================================================================== W I N B A K - C O V E R T - O P E R A T I O N S ================================================================== Synopsis: Winbak is best described as Syphon Filter for the N64. You will need a $15 controller pak to save properly, just like every other gawddamn game out there. Contents -------- 100 - Introducing Winbak .10 - Modes offered .20 - Control Options, discussion .30 - Tactical Manuevers, lecture 200 - Items, Objects, Environment .10 - Equipment, lecture .20 - Advanced Tactical Combat, discussion 300 - Solo Play Reconnaissance Report .10 - The Grounds .20 - The Office .30 - The Warehouse .40 - The Control Centre .50 - Operation Winbak Accomplished! 400 - Multi Play .10 - Characters, discussion 500 - Cheats and Stuff .10 - In-game Cheats .20 - Ending Parameters .30 - "Take off every 'Zig'. For great justice." (Winback on PS2) .40 - Extra Characters (fake, bullshit, not-real, pipe dream) .50 - Foreign Tour Mode (fake, bullshit, not-real, pipe dream) ================================================================== Section 100: Introducing Winbak to Idiots, I mean Rookies ================================================================== Game progression is fairly straight forward; go on where it's most heavily guarded. Laser traps, guards, etc. As always, there is a price for progress. ------------------------------------------------------------------ Section 110: Modes Offered ------------------------------------------------------------------ Story -- (easy, normal, hard) Jean-Luc goes in and tries to regain the GULF System from the Crying Lions. Trial -- (normal only) Awarded after finishing Story mode on Hard. Jean Luc may re-enter each stage and try to finish it under time to unlock multi player characters. Unnecessary as a code unlocks all of them (see cheats). Max Power -- (easy, normal, hard) Just like Story mode, but Jean-Luc starts with all weapons "infinitised." Clearly the best mode to play the game in. A code can unlock this mode (see cheats). Sudden Death -- (normal only) Just like Story mode, but one hit will kill Jean-Luc, enemies, boxes, bosses, etc. The most difficult mode to play in. A code can unlock this mode (see cheats). Makes bosses insanely easy or hard, and stages extremely difficult as one stray bullet will cause you to restart from the beginning of the stage or the last checkpoint. Tutorial -- (easy, normal, hard) Self explanatory. Versus -- (normal only) Multi Player Wang-Bang. Who want some Wang? Again self explanatory. ------------------------------------------------------------------ Section 120: Control Options ------------------------------------------------------------------ Sight Control -- (Reverce/Normal) Airplane or Metal Gear Solid? Your choice but airplane controls feel more natural. This is vital as it affects how Jean-Luc aims his gun. Sight Speed -- (Fast/Normal/Slow) Put it on fast and leave it on fast. You need the speed as you combat large numbers of enemies and the speed allows you to "twitch" and get in head shots quickly. Camera Control -- (Reverce/Normal) You might want normal as then, it moves the camera and not the view. Camera Pan -- (Auto/Manual) Winbak's camera control is excellent, you only need left and right views, as the most dangerous enemies come in at ground level or below. Leaving it on auto gives you an excellent view on what's in front of you. Key Type -- (A/B/C/D) Choose the set that lets you fire and reload the most naturally and comfortably. My config is Type C. ------------------------------------------------------------------ Section 130: Tactical Manuevers ------------------------------------------------------------------ "Very good Jean-Luc. You are doing well." The swing-out -- Winbak is based on cover; ideally, all gunfights make use of this feature. On later levels it may not be the case. Make use of it when you are outnumbered, i.e., facing more than one enemy. The pop-up -- More useful than swinging out because it's faster and more often used in later levels when cover consists of crates. Press and release Z to pop up, fire and duck again. Knowing where your laser is aimed (use some common sense now) prior to popping up is the sure fire way to getting massive amounts of head shots. The roll -- Used more often to get by the cheap death laser traps than avoiding gunfire. Use it as a quick dash to cross small stretches between cover; just remember you wind up just crouching after the roll, unmoving, unless you keep moving. Hand-to-Hand -- Useful to bonk unalerted guards, but other than that, never fight bare handed unless you got a death wish. Ever wonder why Lara Croft never does that? Because she knows she's jail bait if she does, so she'd rather die honorably than lift up a pretty finger to defend herself. Reloading -- The most important thing in this game. It's more important and more satisfying than sex. Never reload in the open unless you killed everyone. One hit in the middle of a reload and you lose what ever was left in your clip and you get damaged, leaving you unarmed for the fight. ALWAYS reload your pistol and shot- gun, and if you've found extra magazines, your SMG as well if you have 10 bullets or less in the clip. ================================================================== Secton 200: Inventory . . . nothing but your wits. ================================================================== Items are easily identified by their incessant flashing and the big blue cursor when you get near. Some are picked up, most are switches or linked with movie sequences. Jean-Luc starts with his brother's pistol, a big piece of obsolete crap, but it's his basic weapon. A fully loaded SMG and shotgun make up the rest of his starting gear. His job is to OSP some hot shit and hope it's enough to help him take out a Russian Infantry Battalion. ------------------------------------------------------------------ Section 210: Equipment Run-down ------------------------------------------------------------------ .45 ACP Pistol -- Even looks like the Colt, with its 8 round clip. It can hold one extra round in the chamber (the indented bullet indicates the chambered round), you laugh at one bullet, but on Sudden Death that extra bullet often means the difference between going to the next section or lying dead on the ground in a pool of your own urine. ** On Easy difficulty, the pistol carries 6 more rounds, making it a decent firearm. 14 rounds plus 1 chambered. 