////// /// ///// // // /// //////
// //// // // /// /// //// // //
// // // ////// // // // // // // //
// ////// // // // /// // ////// //
////// // // // // // // // // ///////
C A R P O C A L Y P S E N O W !
------------------------------------------------------------------------
CARMAGEDDON 2 The FAQ/Walkthrough
for one of the best made games ever, Carmageddon 2: Carpocalypse Now!
Contributed to GAMEFAQS, IGN, DLH, GAMESPOT, NEOSEEKER & CHEATBOOK.DE
and written by: Pavel N. (Pidgeotto)
Suggestions, Questions, Corrections, Comments?
Contact me at: paffkabg@hotmail.com
Version: 2.7 (Largely finished)
Last updated: 06/03/2006
COPYRIGHT PAVEL N. (Pidgeotto) 1998-2006.
NO PART OF THIS FAQ/WALKTHROUGH CAN BE REPRODUCED,
COPIED, SENT OR BE DONE ANYTHING ELSE TO
WITHOUT THE WRITTEN PERMISSION OF THE AUTHOR. PEOPLE
WHO ILLEGALLY COPY OR DO ANY OF THE ABOVE TO THIS
FAQ/WALKTHROUGH ARE CRIMINALS AND THEY WILL BE
DISCOVERED AND PROSECUTED SEVERELY.
THIS FAQ/WALKTHROUGH IS LACKING OF ANY 'DIRTY' WORDS THAT
OCCUR NATURALLY IN THE REAL GAME. THIS MEANS THAT ANY
NASTY LETTERS FROM PARENTS WILL BE IGNORED AS THERE IS
NO UNMASKED BAD LANGUAGE. NOTE THAT THE CARMAGEDDON SERIES
IS PARENTAL ADVISORY.
Sites authorized to host this file:
www.gamefaqs.com
www.ign.com
www.neoseeker.com
www.cheatbook.de
www.gamespot.com
www.dlh.net
Before proceeding, please check the host
displaying this file. If it does not correspond to
any of the listed site urls, consider the entire
text illegally hijacked, and therefore STOLEN. Be
quick to report any such criminal offences, and
your professional help will be correspondingly
awarded. Thank you. =)
Offenders attempting to meddle with Copyright laws
backing me and my work will be discovered and
taken care of. This action includes a discontinuation
of the text belonging to me being shown on their
websites and this will come about initially with
'kind' emails sent to the owners and if this does
not connect, sooner or later their server'll be
called in to see for themselves. Beware, charlatans.
I may even demand legal monetary compensation for such
goings-on behind my back, in the near future.
======================================================
Here, I would like to thank all those people who have
sent me encouraging letters and have all helped in the
continuation of the improvement of this FAQ. Thanks.
======================================================
CONTENTS CTRL + F
-------------------------------------------------------
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++++++++++++ ++++++++++++
++++++++++++ INTRODUCTION ++++++++++++
++++++++++++ ++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
III
Once upon a time, an outlaw had
the amazing idea of organizing a
Drive-n-Kill race.
This race was unlike any other
[race] for it involved the city's true
maniacs in a race that would end
lives. The rules were simple: drive
and waste your opponents. The
winner would earn the rule of the
city.
The crucial day arrived. The
tension was unbelievable.
Peaceful citizens hid around the
city and then, the booming voice
through a loudspeaker came.
3-2-1-Go!
Pidgeotto
Do you love Carmageddon 2? Are you stuck anywhere in
the game? Want to do everything possible from end to end throughout?
Your wishes have been answered thanks to this FAQ/Walkthrough.
What a great game Carma 2 is if you know everything about it!
This FAQ provides information on everyhting to do with
Carmageddon 2.
People should note that ( 1 ) this FAQ does not compare games as
do many others. Thus, I wouldn't be noting the ingame differences
between Carma 1 , 2, and TDR2000. Also, ( 2 ) I might leave some info out
due to occasional forgetfulness. Many ( 3 ) of the things written have to
do with the easy difficulty unless said otherwise. Peds ( 4 )
are referred to as zombies. Download the blood patch for red blooded ones.
A link will soon be present at the bottom, as well as URLs to add-on cars
and levels.
Well, this is my first contribution to GameFAQs,
as you might have guessed. As you can see this walkthrough is very
new and under very heavy construction. If you don't see anything
covered on this FAQ/Walkthrough then please email me at
paffkabg@hotmail.com
Well, this is it.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++++++++++++ ++++++++++++
++++++++++++ FAQS ++++++++++++
++++++++++++ ++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
FFF
Several people have sent questions that are in this section.
Please read everything covered and then mail me.
>How can I find the section I am looking for quicker?<
~For your (and actually my) convenience, I have fitted a searchable format.
I have attached to each chapter and general topic, a unique coded tag
which can only be located in the Contents section as well as the place of
interest.
The tags are corresponding to each title in the Contents and you should
use those, to quickly search the whole document. Providing your browser
is capable of it, press the buttons 'Ctrl' and 'F' simultaneously to
activate the search box. Type in the code and hit 'Enter.'
The first search will stop at Contents and the second search will lodge
precisely where it should.~
>I have heard you can cut your cars in half. I have tried but can't.<
~Try and hit the corners of buildings or the sharp angles of
other objects. Some cars can't cut so check the 'Cars' section
on information of which cars can. However, most can and to do so, you should
drive into a wedge shaped obeject at speed with precision. Cesm adds: Most
add-on cars for Carmageddon 2 get wasted only when they are split in half! But
NOTE, it's only some of them.~
>Which car is the most powerful?<
~What do you mean by powerful? Strength, speed or defense? I guess that the
most worthy one is the Big Dump but it hasn't got much defense. However,
smaller vehicles such as the Deathcruiser and The Plow MK2 are impossibly
defensive and can mangle the Big Dump quite easily. It is really your choice
of what a good car's all about.~
>How many different stages are there in the game?<
~There are exactly 10 stages of which you play in the game.
These do not include the Network game stages.~
>How do I save the game after I complete a stage?< English very stage you complete is automatically saved.
To load it, or load another one, just click on the Load Game in the Menu and
choose a previous stage.~
>How do I make my car more powerful?<
~You should notice that at the main title screen, there are three rectangles
made out of small blue boxes just below the picture of your current vehicle.
At the very top there might be orange predominating several of the boxes,
along with a lighter blue occupying some of the boxes beside the orange ones.~
>How can I buy cars?<
~After every completed race, be it having been raced, crashed or
run-over-pedestrians through, you'll be taken to a screen with the cars that
participated in the stage you've just completed. Click on the arrows to move
around and thus select a different car. However, a vehicle is only attainable
once it has been wasted. If it's not, then it can't be bought. If it's wasted,
its price tag will be displayed along with the amount of credits (cash) you
have up to that point of the game. If you have enough money, you're allowed to
buy it but if you don't: tuff luck. Be careful as to what kind of car you
choose to buy as you might be just wasting your credits on some of the
bangers.~
>How can I finish a race?<
~To the expert, this question's quite simple. But to a baginner it might
not be that easy to figure out. First of all, when a race is highlighted
in the main title screen, a description of it is displayed in a box just
below it. On most missions you'll be given three choices to finish it off.
- Race around through all the checkpoints and laps:
Now, this is fairly easy as long as you get a head start from the rest
of the pack at the beginning and are able to, along the way, snag credits
and vital Time Bonuses while at the same time checking for oncoming rivals.
- Waste all your opponents in that particular race:
This is neither a tough nor an easy challenge. It wholly depends on your
cars' abilities and their status. If you've been collecting bonus slots and
have filled many of them up, this should be a piece of cake. This doesn't
mean that you can face a big dude with a max stats Bimmer. Even with the stat
advantage you'll be wasted before the announcer even calls for the race to
start!
- Run over and kill all the zombies (pedestrians) in that single level:
To many people this seems to be an impossible task for it involves the
running over of hundreds, sometimes thousands, many of them secretive
zombies. If you want to finish off a stage fast and without much commotion,
try either of the above two. However, if you're firm on such a massacre
and have the time, I suggest you do so as it is remarkably rewarding.
But on special missions, there won't be a choice, but a singular task
which you'll have to overcome.~
>How can I increase my money (credits)?<
~It can be increased, of course, ingame. You can do all sorts of things
to get more and more credits which will later allow you to buy cool cars.
