10 Armor: 10/10 (310, 357) Special Weapon: 10/10 Speed: 10/10 Special – (Flamethrower, 15-30 points) Tower Tooth’s special is essentially Cousin Eddy’s upgraded special, although it’s not as powerful. It automatically targets the nearest enemy, no need to aim. In multiplayer, the flamethrower can be a good threat when you combine it with your machine gun fire. Alternative – (Tower Lightning, no damage listed) Now this special sucks, compared to TMHO PSP. It no longer fires 10 extra cones during the special, and it does essentially the same damage as a fire missile. It’s not as powerful as TMHO PSP. It’s been colored red instead of blue (minor graphical difference) but at half health and nearly dead all you can do is fire some lousy lightning that’s not even powerful?!?! Ah well. He can now be used in multiplayer, a change from TMHO – though once you select him he still can only be used in Roman Ruins deathmatch level (why couldn’t they make him selectable in Tokyo Streets – Dark Tooth? That’s where his boss battle takes place anyway). Special Note – Tower Tooth’s machine gun is Sweet Tooth’s special just like Dark Tooth’s. His shield also covers him with purple energy instead of green. Armor/Health points ------------------- I think it would be easier to show the health here, as well as compare stats. A lot of them are surprising. I tested out the armor points, and unfortunately the work is a lot more difficult than I thought. Not only did I test with infinite weapons, but I also forgot that it gave you the armor upgrade. Not to mention, some of the data is weird! For example, Dark Tooth has 148 points as a playable character, with the upgrade it increases his health to 173 but the upgrade is supposed to make it 170… How odd. I think for the bosses, the armor upgrade gives them a few more health points than usual. So because of my initial testing (and failure to take into account the armor upgrade) I will now split up the health points. The first number is the health WITHOUT the armor upgrade and the second is with the armor upgrade. It has come to me that the AI actually has more health than a playable character, but with the armor upgrade all regular characters have more health than their AI counterparts. The bosses though, will always have the most health (Dark Tooth has 200 points as the AI, whereas he only has 148 as a playable character). These health stats are all for the playable versions of characters, not the AI. Format: Character (armor): normal health, health with armor upgrade Roadkill (4/10): 100, 115 Shadow (4/10): 110, 127 Mr Grimm (2/10): 85, 97 Sweet Tooth (8/10): 125, 144 Thumper (4/10): 105, 121 Spectre (2/10): 95, 109 Twister (2/10): 93, 103 Outlaw (4/10): 100, 115 Grasshopper (2/10): 94, 108 Warthog (8/10): 130, 149 Axel: (6/10): 120, 138 Mr Slamm (8/10): 135, 155 Crimson Fury (2/10): 95, 109 Hammerhead (6/10): 118, 135 Cousin Eddy (10/10): 100, 115 ATV (1/10): 50, 57 Dark Tooth (10/10): 148, 173 Tower Tooth (10/10): 310, 357 (357 only with the Infinite Weapons code) The most shocking result of my testing would be Cousin Eddy, whose armor stat is listed as 10/10 but he actually has 4/10 armor. Warthog and Mr Slamm’s armors are something more like 9/10 rather than 8/10 especially since outside of Dark Tooth and Tower Tooth, they have the highest health out of anyone in the game. Grimm, Spectre, Twister, and Grasshopper all have more like 3/10 armor rather than 2/10. Shadow’s armor is more like 5/10 rather than 4/10, as 4/10 armored cars (Roadkill, Outlaw and Thumper) all have around 100 health as their base stat. Again, as mentioned above, Dark Tooth cheats the system by having 3 more health points with the armor upgrade than intended, yet Tower Tooth adheres to the armor upgrade system and has 357 health (the armor upgrade would add 47 more points of health). The game rounds some armor stats up, but some other armor stats on other cars are rounded down. I have no idea why this is the case. I only tested the armor upgrade for a few characters including Roadkill, Shadow and Dark Tooth; the rest of the armor stats are all rounded down after calculating the 15% increase. Boundary Damage --------------- Although the boundary damage penalty seems consistent with every character, there was one case (I think it was on the Tokyo Rooftops level) where the Boundary Damage was more than what I listed for Crimson Fury. I’m not sure if there’s a special case, or if there are any circumstances where going out of bounds in a specific area of the level will incur more damage as a penalty. So for now I’m listing all the boundary damages mentioned above, but Crimson Fury will be the only exception until I can re-confirm this. Format: Character: Boundary Damage Roadkill: 29 Shadow: 28 Mr Grimm: 21 Sweet Tooth: 31 Thumper: 26 Spectre: 24 Twister: 23 Outlaw: 25 Grasshopper: 24 Warthog: 33 Axel: 30 Mr Slamm: 34 Crimson Fury: 24-32 Hammerhead: 30 Cousin Eddy: 25 ATV: 13 Dark Tooth: 33 C. Upgrades =========== One thing the TMHO PSP manual screwed up on was the upgrade list, it did not go in the order specified compared to the game. Thus, in ETE’s manual it was fixed. Upgrades are powerups gained after destroying a car, they have varying effects and are permanent until you are destroyed, in which case you lose all upgrades and must start over. When you get an upgrade the next one comes available; after all 6 upgrades the 7th upgrade is random. Upgrades carry over to the next level giving you a nice advantage. In ETE the upgrade icons (yellow green triangles) now have words circling it (minor graphical difference). 1st upgrade: Turbo and Energy upgrade Speeds up Energy regeneration by 10%, turbo now burns slower by 10%, it also refills your energy/turbo meters in case you used some of it up. 2nd upgrade: Jump upgrade Now when you jump, it jumps 2x higher than normal, back to TM2 height. Very useful IMO, especially since Jump no longer uses any energy!!! 3rd upgrade: Ram upgrade Adds 10% more damage to a ramming attack. Much more useful in a higher armored car where the effects are more apparent. Average armored cars get up to 8 ramming points, higher armored cars get up to 12 ramming points, and lower armored cars can get up to 6 ramming points (which is odd, but yes, even Grimm can ram Dark Tooth for 6 points of damage). 4th upgrade: Machine Gun upgrade Your machine guns now fire red bullets instead of white ones, and will rapidly whittle down an enemy’s health. Very useful. 5th upgrade: Armor Upgrade Your armor/health bar increases by 15% so you’ll last longer. Very useful. BTW, the upgrade also completely refills your health in case you’re running short. 6th upgrade: Special Weapon upgrade Your special attacks/weapons can now do more damage based on two mechanics: charging and mashing. Charging is typically for the projectile/long range type specials, and mashing is for the melee-type specials though there are some exceptions (Mr Grimm uses the mash mechanic even though his special is a projectile, and Mr Slamm uses the charge mechanic even though his special is a melee-type special). Some characters’ specials become different, and there are a few who don’t even need to charge/mash to maximize their damage. Only Tower Tooth can’t receive a special weapon upgrade, but he makes up by having two specials based on his current health. Charged specials, when fully charged, will blink three times warning you to release the special before wasting it completely. A change here is that charged weapons can now be switched out even when being charged, though there is a second delay, and if you hold down the fire button in the process of switching weapons you’ll fire the next weapon automatically. It seems to me that some Mashed specials were toned down in damage, a bit (although I may be a bad button basher). 7th upgrade: Random upgrade You will either get three extra missiles (Fire, Homing, or Power), a 15% health regeneration, or a Turbo and Energy refill. To maximize your chances of a Turbo and Energy refill or 15% health regeneration get as much weapons as possible, or have 30 weapons (the maximum) so that you can only get 15% health regeneration or the Turbo and Energy refill. d. Energy Attacks ================= All Energy Attacks are based off of their TMB-inputs, save for one that was changed from TMHO PSP/TMB. Unlike TM2/TMB, you cannot use energy attacks when you fire a weapon (i.e. after firing a homing missile you cannot immediately fire a freeze missile) so combining weapons is less fluent and authentic. Freeze Missile (Up Down Up, uses about 40% of the energy bar) Fires a freeze missile at an enemy. A hit freezes them and thus lets you continue with whatever weapon you have in mind. The homing abilities are still pretty good but they are not as great as in TMHO PSP. Any weapon above 10 points of damage will break the freeze, thus to do the most damage, fire your Machine Guns and use a strong weapon – preferably a special or power missile. For some reason the D-pad input is rather unresponsive compared to the other Energy Attacks; I recommend using the left analog stick to input the Freeze (it’s more responsive than the D-Pad input but it sometimes fails occasionally). A freeze missile does 1 point of damage to an enemy. When you’re frozen, rapidly tap a button to break out. Unlike TMB, you can turbo during a freeze and it will actually use Turbo from your turbo meter. Shield (Right Right Down Down, uses about 60% of the energy bar) Causes green energy to envelope your car thus protecting it from weapons. Use it when low on health, trying to escape, or getting to a health, but use it wisely since it uses the most energy out of all energy attacks. It protects you for about 5 seconds. Mine (Right Left Down, uses about 10% of the energy bar) Drops a mine onto the ground. Best used after taking a teleport to ensure that an enemy will take the damage, rarely will you ever need to drop one into the path of a relentless enemy. A mine hit does 11 points of damage, compared to 6 from TMHO PSP. It is interesting to note that one of the trailers for TMHO PSP showed a mine doing 22 points of damage to Mr Grimm, so perhaps the mine in its previous state was too powerful… unless they meant a REMOTE BOMB but it clearly said a MINE hit. It also seems to me that you can’t stack mines on top of each other (i.e. drop three mines all at once) as opposed to previous TMs. Cloak (Left Left Down Down, uses about 30% of the energy bar) Renders your car invisible from sight and even from the radar for about 5 seconds, however it will leave behind a shadow of the car’s wheels as well as a smoke, so if a human player notices the smoke/shadow and shoots you it will unveil you so beware. Unlike TMB, ANY weapon fired (be it Machine Guns, energy attacks such as Freeze Missiles and etc) will uncloak so it’s better that you use this as a getaway option, not a surprise attack method. Also, when you use invisibility an enemy typically drives away from your location and will not notice you at all. This is VERY useful in the deathmatch versions of levels, especially since DM maps have fewer healths and most of them have wide areas thus making you a big target for anything. Unlike TMB’s cloak, if an enemy bumps into you or you run into something heavy that’s moving (i.e. traffic cars) you’ll STILL be cloaked. It costs less than a Shield and you can use at least three per full energy bar. This should be your primary defensive option with the Shield being a last resort. Flak (Up Down Left Right, uses about 20% of the energy bar) Causes a radial explosion to burst out of your car. The explosion can damage (for 10 points) and knock away enemies BUT it can also destroy missiles too. This is basically a less expensive Shield, but only for missiles, and you have to time it carefully so that a missile hits the explosion before it hits you. I rather not use it, but it looks pretty cool, IMO. Rear-Fire (Up Down Down, no energy is consumed) The only command that’s changed from TMHO PSP. Rear-Fire no longer needs you to hit the fire button after inputting the command. Surprisingly, the command is actually one Up button short (contrary to how it’s shown in the manual), and you can use D-Pad input but it’s occasionally unresponsive. I recommend pressing each button hard enough for Rear-Fire. It fires the currently selected weapon out of your car, however weapons such as Swarmer Missiles can’t be rear-fired. Best used with Homing weapons, especially the Homing Missile. Napalm (Right Left Up Up+Fire button, uses about 30% of the energy bar) A Homing Napalm is fired along with your current weapon, it adds 11 more points of damage as well as doing fire damage and disorientating the enemy. However, it does not work with special weapons. The command is rather unresponsive, even in TMHO PSP. If you’re going for the kill use this, otherwise don’t bother with it. Jump (L1+R1, consumes no energy) Yay, it doesn’t