9mm SMG -- A knock off of the Walther MP-k/MP-l series of machine pistols. It can carry 30 rounds and it has the longest target acquisition range, making it the best all around weapon. Unfortunately, ammo is scarce especially if you use it often. There's a trick at sages.ign.com that allows your pistol to aim at the range of the SMG. The gun can also carry one round in the chamber, although this is less of a concern than with the pistol. Surprisingly, this is the weapon of choice in Sudden Death when the big magazine and long range make it a definitive sniper's weapon. Shotgun -- stereotypical 12 gauge weapon. Has anyone used a 10 or even a 4 gauge before? Holds 8 shells in its tube, no more, no less. It fires 3-4 shards that do incredible damage at close range, literally killing most normal enemies with one shell. However, this same spread will cause its damage to thin dramatically at long ranges. In Max Power mode, this weapon rules in urban office warfare. It's use in Sudden Death is usually restricted to taking out several enemy guards at once when they cluster close together -- although not immediately apparent, the pump action of ejecting the empty shell and loading a fresh one delays Jean-Luc when he uses the swing-out firing technique. Rocket Launcher -- on loan from the R.P.D., the M66 is strewn in three or four places in the GULF System Command Complex. They are few and far between, so use them judiciously -- i.e., taking out gun emplacements if necessary, and in certain conditions, bosses. Silenced Pistol -- Why Jean-Luc can't carry extra clips for this weapon is a mystery. The .38 slug is less powerful than the .45, but its muffled report is more useful when you don't want to be seen or heard. It has only 7 rounds, so it's more for sniping than a standard firefight. In Max Power mode, it has a faster "reload" time than the regular pistol, so you may wind up using it as your primary weapon. C4 Explosives -- Standard demolitions stuff. Set where Jean-Luc is, then he supposedly detonates it far away. Very little use, but can be useful when it comes to killing soldiers situated behind an entrenched position with an emplaced 50 caliber machine gun. I use it to kill myself when I screwed up and need to go back to a Checkpoint. Flashlight -- Another useless piece of dink. Although the light trails look cool, your laser actually shows up better in the dark than in lighted areas. I use it to look good in front of girls, like Lara Croft ('Oooh. What a big gun there, ducky . . .') Key/Keycard/Bomb Detector -- The always changing third item. You need the key to unlock doors and, well, that's about it. Pay no attention to this spot, unless you care. Medical Kit -- Restores 50% of Jean-Luc's health. Naturally hard to come by, they are often well hidden in later levels and are sometimes awarded by specific enemies. If the health meter is still green, do not pick one up unless you are near a Check point or unless the meter is near the halfway mark. They are used immediately and aren't carried like Lara's or Duke's medis. ** Beware that some medis are placed as lures, esp. near laser traps. So, if it looks too dangerous, the medi is probably a lure. Also remember that medikits are useless on Sudden Death and only serve as lures. Ammo Pouch -- In Story, Sudden Death, and Trial Modes, this little item will increase the amount of ammunition Jean-Luc can carry for the SMG and shotgun by one clip and eight shells per pouch taken. ** Do well to find them all, especially in Story Mode, as the extra ammunition will definitely help Jean-Luc achieve success. Even on Sudden Death, don't skip the ammo pouches as having large amounts of ammunition allows missed shots and give you a sense of contentment as you blast wave after wave of soldiers with accumulated ammo. ------------------------------------------------------------------------ Section 220: Subtle details that might save your ass from getting killed ------------------------------------------------------------------------ (1) When aiming, don't fire until Jean-Luc's laser steadies out or until the target stops moving. Just like in real life, firing throws his aim out of alignment and just wastes ammunition, not enemies. (2) When aiming from a crouch, Jean-Luc aims higher than normal. Should you make him snap out of his lock on (no green reticle), aim a shade lower so when he stands and fires, it will most likely result in a head shot. (3) Camera capture (C/down) would've been useful if no one else fired on you while Jean-Luc dealt with one target at a time. Use it sparingly and only when you are really facing just one person (Ryan, Duke, Gunt, etc). If you want, you can use it to quickly switch between who Jean-Luc aims at -- just be sure to switch it off before you move him, otherwise the camera's pan will throw off your sense of direction. (4) Consider using camera capture when the enemy is far off in the distance. Just like in real life, it will take Jean-Luc longer to acquire targets if they are far away rather than next to him. Camera capture forces him to eliminate the dangerous "Look" delay (Champion's Half-move PER Roll) which can be fatal in Sudden Death. Achieving a lock-on BEFORE you swing Jean-Luc around the corner to fire is a matter of life and death in that mode. (5) Let the auto-pan find your enemies; since Jean-Luc can only target an enemy in front of him, auto-pan makes a lot of sense. Use the C/rite & C/left to scour the area around you. Quick note: need to see what Jean- Luc sees? Tap R to switch the camera behind him (auto-pan only); it's faster and more reliable than double tapping the C/buttons to centre the view. (6) Enemies are preset, so remembering where they pop up is crucial in surviving the harder levels. Mandatory on Sudden Death. It's quite possible to avoid a lot of encounters by bypassing touchplates that activate enemies and by not back tracking into areas you've never gone to. Be observant and you'll find Winbak quite easy. ================================================================== Section 300: All right, I'll stay here while you scout on ahead ... ================================================================== As mentioned before, Winbak is very straight forward, etc. but in the interest of making you feel like you didn't spend time down- loading an inferior guide, I shall endeavour to address specific points of interest (hidden/hard to get items) in all of the stages as well as emphasize anything else that I think you may find useful. The whole game is highly subjective in a tactical sense and it will not behoove you for me to tell you when and where to jump, fire, etc. Rather than *confuse* you, I'll leave it up to you to decide your COA, as well as determine what weapons to use from the brief overlook of each stage. Keep in mind Magazines and Shells are scattered everywhere, and unless you make Jean-Luc fire like the Speztnasz (or set the damn thing on Story Mode Hard AND fire like the Speztnasz) there should not be any ammunition