You can gain quick money buy pulling off artistic stunts, driving over
live zombies, wrecking an opponent's car, running into free credit pickups
or by collecting stat increasers when you have no empty slots. It's all your
choice but don't forget that there are also credit decreasers which you must
watch out for.~
>Do I have to restart the mission all over again when I get flipped upon my
roof or side?<
Nope, nope and nope. That might look like an easy alternative but you'll
have lost everything gained in that level you were playing. Instead, a quick
remedy is to press the Spin button. If you're in a good position, you'll
fall back onto the tarmac safe. However, in some cars if you're flipped
around completely and the roof is stuck to the road the Spin button will be
ineffective and a waste of time. Press the Recover button to automatically
land onto a safe spot, this time with all wheels firmly on the ground. This
will cost you though and if you're playing the Pro mode, you'll be paying
dearly a severe bill.~
>My car is not moving! What do I do now!?<
~This is a common problem. Make sure you're tight on the accelerator. Other
times it results from having debris or zombie parts below the chassis. To get
out of the mess, Spin to free yourself. This should immediately get you out.
Also, if some of the wheels are in middair, use the same remedy. If these two
methods have no effect you'll have to look at the condition of your machine.
Is it smoking? Are the wheels in odd positions and fail to budge?
Lastly, look at the status of the car in the above right corner of the screen.
If your car's all healthy and on track it should be coloured a deep blue. Note
that there are different parts and each one will be coloured differently
according to its condition. Green tells us that the part is only mildly
affected. Flashing red and yellow is a warning that those parts are severly
troubled and need immediate repair. Also, smoke or even flames can be seen
from the affected area. Lastly, if it's all pitch black, you're in serious
trouble. At this point the vehicle should start blazing. This requires
immediate repair. Having the engine black, the car won't run, explaining
the cause of your problem. Repair at once or you are risking a very
immediate wasteage.
Or, consult your configured controls.~
>How can I beat the game?<
~By completeing all the races, missions and special stages. Doing this
will land you on the final special stage: Carpocalypse Now! which will
test your Carma skill to the limits.~
>The mimimap is centered on the screen! Can I fix this?<
~Yes, anyone can and the solution is quite simple: hold down the Shift key
on your keyboard and use the Arrow keys to redirect it, possibly to the
lower-right corner where it does not obstruct the view. This often happens
when you change the configurations in the window that pops up when Carma2
is started.~
>Should I buy this game?<
~Yes, it is remarkably good although not much challenging. This is a decision
you should make and if you do not mind heavy carnage I suggest you make up
your mind and get it. However, although it is very entertaining, it is
really not a game you'd play for a long time unless you grow into it.~
>What is Carstockalypse and where can you get it?<
~Carstocklaypse is a little program whcih allows you to "attach" desired cars
to your game. This means that user created cars can be played with after
having attached them on, with this. Further information on the Add On cars
section further in this FAQ.~
>Your cheats aren't working. Why?<
~This is because other keys can intervene with your typing, such as holding
the Handbrake whilst typing them. Also, while in motion, they might not
always work.
A good way to ensure they all work is to find a lonely place inaccessible
to other opponents which might bother you. Park your car there and let it
stay motionless for a couple of seconds. Then, steadily type in the code
without any pauses. Wait a second sor two and see what happens. If there
is no result, try it again. (Remember: they work best when you're motionless
or have no other actions whatsoever.)
While some cheats might work, others may not. This is commonplace and is due
to misspelt entries.~
>OK, I completed the mission. Now what?< Germano on and complete all missions. However, this isn't the answer I included
this question for in this section.
Even though, after racing through all the checkpoints and completing laps
after laps, you happen to really whack through the last remaining one and
you are shown the MISSION COMPLETED sign, you can still fail the mission by
wasting yourself mercilessly in that razor-edged corner. So, next time
you're faced with the last target, make sure you don't get screwed in such
a silly manner.
However, if you suddenly realized your fate before it occured, or you
couldn't be bothered watching the prize credits calculate on your screen,
hit 'Enter' (Return.) That way, you're instantly taken away from the mission
regardless of what happens.~
>What is a Network Game, and how can I play with friends, or over the
Internet?<
~Firstly, we need to have one thing cleared. You cannot play against real
opponents over the Internet. Yes, sadly that's true. But if so, why is there
such a button on the main title screen?
The Network Game button is for gameplay between friends in a local area
network (LAN), or simply put, the computers must be linked with a cable.
If you want further information regarding the topic, look further down the
page.~
>I have heard of Carmageddon 2 Advanced. What is it?<
~It's another little program which increases the game's abilities to newer
limits. It is again, downloaded from the Internet, and is installed on your
system. It takes the place of the original Carmageddon 2, and provides you
with another thirty(30) missions to wrestle into and ten(10) very challenging
groups to complete. There are new lands, over fifteen(15) new cars and many,
many other little fun attachments, all intermingled with the classic
Carmageddon 2 settings. A note of warning to those who are feeble to the
Carmageddon 2 Blood Patch: Carmageddon 2 Advanced has it automatically
included and cannot be altered.
Download it from http://www.jamesm.clara.net/C2ADV/index.html
(NOTE: There is no current online source that I know of that supplies
C2 Advance right now. The above link may be broken to some. Email me
if you really want to get it and we could make some arrangements.)
There will be further information about this program further into the FAQ.~
>So if I install Carmageddon 2 Advanced, I have completely replaced my
original game?~
~No, the actual switch mechanism is a little bit complicated, knowing some
systems cannot directly switch back to the original game (using the provided
switch icon) due to some technical bug. However, most systems do not
experience this and switching back and forth requires just a simple double
click on the icon in your Carmageddon II- Carpocalypse Now directory any time
you wish to play the other format. Your game status remain intact no matter
how many times you switch to and fro.~
>Why is it that the last mission is so confusing?<
~One of the main reasons people get disorientated on this last one,
Carpocalypse Now, is that they follow the path indicated on the map but fail
to realize that where there is a double-line, they'll have to pass that
stretch of road again. Another way of getting horribly disorientated is to
distractedly miss all given targets in an area.
Say, you destroy all the light-green canisters around the rocket (which is
the first and primary area you need to complete.) When the last one has gone
(including the attaching pipe) you'll be shown the Barrier Destroyed sign.
What this means is that somewhere, along your path, one of those solid
concrete blockades that stood in the way of accessing areas in the Nuclear
Silo that originally remain open. An example, is at the start.
After leaping over the vertical sliding gates, look at the path opposite the
first diversion you take (to the left). An unbreakable mass of concrete
blocks the way. If you destroyed all those canisters about the rocket's
launch-pad, this wall would have vanished. Further into the mission, you'll
experience another such road block, where targets need to be destroyed in
order to unblock the consecutive path to the End.
Lastly, many users get confused around the first massive chamber (just
before finding the rocket) because all the different tunnels leading in
and out are boggled and difficult to navigate. If you had the time earlier,
to investigate the whole netowrk of spaghetti tunnels, you'd easily make it
out of the rocket room after blowing up all the canisters and returning to
the main entrance tunnel. Also, follow the Walkthrough. =D~
>What defines the Difficult mode and what makes it difficult?<
~Well, one thing is certain. This mode is going to make you sweat. To
begin with, your beginning time is shortened, so you've to look for some
time-boosting pick-ups or zombies. To make this worse, the freebie time given
alongside a run-over zombie shortened. In Easy mode, you get fifteen(15)
seconds on your timer. Medium difficulty shortens this to ten(10) and
Difficult severes this to five(5). This means you wouldn't rely too much on
zombies to form the bulk of your playing-time, or you'll have to constantly
search for them frantically. In addition to this, bonus credits are also
severed and are three times less than those in the Easy mode. Basically, in
the last, most difficult mode, not only the opponents are out against you,
but so are the rules.
When recovering in Easy mode you're charged quite a reasonable amount of
credits. Recovering in action-packed Difficult mode is a hefty
four-thousand(4000) credits.