use energy anymore!!!! Even if it did the difference is hardly noticeable. When you get the jump upgrade it’s even better. Be wary of Napalms. You can also use Jump as a means of turning really fast especially if you’re in a car with poor handling stats. e. Weapons ========== The weapons return from TMHO, however three of them received a damage boost. Otherwise they are largely the same (but the missiles look like fireballs now so they are cooler :]). Each weapon will always give you 2 per pickup like TM2. Machine Gun (damage varies, no homing ability, can’t be rear-fired, can’t be picked up) The Machine Gun is slightly more powerful than TMHO PSP’s, as evidenced by the fact that they overheat faster now. With the machine gun upgrade this is more powerful, able to quickly whittle down an enemy’s health. Machine Guns are best used when combining with other weapons for extra damage. Fire Missile (12 points of damage, common, limited homing ability, can be rear-fired) Basic missile; only slightly more damaging than the homing missile but a better weapon to waste since there are much better weapons. You start with two of these. Fire missiles are color coded orange with a missile in them. They’ve been slowed down from TMHO PSP, equal to TMB’s Fire Missile. Homing Missile (10 points of damage, common, great homing ability, can be rear-fired) Homing Missiles are the best overall missile, they only do half the damage of a Power Missile but you can fire several of these and cause some huge damage really fast. Very useful on speedy vehicles such as Grimm. Homing missiles are color coded purple with a missile in them. You start with one of these. They’ve been slowed down from TMHO PSP, equal to TMB’s Homing Missile. Power Missile (20 points of damage, uncommon, no homing ability, can be rear-fired) Power Missiles are what they imply - powerful. However in TMHOETE they really do feel “powerful” since they produce a knockback that’s much more noticeable compared to TMHO PSP or even TMB – very TM2-ish. Freeze into Machine Gun and Power Missile is one of the easiest damaging combos you can do to an enemy, and if an enemy doesn’t run for it or use a shield you got yourself another power missile for up to 41+ points of damage! Power missiles are color coded red with a missile in them. They’ve been slowed down from TMHO PSP, equal to TMB’s Power Missile. Napalm (20 points of damage, uncommon, no homing ability, can be rear- fired) Napalms have gotten an upgrade from TMHO PSP; they will always do 20 points of damage regardless of where you drop it next to an enemy. However they can now actually hurt you if you drop them too close to you so Napalms have to be used more carefully. The area of effect is solely inside the target crosshair so the enemy has to be as close to the target crosshair as possible in order for the explosion to hurt them. Fortunately, Napalms are great for “shooting” people behind walls; the explosion will pass through the wall and hit them if they’re hugging the wall too much. They’re also great for shooting enemies on roofs or some higher area, as well as below. Napalms are color coded yellow with a can in them. Ricochet Disc (10 points of damage in a straight on hit, 30 points on a bank shot hit regardless of how many times the disc bounces, rare, no homing ability, can be rear-fired) While ricochet discs are fast (actually faster than TMHO PSP) and the knockback is better compared to TMHO PSP there’s still very little reason to use them, except in narrow hallways/areas. They only deal as much damage as a homing missile and are not too powerful without a bounce hit so you might as well fire these away when you pick them up. Maps are very wide open, and it’s hard to get a bank shot. However the knockback gives you ample opportunity to shoot the enemy with machine guns for more damage and restrict their movement so that they’re forced to retaliate instead of getting away. A bank shot will have the disc colored darker orange as well as giving an even greater knockback than a dead-on hit. There’s only a few cases you can Ricochet someone off into a boundary but even so, that’s very hard to achieve. Ricochet Discs are color coded lavender with a disc in them. Remote Bomb (25 points of damage irregardless of distance, rare, no homing ability, already rear-fire-able) Remote Bombs received a bit of a boost; they now do 25 points of damage, whether you detonate the bomb and catch them in the explosion or an enemy runs into it. They are excellent for teleport traps (i.e. dropping a remote onto a teleport pad after getting warped over) when interspersed with mines and a little “surprise” with a freeze missile. Drive-by bombings are not recommended except on a slower car, and even then they usually try to run for it before you can detonate the bomb on them. Make sure not to be within the Remote bomb’s explosion area or else you get hit too. If you intend to use Remote Bombs offensively, make sure to use shields before detonating them, but if an enemy’s low on health you can tank the hit if you have more health, if you prefer. Remote bombs are color coded green with a dynamite in them. Swarmer Missile (4-27 when fully charged, uncommon, great homing ability, cannot be rear-fired) The Swarmer Missile is essentially Roadkill’s special from TMB, only not as powerful, but it’s still a powerful weapon on it’s own. You charge it up with the fire button, and release after 6 missiles appear. You only need the 6 missiles to appear for the maximum 27 points of damage; the blinking is only a warning to let you know that you should release the weapon before it backfires (i.e. wasted). If you’re aiming for a single enemy, make sure to get closer to him/her since all 6 missiles don’t congregate until they’re about to hit their enemy, thus letting some of the missiles target another enemy. A change from TMHO PSP is that even when charging the weapon, you can switch to another (though there’s a second delay and if you hold down the fire button too long you’ll fire the next weapon, possibly wasting it). Swarmer missiles are color coded yellow with a missile pack in them. Turbo (pickup) Not a weapon obviously. This completely refills your turbo meter when you deplete it. Turbos are color coded light green, so be careful when trying to distinguish them from Remote bombs. They look like Nitro Gas tanks. Health (comes in two flavors; Partial and Full) Well if you’re nearly dying, pick up some healths! Partial ones are common and restore 30% of your health, and Full ones are rare (only 1 except in Monaco where there’s two and they appear in MOST levels save for about two or three) but completely restore your health. Health regeneration is faster compared to previous TMs, which if anything, makes TMHO easy. A change from TMHO PSP is that Full Healths actually regenerate now (or I think they do, but after another session of Story mode I didn’t see them regenerating as much as I thought), whereas in TMHO PSP once you picked them up, they were gone for good. There are no full healths in the deathmatch maps, and there are also no full healths in even the ones that have them when playing challenge/endurance mode. Partial ones are white with a red cross in the center, and the full ones are simply bigger. f. Bonus Levels =============== I’m sure one thing you’ll definitely hate are TMHO’s bonus levels. They are necessary to complete in order to unlock extra levels and cars, however they can be pretty frustrating and the levels that give them are anything but easy. This is a quick guide to the bonus levels. Bonus levels are accessed by entering the Mini-game teleporter (the pink ones) but some are hidden away in certain levels. After completing a bonus level, you’ll obtain whatever weapons you picked up from the level as well as a full health recharge. If you complete the bonus levels that give you extra levels/cars again then you get a cheat code. In most of the bonus levels, if you try to reverse and go back, the game will give you a 5-second warning to turn around and keep going or else you self-destruct automatically (it’s not really bad since the countdown only briefly appears 2 seconds after you turn around). A change from TMHO PSP is that the teleporter becomes darkened out and still have the white spiral thing, but you can’t replay them (too bad I never double-checked). Also, the bonus levels now play their respective map’s background music. BTW, some minigames reward you with extra lives but I only put it down for the ones I remember getting extra lives from. Big Blue Stadium Minigame: Demolition Derby Location: Enter the room with the full health. Look to your right to find a Swarmer Missile, shoot down the glass to reveal the teleporter and a Homing missile. Goal: Ram 5 taxicabs. Turbo is infinite, and Energy Attacks are usable. Must be completed in under 3 minutes to get the bonus. Bonus: Extra Life Strategy: Ram the taxicabs to take them out, using turbo. The taxicabs will try to ram you sometimes, but they also have an annoying habit of ramming another taxicab (often the one that is your intended target). Fortunately the Freeze Missile can be used here, and a taxicab will stay frozen indefinitely until you ram them which is a nice thing. Try to aim for the taxicabs’ sides rather than pursue them since they usually turn at the last minute when you’re about to ram them. A change from TMHO PSP is that you can actually ram the taxicabs for MORE damage now (the most you could do to a taxicab in a high armored car was 16), you can do 24 points with a high armored car, and with a lower armored car you can even get 23 (I used Mr Grimm) so they go down faster this time. It’s better to use slower/higher armored cars for this bonus level, since taxicab rams won’t hurt you much at all. Los Angeles Woods Minigame: Freeway Slalom Location: In the area with the construction workers and Mr Slamm-like vehicles, go to the building that’s closer to the sewers and shoot down the brown door (it’s the one that has a door on the left side of the building) to reveal the teleporter. Goal: Complete the obstacle course in under 2 minutes to get the bonus. Turbo is usable but not infinite. Bonus: Mr Slamm Strategy: Shoot down the toxic waste cans in the beginning and keep going. When you reach the part with the wrecking balls, just drive carefully and stop right before they swing. After you past them, you will drive into a traffic area. Avoid the cars (they won’t hurt you or anything, they’ll try to get off your path) so that they don’t slow you down. Paris Minigame: Chopper Shoot Location: It might be easier if you use a Remote Bomb to blow up the Eiffel Tower first. The Eiffel Tower drops down its top which is used to activate the Lightning environment weapon. Just go straight from where the Eiffel Top Lightning is and shoot down the door in front of you to reveal the teleporter. Memorize this spot in case of future trips. Goal: Shoot the helicopters with Napalm. After destroying them a bridge to the next building will form, until you reach the end. Complete in under 2 min to get the bonus. Bonus: Paris deathmatch level Strategy: For the helicopters that lay low, fire a Napalm and drop it on top of them, aim carefully too. For the helicopters that fly high enough, try to get a direct Napalm hit so that you don’t have to drop the napalm onto them. A change from TMHO PSP is that you can’t use the Jump energy attack to cross the buildings. You could bypass shooting the helicopters by jumping onto the next building without having to cross on the bridges (although the buildings closer to the end have wider gaps so you can’t turbo and jump to get through). The gaps between each roof have been spread out so jumping to get through will only result in your death. Egypt Minigame: Balance Beam Location: In the area with the ENV weapon, on the side where there are no ramps going to a higher location, there’s a small door (with a small opening at the top) that can be shot down to reveal an ENV weapon and the teleporter. Goal: Finish the obstacle course. Complete under 2 minutes to get the bonus. Bonus: Egypt deathmatch level Strategy: It’s better that you use a fast car for this one. Okay, start off driving and going around the bonfires. At the end of the bonfires are the rotating spikes, drive forward and with the spikes while keeping a small distance between you and the spikes. Afterwards, there are the crusher doors. Wait, and keep going. After the crusher doors, and bonfire, more spikes (with a second one right behind the 1st). Drive carefully again. After the spikes, you get to an area where lightning moves from left to right. Wait for them to go to the other end, then move forward. After the lightning, you get to an area with the slicer blades moving left to right. They don’t swing around the “non-mat” (i.e. the ground that looks normal along with the rest of the course) parts of the area so get onto the