difficulties. ------------------------------------------------------------------ Section 310: Reconnaissance Reports (The Grounds) ------------------------------------------------------------------ The Grounds ----------- Primary Objective - Access the main control building and secure the Express Elevator to the GULF Main Control Room. Secondary Objective - Rendezvous with any missing SCAT team members. Grounds (1) ----------- The long, metallic white container near the start where Jean-Luc jumps in to begin the mission is open at one end. Look carefully and you will see that you can go inside it and pick up a Magazine, Shells, and a Handgun w/Silencer. The small building where a guard stands on its roof contains a much needed Ammunition Pouch (1 of 5). When dealing with the Sensor trap past the checkpoint, it is possible to ignore the trap and muscle past it with some application of measured force. (Trying to force it on Sudden Death is suicide BTW). However, engaging to solve the trap will allow Jean-Luc to fetch his first satchel of C4. Grounds (2) ----------- There is a Handgun w/Silencer in a corner where Jean-Luc starts the mission. After the first set of guards where the stage opens to a large loading dock area, kneel and guide Jean-Luc's gun to a bright wooden box behind the parked truck. If you cannot find the box, it's near the trailer's rear wheels. If you can't find the truck, you have no business playing this game. Destroy the box and that should allow Jean-Luc access inside the the truck's trailer (via the loading ramp). Inside, a second Ammunition Pouch is ready for the taking (2 of 5). After the first laser field in this stage, you should find a box outside besides a chain link fence. Eliminate any guards and shoot the box before entering any surrounding buildings. The box contains a satchel of C4. Grounds (3) ----------- Nothing particularly special or hidden. Just be sure to pick up the obviously placed Rocket Launcher on the roof of the ladder building and don't use it unless necessary. As for the gun emplacement, do yourself a favour and detonate a C4 next to the revetment. You will kill the gunner and have no problem negotiating the area around the GULF Building. Grounds (4) BOSS!! ---------------- Lila is easy only if you keep Jean-Luc in cover when she's firing like a rabid bitch. For an easier time, terminate the lone soldier who rushes to her aid in the beginning (he will appear to the right of the pillar, but his final destination is behind a box to the pillar's left). Destroy the box to the left of the pillar, kill the guard, and deal with Lila with swing-out fire. ------------------------------------------------------------------ Section 320: Reconnaissance Reports (The Office) ------------------------------------------------------------------ The Office ---------- Primary Objective - Access and secure the Express Elevator. Secondary Objective - Rendezvous with any missing SCAT team members. - Keep SCAT team members alive, if possible. Office (5) ---------- There are no hidden items in this stage. Take the time to acclimate to fighting in enclosed spaces, as later levels are very tight and do not allow the camera to function at optimum levels. On Sudden Death, the seemingly benign Office is very deadly -- later levels are simply fatal. Office (6) ---------- Before heading back up the stairs to the main floor to protect Thomas, explore a bit of the sewers and you should find Magazines, Shells, and a satchel of C4. On the way back out to where Jake caught up with Jean-Luc (after the fight with Lila), there is a medi-kit inside the door to the rest-room. Deal with the emplaced gun with C4 as before. Just be sure to watch for any soldiers who may come out to deal with Jean-Luc. Ususally, there are six soldiers to elimiinate before the rush stops. On Sudden Death, it's better to take out the machinegun nest with a rocket rather than risk an errant shot in the leg. Office (7) ---------- Tasked with finding bombs, Jean-Luc now needs to do some bomb-squad work. The first bomb is at the far end of the building -- away from where Jean- Luc starts the stage. Elminate the laser traps and head for it. When defused, our French-Canadian SpecOps guy can go back outside the door he started next to earlier and head down the stairs (The camera is frozen in that area). BEFORE OPENING THE DOOR AT THE BOTTOM OF THE STAIRS, direct Jean-Luc to the door to the water-filled area where he disarmed the laser trap in the previous stage. He has to make it through the building with the laser that moves up and down to get there. In that area, a Ammunition Pouch may be found (3 of 5). As Jean-Luc heads back to the Express Elevator (way after defusing the second bomb) a team of four soldiers will rush in to kill him before he hits the door. Killing all four will net a Magazine, Shells, a Medi-kit, and a pack of C4. Office (8) ---------- There are no particular items other than a few hard to get medi-kits. I just want to mention that Lisa is quarter-Japanese. Plus, she's hot. In the reactor room, it's possible to not trigger the deadly effects of the gas-leak. Just be very sure to hit only the soldiers already on the floor of the room (this insures against them hitting an explosive box by mistake) and not any of the explosive boxes or the reactor itself. There is a medikit in the room as well. Office (9) BOSS!! --------------- After meeting Thomas, the next room (partitioned in two) has a Magazine, Shells, and a satchel of C4. Look around a bit if you cannot spot it. After disarming the laser trap and traversing the third floor cat-walk, head to the dead-end past the broken vending machine to find a Rocket Launcher and a Medi-kit. Opening the nearby door will yield a Checkpoint and a fight with Leon the Hunter. Stay down and terminate, with extreme prejudice, the two soldiers who will run up past Jean-Luc's box cover. When the pair are dead, run to the pilaster on the nearby wall to give more permanent cover to Jean-Luc. Swing-out and snipe at Leon until he's a goner. On Sudden Death, it's imperative that Jean-Luc get to the pilaster as soon as the movie ends, otherwise he will immediately die from the shotgun pellets. Ignore the soldiers and make one good shot to Leon that will end the stage and the threat to Jean's life. Office (10) ----------- With the third bomb disarmed, Jean-Luc is to make it back to the Express Elevator with the codes Thomas hacked (make your way back down there as best you can). There is now a pack of C4 behind the vending machine (where the Rocket Launcher was in the previous stage) and another pack of C4 in the room where you find Thomas, as well as a Magazine. On the roof, so long as Jean-Luc blasts all the soldiers without sounding a alarm (or in a time