Soon, I'll be adding more data answering this question: data on the
differences between Completion bonuses and the variations between the
Power/Armour/Offense credits give-aways, when you're at max or have no free
slots.~
>I lost slots when recovering. Why did this happen?< (by Cesm)
~When the player doesn't have enough credits (mostly from recovering) some of
his armor/power/defensive slots will be SOLD instead!!!~
>I'm not short on credits but I still lost filled slots!< (thanks for clearing
that up, Cesm)
~This depends on which group of missions you are playing, because there is a
limit of slots in each group of missions. If you for example fill all the
slots in the 10th group of missions, then you go into earlier groups of
missions, slots will be lost when trying to fill them up!~
>How can I infest the El Morte Desert with zombie aliens?<
~Firstly, the only level where this is possible in the 'I Want to Bereave'
mission in Group 10. You'll know you're in the correct mission when the sky
turns melancholy and a metallic flying saucer is found hovering in between
two of the area's pyramids
What you have to do is land your car on the surface of the craft, thus
crash-landing it. Do so by Kangaroo on Commanding from the side of either
pyramid. Wheee! More fun will be found within each pyramid (they're connected
underground) by descending down the lifts from either one's extreme top.~
>In the Local Nuclear Silo missions, how do I open the auto-closing doors?<
~In most cases, dark pressure pads embedded in the track in the doors'
vicinity when crossed will close or open (depending on their current status)
the otherwise impenetrable (and therefore painful!) doors. Alternatively,
stick a bumper softly into a door to force it open if you missed a pad.~
>In the Oil be Blowed special mission, how do I detonate the oil pumps?<
~I have been _repeatedly_ emailed on this one. Around each pump you'll find
a corresponding detonator box with a lever sticking out. Drive against the
lever to push it inwards. Simple, really.~
>What's the deal with the Carmageddon 2 Blood Patch?<
~Due to regional differences, the UK (and presumably Europe) Carmageddon 2
version came out with green-blooded zombies instead of the red-blooded
animated humans in the US version. I, myself, got the UK version, but this
can be corrected with a good download speed. The subject, the Blood Patch
can be downloaded free from the following links:
(In Italian, contains disclaimer. Link was broken to accomodate text limit.)
-
http://pm.polygonized.com/download.php?id=112
(English, site also contains other character patches.)
I'll add more in case these break or people experience problems with their
browsers. Once downloaded, follow the instructions provided with the patch
to safely change sickly green to red and install decently clothed beings.
Note that references to zombies such as 'Zombie Annihilator' will remain.
Also note that Carmageddon 2 Advanced originally comes with the Blood
Patch installed and this cannot be changed. (At least I haven't bothered
to.)~
>How much Mew can a Mewtwo chew if a Mewtwo can chew Mew?<
~Dunno, I'm not interested in Pokémon.~
>How do I enter the secret chamber behind the glass wall in the Local Nuclear
Silo?<
~The secret room behind the glass wall is found in one of the control rooms,
through which you usually race at high speed. There are two separate methods
to do this:
1)The simplest and least time-absorbing method is to use a Kangaroo on Command
at low speed to fly-crash into it.
2)The second and far more demanding is the one I first used, and which led
me to discovering it. You'll need a smallish car that can deliver a _firm_
punch and can do so at low flying speed. That's right, flying. You'll need to
get that vehcile in the catwalk route around the nuke-launching central area.
Search for the passage, closed-up by wooden grates that's found high up in
the surrounding wall. You'll have to Kangaroo on Command, crash into that
(under the additional added weakness of an angle) and land on all four wheels
to successfully pull it off. Believe me, it'll take quite a few tries to even
break through the grates.
Once inside, gather the valuables scattered along the narrow tube-like
passage. Maintain high speed for you'll need it to crash through the exit and
be able to still have enough momentum to fly and crash into the glass wall.
Spectacular!
Inside the chamber, you'll find a mess of items. Some unneeded while others
carry usefulness. Still, the entire fun is in just getting in.~
>Why can't I run my game without a graphics card in Windows 2000?<
~Thought I'm not fully aware if this applies to Windows XP, since I haven't
had the liberty of using it, Windows 2000 will not play graphics
card-requiring games, unlike its predecessors Windows 95 and Windows 98 which
spared enough strength to beautifully function slower games even at a lack of
a card. Even though a game can be operated with perfect graphics without any
special need for a caard, the operating system simply denies you entry. This
is especially true of Carmageddon 2 and my very own system.
In such cases, trying to disprove your system wrong is hopeless as a fellow
amiably named Bill Gates has frozen this feature of running a game on the
maximum available resources. No video card, no Run.
Software, even though unsatisfying and cutting down severely on driving
pleasure, is your only remaining option. Suicide also is but that's after
visiting LUE. Software mode can be slected by meddling with the pre-game
Setup window once you've clicked the game's icon in its directory. Yes, I
know little about graphics.~
>When will you finally complete the guide?<
~I know I've been working on this for far too long (2+ years at a tortoise's
pace, mind you) but I still have far little available time and not adequate
motivation (to write 50K a day) along with many other games on my hands.
Hopefully I'll hit a 'Version: Final' soon.~
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++++++++++++ ++++++++++++
++++++++++++ CARS ++++++++++++
++++++++++++ ++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
VVV
Now, this is the part I love most: it contains all the info on the cars
and also suggests the best possibilities of the cars. All the drivers,
weights and speeds are mentioned. The timing in the 'Acceleration'
part is the time a car takes to accelarate from 0-60 mph. As in all parts
of the FAQ this is completely under construction but offers quite a bit of help.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^*Example*
DC CODBRA <-------------------------------Name of vehicle
---------
Driven by: Shawnee Smitt<------------------------Driver of that vehicle
Maximum speed: 180 mph <-Maximum at which car can be controlled easily
Acceleration: <----Time taken to reach 60 mph from standstill
Weight: <-----------Weight of vehicle in tons (1000kg)
Racing: 9/10 <---------------How well car fares in lap races
Crashing: 6/10 <-How well car fares on majority of other vehicles
Running Over: 7/10 <-------How well car fares when killing zombies
Overall: 7/10 <------Overall rating for the vehicle out of 10
Cost: <-The amount paid ingame to acquire it (in credits)
Other invaluable notes about that vehicle go here. Satisfied? Good.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Note: The maximum speed values are those at which the certain vehicle can be
handled. Usually, if that number is exceeded, you lose control of the car.
Now, let's get on with all the cars.
ABBA CAB VV1
--------
Driven by: Magnum Magnumsson
Maximum speed: 120 mph
Acceleration: 9.9 sec.
Weight: 6.0 tons
Racing: 5/10
Crashing: 8/10
Running Over: 9/10
Overall: 8/10
Cost: 1750000 credits
A good improvement of the Semi MK.2. It is very purposeful except for
racing. It can't leap over pits as it will twist due to unbalanced weight.
Try not to drive close to walls as it will stick to them causing unnecessary
annoyance. This takes on everything and is difficult to bring down. If you're
out against it, note that all attempts to crush it from behind or around its
rear sides, are largely futile. Attack from the malleable front.
BIG DUMP VV2
--------
Driven by: Pitbull
Maximum speed: 150 mph
Acceleration: 9.4 sec.
Weight: 35.0 tons
Racing: 1/10
Crashing: 10/10
Running Over: 9/10
Overall: 10/10
Cost: 8800000 credits (thanks go to Josh E for mailing this :)
You have only one chance in the game to get this one. But the price isn't
that easy to find credits for. It will finish the game for you faster than
otherwise possible and nothing can stop it. (Except solid walls to which it
is very weak.) It's weakest part is the engine up front so DO avoid harming
the grille.
BLOOD RIVIERA VV3
-------------
Driven by: Dan Dead
Maximum speed: 160 mph
Acceleration: 4.9 sec.
Weight: 1.16 tons
Racing: 6/10
Crashing: 6/10
Running Over: 7/10
Overall: 6/10
Cost: 383200 credits
Not much to say here. It speaks for itself but the relatively slow
acceleration might be a bit of problem.
BUGGA VV4
-----
Driven by: Auto Scum
Maximum speed: 140 mph, 4/10
Acceleration: 5.4 sec. 4/10
Weight: 1.15 tons
Racing: 6/10
Crashing: 3/10
Running Over: 4/10
Overall: 3/10
Cost: 72000 credits
This car is the weakest car in the whole game. Just one hit with
any car wastes it. It is no good at crashing other cars or driving
over zombies. However it is a good race car. It has no defense but is quick
to dodge attacks and to finish off lap races. This car is the most easily
cuttable in the entire game.
COPCAR VV5
------
Driven by: The Cop
Maximum speed: 140 mph, 4/10
Acceleration: 5.4 sec. 4/10
Weight: 1.6 tons
Racing: 6/10
Crashing: 7/10
Running Over: 8/10
Overall: 7/10
Cost: 540000 credits
You will grow to hate this car. Very defensive and can eat up many, many
hits. Good on most cars and can induce damage even to the big boys. That
siren might get a little annoying but is nevertheless realistic.
COUPE DE GRACE VV6
--------------
Driven by: Grace Full
Maximum speed: 170 mph
Acceleration: 6.2 sec.
Weight: 1.6 tons
Racing: 6/10
Crashing: 4/10
Running Over: 4/10
Overall: 4/10
Cost: 273000 credits
This car is small and escapes easily from mess but isn't that versatile and
wastes easily. Not a bad weight for its size, but this causes it to be slow
and makes swerving very difficult. Don't bother turning left or right while
on an unstoppable run. Just Recover as you won't make it anyway, no matter
how much you try to spin.