non-mat area, wait, keep going, etc. Afterwards, more spikes to deal with. Followed by that, you get to the hammers (gosh I hate that part). They slam the non-mat areas but NOT the mat areas, drive carefully through, stop when necessary, etc. After the hammers, rush forward to claim your prize. Roman Ruins Minigame: Top Down Driver Location: In the middle of the area (the large circle with the ENV weapon there), go to the second floor via the ramps and then the third floor via the ramp leading up to it. Drive towards the temple-like area with the poles. Afterwards you should find the teleporter at the left. Goal: Finish the course. The catch is that you will always be accelerating and cannot use brakes so you’ll have to look ahead in orer to line up your jumps properly. Turbo is infinite, at least. Complete in under 1.5 minutes to get the bonus. Bonus: Roman Ruins deathmatch level, necessary for unlocking Tower Tooth’s challenge in both Challenge and 2P Death Match mode. Strategy: A change here from TMHO PSP is that there are a lot more toxic waste barrels, but you can get rid of them all with machine guns. I suggest you don’t use Cousin Eddy or Dark Tooth for this bonus level, their machine guns aren’t rapid enough to shoot down the barrels. BTW, the change about being able to survive more barrels is somewhat of a fantasy – I played as Grimm on hard mode and one barrel took me down to yellow health. So maybe the difficulty actually changes up the bonus level? Ah well. Anyway, just shoot down all toxic waste barrels, collect weapons, and if necessary try to avoid the ramps, but make sure to hug the left or right to avoid the pits that follow after the ramps. When you get to the JUMP part, you must Turbo and use the Jump command to get across, especially if you’re in a slower car, otherwise you’ll fall short. After the entire JUMP part, watch out for one more ramp and the finish line ahead will redeem you your prize. Russia Minigame: Shooting Rink Location: Start at the area that has a Health, Turbo and Homing Missile there. Then from there, go to the area ahead of you that has a Power Missile. Turn left to notice a bell-like structure with a large building behind it. Shoot down the end to reveal a tunnel going underground, and go into it. To your left is the teleporter, and in the tunnel there is a partial health, Ricochet and Swarmer Missiles (I think it’s the Swarmer Missile, I’m not sure). Goal: Survive by shooting 6 tanks while in an ice rink area (thus there’s more traction). You can only use your machine gun, however you can also use the Shield energy attack. When you destroy a tank, a new, bigger, and stronger one respawns. They typically show up at a corner and will slightly rotate to turn into your direction while constantly shooting. Complete in under three minutes to get the bonus. Bonus: Axel Strategy: At the beginning with the small tank, get behind it and shoot. Do the same for every other tank, but if you’re out of energy just wait and keep staying behind a tank. Activate the shield approximately 2 seconds later after destroying a tank to ensure you don’t get cheap shotted by the next tank. This is recommended with faster cars, but Dark Tooth is also a good candidate since his machine gun is stronger and he has more armor than anyone else. Also I’m not too sure if it works here, but in TMHO PSP you could actually shoot cars going into the Underground tunnel with Dark Tooth’s machine gun and kill them while playing this minigame. Greece Minigame: Jump skill Location: In the area with the ship, go to the back (the front has a Homing Missile and Health) and go down that roadway that enters the ship. Go straight ahead, and turn right to find the teleporter. Goal: Finish the course by jumping from platform to platform. Complete in under 2.5 minutes to get the bonus. Bonus: Greece deathmatch level Strategy: You now actually have to use your Jump command to get you across platforms now, compared to TMHO PSP (at least if you’re using a slower car, that is). At the beginning, turbo and jump, then get onto the elevator. Go up, turn left, and either turbo + jump twice to get by or you can wait for the moving platform to get to your side, get onto it, then get off at the other side. Go down, navigate carefully through the moving platforms, then get off at the other end. Take the jump and aim for the wall of that platform. Take the next ramp, jump, turn right 90 degrees in midair then hit brake so that you don’t fall off. Do that again for the next jump, but turn 90 degrees left. Do the same thing for the next platform. When you go down, you have the option of taking the moving platform or using the ramp to turbo + jump. Use whatever suits your fancy. After two of those, take the next elevator up. Now this is the tricky part. Get onto the moving platforms that are spinning, keep turning so that you face the other moving platforms, get onto the next one CAREFULLY and hit brake, then get off at the other end. Drive around, when you get to the area with the constantly rotating platform (it’s connected to the other end but they have edges so you can still fall off) get onto the platform and drive deep so that you don’t get your car stuck on the edges, and keep turning so that you can face the other end and get off without rotating and falling off. After this part, you are finally free to get your bonus. Monaco Minigame: Death Race Location: Take the road that goes into a tunnel that has turbo, keep going and following the road until you see a green area that has a Remote Bomb and the teleporter. Goal: Survive a race going in the opposite direction for two laps. Destroy 10 racers with your Infinite Fire Missiles (they won’t home in) for a bonus and 15 for another bonus. Bonus: (with 10 racers) Crimson Fury, (with 15 racers) Extra Life Strategy: You will constantly be turboing the whole way and time is not a big factor here so you just need to watch out for the racers. Hug the walls of the track to avoid the racers, and shoot any that are in your path. A change from TMHO PSP is that you no longer have 3 chances to survive the racers. Instead, during the first lap they only deal minor damage to you but during the second lap, they will deal double the damage (although that case was for Medium difficulty, on Hard and with Twister, two racers killed me – maybe the difficulty and armor counts). Therefore try your best not to get hit on the first lap so that you reserve your beatings during the second lap. A racer that runs into you will still be factored in towards the kill count at the top left corner. Don’t think you can be saved with a shield as the racers will bypass the shield and can still hurt you. Transylvania Minigame: Platform Puzzle Location: It’s hard to explain. But keep circling the area outside the castle until you see another castle to your left. Behind it is a ramp going to the top with the teleporter and a Napalm pickup. If you want a better explanation, go into the castle and take one of the two elevators on the bottom floor up, then take the next elevator around the side. Then look to your left (where the Homing Missile is), you should spot the castle outside. Goal: Finish the course through the moving platforms. The Jump energy attack is enabled. Complete in under 2 minutes to get the bonus (I forgot but I completed it in under 2 minutes so it shouldn’t be too un- obvious). Bonus: Transylvania deathmatch level Strategy: Just keep getting onto the moving platforms, brake, and go to the next one. When you get to the area that has the rotating gears (which causes the platforms connecting the path to circle) stop, turbo through, stop, and turbo through (there’s five). At the end you get your bonus. Tokyo Streets Minigame: Subway Gauntlet Location: Just roam the center of the street (where it’s more straightforward) to the end that has a tower. You should spot the teleporter with no problem. Goal: Shoot all 6 Sweet Tooth heads with a Power Missile and collect the stars (they only appear after destroying a Sweet Tooth head with a Power missile, it only takes one). Touching a Sweet Tooth head will instantly kill you. Avoid all Sweet Tooth Nitro Buggies that are circling the subway as well (they do minor damage). The Sweet Tooth heads will constantly fire Ricochet Discs at you, so watch out. Destroying a Sweet Tooth head will restock your Power Missiles by 2, and picking up a star will restore a bit of health. Machine Guns and Energy Attacks are disabled. Complete in under two minutes to get the bonus. Bonus: Tokyo deathmatch level Strategy: Stay off the path of the nitro buggies, collect the Power Missile at the beginning, and aim carefully at the Sweet Tooth heads. Try to avoid the Ricochet discs as much as possible, especially if they are already bouncing around in the subway. The stars are only a few feet away from the Sweet Tooth heads so after destroying one, turn towards the star and keep moving. You can turn back and go after a Sweet Tooth head if you miss one, the 5-second count shouldn’t hinder you too much as long as you keep turning around. Tokyo Rooftops Minigame: Sky Track Location: In the central roof with the Full Health inside, the teleporter is to the left (or right in front of you based on where you enter). Goal: Complete the race in two laps. Finish first to get the bonus, and 4th or better to keep all weapons. Bonus: Hammerhead Strategy: Use a fast car, obviously, and turbo the whole way (it’s infinite). The racers are actually competent this time compared to TMHO PSP, and will put up a good fight in the race. The ones ahead of you will drop mines to try to slow you down, although not as often as they did in TMHO PSP, so try not to tail them for too long lest a mine should steer you off track. If you bump into a racer it will slow them down, if you keep bumping into them it will knock them back thus letting you claim their position. Try to bump into them from the side, and avoid touching the walls as they will slow you down. g. Maps (Story Mode) ==================== With the addition of Transylvania you now have to go through 11 levels instead of 10. Story mode is necessary to unlock the extra cars/levels as well as character endings. Once story mode is completed you will be taken back to the TMHO/TML menu screen. Here I’ll try to detail the 11 maps as best as I can. Health locations, teleporters (minigame teleporters not included), boundary damages, destructible damages and specific areas of the map will be noted, and then strategies. Changes will also be noted, although they will be noted separately as opposed to the previous sections. Environment weapons will only be noted for the maps that have them. Bleh, I was wrong about the music change. Maps still play two music. For the maps that are listed with Map # 1/2 are one of the two maps you can choose to play in, Map # 2/2 is the other (just so that you don’t get confused). Map 1 - Big Blue Stadium ------------------------ Health Locations: Full – In the room that has the teleporter (if it’s not obvious just use the teleporter that is in the area outside). Partial – Underneath the stadium area where the Power Missile/ENV weapon is. Partial – Behind the band Level. Teleporters: 1 – In the central area of the stadium, there’s one sitting near the stadium seats. It leads to teleport 2, in the room with the Full Health and weapons. 