limit, possibly), there should not be a sequence whereby a soldier will reactivate the moving laser that blocks the door. To be fair, it happened to me before and I still get worked up over it. Office (11) ----------- Look familiar? Only some shells and magazines are hidden in a room with a control panel, otherwise try to make haste back to the basement. Before opening the door to the Express Elevator (and ending the stage), equip a fully loaded submachinegun if possible. Office (12) BOSS!! ---------------- Ryan's an asshole's asshole. Not only does he use a submachinegun, he will toss grenades if Jean-Luc is behind cover. Try not to stay far off and weave to the areas to the side of the elevator doors. There are medi-kits there and sometimes Ryan's AI will keep him firing his submachinegun rather than throwing grenades at that range. Just be aware that if he does throw grenades, you may not have the time to get Jean-Luc clear of the explosion. On Sudden Death, avoid the pillar and run out into the open when the chance arises. While you needn't close the distance terribly, keep in mind that person who scores the first successful hit wins the deathmatch. Aim and fire and hope Jean-Luc lives to relate the story to Lisa and the kids. Office (13) ----------- Nothing to mention except to for you to be careful on Sudden Death; by now, Checkpoints are few and far between. ------------------------------------------------------------------ Section 330: Reconnaissance Reports (The Warehouse) ------------------------------------------------------------------ The Warehouse ------------- Primary Objective - The Express Elevator is inoperable. Access the Freight Elevator and try to go into the Complex from there. Secondary Objective - Meet up with Steve and Law, if possible. - Keep SCAT team members alive, if possible. Warehouse (14) -------------- After clearing the short sewer area, running around the side of the large building will lead to a cache of two Magazines, two cases of Shells, and a Medikit. Warehouse (15) -------------- No special items in this stage, although feel free to use a rocket to knock out the emplaced machinegun nest down the long alley. Warehouse (16) BOSS!! ------------------- Colonel Thunder is hard because he does so much damage and it's hard to judge the distance from his flamethrower. Eliminating the two snipers above Jean-Luc will help immensely in dealing with Thunder. Use the eplosive boxes to damage the Colonel; keep in mind that there are no medi-kits available and that three direct flame hits will kill Jean-Luc. Sudden Death only requires two shots to deal with this menace: one to the sniper immediately in front of Jean-Luc (cut the movie to be sure of correct positioning) and the second to Colonel Thunder (180 degree turn). A set of Shells and a Magazine are available for the taking after the fight. Warehouse (17) -------------- In your quest to bridge the gap and open the locked door, make sure not to miss the box inside the electrified cage (the one next to the key). A new Rocket Launcher is packed inside. After opening the locked door, the camera becomes fixed. Don't move an inch, kneel and shoot in the general vicinity "down the catwalk." Jean-Luc will destroy the boxes blocking the door to the exit. Doing this before moving will allow a fast escape into the next stage without dealing with some soldiers who rush out to intercept on the ground below. Warehouse (18) -------------- Nothing special in this stage, thought eplosive boxes can be triggered as traps that may benefit or hinder Jean-Luc's progress. Don't miss the C4 in the box on the catwalk (the first section of conveyors). Warehouse (19) -------------- Nothing special here too. Be aware of the surroundings and keep in cover. Medikits are few and not a common sight. There's one in the centre of a roof area with explosive barrels and stand-up air-intake vents. Warehouse (20) -------------- Nothing special to mention. Watch the boxes -- most are covering enemies and some provide Jean-Luc's only cover sometimes. Rare do they have anything inside them anymore. Warehouse (21) BOSS!! ------------------- No special items, just remember to tag the medi-kit before entering any door. Duke is cheap in that he will get in a hit if you don't move Jean- Luc away from the pillar immediately (the explosive barrel will be hit by Duke's minigun and explode). Even running away from the pillar may not keep Jean-Luc unscathed, as the weird placement of the pillar and Duke may allow him to shoot Jean-Luc once or twice when Jean distances himself from pillar. There is a spot where veteran players will recognise as "safe." Head there if you think you know where it is (I do, but cannot describe it adequately). After the explosion is triggered, head back to the pillar and shoot any explosive objects and clear a path to allow Jean-Luc to close in better to engage with the pistol or submachinegun. It will be a longer firefight than with Lila, as Duke tends to hold down the trigger longer and more often. The box maze after the fight is littered with various goodies, but try to find the fastest path to the exit unless you are aching to refill Jean's supplies. Warehouse (22) -------------- A bit into the sewers, there will be a stack of crates blocking Jean-Luc's path. Past it, towards the sewer grate, is a lone box with a package of C4. After leaving the sewer, kill the guards, then head back to the spot where the manhole is (where Jean came out from). Duck and shoot the explosives on the other side of the fence (through the hole). One has to wonder why Jean- Luc can't squeeze through the damn thing. A bit later, when solving the sensor puzzle, there is a key that opens the locked building at the end of the train yard. The key on the ground level (on a box) and is located near the wall where Jean-Luc disarms the sensor box. The building holds a shit-load of crap: four Magazines, four sets of Shells, and two Medi-kits. Warehouse (23) BOSS!! ------------------- Make sure to kill the soldier who runs on the line of crates which block access to the heli-port, or you'll be sorry. After running the gamut of machinegun nests, eliminate the four soldiers who guard the door to the Freight Elevator. Before heading inside however, head around the crates and parked trucks to attack the machinegun nests from the backs and sides. Past the last machinegun nest, a Rocket Launcher and a Ammunition Pouch (4 of 5) can be found in two innocuous boxes. This will also be the last Rocket Launcher in the game. Use it sparingly (I only fired it twice on Sudden Death after this stage). Just be prepared for the multiple ambushes as Jean-Luc makes his way to the coveted prize. When you've taken your fill, direct Jean-Luc back to the door to the