COW POKER VV7
---------
Driven by: Slim Chance (Silvester Stallion's twin, but with a cowboy hat)
Maximum speed: 120 mph, 2/10
Acceleration: 7.2 sec. 2/10
Weight: 2 tons
Racing: 4-5/10
Crashing: 6/10
Running Over: 7/10
Overall: 6/10
Cost: 480000 credits
Excellent car mangler that seems to work best on small cars. It
is not very quick. The pokes on the front bumper assure you of
wasting your opponents in no time at all.
DEATHCRUISER VV8
------------
Driven by: Mike Hunt
Maximum speed: 190 mph
Acceleration: 3.8 sec.
Weight: 8.0 tons
Racing: 4/10
Crashing: 9-10/10
Running Over: 10/10
Overall: 9/10
Cost: 1500000 credits
Now, this is something worth its cost! This is yet another massive vehicle
that, if ya got it, ya finished the game. This gathers such momentum at full
speed that there's hardly anything that will put up adequate resistance
against it's brutal force. Get it, it's a spectacular and fun car but is a bit
long and gets cut up just too easily for its size. Still, the fun factor is
undeniably high.
DEGORY'UN 2 VV9
-----------
Driven by: Russ T
Maximum speed: 140 mph
Acceleration: 6.9 secs
Weight: 1.6 tons
Racing: 7-8/10
Crashing: 5/10
Running Over: 7/10
Overall: 6/10
Cost: 631000 credits
Pretty much an average car with no interesting features. It skewers zombies
and is a regular racer. It spins just a tad too easily.
EAGLE 3 V10
-------
Driven by: Max Damage
Maximum speed: 200 mph, 7/10
Acceleration: 3.4 sec. 8/10
Weight: 1.5 tons
Racing: 7/10
Crashing: 5/10
Running Over: 8/10
Overall: 7/10
Cost: free of charge
Not a bad vehicle to start the game with but not one which will last you till
the end. It spins quite easily which can be useful in some occasions while not
so in others. Not the best of acceleration but a worthwhile car. View from
behind the wheel isn't that great either.
FLOWER PLOWER V11
-------------
Driven by: Moon Child
Maximum speed: 150 mph
Acceleration: 9.9 sec.
Weight: 2.5 tons
Racing: 3/10
Crashing: 5/10
Running Over: 5/10
Overall: 4-5/10
Cost: n/a
This vehicle becomes available to you only whence you complete the game.
This means that there won't be much competitive battles to complete the game
itself while driving this. Also, it doesn't appear as an opponent. It is
horrid when it comes to racing, and especially accelerating. Above that,
it cannot spin. ; . ; Them hippies... Dammit- why did they have to ruin
the name of one of my favourite cars- the Volkswagen Transporter? $#%#!
FORKING ADA V12
-----------
Driven by: Ada Nuff
Maximum speed: 110 mph
Acceleration: 12.2 sec.
Weight: 2.06 tons
Racing: 4-5/10
Crashing: 6/10
Running Over: 6/10
Overall: 6/10
Cost: 212000 credits
This is not a bad street crasher or a zombie destroyer but is more of a circus
attraction. Still, it's a fun vehicle with notable defense.
DC CODBRA V13
---------
Driven by: Shawnee Smitt
Maximum speed: 180 mph
Acceleration: 5.2 sec.
Weight: 1.1 tons.
Racing: 9/10
Crashing: 6/10
Running Over: 7/10
Overall: 7/10
Cost: 789000 credits
This is way too expensive for what it is worth. It might be good early on in
the game but can hardly tackle the trucking dudes which can be bought with
the credits spared from not bying this one. If you have enough to buy them
all, then I suggest you do so because it kills zombies with ease and is a
marvellous racer.
HAWK3 V14
-----
Driven by: Die Anna
Maximum speed: 240 mph
Acceleration: 3.2 sec.
Weight: 1.3 tons
Racing: 8/10
Crashing: 5/10
Running Over: 6/10
Overall: 7/10
Cost: 495000 credits
She's back for more. Trying to waste other opponents with it is a slightly
more difficult job than the usual for its front is so low that it slides below
the chassis of the opponent and causes him to fly overhead, without doing much
damage. However, it's a worthy race car and is very similar to the Eagle.
HELLROD V15
-------
Driven by: Rod Hell
Maximum speed: 180 mph, 5/10
Acceleration: 4 sec. 6/10
Weight: 2.5 tons
Racing: 7/10
Crashing: 6/10
Running Over: 8/10
Overall: 6-7/10
What can I say about this car, it's quick, sturdy and is hard to
squash. When battling against it, it might prove itself an annoyer and
is not a very "interesting" car.
HICK PICKUP V16
-----------
Driven by: Banjo Strummy
Maximum speed: 120 mph, 2/10
Acceleration: 8.2 sec. 1/10
Weight: 3 tons
Racing: 2/10
Crashing: 8/10
Running Over: 7/10
Overall: 7/10
Cost: 842000 credits
Excellent defense makes up for this pickup's slow speed and
acceleration. It is useful when taking on all kinds of cars but
you'll need a lot of distance for the car to pick up velocity and momentum.
The front wheels, relatively fat back-wheels and weight variating from
different points on the car make for some pretty uneasy steering and
especially cornering, where continuous turning makes for some difficult
straightening-up back when you're on a straight. This, needs some practice to
handle. Another sightly pro for this machine is the ease with which it
performs reverse one-eighties. Really, a speciality.
JETCAR V17
------
Driven by: Jenny Taylia
Maximum speed: 190 mph
Acceleration: 3.8 sec.
Weight: 2.0 tons
Racing: 5/10
Crashing: 3/10
Running Over: 4/10
Overall: 4/10
Cost: 115000 credits
This car is one of the most "neutral" and uninteresting things I've seen in
this world so far. One can use up an eternity trying to crash it from any
side and direction while the driver of the damned vehicle itself will be
confused as to how he should strike back or finish the race. It practicaly
sucks at everything except for its defensive evasiveness, but how can that
help when you'll be very busy trying to finish a race in that darned thing!?
LADYBUG2 V18
--------
Driven by: Lady B
Maximum speed: 180 mph, 6/10
Acceleration: 6.4 sec. 2/10
Weight: 1 ton
Racing: 4/10
Crashing: 6/10
Running Over: 6/10
Overall: 5-6/10
Cost: 165000 credits
This car is so horribly boring as you can't do much with it. It's light and
can crash some cars but it is slow and does not steer easily. Added to that,
it has poor defense. Don't waste your time with this one. Oh yes, before I
forget, if you make a good run and gain a load of momentum, this will strike
the foe like a blunt but sturdy bullet: something impossible to escape
unwasted from.
LAMB O'GENIE V19
------------
Driven by: Kutter
Maximum speed: 200 mph, 8/10
Acceleration: 4.2 sec. 8/10
Weight: 1.5 tons
Racing: 6/10
Crashing: 5/10
Running Over: 6/10
Overall: 5/10
Cost: 315000 credits
This Lamborghini will cut through almost anyhting but beware, it has weak
defense and so, the harder the hit, the more damage you are causing yourself.
This car is also an excellent racer and pedestrian chopper.
LOGGERHEAD V20
----------
Driven by: Halfwit Harry
Maximum speed: 140 mph
Acceleration: 7.9 sec.
Weight: 20.0 tons
Racing: 3/10
Crashing: 10/10
Running Over: 10/10
Overall: 9-10/10
Cost: 2500000 credits (Cheap!)
Well, well. This is one spectacular truck and is very similar to the Big
Dump. It wastes anything and zombies get killed as easily as breathing in
air. Few things can damage it severely due to its engine altitude. But,
remember that it has poor defense and that a crash into a wall is very, if
not fatally damaging. A tip: don't use it in levels with narrow passages or
irregular tarmac.
MAD MORRIS V21
----------
Driven by: Maurice Stawlart
Maximum speed: 120 mph, 3/10
Acceleration: 9.2 sec. 1/10
Weight: 1.6 tons
Racing: 5-6/10
Crashing: 7/10
Running Over: 6/10
Overall: 6/10
Cost: 389000 credits
Strong, resistant, buggy and very useful indeed. Squishes normal cars just
like zombies. Not too fast though and steering might be a problem.
MONSTER BEATLE V22
--------------
Driven by: Herb 'E'
Maximum speed: 150 mph, 5/10
Acceleration: 5.2 sec. 5/10
Weight: 3.45 tons
Racing: 2/10
Crashing: depends 3/10 or 6-7/10
Running Over: 5/10
Overall: 4/10
Cost: 542000 credits
Excellent defense and quite big for a beetle. Crashing cars with this
monster ain't easy though. I mean, how can you mangle a car with
rubber. It's engine isn't fit to drive that, it's simply too light.