2 – In the room with the Full Health. Takes you outside to teleport 1. Changes: 1. Disaster Proof, the song played by the band Level is not played if you skip the cutscene of the intro to TMHO. 2. Weapon places have been changed. For example, the trench in the middle has a Napalm instead of a Power Missile. In front of the band Level, there’s a Power Missile instead of a Ricochet Disc and to the right is a Napalm instead of a Remote Bomb. Other weapons/pickups seem in-tact. Environment Weapon: Band Attack – From where the band Level is, sparks fly out and then home in on an enemy in the Racetrack area (its range being equivalent to that of a missile). It does 7 points of damage. Not a great ENV weapon but at least you can “snipe” enemies out on the Racetrack. Areas: Racetrack – This is where all the ATV racers are; they will drive around the whole map. You can shoot the ATV racers to get weapons. A lot of weapons are present here but they’re pretty scattered out. Stadium Benches – The upper part of the map, you can get here via the ramps. The benches that are covered with a roof have a lot of weapons so this place is good for stocking up. Underneath the benches are a Power Missile, ENV, and 1 of 2 Partial Healths. The benches that are not covered with a roof is where the band Level is playing. Behind them is the 2nd partial health, and around them there is Napalm, Power Missile, Remote Bomb, and an ENV weapon. You can still blow up the band Level by detonating a Remote Bomb next to them (they will fly out which looks hilarious). Backstage Room – This is the room with the Full Health, teleporter, Ricochet Disc, Swarmer Missile, Homing Missile, and minigame teleporter. You can get here by Teleporter 1 in the Racetrack area or look for a glass-like area in the corner (to the left of Level) and shoot it down to enter it). This is probably the best room to hang out in, since you can fire away at enemies outside, retreat via the teleporter, and grab the full health in case you need it. It’s best that you actually leave some damage for yourself and get the Full Health; the AI may grab it (unintentionally). Strategies: Just grab all weapons from the Stadium Benches and Racetrack area, and let it rip. There’s only three enemies in this level so taking them out shouldn’t be too hard. If you want to play it safe, get into the Backstage Room, drop a Remote Bomb at one of the two entrances, shoot enemies outside with Fire/Homing Missiles, and when they come, retreat deeper into the Backstage Room, detonate when they cross the entrance, and freeze an enemy (if there’s one). You can do lots of damage this way, in a short period of time, and if you’re taking too much damage the Full Health is sitting at the corner waiting to be taken. When there’s more than one enemy that enters the Backstage Room, retreat via the teleporter. Some may try to take the teleporter or leave the normal way; whatever the case is, shoot them with missiles when they leave the Backstage Room and leave a few mines for those who teleport. If you’re a faster car, grab all the weapons in the Racetrack area and Stadium Benches since those are the best places to stock up. In a bigger car, freeze any enemies in the Racetrack area and unload everything on them. Healths are few and there’s a good chance enemies may take them so try to leave a little bit of damage in case. Map 2 – Los Angeles ------------------- Health Locations: Full – The ramp in the construction site area. Partial – By the power plant/ENV weapon. Partial – Underneath the road area, it’s the road area that has a support underneath it. Partial – From the power plant/ENV weapon area, there’s a three door building. Shoot the brown doors to reveal the health. Partial – Take teleport 1 to the area with the LA WOOD sign, it’s all the way in the back. Partial – In the sewers area (the green watery stuff), there’s a tunnel going underground that has the health. There’s also a Fire Missile and a Swarmer Missile. Teleporters: 1 – Where partial health #2 is listed, go to the square-ish building that’s closest to the road area and shoot down the brown door (there’s only one door). Behind it is a Fire missile and the teleporter, it takes you to the LA WOOD sign area with teleporter 2. 2 – Located in the LA WOOD sign area, returns you to Teleport 1 and the central battleground areas. Changes: None Environment Weapon: Powerplant Lightning – Notice the Power plant area where partial health #1 is listed? Activating the ENV will cause lightning to strike anyone who’s on the platform. It will not hit anyone that is on the road around the Power Plant. It hits for 11 points of damage on one enemy. Areas: Sewers – The green watery area surrounds the construction site area. You’ll find some weapons here, as well as a tunnel that goes underground for Partial Health, Swarmer and Fire missiles. Construction site – See all those Mr Slamm-like vehicles and construction workers? Yep, this is the construction site. On one end of the huge road circling the map, it holds Partial Health #3, a couple of buildings with weapons, and the minigame teleporter. On the other end, it has a pretty wide open area and two ramps; one that has a Power Missile and another that has the Full Health. Since the Full Health is out in the open you should grab it when you can. Suburban – On the other side of the sewer, there’s a lot of buildings you can go into for weapons as well as a teleporter to the LA WOOD sign and a partial health. Power Plant – This is where the ENV weapon is located. There’s a partial health and swarmer missile here, but if you blow up those box- things it reveals a Power Missile, 2 Fire missiles and one other weapon I forgot. There’s also a ENV weapon and a Homing Missile on the road around the lightning generator. Traffic Road – This is where the traffic is. The road is huge and circles around the map (very remniscent of LA from TM2). The bumpy roads are close to the Power Plant area, everything else is pretty straightforward. You can find a couple of weapons here as well as turbos. There’s a break in the road that’s closest to the sewers which leads to a remote bomb sitting at the edge. LA WOODS sign – The teleporter from the Suburban area leads you to the area with the LA WOODS sign. You can blow up the sign by shooting the black structure thing that connects them, which allows a lot more room for combat but less cover. There’s a partial health here as well as a couple of weapons; it’s pretty wide. Strategies: The easiest way to deal with this level is to take the teleport in the Suburban area to the LA WOODS sign area, drop Remote/Mines onto the teleporter after, then back up and freeze any enemy coming in. This deals a lot of damage to them in a short time and is safe, since only one enemy can come in at a time. Run away while shooting missiles at them to take them out quickly. The best place to stock up would be the Suburban area with the buildings and roofs (that you can use to snipe enemies with). Blow up the doors to get lots of decent weapons. The Construction site area is the best area for Homing Missiles, and you can pick up Swarmer Missiles and Power Missiles in the Sewers area. The ENV weapon can be pretty effective when there’s multiple enemies. Just lure them onto the Power Plant area, use the ENV weapon (there’s one around the road) when multiple enemies congregate onto the platform, and pick them apart while they’re hanging helpless. The Power Plant area is also a good place to stock up on weapons, there’s an ENV, Homing Missile, two Fire Missiles, Swarmer Missile and a Power Missile along with a health. While you can use the Traffic Roads to your advantage, it’s very hard to fight here since missiles will most likely hit the Traffic cars instead of your enemies. Either stay at the roads near the Construction site or Suburban area so that you can drop off and get away when necessary. After killing all 5 cars in this map you should have all of your upgrades if you didn’t die yet. Map 3 1/2 – Paris ================= Health Locations: Full – Underneath the bridge that crosses to the Eiffel Tower. Partial – In the museum on the side that does not have the Eiffel Tower. Blow up the door in the middle to get it. There’s also a Power Missile here. Partial – Once the Eiffel Tower is blown up, in the area where Partial Health #1 is, there should be a ramp going up and around the roofs, there’s another ramp that has a Partial Health floating in the air. Partial – On the other side of the Eiffel Tower, there’s one sitting right out in the open. Partial – After the Eiffel Tower is blown up, there’s another one sitting on the roofs (take the ramp going down to the left side). Teleporters: 1 – Right underneath the Eiffel Tower. Takes you to the top of the Eiffel Tower. 2 – At the top of the Eiffel Tower, takes you back down. Changes None Environment Weapon: Eiffel Top Lightning – After the Eiffel Tower is blown up the top will fall down in the middle of the other side near two ramps. It effects everyone that’s within the green-ish area, close to the ramps formed by the Eiffel Tower, and extends a bit outward to the streets in the Park. It hits for 10 points of damage on one enemy. Destructible Damage: If you blow up the Eiffel Tower and land on the spot a little away from the Power Missile in the Park area, it will damage you. Areas: Museum Side – This side does not have the Eiffel Tower in it. There’s a pool area in the center with a Swarmer Missile and Turbo, a museum you can access by blowing up the doors in the middle, and eventually after the Eiffel Tower is blown up, you can access the roof of the Museum to get a Napalm, Swarmer Missile, and Partial Health. The roof is also a good sniping spot; the ramps can be used to protect you from homing weapons. A few weapons are on each side of the pool. Above the Museum is some sort of skate-ish area, which you can probably use to conceal yourself if you’re using invisibility. Waterfront – This is the area underneath the bridge that leads to the Eiffel Tower. There’s a Full Health, Napalm, and Turbo down here. Get under the bridge to avoid getting shot when trying to get to the other side with the Eiffel Tower. Eiffel Tower – Anyone who played TM2 will definitely feel reminiscences of Paris from TM2 with this lovely tower, which can be blown up. Use a remote at the top; drop one onto teleporter 2 and hug the sides of the Eiffel Tower so that unsuspecting victims will taste a nice little surprise. Blowing up the Tower does lots of things. One, it lets you access the roofs of the Museum area, two, it lets you access the roofs of the buildings in the City area (that loops around from the Eiffel Tower, to the ground next to the building with the minigame teleporter, and back to the Eiffel Tower), and three, the top can be used to trigger the ENV weapon for this map. I definitely recommend doing this early on, because the roofs in the City area is packed with weapons and you can snipe at enemies below with missiles. If you can’t reach them, Jump (L1+R1 if you forgot) and fire. There’s also a partial health here, which is probably the safest one to get overall since you can’t get shot with anything except Napalms. City – Sounds a bit boring for an area, but eh I couldn’t think of anything better. This area extends from the Eiffel Tower all the way to the back with buildings. It’s also heavy with traffic (they loop in a square), which is good in case you need cover from heavy fire. There are a couple of weapons here. Park – This is the center of the City/Eiffel Tower areas. It’s very wide open and good for combat. In a straight line, there’s a Swarmer Missile, Power Missile, Partial health, and a Remote Bomb. Once you blown up the Eiffel Tower, the Eiffel Top will land here so you’ll have to be extra careful, especially if getting the Partial health. Strategies: Your first priority should be blowing up the Eiffel Tower. There’s a Remote Bomb and Homing Missile at the top when you take the teleport. Plant one near the teleporter, wait for someone to come up, and then detonate. Now you have access to the roofs of the buildings in the City and the Museum. If you go down the right side you’ll pick up plenty of missiles; on the left there’s a Partial Health. It might be better that you go down the right so that your enemy doesn’t get the Partial Health. You can take shots at anyone going down from the Eiffel Tower via Jump + missiles. When they reach the roof, freeze and pummel them with Power Missiles/Specials/etc., then get away. The building with the minigame teleporter is a safe area to retreat to since enemies rarely occupy the area there. You can also jump above it from the roofs and snipe enemies with missiles. While the Museum area has a nice sniping spot and two healths (only if you blown up the Eiffel Tower), there’s not much weapons compared to the City area. However there is a Full Health nearby in the Waterfront area and the bridge is a nice cover from enemy fire. The AI typically wages war in the Park area or the pool in the Museum; they usually don’t fire too much when roaming the roofs of the buildings/museum. That opens up a nice opportunity to use the ENV weapon and hit several enemies at once when too much gather around. Leave mines/remotes when using the ramps instead of the Eiffel Tower to get to the roofs, and shoot the enemies from above to take them out easily. Map 3 2/2 – Egypt ================= Health Locations: Full – Shoot the butt of the Sphinx. Go down and the Full Health is at the middle of an intersection. If an AI goes down here, they may pick up the Full health. Partial – There’s one above the ENV weapon area, with ramps leading to it. The AI tends to activate the ENV weapon only after you crossed the jump so it’s safe to get. Partial – Shoot one of the four entrances of the main pyramid (the darker parts of the wall) to get this. It sits in the middle. Partial – On an island near the Pyramid C (the one in the corner). An AI will likely pick this health up. Teleporters: Teleporter 1 – In Pyramid A, the one with partial health. Takes you to Pyramid B. Teleporter 2 – In Pyramid B, the pyramid on the side and a little further away from the Partial Health. Takes you to Pyramid C. Teleporter 3 – In Pyramid C, the one in the corner and closest to the Partial Health. Takes you to Pyramid A. Environment Weapon: Tornado – In the area with Partial Health 1, there’s a huge gap and two ramps in the side. Activating the environment weapon will