Freight Elevator and go in. Kill the soldiers and then, switch to something you are comfortable with before proceeding down the sloped vehicular path (it will be a Checkpoint when you reach near end). After a movie sequence, Gunt will attack our intrepeid SpecOps guy with a homemade rocket launcher. Sudden Death only requires one direct shot (pistol preferred), but other modes require some weaving and dodging. The rocket launcher is the preferred weapon on Max Power mode, but Story Mode will require Jean-Luc to fire, then roll to avoid the swarm of rockets. Head shots help immensely as the damage from Gunt's rockets will do obscene damage. Try have a fully loaded subamachinegun (or if want, Handgun w/Silencer) before opening the door to the Control Centre. ------------------------------------------------------------------ Section 340: Reconnaissance Reports (The Centre) ------------------------------------------------------------------ The Centre ---------- Primary Objective - Get down to the Main Control Room and stop the GULF Satellite System. Time is short, so git movin' boy. Secondary Objective - Meet up with the others who're alive. - Find the person responsible for killing Jean-Luc's teammates. Centre (24) ----------- Upon entering the control room overlooking the conveyor bay Jean-Luc started the stage in earlier, do not throw any switched and just cross the bridge that spans the conveyor room to net two Magazines. The bridge needs to be moved afterwards to continue onwards. Centre (25) ----------- Conserve ammo by using the pistol when possible. Try to reach the Centre's Main Elevator and map out your path accordingly. Most of the medi-kits are in out of the way places, but are otherwise not too hard to get. Credit goes to M2CyborgCommando@aol.com for finding the last "lost" Ammuniton Pouch (5 of 5). Listen to his/her VSR (virtual situation report): From: M2CyborgCommando@aol.com Save Address - Block Sender To: simalcrum@hotmail.com Save Address Subject: Ammo Pouch #5 Date: Mon, 12 Mar 2001 21:48:39 EST Reply Reply All Forward Delete Previous Next Close I found a fifth ammo pouch on stage 25. It is in the large room where you have to move all the boxes back and forth with the keypads. You know that area with the two lasers and stationary gunner? Here's what you do. Turn the two lasers off and make the gunner die by dropping the box on his head as you would to normally continue the level. Now walk to where the gunner was, and face down the hallway he was facing. Walk straight, and take a left at the first intersection. In that small area is the fifth ammo pack. If you post this on your walkthrough page, a little credit would be nice. Thanks for writing the walkthrough. ** Apparently I found the pouch before, but forgot about it since that particular level is among one of the stages I prefer to finish as quickly as possible in Sudden Death. (The others are 28, 29, and 30). Centre (26) ----------- Cut the movie to buy time to roll underneath the moving blue sensor laser. Then rush at Banderas to send him running to another area of the Main Elevator. Not tripping the first set of sensors is vital to beating the stage without too much ammo and hurt as it will detonate and kill a set of guards who come to aid Banderas halfway through the fight. Making sure Jean-Luc is not in the room with the explosives is a logical bonus. Attack Banderas by swing-out from the cover of the elevator bay doors. When he is about to die, Banderas will attept to rush Jean-Luc with guns blazing -- try to time the reloads as to have a fairly full clip (of any weapon) BEFORE you deliver the last hit. Having a loaded weapon to start the next stage will be a big help. On Sudden Death, cutting the movie is the first big part in surviving the fight; the next is to duck and aim at Banderas' knee-caps/feet and getting off the first shot before the door fully opens. Centre (27) BOSS!! ---------------- Inside the "Tool Room" past the Death Star shaft area are two Magazines and a Medi-kit. The laser filled "Locker Room" has three Magazines between each laser set. The room with the sensor box has a Medi-kit. When the door to the "Generator Room" is left unprotected by the laser trap, head in with a shotgun or rocket launcher. If you did not take excessive time reaching this point of the game, Jean-Luc will fight a boss, otherwise, you can see the grisly results for yourself. Jin is only armed with a pistol, but like Ryan, he also enjoys tossing bombs. That, coupled with his dark clothing in a dark room and monkey laugh, make him annoying to take out. The catwalk does not offer much protection unless Jean-Luc is far enough away to use a submachinegun and avoid the bombs when they drop short due to their arcing flightpath. On Sudden Death, it's either Jean-Luc or Jin, so make sure the first pistol shot counts -- because it does. Centre (28) ----------- No special items; retrace the path to the Main Elevator where Jean-Luc fought Banderas -- he will need to go through the cargo "attic" to bypass areas that are sealed off and deactivate laser traps and move crates and boxes out of the way. Some traps are downright diabolical -- and on Sudden Death, it's no laughing joke. The goal now is to make it to the door on the side of the Death Star Shaft and get to the Conference Room on the first floor. Since the catwalks do not allow Jean to get to it, he must route around with clever detouring through areas he's gone through. Centre (29) BOSS!! ---------------- Starting out in the Death Star Shaft Elevator, direct Jean-Luc through the gamut of enemies and reach the set of double doors. There should be a Medi- kit nearby (to warn you of impending Boss fights). Try and have submachine- gun handy when you go in. After the cinematic, make Jean-Luc head around the table, stopping on occasion to fire at (and hopefully eliminate) any soldiers trying to assist Deathmask. The safe spot is the pilaster directly across from Jean-Luc when he starts the fight. Since Deathmask does not use explosives, Jean-Luc can stay in cover for as long as necessary. Terminate the two soldiers from cover and then direct fire towards Deathmask. At around half-life, pistola ninja will erupt from his makeshift fort and rush Jean-Luc. The answer is a fully loaded shotgun or submachinegun from cover. On Sudden Death, Jean-Luc must have a submachinegun or at least a fully loaded weapon to fight properly, otherwise, it may be wiser to restart the level. The first thing is to cut the movie, then quickly aim and shoot the soldier to Jean-Luc's right. Next, run -- like the wind Jack -- like the WIND!! to cover by the pilaster and take out the second soldier before he can fire again. Once those two are killed, the fight is easy. Wait for Deathmask to