Another con is that when you accelerate, which you'll need for car mangling,
its front lifts up and you're unable to attack head-on and the opponent gets
a cosy cushion of rubber in his face.
PIRANHA V23
-------
Driven by: Auto Scum (Gee, how many cars does he drive?)
Maximum speed: 130 mph, 3/10
Acceleration: 6.2 sec. 3/10
Weight: 1.66 tons
Racing: 5/10
Crashing: 6/10
Running Over: 7/10
Overall: 5/10
Cost: 187000 credits
This might be misleading. To a beginner, this one looks like a big blunt
machine, pancaking anything with its front. But that's not what this car's
all about. Actually, it's not great in offense and as peculiarly as it
may seem, it is an extraordinary racecar. Yep, those giant wheels keep you
firmly to the ground and cornering is not a trouble any more, as it's very
difficult to lose control of this machine. The speed ain't that great but
you don't need excessive velocity when you have a vehicle that controls as
easily as this one. However, its flatness and large wheels tend to give it a
large, exposed surface area for rivals to slam into.
PORKER2 V24
-------
Driven by: Herr Kooled
Maximum speed: 170 mph
Acceleration: 3.9 sec.
Weight: 2.0 tons
Racing: 8/10
Crashing: 5-6/0
Running Over: 6/10
Overall: 6/10
Cost: 540000 credits
This Porsche Carrera is interesting but is also very simliar to cars of that
same range. It's considerably good in all aspects except for tackling tough
guys.
PROP SHAFTER V25
------------
Driven by: Silvester Stallion
Maximum speed: 190 mph
Acceleration: 2.9 sec.
Weight: 1.18 tons
Racing: 8-9/10
Crashing: 5/10
Running Over: 7/10
Overall: 6/10
Cost: 210000 credits
This is an entertaining little car. It doesn't have one of the worst defenses
but can quickly escape sudden attacks. It is an outstanding race car and
chops zombie bits n pieces to steaks with its two propellors. I also love
the way it corners with the handbrake or spin.
PURPLE PILEDRIVER V26
-----------------
Driven by: Batmad
Maximum speed: 220 mph, 9/10
Acceleration: 3.7 sec. 9/10
Weight: 1.1 tons
Racing: 7/10
Crashing: 5/10
Running Over: 6/10
Overall: 6/10
Cost: 375000 credits
It's fast, sleek, has good grip but is horribly cut in half when it comes
to meet medium sized cars and the above. There will be no positive effect
if you try it out on the enormous trucks. Not offensive and do try to avoid
ramming walls.
RAZORBACK V27
---------
Driven by: Auto Scum
Maximum speed: 130 mph, 3/10
Acceleration: 6.2 sec. 3/10
Weight: 0.83 tons
Racing: 4/10
Crashing: 5/10
Running Over: 4/10
Overall: 4-5/10
Cost: 110000 credits
You will love to hate crashing into this small, defensive car. It is slow
but is very crash resistant. Unless you don't attempt to make quick work
out of it, it will keep bugging you around.
SEMI MK.2 V28
---------
Driven by: Mother Trucker
Maximum speed: 140 mph
Acceleration: 3.9 secs
Weight: 8.0 tons
Racing: 5/10
Crashing: 7/10
Running Over: 8/10
Overall: 7/10
Cost: 1450000 credits
Better than the regular car but not as good as the Abba Cab. It can be
used effectively to waste pedestrians and small to medium-sized vehicles
but not bigger ones as the front part (with the grille) is very, very weak.
SLAM SEDAN V29
----------
Driven by: Otis P Jivefunk
Maximum speed: 120 mph, 2/10
Acceleration: 7.2 sec. 2/10
Weight: 1.7 tons
Racing: 6-7/10
Crashing: 7/10
Running Over: 8/10
Overall: 8/10
Cost: 460000 credits
This car is very comfortable to drive in and smash into the
pedestrians. The car is very strong which means it stands no
chance of leaving a small car unwasted. It is also a good race car and can
challenge the heavy dudes.
STREET MACHINE V30
--------------
Driven by: Wide Boy
Maximum speed: 140 mph, 4/10
Acceleration: 5.9 sec. 4/10
Weight: 1.37 tons
Racing: 5/10
Crashing: 5/10
Running Over: 6/10
Overall: 5/10
Cost: 210000 credits
This car is baaaad. Almost no grip and low speed. The good
things are that its got moderate defense and moderate crashing
abilities. The sound it produces as you accelerate might bother
you a lot and the speakers can also fall out of the boot.
TASHITA2 V31
--------
Driven by: Ed 101
Maximum speed: 190 mph
Acceleration: 3.9 sec.
Weight: 1.5 tons
Racing: 7/10
Crashing: 6/10
Running Over: 8/10
Overall: 6/10
Cost: 170000 credits
Very entertaining, with a good skin. When you're playing against it,
you'll notice how aggressive it really is: not allowing you to crash
into it by bugging you around. As with other cars of the same size: beware of
monster trucks.
THE BIMMER V32
----------
Driven by: Kurt Blasthoff
Maximum speed: 240 mph
Acceleration: 2.9 sec.
Weight: 1.13 tons
Racing: 5/10
Crashing: 5/10
Running Over: 5/10
Overall: 5/10
Cost: 120000 credits
This is quite an uninteresting vehicle. It is claimed to have a high speed,
but do not be fooled. It'll take you very, very long to reach a fine speed
and you'll probably need a very long stretch of straight land to do so.
Forget this one, it's not worth it. On second thought, it's quite an
above-average vehicle. Due to my earlier ignorance I did not find time to
mention it is an incredible car at high speed: marvellous control, not to
mention it is highly defensive for its size and can survive plenty of hits
up front.
THE BUZZMOBILE V33
--------------
Driven by: Buzz Lightyear
Maximum speed: 160 mph, 5/10
Acceleration: 3.9 sec. 8/10
Weight: 0.5 tons
Racing: 8/10
Crashing: 1/10
Running Over: 3/10
Overall: 3/10
Cost: 69000 credits
Too light to do any crashing or running over. A moderate racer but beware of
the other cars who might come in on you, causing you to crash easily. It has
almost no defense at all but is a classy, very dodgy, racer.
THE HARVESTER V34
-------------
Driven by: Farmer Fright
Maximum speed: 190 mph
Acceleration: 2.9 sec
Weight: 5.0 tons
Racing: 2/10
Crashing: 7/10
Running Over: 9/10
Overall: 6/10
Cost: 1720000 credits
This harvester harvests more than the season's crop... That solid grinder up
front pulps zombies and provides an iron wall as well as an offensive tool
against all opponents. The drawbacks are these: it is very difficult to handle
and has a tendency to lose control just too easily. The massive harvester
might not allow entry into more narrow slits and you might as well watch out
for checkpoints... If you're battling hopelessly up against it remember that
the only way you might damage it badly is by slamming into the grinder.
Anywhere else will just be a waste of time and effort.
THE PLOW MK.2 V35
-------------
Driven by: Don Dumpster (Ron Dumpster's brother)
Maximum speed: 120 mph, 2/10
Acceleration: 7.2 sec. 2/10
Weight: 10 tons
Racing: 3/10
Crashing: 10/10
Running Over: 9/10
Overall: 9-10/10
Cost: 1000000 credits
Who cares about slow speed and bad acceleration when you've
got a whole reinforced dumpster truck to squish zombies and mangle
opponents' cars with? If yah got this truck, you'll definitely complete
the game. It has first class defense but is a bad racer owing to its
acceleration. Very naughty.
THE RED VET V36
-----------
Driven by: Ash
Maximum speed: 140 mph
Acceleration: 5.9 sec.
Weight: 2.0 tons
Racing: 7-8/10
Crashing: 7/10
Running Over: 8-9/10
Overall: 7/10
Cost: 732000 credits
Although not as sleek as others, and not as fast as them, there's a real,
musceled tyrant beneath its cover. This wastes anything with ease,
especially when its momentum builds up to a lethal maximum. Also, makes quick
work of zombies and despite its speed, it spins and corners marvellously,
making it an excellent racer
THE SUPASTUKA V37
-------------
Driven by: Heinz Faust
Maximum speed: 400 mph, 10/10
Acceleration: 4.2 sec. 8/10
Weight: 4 tons
Racing: 2/10
Crashing: 5/10
Running Over: 7/10
Overall: 4/10
Cost: 395000 credits
You will almost never finish a race with this bomber happy
because of the timeless times you will have repaired the wings. While
you're at it, those wings will stop you from actually completing
anything.