cause a tornado to form and swirl around, becoming bigger until it reaches the top (where it can affect anyone on the ramps). It hits for 10 points of damage, and at the end it will throw away any cars in the tornado. The helpless cars can be pummeled with weapons of your choice. It affects anyone closest to the center of the gap, and eventually reaches outwards to the end of the slope in the gap when the tornado grows. Changes: 1. Already noted the music change. Areas: Burial Grounds – This is the area with the ENV weapon (if you don’t know it’s the large pit in the middle). On the sides, there are four ramps going up to the top that you can use to shoot at anyone below. You can also get behind the ramps on the ground for cover. Behind the ramp with the Partial Health is the room with the minigame teleporter and ENV weapon pickup. To the left of the ENV weapon pit is a trench with a ramp leading to a Power Missile. Pyramid A – The only pyramid that has all four sides to it in tact. There’s a few weapons hanging in mid-air at the sides of the pyramid as well as some giant poles. You can enter the pyramid by shooting the darker areas of the wall; there are four entrances in all. Inside the pyramid is a partial health, and Teleporter 1. The entrance closest to the Nile River area has a Sphinx with its rear end towards the pyramid, which can be blown up to reveal one of three entrances to the Underground area. Nile River – This area contains an island with a Partial Health. Pyramid B is to the side, and Pyramid C is to the corner straight from the Partial health (shoot down the spots outlined in black to enter them). You can use the statues on either side (the ones when you pass the Sphinx) as cover, but they can be blown up. Pyramid B – The Pyramid on the side, it has teleporter 2 as well as the second of three entrances to the Underground area. There’s a Ricochet Disc and Remote Bomb in this pyramid. Pyramid C – The Pyramid straight ahead from the Partial health on the island, it contains a Fire Missile, Napalm, teleporter 3 and the third entrance to the Underground area. Underground – The Underground area can be accessed from the Sphinx, Pyramid B and Pyramid C. Here you’ll find a few weapons (from the Sphinx, you get a Swarmer Missile, from Pyramid B you’ll find a Napalm, and Pyramid C a Ricochet Disc. In the center of the Underground is the Full Health. Enemies who are in the Underground may take the Full Health. Strategies: Weapons are scattered pretty well in this map so there’s no convenient place to stock up. I tend to hang around Pyramid A since there are quite a bit of weapons including Homing, Power and Swarmer missiles. Also when you need health you can blow an entrance up as well as escape via Teleporter 1. With the abundance of teleporters in this map, teleport traps are the best way to safely take out enemies without taking too much damage. Since you warp to Pyramid B, you can use the Remote Bomb there. There’s also a Ricochet Disc which is useful in case you should enter the Underground area, though in Pyramid B (as well as C) there’s plenty of room to pick apart your enemies one by one when they invade the Pyramids. Out in the open, there’s plenty of room to shoot enemies with missiles, as well as freeze combos. You should fight by Pyramid A or the Sphinx so that you’re less open to enemy fire and you’ll have no problem escaping. The Burial Grounds area only has one good place to go, and that is at the top. You can shoot enemies down below with missiles, as well as freeze any that reach the top since this area is flat and straight. You can also try leaving Remotes/Mines at the entrance to the minigame teleporter and then take on any enemy that comes in, although this area is pretty small so there’s a lot more risk involved. Watch out as the AI can take at least two of the healths in this map so beware. Map 4 – LA – Cousin Eddy ======================== Health Locations: Full – Take the ruined street to the broken roads (where the Remote bomb used to be in LA Woods) Partial – At the corner of the sewers. Partial – In the middle of the sewers (the one closest to the weapons on the platform next to it). Partial – At the side of the sewers that has the remote bomb, go to the first ruined building that has a small entrance to get this. Teleporters: None Changes: 1. Cousin Eddy (after the ATV part) no longer says “EEEEEEEEEEE! Come on boys, let’s get him!” for some odd reason. 2. The music now only plays the Main Menu music from TMHO PSP. It will not play the “Fight to survive” music, which LA has. 3. The ruined buildings have more walls between them now. Specifically, the ruined building that holds the Partial Health now has a small entrance. Whereas in TMHO PSP getting to the Partial Health was pretty easy since there was a bigger opening. 4. The hillbillies now have more health and thus require more hits to kill (i.e. the top hillbilly has about 40 points of health as opposed to 20 in TMHO PSP). Areas: Ruined Construction Site – This is the only area you can access, every other area from LA Woods is blocked off. There are no construction workers or Mr Slamm-like vehicles, just you and the boss. It’s surrounded by the sewers. Strategy: The ATV part is relatively easy. Each ATV only has a health meter of 50 points so it takes only five homing missiles to kill them. At the beginning they will always charge at you, so fire homing missiles and some machine gun fire. If you’re in need of Homing Missiles, there’s one at the corner from the broken roads, and one underneath the broken roads. Grab the Napalm at the sewers as well as the one at the side closest to the Partial Health and other weapons. Once all 5 ATVs are destroyed, Cousin Eddy fights you. Initially, Cousin Eddy starts with 6 hillbillies. They will fire at you constantly (the sides of the left, right and back fire bullets at you while the top fires a flamethrower), while Cousin Eddy shoots his machine gun (which fires white missiles that home in on you) and occasionally freezes you. Take out the top hillbilly first by freezing Cousin Eddy, and using a Napalm. Even with Napalms at 20 points of damage, it still takes two Napalms to destroy the top hillbilly. To destroy the side ones, freeze Cousin Eddy then use your machine gun and Power Missile. Since Cousin Eddy is not taking damage at this point, the ice won’t thaw. Two Power Missiles plus several rounds of Machine Gun fire (hopefully upgraded) will kill the hillbillies on the sides and back. If you’re low on health, run around the sewers picking up the healths, and turbo all the way through. Cousin Eddy will not pursue you on the sewers; instead he’ll just hang around on the Construction Site and will get to you by cutting you off (but it takes a while for him to do that). After all hillbillies are destroyed you can finally take down Cousin Eddy. Cousin Eddy now resorts to a ramming special that will fling you into the air really high, but he is not terribly accurate. He will of course, continue firing his machine gun and the occasional freeze, but they’re only dangerous when he’s facing you. If you get to his sides or back, you’ll be much safer especially with a low armored car. Since Cousin Eddy is a big target, and his health bar is rather low, employ Power Missiles and Machine Guns on him to deplete his health. He should go down quickly. Freeze him if he’s not staying still and give him the beating he deserves. I suggest that you stock up on as much weapons as possible, particularly Homing Missiles and Swarmer Missiles so that the next level is easier. After you beat Cousin Eddy, the map LA – Cousin Eddy is unlocked, as well as ATV and Cousin Eddy as playable characters. Map 5 – Roman Ruins =================== Health Locations: Full – Take teleporter 1 in the Agricultural Fields area. The Full Health is behind one of the poles. Partial – It is to the left of the Homing Missile in the Agricultural Fields area (or right if you took Teleporter 1 and then Teleporter 2 back to the Agricultural Fields area). Partial – There’s one above the bonfire ENV weapon. Use the middle ramp to get it. Partial – Take Teleporter 3 to the highest tier of the Coliseum area. Go ahead a bit and below to your right, the health is there. Teleporters: Teleporter 1 – In the Agricultural Fields area, it’s next to a Fire Missile. Goes into the Sacred Ruins area. Teleporter 2 – In the Sacred Ruins area, takes you back to the Agricultural Fields area. Teleporter 3 – In the Temple Ruins area, takes you to the highest tier of the Central Ruins area. Teleporter 4 – In the Coliseum – Fourth Tier area, takes you back down to the Temple Ruins area. Environment Weapon Fireball – In the Central Ruins area, there’s a bonfire in the middle of the ramps with the Partial Health. It shoots a fireball out of it at an enemy for 5 points of damage. A hit is only guaranteed if an enemy is near it; the range is long, equivalent to any missile. Changes: 1. It looks better (graphically). Areas: Agricultural Fields – This side has a lot of trees at the side, plus a Partial Health at the left. In the middle is a green-ish area that has a Homing Missile and Remote Bomb, and ahead is a Fire Missile and Teleporter 1. Sacred Ruins – Accessed by taking Teleporter 1. Here, there are four pole-type objects you can use as cover, as well as a Full Health. There are two exits. One takes you back to the Agricultural Fields area, the other takes you to the Temple Ruins area. If you turn around after leaving both exits, you enter the Coliseum area. Coliseum – This is the main area of the map, a large circle. It has several tiers. The bottom tier has three ramps, one leading to a Power Missile, the middle one leading to a Health (it also has the bonfire ENV weapon), and the third with a Swarmer Missile. If you take the ramps going up, you enter the second tier, and there’s another ramp going to the third tier that’s completely flat and circles around the area. The third tier has a side covered by a temple which leads to the minigame teleporter on the right as well as a Fire Missile and a Swarmer Missile on the left. Jumping off the edge from the minigame teleporter takes you to the Temple Ruins and jumping off the edge from the Swarmer Missile takes you to the Agricultural Fields area. Both are good sniping points for the respective areas mentioned. The fourth and final tier can only be accessed by taking Teleporter 3 in the Temple Ruins area. The fourth tier contains a Partial Health as well as a nice sniping spot, and you can jump off to any of the three main areas at once. Temple Ruins – On the other side of Coliseum is the Temple Ruins. All three standard missiles are here as well as a Ricochet Disc and teleporter 3. The ruined temples can be used for cover. Strategies: The teleport traps (drop Remote/Mine after teleport, freeze and power missile enemy) is very effective. Another effective tactic is to fire Homing Missiles from the third tier down on enemies in the Central Ruins. They rarely, if ever, try to get up and come after you. Only Homing Missiles will hit you on the third tier; fortunately the healths aren’t too hard to get and you can use the jumps to the Agricultural Fields/Temple Ruins to get away from the opposition without having to expose yourself. You shouldn’t have too much of a problem destroying your enemies with ease. Map 6 1/2 – Russia ================== Health Locations: Full – Take the hill ramp in the area with the ENV weapon to the long bridge and go to your left. The Full Health should be there. Partial – By the ENV weapon. Partial – From the ENV weapon, shoot the door in the middle to reveal a room with a ENV weapon pickup and the Partial Health. Partial – Shoot the bell structure in the Soviet Union area, and go into the underground area to find it, as well as the minigame teleporter. Partial – In the area of the ENV weapon, there’s a building and stairs on the right side. The health sits at the top of the stairs. Partial – There’s one out in the open next to a turbo and homing missile. Teleporters: Teleporter 1 – Where the Full Health is (mentioned above). Takes you to an area with Teleporter 2 and a Napalm. To get out this area without using Teleporter 2, shoot the wall that has a two-door like structure and shoot the other wall ahead to reach the Soviet Union area. Teleporter 2 – In the confined area with the Napalm. Without using Teleporter 1, go to the Soviet Union area. From the Partial Health/Homing Missile/Turbo, look for a two-door structure on the building to the left. Blow up the following door at the end of the hallway and you’ll access the teleporter to the bridge with the full health. Teleporter 3 – In the area with the ENV weapon, shoot the two-door structure of the building to the left. The teleport is to the right. Takes you to the third tier of the Abandoned Building. Teleporter 4 – Located on the third tier of the Abandoned Building. Takes you back to tier 1. Environment Weapon Nuke Shockwave – Notice the huge missile pointing up with the Power Missile and Health to the side of it? This is the ENV weapon. Activating the ENV weapon causes the missile to quickly explode causing a huge explosion. It does 10 points of damage on one enemy. It has a wide circular area of effect, extending from the circle on the ground (highlighted with spotlights) to the hills of the Bridge. Changes 1. There is now a new building in front of the bell structure in the Soviet Union area. I don’t understand the purpose of this included building, it can’t be blown up and you can’t enter it. 2. The ends of the bridge with the Power Missile and Homing Missile seem to have extended so there’s more room to move around when you get to those ends of the bridge. 