pop-up and drill him right in the kabuto. Centre (30) ----------- Longest, hardest stage in the game, mostly with the soldiers popping up when one least expects it. There are several points to watch for. First, starting off in the Conference Room on Sudden Death is tantamount to suicide. Equip a submachinegun or pistol and head to Jean's left. Drill two soldiers running towards his way -- never run past or they will strike with a gun-butt and it'll be over. Run off a bit towards the door (but do not face it) and shoot the third guard and try to either kill the last guard or run through the door where the soldiers initially came in to escape the room. The shotgun also works well, provided you place Jean-Luc near the left wall by performing a roll to trigger the movie. The dark room with two machinegun nests can be handled on any mode with a single rocket launcher to the LEFT gun -- Jean-Luc can run on the left side of the room and attack the right gunner with lighter weaponary. If you prefer, you may run Jean-Luc straight up to the guns (but out of their range) and shoot one of the many explosive barrels behind the gun-nests. Should you proceed this manner on Sudden Death, then you will have one extra rocket to use later. Just past the dark double gun nest room, the door opens to a mag-crane lifting a set of explosive barrels towards Jean-Luc's platform. Don't give the bad-guys a chance to use them by shooting the barrels immediately -- whit luck, the explosion will kill some or all the soldiers on the distant platform. A little later, a single machinegun nest guards a narrow bridge. The only safe spots on either side of the bridge are trapped with lasers. Pull out the rocket launcher and blast the gunner from a distance. Gordian knot solved. And besides, ammo's meant to be spent. The only other recourse is to get hit by the gun at least once when Jean-Luc crosses the small bridge. He should then be guided to the right side where a small metal box will provide cover for him to level his sights on a explosive barrel behind the gun-nest. Take note that this is the only "valid" way to bypass this nest trap; since Sudden Death is not a "normal" game -- one must use a different method to acheive the necessary solution (i.e., rocket launcher). The section with the small rooms, laser traps, and computer-operated shutters are giving me the most headache since most of today's "citizen-soldiers" are the most unobservant pieces of idiot flesh sculpted from DNA instructions and faulty human proteins. Follow the logical sequence of activating (or 'tip- tapping') every computer to bypass the laser death traps until you've decidely reached an impasse and there seems no way forward. Jean-Luc should be at or near a computer he just tippy-tapped and a moving laser is moving across the width of the window next to the console. Notice that there is a safe area, actually two safe areas the moving laser is not touching; one is the spot next to the computer which raises the nearby shutter and thus "activates" the laser, and the other, which is directly across from that spot in the corner of the room. Notice too, that there is a way there, by moving Jean-Luc carefully between the office equipment on the outside, there is a way to navigate around the obstacles and avoid the laser as it moves back and forth across the window. The goal is to make it to that safe spot and shoot a laser trap box that can be seen past the large rectangular window. Doing so will allow access to the next area. 1. From the CPU -- 2. Go to the `X' making sure to avoid the laser by going between the office equipment when the laser is moving away from the `X' and clear of the opening. 3. Note that the width of the window is covered by the the moving laser. 4. Aim/look/pay attention outside the window. 5. Look for a yellow laser control box and blast it. The box may not exhibit a red cursor due to the distance involved. 6. Backtrack around the small rooms to reach the double doors to the next area. Examine the spot here for a laser control box | | \|/ _________ ________ ||_________|---------------------------|________|| || | || || | CPU || ||___| X || || _____ _____ _____ _____ _____|| || | | | | | | || || | | | | | | || || | | | | | | || || |_____|_____| |_____|_____|_____|| || || || || || || || || The last section is home to C4 using guards. Let them blow themselves up and advance to the exit in a timely fashion. There is at least one Magazine in this area, and other ammo may be scattered around, depending on which enemies were killed and when. Make sure to have a fully loaded submachinegun (no less) before opening the double set of doors. On Sudden Death, a fully loaded Pistol or Handgun w/Silencer may be preferred. BTW, behind the stage exit is the Express Elevator door -- man, so, we coulda cut 20+ stages if Ryan had his legs blasted so he couldn't blow the controls? That sucks! If you somehow make Jean-Luc walk through the elevator doors, there is a rocket launcher inside that will crash the game. Centre (31) BOSS!! ---------------- If you came here too late, you will fight Cecile. If you get here within the appropriate limits, you will fight TWO bosses (one after another) instead of one. Cecile will come in through the door Jean-Luc did and fire his pistol with alarming accuracy. Since Jean-Luc starts on the mid-level and Cecile is on the top-level, you should try to close the gap and go back up the ramp. Defeat the laser trap by going half-way and make the shot to the sensor on the inside of the protective wall of the top-level. Use the handy machine- gun nests to finish off Cecile without breaking a sweat. On the other hand, the good ending requires some more foot work (and ammo). Jean-Luc will fight Cecile Carlysle after this bonus boss -- who will attack from the low-level (while Jean-Luc is on mid-level). There will be laser traps to restrict movement, so stick around and make for the medi-kit(s) only if you are desperate. Eliminate this "bonus boss" by shooting the barrels on the lower-level and having the explosions do major damage. After, a new cinematic will occur right before Cecile makes his entrance. This is the shortest, easiest stage on Sudden Death (just make sure to cut all movies to make sure Jean-Luc is in the correct location). Point, aim, and fire. Bonus man dead. Cut the movie. Point, aim, and fire. Cecile dead. Damn. Sure beats those other wussy modes, eh? ------------------------------------------------------------------ Section 350: Operation Winbak Accomplished! ------------------------------------------------------------------ Save your game if you want to see the ending you earned with your time without having to fight the last battle again. ================================================================== Section 