You might feel that the wings are useless beacause they do
not allow you to pass through narrow spaces. Think again, they
cut pedestrians in half! This car is not an easy crasher but has
excellent defense and opponents feel awkward as to where the hell they should
crash into it.
THUNDERBUCKET V38
-------------
Driven by: Sinthea
Maximum speed: 180 mph
Acceleration: 5.9 sec.
Weight: 3.0 tons
Racing: 5/10
Crashing: 4-5/10
Running Over: 6/10
Overall: 5/10
Cost: 175000 credits
Lovely vehicle only that it is weak and isn't that wide for zombie
thrashing, cornering, spinning or evading. Might be useful early on but,
as I said, is too weak to do anything and is easy prey.
VLAD3 V39
-----
Driven by: Vlad
Maximum speed: 240 mph
Acceleration: 1.9 sec.
Weight: 1.0 tons
Racing: 4/10
Crashing: 2/10
Running Over: 3/10
Overall: 3/10
Cost: 82000 credits
Crap. Crap. Crap. As with other beginning cars, this looks cool and amazing
but is actually worthless. This one has gob-smacking acceleration and speed
but it's weightlessness makes it impossible to handle at such bursts of speed.
Moreover, it can't corner right and is easy prey for any opponent flying at
breakneck speed against its easily-exploitable side.
SCREWIE 2 V49
---------
Driven By: Screwy Lewie
Maximum speed: 200 mph
Acceleration: 5.8 sec.
Weight: 3.0 tons
Racing: 5/10
Crashing: 4/10
Running Over: 7-8/10
Overall: 5
Cost: 780,000 credits (I'm not entirely sure about this one.)
Thanks to Josh E for sending this data which, surprisingly, I lack because my
comp prevents me. The reason this is at the very bottom, and not lined up
in alphabetical order with the rest is that it missed the ordering and only
now have I manged to fit it in.
There are two vehicles coming up: DIGGA and the MACH 13. Please
send corrections and extra info.
Here are some awards for cars:
Small fry and defense:
1. Bugga
2. The Buzzmobile
3. Vlad
The big boys:
1. Big Dump
2. Loggerhead
3. Deathcruiser
4. The Plow MK. 2
5. Abba Cab
6. The Semi MK. 2
7. The Harvester
The quick and the dead:
1. Supastuka
2. The Bimmer (Quite slow at first but unstoppable when it speeds)
3. Die Anna
4. Purple Piledriver
5. Eagle3
The annoyin' ones:
1. Jetcar
2. Razorback
3. Tashita2 (well, it keeps ramming into you no matter what)
4. The Plow MK. 2
5. Copcar
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++++++++++++ ++++++++++++
++++++++++++ WALKTHROUGH ++++++++++++
++++++++++++ ++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
WWU
There are exactly 10 goups that have 3 regular missions and one
special stage each. You get to squish, mangle, wrestle, kill, murder
and vaporize in the Beaver City, a Local Nuclear Silo, SS Lewinsky, Max's
Junkyard, the El Morte Desert, Beaver Woods, Beaver Mountains, the
Mr. Jolly Fairground and the Beaver County Quarry.
The stages are enormous and well made, showing-off good graphics along with
the game's great engine. Either dismember the helpless bodies of green,
liquidy zombies that roam everywhere, eliminate the driving garbage cans
that seem to be there just for you to mangle into a ball of scrap, or wreck
your way through all the checkpoints in order. If you are a beginner to the
game I suggest putting up with the checkpoints for the "hard" missions
because it is much easier than looking out for the stinky, dirty
pedestrians or the much greater mother truckers.
If you like a high bonus then wreck everything! The choice is yours.
However, there are rules: you've got a timer running. Make it 00:00 and you
are dog food. To put digits in your timer run over pedestrians as you
would normally do or you might just as well collect the numerous Time
Bonus crates or steal time from crashed opponents.
Here's a list of each area's characteristics:
___________
Beaver City
¯¯¯¯¯¯¯¯¯¯¯
A city surrounded by ocean from all sides. In order to prevent escape, the
ocean has limits after which the depth is too great and you're recovered.
Aside from this, the city has a spaghetti netowrk of highways but no small
alleys. Avenues about everywhere and optional city vehicles circulate
aimlessly about. Tall skyscrapers shoot out from the sidewalked avenues
and provide extra area for your conquering pleasure. Most roofs are
accessible and ramps allow jumps from top to top. A petrol station is
also available as well as expansive parks. You can even break into the
local bank and steal credits.
____________________
Beaver County Quarry
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
A mountaineous area covered in dust, refuse, spoil and dreary greyness. Just
the mood enhancement. The many steep cliffs overlooking the base of the
quarry provide challenging tasks and some bear nooks and crannies crammed with
exploitable pick-ups. Spoil heaps hurt the eyes and a conveyor belt links
the areas. Deer and forest critters abide but there are relatively few
zombie enemies to combat. There's also a miners' settlement with buildings
which hide boosting pick-ups inside. Generally, a very rewarding (strength-
wise) level.
____________
Beaver Woods
¯¯¯¯¯¯¯¯¯¯¯¯
High, rounded hills and a nearly detectable refreshing mountains scent. Yes,
really. There's a waterfall emptying into a river (or lake?) and a huge
number of wooden cottages, villas and a single ranch. Another petrol station
and a cleverly masked underground cavern where mining seems to bee taking
place. I love the twists and turns, making up for a very enjoyable country
drive. The Cow Poker almost feels at hom here.
______________
Max's Junkyard (aka Max's End of Town)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
A VAST level. At least twice the size of the nearby Beaver City and many
more new attributes. For one, all building blocks are close-together and
there are no skyscrapers. Again, most buildings' roofs can be accessed and
there are NUMEROUS car booster pick-ups scattered liberally across the
city. The avenues are many and wide. There's also a overall dreary feeling
and no rough ground until you reach the central area of the map which is
Max's Junkyard. This unfertile area is littered with rusting cars and
machinery. Underground pipes protrude out of the ground and filthy
sewer-liquid collects into vile pools. There's a wide catwalk which
serves no purpose in itself but the entire area makes a nice playground
for the ruthless driving beast.
________________
Beaver Mountains
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Here, you'll be met with an Alpine, snow-carpetted world. The cliffs and
mountains the area has been designed on are steep and the few tarmac routes
are narrow and winding. There's an impressive skiing track and a slalom. A
cosy little town sits on the shore of a frosty lake and lifts transport
semi-dead tourits. Mmmm... holidays.
____________________
Mr. Jolly Fairground
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Yes, a fair ground. This should speak many attractions and indeed there
are many. To list almost all, there's a rollercoatser and a ROLLERCOASTER.
The latter is a massive structure built entirely for the purpose of serving
as a lengthy car stunt track. Blazing hoops through which you're expected to
leap and a waterchannel ride add to the scene. The vast fairground is based
on a flat dusty area. Surrounding this are impenetrable cliffs and some grassy
valleys. In my opinion, not a particularly exciting racing track.
_____________________
Beaver County Airport
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Another vast area. You can practically sense the morning while you check in
for some carnage. There are arrivals and departures areas, cafeterias and
tiny shops in the outstanding blue glass building. Outside is a vast land
of flat tarmac where great speeds can be achieved. You'll even encounter
landing planes and the experience of crashing into them. Hangars and a
sinister control tower are also part of the picture. Bordering it is an
expansive park with an excellent geography manking for enjoyable riding
at semi-high speeds. Another feature is the tail of a plane rooted to the
side of a vertical cliff. Passengers left goodies up there!
____________
USS Lewinsky
¯¯¯¯¯¯¯¯¯¯¯¯
Certainly a name sparked by the irony of politics. The carrier is not great
in size compared to the other areas and dropping off the deck of the ship is
far too easy. Not much to do, really. On the top deck, you'll find a nice
challenge in conquering the ship's control room. Fighter planes will swarm
like flies, landing and taking flight. Below deck, you'll find gunwales and
an array of pick-ups. A section of the area is opened up in one of the special
missions and that cerainly improves the level's image.
__________________
Local Nuclear Silo
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
A giganting underground area ridden with wormholes and various mazes of
spaghetti tunnels and passages. Unless you learn the map, you'll find this
an annoyingly bothersome place. Getting from A to B is a longer than usual
task. You'll be met with corridors closed by electronic doors, control
rooms, lava pools and a spectacular circular rocket launch centre. For
those looking for nooks and crannies, there's a secretive chamber hidden
behind a massive glass screen in one of the control rooms which can be
accessed by intricate methods I will not mention herein.