3. In the Abandoned Building area, the third tier now has a few areas darkened out. Areas: Soviet Union – Russia is split up into two main areas; this is one of them. The Soviet Union area is the one with the multiple buildings. In the area with the Partial Health and Homing Missile, shoot down the double-doors to reveal a room with a Ricochet Disc and two stairs that give a Swarmer Missile and Remote Bomb. Shoot the wall at both ends to leave, as well as make a good sniping spot. Use the hill next to the newly included building (mentioned above to jump into the building. Shoot down all the light colored/rectangle-outlined walls to reveal secret paths. The right has a Napalm, the left has a Power Missile. To the left from the Partial Health/Homing Missile area, shoot the double- doors of the leftmost building and then the wall ahead to get to Teleporter 2. To the right from the Partial Health/Homing Missile, is a bell structure. Shoot the structure to open up the Underground entrance (which is very similar to Amazonia from TM2). The right has a snowy area that has a few weapons. Nuclear Site – This is the area with the ENV weapon. From the ENV weapon, shoot the double doors to reveal an ENV and Partial Health pickup. In this area, there are four missile launchers. Shoot the control panels attached to them to release the missiles, which will shoot down the roof structures on top of the only building in this place. The square-ish building closest to the ENV weapon has a dark wall that can be shot down to access the Underground area that can get you to the Soviet Union area. The only building in this area has stairs leading to a Partial Health; to the left is a circular room that you can drop into. There’s a Ricochet Disc in this place. Shoot the double- doors to get out; there are four. Abandoned Building – In the Nuclear Site area, shoot the double-doors from both sides to get into the Abandoned Building. You are currently at the 1st tier; Teleporter 3 is at the bottom as well as a Ricochet Disc and Fire Missile. There is a staircase leading to the second tier, which has a Homing Missile and Napalm. Shoot the double-doors to open up nice sniping spots from the second tier. The third tier is accessed via Teleporter 3. Up here, you can get a Swarmer Missile at the end. If you destroyed the missile control panels as mentioned above, you can get onto the bridge. Bridge – This is the center of the map. It has Teleporter 1 with Full Health next to it. At one end, you can pick up a Homing Missile, at the other, a Power Missile. When you destroyed the missile control panels, the roof structures from the building in the Nuclear Site will connect to the roof with a Power Missile and an entrance into the third tier of the Abandoned Building (closest to Teleporter 4) and to the building with the aforementioned roof structures that leads to the other end of the Abandoned Building. You can snipe at enemies from anywhere on the bridge. Rooftops – You can access the Rooftops of the buildings in the Soviet Union area from the Bridge. Here, you can shoot at enemies below, or drop into the pit (of the triangle shaped building) with Teleporter 2 as well as a quick escape into the Soviet Union area. You can jump onto the other building (the one with multiple destroy-able entrances) as well and escape into the pits within the building to avoid enemy fire. Underground – When you shoot the bell structure in the Soviet Union area or the black wall of the building (the side with those weird red letters on it) you can access the Underground area to go to the other area. A Partial Health, Swarmer Missile, Ricochet Disc, and minigame teleporter is here. Strategies: The best way to take out enemies is to access the Abandoned Building, take Teleporter 3, then drop Remote/Mine and back up into the narrow hallways on the left/right. Once an enemy warps up, freeze them and do as you will. They can’t hit you if you’re hiding behind the wall, so it’s pretty safe. If any enemies enter the first tier of the Abandoned Building, you can shoot at them with Homing Missiles in the second tier (beware of Napalms and Homing Missiles) or the third tier (safer overall). The second tier also gives you a nice sniping spot for anyone in the Nuclear Site area as well as a view of the ENV weapon (in case you have any). The first tier, while not as safe, is flatter and completely covered so you can duke it down here in case of 1v1 battles. The Underground area (if you ever want to access it) is great to unload Ricochets in, especially since the hallway going down and up is narrow thus increasing the chances of a Bank Shot. If you haven’t shot down the missile control panels, you’re pretty safe in the third tier since the only way up for the AI is Teleporter 3. If you’re in need of weapons though, shooting the missile control panels lets you access the Bridge for a Homing and two Power Missile pickups, and Full Health. Again, the Abandoned Building is probably the best place to hang by since you can shoot at enemies below and hammer on them once they come up. Map 6 2/2 – Greece ================== Health Locations: Full – Enter the Hub area of the ship from the back (it has a roadway going down into it). Keep going and in the first opening you see the Full Health is there. Partial – In the Greek City area. It’s all the way at the top. Partial – It sits at the front of the boat (parallel to a Homing Missile). Partial – In front of the ENV weapon. Take Teleporter 1 (mentioned below to get there), or use the bridge of the left side of the ship (specifically from the Partial Health) to get there. Partial – From the ship side (the side with the Partial Health), there’s a long narrow white bridge with a Partial Health on it. Teleporters: Teleporter 1 – In the Temple area. From the side of the ship that has the Partial Health, go up and turn left. Look for a area that has several poles and a Homing Missile, the Teleporter is there. Teleporter 2 – It’s closest to the Zeus statue. Takes you to Teleporter 1 in the Temple area from the side of the ship with the Partial Health. Boundary: The Boundary is primarily the water around the Docked Ship and the outsides of the Greek City and Sacred Temples. Environment Weapon: Zeus Thunder – Notice the huge statue behind Partial Health #3 as well as Teleporter 2? This is the ENV weapon. It functions similarly to every other lightning ENV weapon. It hits for 11 points of damage on one car, and the AI uses it quite a bit so be sure to use shields if you’re grabbing the health. It extends from the statue to the entire opening (i.e. the area in front of the Zeus Statue) and has a pretty long range, but it will never catch you if you’re circling behind the walls in the Zeus Almighty area. Changes: None Areas: Docked Ship – The main area of the map, it connects both of the other areas in this map. The Docked Ship has three areas in it. The Central Deck is the main area. At the front of the Central Deck is a Homing Missile and Partial Health, on the other side it has a roadway going down into the Hub. The next area is the Hull; this is accessed by going to the back and entering the roadway into the Hull. Here is a Power Missile, a Full Health in the middle, and a Ricochet Disc as well as the minigame teleporter. You can take one of the two elevators on the left and right, which will take you back to the front of the Docked Ship. The third area is the Top Deck; this is accessed by taking one of two ramps to the top. The ramp by the front (with the Homing Missile and Partial Health) takes you to a Napalm pickup. On the other end is an ENV weapon, and turbo on the right. If you turbo and jump off of the ramps to the Top Deck, you can access the highest point of the Docked Ship as well as the map. Here, you can snipe enemies from below; they can’t hit you with anything except for Napalms and Homing Missiles, so this is a safe area to retreat to when you’re waiting for health to recharge. However, if you’re in a slower car it’s harder to reach this place, so if you miss you’ll be a sitting duck for the enemy. Greenery Plains – This is the largest area of the map. It extends from the Greek City area all the way to the Bridge and to the Sacred Temples area. To your left of the Greek City area is a temple, which I have no idea what it’s used for but I guess you can use it as cover. There are a couple of weapons here. It’s also the best combat area for this map; it’s not flat but it gives you the most room. Greek City – To the right of the Docked Ship (specifically the side with the Homing Missile) is a Temple-ish area that has a bridge connecting to the Zeus Almighty area with the ENV weapon. Ahead is a city-like area with multiple entrances into it. The side entrances take you to the main road; the back entrance will always put you to the second tier of the main road. It slopes up until you reach the highest point of this area with the Partial Health. Here you can shoot at anyone coming up as well as within the Greenery Plains. To the left of the Greek City is a huge rectangle-ish structure, from which you can go behind to conceal yourself from the enemy. You can jump onto of the houses, but make sure not to fall out of bounds. A neat trick can be used here which will be covered in the strategy section. Stone Bridge – To the left of the Docked Ship (specifically the side with the Partial Health) there’s a hill-like ramp that connects to the Bridge. Here you’ll find another Partial Health and Napalm. You can shoot at anyone in the Greenery Plains area from both sides, but you’re an open target to homing weapons and Napalms. You should only go here if you need the Partial Health; it’s pretty short, thin and the area is pretty restricted to fight on. You can lay some mines or a Remote Bomb, but that’s about it. Sacred Temple – This is to the left of the Bridge described above. Here, a bridge connected to a Temple with a Ricochet Disc and Homing Missile as well as Teleporter 1. If you keep taking the bridge, you’ll take a ramp into a Swarmer Missile in the air and land back onto the front of the Docked Ship. You can circle around the walls to your right when you’re just about to enter the Sacred Temple; you have pretty good cover and will only get hit by Napalms, and specials from Shadow, Spectre, Twister, Thumper (whose specials pass through walls). Zeus Almighty – This is the place of the Zeus statue which is the ENV weapon for this map. Teleporter 2, a Partial Health, Fire and Homing Missile are here. You can access this area by taking the bridge from the Temple on the right of the Docked Ship (see above if you’re confused), taking Teleporter 1, or turbo jumping from the Docked Ship (the side with the Homing Missile) onto it (preferably with the Jump upgrade). The AI will assuredly use the ENV weapon when you get too close to the Partial Health and the range is pretty long so use your Shield if necessary. If you get the reference of this area, I’ll give you a cookie. Strategy: There’s a pretty neat trick you can use for this map. Go to the Greek City area, and head down the small slope into a shallow shore area. Wait for enemies to come, then shoot them and retreat back into the shallow pond. The AI will NEVER enter this part of the map so you can be assured that you won’t take damage. If you go up (but not too far up that you go out of bounds) and stay there, you’re safe because no enemy can shoot at you and they won’t come after you. This is the first safespot of the map. The second safespot is at the very top of the Top Deck in the Docked Ship area. Turbo and jump to get there (easier if you’re in a faster car). From here, you can shoot at enemies below, and the most they can do to you is shoot you with a Napalm or Homing Missile. The enemies will never chase you up into this area (I’ve only seen one get close), so this is another safe place to retreat to. Homing and Swarmer Missiles are the best bet when you’re up here, but you can also drop Napalms on them when the AI ventures around the sides. I mostly collect weapons in the Greenery Plains area, return to the Docked Ship and fight there. The