400: chk-chk-chk-chk-Multi Battle !!!! ================================================================== Multi battle is fun, but only with more people. Koei didn't utilize the Hi-RAM Pak to allow for 3-4 player matches with the 2 player characters and that is a damn shame. Players can also do one maneuver not available in the solo play game. Pressing action while running against a low railing will have the character vault over the railing and onto a lower level. Useful if someone is running after you and you need a quick escape. ------------------------------------------------------------------------ Section 410: Characters ------------------------------------------------------------------------ Initially the top row characters are the only ones available, but do your- self a favour and input the multi-code and access everyone immediately. There are so much more you can do than just play this game. Characters with weapons that do not require reloads cannot pick up weapons, but they can be blocked by them (behaves like an indestrucable crate). Please make a note of that Mr. Joshua. ------------- -- Top Row -- ------------- Jean-Luc Couger - normal Roll? - yes Siddle? - yes Daniel Stewart - uses a special pistol / normal in 3-4 player mode Roll? - yes Siddle? - no ** Dan's gun doesn't do much more damage than any normal gun, but since he doesn't reload, it counts as a "super weapon." Steven Legal - normal / starts with shotgun in 3-4 player mode Roll? - yes Siddle? - yes ** Steve is da'shit in 3-4 player as he starts with a shotgun. Lisa Roberts - normal / starts with SMG in 3-4 player mode Roll? - yes Siddle? - yes ** Lisa and Steve teams are lethal in 3-4 player as they start with so much initial fire power, they can get ahead by half a bar or more before they run dry. Jake Hudson - normal Roll? - yes Siddle? - yes Mike Hawkins - normal Roll? - yes Siddle? - yes Thomas Smith - normal Roll? - yes Siddle? - yes Law Bruford - normal Roll? - yes Siddle? - yes Matthew Brown - normal Roll? - yes Siddle? - yes Keith Birdy - normal Roll? - yes Siddle? - yes ---------------- -- Centre Row -- ---------------- Lila - uses a Browning Automatic Rifle Roll? - yes Siddle? - no ** Ah, lovely Lila is a fairly good choice as her gun does fairly good damage; plus she can roll. Firing while crouched increases her rapidity. Leon - uses a sawed off shotgun Roll? - yes Siddle? - no ** Leon's shotgun spreads upwards more than it does sideways like the regular shotgun, which probably explains why he killed me once when I tried to roll past his shots -- all the shell fragments hit Jean-Luc and he was dead before I knew it. Unfortunately, he can be kept away with regular gunfire, but other than that, he's Steve with infinite shotgun. Ryan - uses one SMG Roll? - yes Siddle? - no ** Infinite Lisa. His SMG though, seems to have a pretty short range compared to the regular SMG. Thunder - uses a wide shot pistol & flamethrower Roll? - no Siddle? - no ** Yyyyess. I am Marv Albert. This is the man to use as his pistol behaves like a shot gun (wide pattern), and his flame thrower does an ungodly amount of damage. Unfortunately, his inability to roll or siddle presents a poor defence to someone with a SMG in an open arena. Duke - uses a GE gatling gun (see Terminator 2) Roll? - not just no, but hell no Siddle? - no ** Lila on steroids. His gun fires just slightly faster but does way more damage. Too bad it takes forever to rev up and he is such a large target. Gunt - uses a rocket launcher Roll? - no Siddle? - no ** Does more damage than Thunder, but has the uncanny ability to kill himself before the other guy dies if the fighting gets up close. He also requires time to brace before firing, makng him extremely low in initiative. Nevertheless, he rules if he traps someone against a wall, or in any open arena, as 3 explosions will wipe out any lifebar. Banderas - uses two SMG's Roll? - yes Siddle? - no ** Better than Ryan. Next!! Jin - uses a pistol with the range of a SMG Roll? - yes Siddle? - no ** the mad monkey rapist is hard to hit, but luckily he doesn't have the bombs he had in Solo Play, so he isn't as threatening. Ash (Death Mask) - uses two pistols ala John Woo Roll? - yes Siddle? - no ** Best of the pistoleers. Next. Cecile Carlysle - uses a pistol in a horrifyingly gay manner Roll? - yes Siddle? - no ** Worst of the pistoleers, plus he looks fruity. It takes him forever to raise his gun and fire -- meaning he gets gayraped before he can retaliate. The only reason he was so hard in Solo Play was due to the cheap death laser traps. ---------------- -- Bottom Row -- ---------------- Random Select (both ends) - n/a ** Randomly picks a character each time the multi-player game is started. No one knows who it is until the game starts. Terrorist (Ski Mask) - normal Roll? - yes Siddle? - yes ** Why can't he start with a special pistol? He has one in the select screen. Terrorist (Gas Mask) - normal Roll? - yes Siddle? - yes ** Why can't we use the assault rifle he's holding? Asshole. Terrorist (Shades) - normal Roll? - yes Siddle? - yes ** Shotgun, aw man . . . GULF Engineer - normal Roll? - yes Siddle? - yes "George" (Pentagon Chief) - normal Roll? - yes Siddle? - yes "Kevin" (Pentagon Aide) - normal Roll? - yes Siddle? - yes Nancy (Pentagon Aide/Squeeze Toy) - normal Roll? - yes Siddle? - yes, but you can't look up her dress. Believe me, I tried. Kenneth Coleman - normal Roll? - yes Siddle? - yes ================================================================== Section 500: Codes and such ================================================================== ------------------------------------------------------------------------ Section 510: Cheats ------------------------------------------------------------------------ On the "Press Start" Screen hit the following on the D-Pad; note that you need to PRESS AND HOLD the last button in each sequence as you press START. All Characters - u, d, d, r, r, r, l, l, l, l, C/up [hold] + START Trial Mode - u, d, d, r, r, r, l, l, l, l, C/down [hold] + START On the "Press Start" Screen hit the following on the C-Pad and shoulder buttons; note that you need to PRESS AND HOLD the last button in each sequence as you press START. Max Power - L, r, l, r, l, d, u, d, u, L [hold] + START Sudden Death - L, l, r, l, r, u, d, u, d, L [hold] + START ------------------------------------------------------------------------ Section 520: Ending Parameters ------------------------------------------------------------------------ There are three (3) endings to Winbak. I will not spoil them for you, nor the rest of the story and trust that you actually give a damn about what happened to everyone in the course of the game to try and get the best ending. The