_______________
El Morte Desert
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
An even greater playground for limitless trucking fun. A large portion
of the area is bare, rough and presents coarse driving. The routes snaking
in between are very exciting. You'll encounter vast nearly vertical hills
and leaps in between, mysterious pyramids (and a crashable flying saucer in
one of the levels) and an oil refinery. Many things to detonate and many
explosions to see.
Note: If you need help mail me and I will send you maps of where items are
found. I've already helped out a number of people. =]
Remember that I will add the cars available from each set of groups and also
while playing you should learn the stages and how to get around easily.
******************************************************************************
** GROUP 1 **
******************************************************************************
WW1
Fairly easy. Just learn your way around, grab credits and learn to control
your car.
--{Nice Beaver}--
Location: Beaver City
Laps: 5
Checkpoints: 4
Opponents: 5
Your first mission and quite easy too. There are some good power-ups you can
take to boost your stats up. Also, if you're new, test out how the surfaces
and various driving situations feel, before wrecking the mission over. Going
around the checkpoints might be easy but I suggest crashing he easy opponents
up a bit so that you get the hang of it, for later missions. Do not go for the
zombies unless you have huge time to spend.
--{Rocky Too}--
Location: Beaver County Quarry
Laps: 4
Checkpoints: 3
Opponents: 5
Not too hard but the variable and osmetime rough quarry terrain need a bit
getting used to. If possible, keep on boosting your stats, to make your life
much easier later on. Racing might be a bit tough for beginners but it is
panoramic. =)
--{City Slicker}--
Location: Beaver City
Laps: 4
Checkpoints: 4
Opponents: 6
Night-time Beaver City. One more opponent, so you should get used to the
slight toughening up. Gain knowledge where anything you might need is.
--{MISSION: Boulder Dash}--
Location: Beaver County Quarry
Laps: 5
Checkpoints: 3
Opponents: 0
There are no opponents here since the sole onject of completing this fairly
easy mission is to drive through the checkpoints and complete the laps.
Although you do need to be quick, do not overdo it, as it is really a not so
last-second finish and there are plenty of places you can easily lose control
and crash. You can still kill the miners here to gain extra credits but do not
stop anywhere, or you'll lose time. By this time, you should have learnt to
handle and control your car well, as well as bought several better vehicles.
Ok, here goes.
After you start, head towards the bend at safe speed where you should spin
without loosing too much momentum. Continue forward and into the tunnel (or
take the diversion to the left). Reemerge into a steep-sided canyon. Here,
you can safely speed up only if you know how to handle a non-easy-spin
vehicle. Run over a few miners and avoid driving alongside or close to the
walls. At the end, slow down or you'll bash into the wall. Hastily spin to
avoid much commotion. Go slowly until you have to turn right. There, you'll
have to slow down to make the turn safely by avoiding flying off into the
abyss. Then, regain control and speed down the sloping passage. Avoid
spinning off in a different direction that the shingle track. Pass the
checkpoint and avoid the heap of spoil. Gradually turn left to not lose
momentum and cross below the overhead silo. Cross the flat area and climb
atop the tarmac road from where you started. You'll complete a lap at this
point.
Shortcuts: Just after you complete the first or any lap, drive across the
bridge to the left of the last checkpoint. You'll need some wheelspin skills
to be able to hit the curves in perfect timing. At the end of the bridge,
turn right and follow the road to rejoin with the main track behind the road
pointer.
******************************************************************************
** GROUP 2 **
******************************************************************************
WW2
A bit more difficult than the previous group, but you're racing in the same
locations.
Same as before, only difference, new stage and slightly harder jumps.
In the woods it is a better idea to try and crash everyone else instead
of going for the zombies and checkpoints. No new cars.
--{Twin Shrieks}--
Location: Beaver Woods
--{City of the Lost Giblets}--
Location: Beaver City
--{Get Yer Rocks Off}--
Location: Beaver County Quarry
--{MISSION: Eye of the Beaver}--
Location: Beaver City
This stage will be very hard in the eyes of the beginner. The mission
is as follows: blast all the satellite dishes before your time runs out.
By now, you should have figured out the function of the Repair key. Here
you'll often need to repair and it is too damn diffcult to finish the race
unharmed so you might just as well give up now.
You can blast the golden satellite dishes by crashing into them. The stage is
entirely played on
rooftops, so you fall, you lose time and therefore the entire race against the
clock ends. Get Max's car or some other vehicle that accelerates quickly.
Don't bother with slow-acceleration cars such as The Bimmer or ridiculously
weak and light cars (Buzz's, Vlad's, Scum's.) Acceleration here is vital
while the top speed can be safely overlooked.
Gather speed and jump off the first ramp. (If you're with a very fast car,
don't overpower the jump or you will not land in place.) Then the next ramp
and get the powerups. Gather speed and jump over to the other roof with the
skyscraper. Blast the satellite dish beside the ventilation shaft. Leap over
to the other building. If you
aimed your jump well you would have saved time if you fell onto the ramp next
to the second dish, (or right infront of it) instead of just landing onto the
wide flat base. Blast it and head to the higher ramp. Jump over to the next
building, blast dish, pick up the powerups. Line as far back as possible and
then take the jump over to the roof of the next skyscraper. Find the dish
onto that roof, then jump over to the next building and destroy the dish
there as well. Find the small ramp letting you jump over to the roof of yet
another skyscraper.
There'll be a satellite dish behind the fire exit (ramp). Destroy that too
and then reverse so that you can leap off from the ramp. When aiming the
jump, try to nto have any of the dish's blackened remains in your way, or
you will strike them and possibly drop onto the avenue below.
Find the satellite dish, explode it. Then go to the other side of the
building. Gather lots of speed and jump off the ramp. (Note: This jump
cannot be taken unless you got a quickly-accelerating vehicle) Pick up the
various power-ups and blast the satellite dish. Avoid the ramp. Instead,
wreck through the mesh covering an opening in the tower atop this building.
Gather speed, smash your way through the opposite fence and safely land
onto the narrow roof of the next building. Find the dish, destroy it. Then,
position your rear to face the charred remains. Accelerate and when you
reach the ramp, jump cleanly off it to land onto the roof of the distant
building. Smash the dish there as well. Find the jumping ramp and line up
accurately against it. Fly off and land onto the last roof. Crash into the
large satellite dish to end the mission. Mkay.
******************************************************************************
** GROUP 3 **
******************************************************************************
WW3
Max's Junkyard is an enormous stage. Learn well to navigate around
and memorise the different areas of interest. The rest of the stages are easy.
--{Home Sweet Groan}--
Location: Max's Junkyard
--{Timber!}--
Location: Beaver Woods
--{Stoned Again}--
Location: Beaver County Quarry
--{MISSION: Outbreak!}--
Location: Beaver Woods
There has just been an outbreak of a deadly zombie disease and guess what,
it's up to you to save Beaver Woods and its ghastly inhabitants. Your
mission is to exterminate twenty-two(22) infected zombies. Now, at first
you mightpanic and I don't blame you if you are a beginner. But know that
it gets easier once you get to know the quickest possible route. In this
mission you need to do ordinary driving quicker than usual. To make this
stage easier Stainless have added the zombies onto the map so as not to
get utterly lost. Go down the road into the building with the glass panes
at the front. (Beyond the petrol station.) Enter, kill them all and leave.
Sneak around the building until you reach another road behind the station.
Head onto the bridge and kill the two(2) infected zombies. The third one
is healthy. At the end of the bridge, turn left and head over to the hilly
area inscripted onto the map. The tallest one is your aim. You'll have to
find you way to the top and kill the lone zombie there. To get up there, find
the nearby Kangaroo On Command powerup or simply ram your quick car into its
side and make your way to the top and over the edge. After killing the
hapless zombie, drop back down. I recommend spinning the jump so that you
land flat on your tyres as to not lose valuable time.
Head over to the incomplete bridge next to the waterfall and leap over it.
Take the muddy road to the left and drive towards the main opening to the
ranch (the building with the tall, wooden fencing.) Enter. Kill the infected
zombies inside the building. Then, exit the ranch and get around it so that
you're in the area with the conifer logs. From here on is rough ground but
its the fastest and most direct way to the railway lines which you have to
cross.
Do so, and continue going forward into the road surrounded by the steep hills
on both sides. Reach the opening in the right hill and enter the cave. Swivel
your way through the tunnel as fast as you possibly can only to emerge at the
very top of that hill.
Trample on all the zombies here and you'll eventually end up finishing the
mission. If you killed all the zombies up here but the race does not end,
you must have missed one or more zombies along the way.