Docked Ship provides a flat surface and serves as an excellent combat ground. When too many enemies gather, retreat to the Top Deck and shoot them, then when they come up, jump down and speed off. With the exception of the Partial Health in the front of the Docked Ship, and perhaps the one at the top of the Greek City area, every other health is well-placed for the taking when you’re in desperate need of them. Map 7 – Monaco ============== Health Locations: Full – Blow up the building next to the minigame teleporter on the Sidetrack area with a Remote Bomb. At the top of the Rooftops, jump to the other building with the Full Health. Full – In the middle of the tunnel in the Speedway from the Resorts area. Turn left after going up the road from the Swarmer Missile into the tunnel, or you can take Teleporter 2 from the Casino to get this. Partial – In the Resorts area, it’s floating on top of three ramps leading into each other. Drive into it, but don’t turbo unless you’re a slower car. Partial – If you keep following the Speedway from the Resorts area (specifically starting from the Swarmer Missile on the track) and turn right, it’s on a ledge behind the pole-building-ish structure. This ledge also allows you to shoot anyone on the Speedway as well as in the Resorts area. Partial – Take Teleporter 3 (listed below), then turn around to find it sitting on a bridge-ledge. Partial – In the Casino area. Either take Teleporter 1 (in the Full Health tunnel) or follow the Speedway up until you reach a circle-like road; to your right is the Casino with the Partial Health. It also has a Swarmer Missile. Teleporters: Teleporter 1 – In the Full Health tunnel. Takes you to the Casino. Teleporter 2 – In the Casino. Takes you to the Full Health tunnel. Teleporter 3 – In the Resorts area, there’s a bridge that leads to a docking bay with ships. The teleporter is there, as well as a Homing Missile and Remote Bomb on each side of the bridge. Takes you to the Rooftops (the one with the Partial Health). Teleporter 4 – From the Rooftops (with the Partial Health), takes you back down to the docking bay in the Resorts area. Boundary: The Boundary is mostly the water in the Resorts area. Destructible Damage: If you’re right behind the building when you blow it up via Remote Bomb, it will damage you. Changes: 1. The tunnel with the Full Health is darker now (minor graphical change). Areas: Speedway – The main area of the map. It loops from the Resorts to the Circular Speedway (the circular part of the track next to the Casino), all the way around from the Sidetrack back to the Resorts. The Casino next to the Circular Speedway has a Swarmer Missile, Partial Health, and Teleporter 2. The racers on the track can be blown up for weapons. Resorts – The largest area of the map. This area consists of a Beach at one end (with a roadway going to it that has a Power Missile), the Spectator’s Benches which has a Partial health and weapons around it, a docking bay to Teleporter 3 and a Homing Missile and Remote Bomb on each side. There are two roads; the bottom takes you to a tunnel with Turbo, and the top leads you to the Circular Speedway as well as the Full Health tunnel. There’s a ramp to the left of the Spectator’s Benches (straight from the structure that has a Power Missile). Use the ramp to shoot open a light outlined spot in the wall to get a Napalm. You can also jump to the top of the building to your left (it’s the flat roof). Sidetrack – The lower road of the Speedway (the one with the racers accelerating forward) loops up in an S shaped pattern that leads you to a green-ish area with the minigame teleporter, and a Remote Bomb in a corner (not the area with a Power Missile and Swarmer Missile at the ledge). Grab the Remote Bomb and detonate it next to the building to blow it up, which leads you to the Rooftops. The first building in the Rooftop has a Swarmer Missile, and the other building has Full Health and a Power Missile. You can go jump to the other buildings in the Rooftops, or you can fall back down into the Speedway. Rooftops – There are five buildings you can go to in the Rooftops area. Building 1 can be accessed with Teleporter 3. This is the largest building; it has two missiles (Homing and Power), a Napalm and a Partial Health. The ledge with the Partial Health can be used to snipe at anyone in the Resorts. The Building 2 can be accessed by jumping from this building onto the one with a flat roof and Homing Missile. Building 3 can be accessed by jumping from Building 1 onto the building with a green roof. Here, you can jump around the sides for safespots; the AI will never jump into there, though they will jump to the part of the roof with less cover. The fourth and fifth buildings are accessed by blowing up the building in the Sidetrack area (mentioned above. From here you can jump to the other buildings in the Rooftops. Strategy: The Rooftop area is the best way to dominate in this map. Use Teleporter 3 in the Resorts, drop mines/Remotes, freeze enemies that pop up, shoot them, etc. You can stock up on a lot of Power Missiles in the Resorts, Homing Missiles in the Rooftops, and shoot racers to get weapons. Because there are so many healths in this level (two full ones too) you should rarely die; you should also be well-stocked on weapons. Map 8 – Transylvania Castle =========================== Health Locations: Partial – In the center of the Castle between two ramps. Partial – At the side of the Mini-Castle that has the minigame teleporter. Partial – In the Haunted Site to the left of the building with Teleporter 1 on it in the corner. Partial – At the sides around the Castle (will come back and specify location). Teleporters: Teleporter 1 – Take one of two exits from the Twilight Condemned area outside of the Castle to the Spooky Woods which then takes you to the Haunted Site that has a building with a teleporter in it. It takes you to the fifth/highest floor of the Castle. Teleporter 2 – At the fifth/highest floor of the Castle. Takes you back down to the Haunted Site. Boundary: The Boundary is anywhere into the trees outside of the Castle, as well as falling off the bridges looping around from the Twilight Condemned area to the Spooky Woods and Haunted Site (you have to be stupid enough to fall off since there are low walls). Areas: Castle – The main area of this map, it’s humongous and consists of several floors as well as exits and entrances into and out of the Castle. The first floor is the one with the multiple exits/entrances; there’s a couple of weapons including a Swarmer Missile, Ricochet Disc, Power Missile, and Homing Missile and two ramps with a Partial Health in between them (on the ground). There’s an entrance with a Horizontal Crusher that will instantly kill anyone caught in it; there’s a Remote Bomb pickup in the center. The other entrance (without ramps) is a long hallway out to the Twilight Condemned area. The ramps on either end takes you to the second floor of the Castle; it consists of a narrow hallway looping around, which is perfect for using Ricochet Discs in. On the second floor, you can take the exits up to the third floor where you can shoot at enemies in the Twilight Condemned area (if they’re nearby of course). The fourth floor is accessed by taking one of the two elevators on the first floor. It consists of several hallways and ledges around the Castle; there’s a weapon on each corner. In the middle is an elevator that takes you to the fifth and highest floor of the Castle. Make sure not to dangle on the edges of the elevators when they move up, otherwise touching the ceiling will kill you instantly. Twilight Condemned – This is the area outside the Castle; it loops around it in a circle and there’s a waterway on the bottom. Here you’ll find lots of weapons, and a Partial Health next to the Mini-Castle which has a Napalm and minigame teleporter at the top as well as several passageways through it for escaping. Spooky Woods – There are two entrances from the Twilight Condemned that take you to the Spooky Woods. The one further to the left takes you to a part of the Spooky Woods with lots of trees and then a bumpy bridge that then takes you to the Haunted Site. The one further on the right consists of a large green slope angling downwards, and is closest to the Haunted Site. Haunted Site – This is the area following the Spooky Woods. It leads to a pretty wide area with a building that has Teleporter 1, as well as a Partial Health in the corner. A convenient place to escape to since the Teleporter takes you to the top of the Castle. Strategy: Shoot at enemies at the higher floors of the Castle area. If you need weapons, take a trip around in the Twilight Condemned area to pick up lots of missiles. If you’re on the lower floors of the Castle, Ricochet Discs are a great source of damage. The second floor is especially the best area; there’s a ramp leading to the second floor next to a Ricochet Disc. You can also use Elevators to set up Remote Bomb traps. Drop a Remote Bomb, detonate it when an enemy gets onto the elevator, drop another one on the floor next to the elevator, back up, detonate when the enemy reaches up, freeze, shoot, etc. You can do at least 50 points of damage without even exposing yourself this way, and more once the enemy shows up (it’s even great for damaging multiple enemies at once; they’ll fight in the elevator for sure, and the remote bomb explosions should hurt them all for good damage). Of course, if you want to go for it, the Crusher trap is the most efficient way of killing enemies without wasting weapons on them. Hang by the trap, wait for an enemy to come zooming by, freeze them, and let the Crusher do the work. Otherwise the Castle area is recommended. For healths, I always drop down and grab the one in the first floor of the Castle because that’s the place I remember getting healths the best. However, you can also grab the one next to the Mini-Castle in the Twilight Condemned area, jump back into the Castle and carry on killing enemies. The one in the Haunted Site is the only health enemies will never get, but it’s too far if you’re currently in the Castle and you may have to use turbo in order to get there and retreat via Teleporter 1. Other than that, this is the best new map for TMHO and I hope they include similar ones in the future TM. Map 9 – Tokyo Streets ====================== Health Locations: Full – At the corner of Building A (see below). Partial – In the middle of the streets in the Tokyo Buildings area. To get this, start from the turbo (which is away from the minigame teleporter) and turn towards the middle street slanting downward with several black buildings on one side and light up buildings on the other. You should see a Homing Missile pickup; the health is straight ahead from it. Partial – Behind the Tokyo Tower in the Tokyo Tower area (woo for reptition!). Partial – In the Tokyo Tunnel (take the entrance on the left; it’s closer). Partial – In the Tokyo Skyline area (there’s a Swarmer Missile behind it). Partial – In the Tokyo Dojo (at the top). Teleporter: Teleporter 1 – On the other end of the street from the minigame teleporter. A Swarmer Missile is in front of it. It takes you to the Tokyo Skyline area. Teleporter 2 – In the Tokyo Skyline, takes you back down to the streets. Changes: None Areas: Tokyo Buildings – This area consists of several dark buildings comprised of a rectangular shaped figure. It has weapons on every part of the street, including a Partial health. Accessed by taking the middle street (the ones that slope down). The middle street from the turbo closest to the side of the minigame teleporter does not have the Partial health. Expressway – The area where all the streets and traffic are. It composes of a huge square (or rectangle) in the map. There’s a middle street going from the Tokyo Tower to the Dojo and Expressway Loop that’s flat; it has a Turbo, minigame teleporter (closest to the Tokyo Tower), a Swarmer Missile and Teleporter 1 (closest to the Dojo/Expressway Loop). The streets slanting downward take you to the Tokyo Buildings on each side. Street Buildings – These are the main four buildings you can go into in Tokyo Streets. I’ll describe each one below (in order of personal importance). Building A – This building is the one with the Full Health, Homing and Power Missile as well as a pole-like structure you can use for cover. There are ramps on each side taking you down to the Tokyo Buildings (with a Turbo in the middle). Building B – This building is parallel to Building A and is closest to the minigame teleporter. It has a Swarmer Missile and a Homing Missile and three walls you can use for cover. There are also three ramps going up to this building; a side ramp parallel to Building A, a ramp going up to the back of the building, and another side ramp closest to the Tokyo Tower. Building C – The building away from the minigame teleporter, it consists of