story plays out the same way regardless of what mode the game is finished in, so try Sudden Death -- it's the only way to play. I beat the game in 3:00:00 hours flat (this means Cecile Carlysle drops dead at precisely 3:00:00 game time). The seemingly crucial points are the bosses Jean-Luc must fight if he must be successful. The crux is apparently how long it takes for him to reach the LAST CHECKPOINT of Stage 27. Good Time Limit - under 3:00:00 and not a second more. Bad Time Limit - over 3:00:00, but under 6:00:00. Worse Time Limit - at or over 6:00:00. I have only got the first two endings and do not wish to see what the worse ending is. If you want, watch it, then tell me about it. Also, I've always reached the crux point with an hour left to finish the game, so if you experience some indescribable scenes, do tell, lad. ------------------------------------------------------------------------ Section 530: Someone set us up the bomb. (Winback on PS2) ------------------------------------------------------------------------ What has this got to do with the game? Absolutely nothing. Hahahahaha. I am just that good. ------------------------------------------------------------------------ ------------------------------------------------------------------------ Koei has made plans to release Winback on Sorny's Playstation 2. The new game will have nothing changed except for some elements of multi-play, graphics, and voice acting. However, I suggest that they add the following to attract more sales. ------------------------------------------------------------------------ Section 540: Fake Winback Characters ------------------------------------------------------------------------ What has this got to do with the game? Absolutely nothing. Hahahahaha. I am just that good. ------------------------------------------------------------------------ ------------------------------------------------------------------------ Leila Andrews (Rolling Thunder Agent #1) Roll? - yes, but she wears tight, white, butt-hugging jeans. So, no. You will not be able to see what makes girls "special." Siddle? - yes. Oh god, yes. Suck it babe . . . aaah. ** Leila Andrews is the damsel in distress from Rolling Thunder who is captured by Geldra; she is rescued and is teamed with rescuer and fruity boy toy, Albatross in Rolling Thunder 2. Leila's pistol is an eight round laser sighted pistol, similar to the Detonics Pocket 9 or similar hold-out pistols of the late eighties -- i.e., a woman's gun. Fully loaded, the weapon can also be hidden in her "you-know-what-I'm- talking-about-but-I-can't-say-it-or-I'll-be-censored-but-you-know-what- I-mean-don't-you-fellas-wink-wink." Albatross (Rolling Thunder Agent #2) Roll? - yes. Siddle? - yes. ** Albatross is a cross between "Jet" Li, Bruce Lee, and Chow Yun-Fat in a western cut white tuxedo, slacks, and dress shoes. While he looks harmless, he can and will kick your ass. His pistol is a twelve round 10 mm semi-automatic, similar to the ones issued to FBI field agents a decade ago. Ray-"Jay" Something-Something (Rolling Thunder Agent #3) Roll? - yes. Siddle? - yes. ** Jay was the new guy in Rolling Thunder 3. He was the typical Japanese rendition of a young white American big city cop, like Leon Kennedy, but more in control of his glandular activity. His fashion sense is less than that of Albatross, thus his wardrobe is more typical of the agent casual. His sidearm is a six round revolver that packs double the power of regular semi-automatics. Ellen Something-Something (Rolling Thunder Communications Babe) Roll? - yes. Siddle? - yes. Ellen wears a "rave/evening" wardrobe which doubles as her clubbing ensemble: black mini, ankle high leather boots, and a white strapless "blouse" which leaves her back bare. I leave the rest to your imagination . . . ** Ellen serves as Jay's one-shot love sponge in Rolling Thunder 3. She's typical Japaheeno support girl material and serves only as jerk-off material. Her handgun is also eight rounds, and a cute little scope is attached to the top of it. Huhuhuuhhuu. Lara Croft Roll? - yes, but only into gunfire, or to activate her "self-destruct." Siddle? - no. ** Lara cannot do much but suck up damage and use medi-packs like there's a serious hemorrage in her brain. It's like fighting the Atlantean Egg Boss all over again. The only other option when playing as this character is the totally tasteless dominatrix costume which stuns guards (thus leaving them totally defenceless) until she pulls out her guns. Grey Fox Roll? - yes. Siddle? - yes. ** The infamous cyber-ninja has no weapons but his vibro-katana, which is kept humming through his on-board power supply. It is instantly lethal on all modes (even Story and Max Power) and what's more, he has the unnerving ability to turn invisible and sneak by heavily guarded areas. The only disappointment is that he cannot jump like he can in Metal Gear Solid Integral, and laser traps will still kill him outright. Other than that, he is a fun character to use. ------------------------------------------------------------------------ Section 550: Foreign Tour Mode ------------------------------------------------------------------------ What has this got to do with the game? Absolutely nothing. Hahahahaha. I am just that good. ------------------------------------------------------------------------ ------------------------------------------------------------------------ In this mode, you play as an American tourist (Jean-Luc in a tux) who goes about in a foreign looking country and engaging in some hot, heavy action with the local ladies. All he needs to do is to pick up enough cash (as items), gun down the local police and muggers, and make it to the end of the stage (usually a house of ill-repute). Then, using the PS2's highly touted and powerful hardware, the gamer will be treated to a nice long 5-10 minute FMV of fluid-exchange-at-a-level-unsuited-for-younger-viewers-if-you- know-what-I-mean-and-I-think-you-do. As a bonus, the prize-gals should be made available for multi or single play; the story will remain the same, but hey, I don't mind seeing girls move on my big screen. There is even a "view mode" similar to the model shoot in MGSVR/Integral where the gamer can explore as much of the prize- gal in an up close and personal manner as s/he wants. With the way the PS2 is set up, there can a "re-do" function where, like a DVD, one can have the model do certain things over and over and over and over . . . ================================================================== Questions, atta-boys, nekkid drawings of Lisa Roberts, and no small amount of free stuff should go to: !!--> simalcrum@hotmail.com <--!! GIMME - GIMME - GIMME! ==================================================================