a huge dark building, as well as a Fire Missile on one side and a Remote Bomb on the other. The side with the Remote Bomb has a slightly deeper building that you can use to conceal your view. Shoot an enemy that drives by and they’ll probably drive off the building and come back up. Building D – This building has several buildings, but has no weapons whatsoever. Tokyo Tower – The Tokyo Tower area lies on the side with the minigame teleporter. It has a Remote Bomb, Partial health, Turbo and Fire Missile around it. From the Tokyo Tower are two ramps leading to train tracks with a Swarmer Missile in the middle, a Homing Missile at the left and Ricochet Disc on the right. Enemies do go up here but sometimes they overshoot so you can fire at them when they soar. You can blow up the Tokyo Tower by detonating a Remote Bomb on any of the sides of the Tower; this will unlock a path to the Tokyo Dojo on the other end of the map (closest to the teleporter). A Power Missile also lies under the train tracks. Expressway Loop – This area consists entirely of traffic looping the Tokyo Dojo in a tunnel. There are two entrances; the one on the left is closest to the Partial Health and has a Turbo in it. The one on the right has a Napalm in it but is closer to the weapons in the tunnel, which are a Homing and Power Missile and a Ricochet Disc. There are a lot of walls you can use for cover. Tokyo Dojo – This area can only be accessed after blowing up the Tokyo Tower. You get here by taking the ramp formed behind the teleporter in the main street of the Expressway. After taking the ramp initially, you come across an intersection with a Ricochet Disc. The top ramp goes to the top of the Dojo with a Remote Bomb, and the bottom with a Partial Health as well as a better combat area. You can use the top area of the Dojo to shoot at enemies traveling up the ramp, and drop Napalms on anyone at the bottom floor of the Dojo. Tokyo Skyline – This area consists of bridges connecting the four main buildings (mentioned above). It has a Swarmer Missile, Partial Health, and Napalm. You can use the walls as cover as well as drop down to any part of map. This also lets you shoot at anyone in the middle of the Expressway for a sniping point. Strategy: Take a trip at the Tokyo Buildings (both sides) to stock up on weapons. There’s one of every weapon as well as a Partial Health. Once you’re loaded on weapons, you can go on your killing spree. Again, remote/mine traps work well when you go to the Tokyo Skyline. Hide behind a wall to avoid getting shot by an enemy, and return fire, preferably with a freeze. You can drop back down to the streets or go around to the other buildings when enemies chase you. If you’re in the Expressway Loop, make sure to grab the health first. Use the traffic cars as shields and the walls to cover you. Shadow, Axel and Outlaw are pretty good cars in this area (especially with their special upgraded). Map 10 – Tokyo Rooftops ======================= Health Locations: Full – In the Central Roof area; in the middle with the minigame teleporter. Partial – In the Side Roofs with the glass. Shoot down the glass and then go the left to find it. Partial – Shoot down the glass on the right (with the Ricochet Disc, preferably with a Napalm) and a bridge-ramp will form connecting to Roof A. The health is there straight from the teleporter. Teleporters: Teleporter 1 – In Roof A, takes you to the top of the Side Roofs. Teleporter 2 – At the top of the Side Roofs, takes you back down to Roof A. Changes: 1. The structures that can be knocked down to form ramps to another roof must now be shot down with weapons (in TMHO PSP you could ram them to knock them down). Areas: Central Roof – This is the main roof. It has a tunnel in the middle with a Full Health and minigame teleporter as well as a Ricochet Disc. Around the tunnel, you can find weapons including a Swarmer Missile and Homing Missile. The entrance out from the minigame teleporter is the widest part of the Central Roof, with a turbo pickup. There also two ramps to the top of the tunnel. The one closest to the bridge that goes to the Side Roof takes you to one of the bridge-structures that can be knocked down to access Roof B. The one closest to the low walls (i.e. the darker part of the roof) takes you to a bridge-structure that can be knocked down to access Roof A as well as a Power Missile. Side Roof – This part of the Central Roof is accessed by taking the bridge to the building with glass. Once you shoot down the glass, it will reveal a Homing Missile, Partial Health, Swarmer Missile, and Ricochet Disc. Shoot the glass at the side with the Ricochet Disc to form another bridge-ramp to Roof A. The top of the Side Roof can be accessed by taking the teleporter on Roof A, which has a Power Missile, Fire Missile, Swarmer Missile, and Turbo at the top. Breaking the glass will cause you to fall back down to the bottom of the Side Roof parallel to the Central Roof. Roof A – This is the Roof that has the teleporter as well as three bridge-ramps/structures. The first structure connects from Roof A to the top of the tunnel in the Central Roof, the second structure connects from Roof A to the Central Roof (next to the bridge to the Side Roof) and the third structure connects from Roof A to the Side Roof. A Partial health is here, as well as a Remote Bomb, Ricochet Disc, Homing and Fire Missiles. Roof B – This is the Roof that has a lot of objects you can blow up on it, as well as a few weapons. There are two bridge-ramps; one connects the top of the Central Roof to Roof B and the other connects the bottom of the Central Roof from Roof B to the darker side of the Central Roof. Strategy: Again, utilize Teleport Traps. There’s a Remote Bomb in Roof A, as well as Power Missiles at the top of the Side Roof. Never fight anywhere else, if you want to be safe. Make sure to stock up on Power Missiles, Homing Missiles and Swarmer Missiles. You will need it for the final map of Story Mode. Map 11 – Tokyo Streets – Dark Tooth/Tower Tooth =============================================== Health Locations: Full – At the corner of Building A (see below). Partial – At the side of Building B (see below). Partial – At the corner of Building D (see below). Changes: 1. The game now plays the minigame/bonus level music from TMHO PSP for both Dark and Tower Tooth. 2. After killing Dark Tooth it automatically transitions to Tower Tooth’s battle without having to wait for the game to load it. Thus, you still have the same health, weapons and lives and will be at the place where you were after killing Dark Tooth. Areas: Expressway – The streets basically. There’s no traffic here, and there are walls blocking off access to the Tokyo Buildings on each side. Building A – This building is the one with the Full Health. It now has a Homing Missile and Ricochet Disc from where the Homing and Power Missile used to be in Tokyo Streets, as well as a Power Missile in the corner. It also has a pole-like structure you can use for cover. There are ramps on each side. Building B – This building is parallel to Building A. It has a Swarmer Missile and a Homing Missile and three walls you can use for cover. There are also three ramps going up to this building; a side ramp parallel to Building A, a ramp going up to the back of the building, and another side ramp on the left. Building C – Consists of a huge dark building, as well as a Fire Missile on one side and a Remote Bomb on the other. The side with the Remote Bomb has a slightly deeper building that you can use to conceal your view. Building D – This building has several buildings, but has no weapons whatsoever. Strategy: Dark Tooth – Dark Tooth now starts off at one place of the map and will sit there until you’re closer to his location (whereas in TMHO PSP he would hunt you down). He sometimes does try to come after you but he fails to try and come after you. The best place to get onto is Building B. He’s usually next to the ramp behind Building B; use Homing Missiles, Swarmer Missiles, and/or Napalms (which Building B has) to shoot him. He makes attempts to go up Building B but he usually drives back down into the Expressway. If you’re facing him on the Expressway, shoot him, get behind him, and keep firing Machine Guns and a weapon or two to take him down quickly (he can’t rear-fire). Drop Mines behind you so that when he turns around and goes straight, he’ll hit them. Either method works fine, but method 2 conserves your weapons, which would be good for the following fight. Tower Tooth – Get ONTO Building A. If you’re in the Expressway (you can still go on other buildings but Building A is the safest) you may get cheapshotted by Tower Tooth if he appears next to you. Fortunately he never spontaneously fires his lightning special (and it doesn’t fire 10 cones anymore) so he’s a lot weaker in TMHOETE. HOWEVER, for no reason whatsoever he can still fire his lightning special when he’s in green health so you should beware. He also makes attempts to get health when he’s getting weaker so you should be more aggressive for this fight (than in TMHO PSP). If you’re on Building A, this is the best place to start. Fire Swarmer Missiles and machine guns to take down Tower Tooth’s health until the next stage. He only uses a flamethrower and occasionally fires an ice cream cone (his machine gun), but if you back up he won’t hit you. Just before he’s about to arrive at less than half of his health (i.e. he’s almost going to yellow), shoot a homing missile while backing up behind the pole structure. Tower Tooth will now fire his lightning special exclusively, which has a longer range compared to TMHO PSP (colored red instead of blue) and will repeatedly disorientate you. He will continue to spam this special. If you back up behind the pole he’ll never hit you, but he may try to get right next to the building so that his special can reach you. In either case, be alert in case he tries to go for health (you’ll know when he’s running for the corner behind Building B). Keep shooting him (with homing missiles, as you must now target his head); he may shield himself so that he can safely recharge, but if you unloaded enough homing missiles on him (or swarmer missiles) his health recharge means he’s only about 75-100 points more before being taken down completely. He occasionally goes up Building B and jumps off from the ramp; use this opportunity for free shots. If he runs to the other side (with Building C and D) follow him and keep shooting. Rarely will he ever fire his lightning special. After beating both battles, you’ll unlock Dark Tooth, Tokyo Streets – Dark Tooth and your character’s ending. Some people reported problems of not being able to get Dark Tooth after beating story mode once. In this case, I suggest you DON’T make saves for any level of Story mode until you get Dark Tooth. I was able to unlock Dark Tooth in one shot, and while this doesn’t sound helpful I also suggest that you go straight to TMHO instead of viewing other stuff/playing TML and focus on completing Story mode. h. Deathmatch Maps (Challenge/Endurance Mode) ============================================= These are compressed, compact and/or confined versions of some maps. I hate these maps for single-player overall but they do make great 1v1 maps since there’s less health and it’s easier to memorize the best sniping points, health, weapons, etc.. There are fewer healths in these maps though, and there are no teleports so I prioritize killing the lowest armored car first, use invisibility a lot, and try not to get into fights when too many cars are present. You’ll die very easily; this is the only time I’ll ever say that Hard mode is actually HARD. While I have some strategies covered for the maps, I won’t go into too much detail. In single-player, Cloak/Invisibility is your best friend, especially when trying to get Partial Health without being blown into smithereens. All Deathmatch maps now play a new universal background music, whereas in TMHO PSP they would play music from their complete versions of the map. Paris Deathmatch ---------------- Health Locations: Partial – Above the entrance into the Museum room (that has the pictures in it). Partial – Inside the Museum room (it now sits in the middle instead of on the right). Partial – On the roof of the Museum, the ramps from the Eiffel Tower going into the health is still in-tact. Area: Museum – Everything up to the pool is in-tact from Paris, and the Eiffel Tower ramps are already connected by default. Strategy: Run up to the roofs and shoot at anyone from down below. Escape to the Museum room and try to take out a car before getting health. Do not chase anyone on the roofs, especially since they may very well take the health sitting in between the ramps. Egypt Deathmatch ---------------- Health Locations: Partial – In Pyramid A blow up the darkened parts of the wall to get it. Area: Pyramid A – You only