France Quirion's found another interesting path: In Group 3's mission,
Outbreak, you can use 4 of the 6 Kangaroo on Commands you get on the
zombie's cliff to reach the very high hill where there are 13 zombies. It does
require a fine use of the throttle to not end up in the ocean. Driving slower
and using 5 kangaroos - or even the 6 of em - might be more adviseable. I
didn't bother finding a way around the cliff, that's the only way I had
figured out to do it!!! But, after trying, I think its even faster my way. I
ended the mission with enough time to pick the blue slots, the extra
everything & the fist at the sawmill and have about 30 seconds left. Can't
spit on 150 000$!
Josh E: I would like to add to the 'Outbreak!' challenge that the lone zombie
on the hill is best killed by circling around the hill and honking the horn and
watching for the yellow flashing dot on the minimap to jump off. That, I
noticed, saved me TONS of time in my quest.
******************************************************************************
** GROUP 4 **
******************************************************************************
WW4
Quite a normal group, enough of everything. Beaver Mts. might be
hard at first because of the steep slopes and uneven ground.
--{Piste Off}--
Location: Beaver Mountains
--{Shove Thy Neighbour}--
Location: Max's End of Town/Max's Junkyard
--{Woody Woodwrecker}--
Location: Beaver Woods
--{MISSION: Trucking Hell}--
Location: Max's Junkyard
This is basically a duel to the death. You are facing a monster-sized
dirt-truck that has followed you out of the Beaver Quarry and is heading at
you with the sole mission of pancaked metal. What more can I say now about
this? An easy to crash
truck, worth more than the entire game costs you.
Nevertheless, this truck is one of the vehicles which, if you get, end you
up winning too soon.
However, the credits required for purchasing it are sky-high. The easiest way
to get it is to just finish him off the first time and then come back when
you have completed all the missions and races. But, if you desperately need
it and are willing to spend a large amount of time getting the needed credits,
do this. Remember, that what is described here is to be done before this
mission is reached.
Max out your stats so that no more empty slots remain. Then, replay stages you
have already completed in any of the groups you currently are in, and collect
all the stats-boosting pickups. Max's Junkyard levels are plentiful in them.
Because you have no slots to be filled with the new powerups, you get 50000
worth of credits per pick-up. Also, you might as well tweak the text files in
your favour, unless you want to finish the game without cheap cheats. I
collected the cash required for the truck fair and square before completing
the game and so can you.
Now, the walkthrough. You start off in an alley. Drive over to the lamp-post
and pick up the barrel there. That's the Solid Granite Car powerup. Now,
continue down the highway and when the truck reaches you, slam into its
front (the grille is the weakest part, btw.) If you drove an average or
above average car, he would have been wasted instantly. If he wasn't,
continue slamming into him while the power-up is still up and running to
finish him off. That was the easy and sort of "cheap" way.
To do the task the hard way you'll have to find a way to blow him up without
picking up the Solid Granite Car item. Now, that is a very tedious task and
unless you have any above-average sized cars in your arsenal, you'd be pretty
much destroyed.
******************************************************************************
** GROUP 5 **
******************************************************************************
WW5
Easy, very easy indeed. Maybe racing around the checkpoints will
seem easier to the beginner.
--{Unfair Funfair}--
Location: Mr. Jolly Fairground
--{Snow Way Out}--
Location: Beaver Mountains
--{West Side Gory}--
Location: Max's Junkyard
--{MISSION: In Cold Blood}--
Location: Beaver Mountains
It was expected: racing around mountain roads in order to complete the
mission. You won't need a fast car here, but a slow one will do you no good.
Your aim is to take all those twists and turns without much commotion and
time wasting. When you reach the ski-jump, be careful and leap over the edge
at minimal speed. It is a good idea to have a flat car here which will land
safely enough.
The other difficult part is at the end of each lap. You'll have to use a
couple of quarterpipes in order to land on a nearby hill. Now, that is very
difficult to land perfectly. Just make sure you have gathered a lot of speed
before the jump and that you're facing the top of the hill (not the steep
sides.)
******************************************************************************
** GROUP 6 **
******************************************************************************
WW6
You MUST learn your way around the airport. That way you stand a
better chance of beating it and surviving from the start.
--{Runway Runaway}--
Location: Beaver County Airport
--{Scare Devil}--
Location: Mr. Jolly Fairground
--{Bob Slay}--
Location:
Beaver Mountains
--{MISSION: Fair Grind}--
Location: Mr. Jolly Fairground
Get a fast car, for this stage is all about exterminating all the nasty
zombie clowns with speed.
First, start of (you might as well check out the map for this stage) and
head down towards the sea. Turn left, kill and go forward to the area with
the shops.
There's a zombie waiting for you between the buildings. Kill him and head
down the street to the entrance of the boat rides. Do not go in but instead
take the right turn between the fence and the hills. To get onto the hilly
area above, find the sloping brown wall along the way. Exterminate all the
clowns in the area. Go back down to the road to where you came from. Head
down the street until you reach a steep ramp. Pass that for now and run
over the zombies ahead.
After doing so, turn around and climb the stony ramp. This plain has zombies
at its
other end so kill them all as well. The most difficult part is always the
last one. If you have feelings for your car forget them right now. Head down
onto the street and then head to the grassy maze-like part of the fair.
It's opposite the stony ramp you climbed on. Kill and
prepare for the greatest leap. There's a stunt track opposite the grassy maze.
What you have to do is jump somewhere there around the giant burning torches,
preferably through them. The point: make two nasty zombies suicidically jump
to the ground below. Gather speed, jump from the ramp facing the torches and
mutilate your car against the burning hoops. If you are lucky enough, you
might pass the fiery hoops unharmed. You might have hit a zombie and if not
the zombie would have killed itself. Still, works out for you.
******************************************************************************
** GROUP 7 **
******************************************************************************
Here's the time when you should spend your cash to acquire some of the big
dudes' trucks.
--{Seaman Splatter}--
Location: USS Lewinsky
--{Con Rod Air}--
Location: Beaver County Airport
--{Roll Up, Roll Over...}--
Location: Mr. Jolly Fairground
--{MISSION: Control Freak}--
Location: Beaver County Airport
I have had a lot of mail from gamers asking for the way through this
mission, before this was uploaded. One of the main reasons for ending
this mission is that some people fail to logically solve a mystery.
Trying desperately to break the control tower's windows and land inside
is an utterly useless waste of time. No matter how much you try, no matter
how perfect your jump is, no matter how many windows you break, you will not
land successfully on your wheels. There is a small chance of actually
acomplishing the race in that manner, but that is ridiculously low.
Okay, here goes. From the start, drive as you would normally do, towards the
hellish tower. Before coming up close to it however, drive by the channel
on your right. When you reach the wooden, planky bridge across it (Not the
places where you find ramps to jump over), drive over to the other side.
Now that will be the vast, flat plain with zombies and sandy stretches of
beaches. As soon as you cross the bridge, turn left and continue driving,
while sticking next to the edge of the plain. Eventually you will reach the
road bend which ends up with a pair of ramps which allow you to jump over
the channel. Beside those is a Red Crate.
Pick it up to find its a Zombie Electro B****** Ray. Quickly cross over to
the other bank by jumping from the ramp. Head over to the control tower and
line up the jump as normal. Without stopping, accelerate and jump off the red
and white quarterpipe to shoot into the atmosphere above the tower. As you
slowly descend, the ray will eventually zap all four(4) zombies and you'll
finish the mission off evenbefore you land. Simplistic.
All the things described in the above paragraph must be done without extra
delays or your powerup will run out.
******************************************************************************
** GROUP 8 **
******************************************************************************
WW8
By now, you must have at least one large truck. Otherwise, you're lost. =D
Unless you re-replay missions to gain enough credits, that is.
--{Sheik, Rattle & Roll}--
Location: El Morte Desert
--{Going Down}--
Location: USS Lewinsky
--{Airpain 3}--
Location: Beaver County Airport
--{MISSION: Hard Core}--
Location: USS Lewinsky
This might prove a toughie but its one of the most exciting missions in the
game. You'll need an all around car: not too heavy, not too slow, not too
small and not too big. The Slam Sedan and the Prop Shafter are two of my
preferences here.
You'll basically have to destroy all the missile-launchers on the decks of
the USS Lewinsky in time. You can only destroy those by slamming into them
while having a Solid Granite Car. Finally you'll have to destroy the ship's
zombie captain way up in the tower.
When the countdown ends, accelerate towards the area with the large
elevators. To their right are a couple of launchers and to their right is a
Solid Granite Car. Pick that up, reverse. Blast all the launchers in line.
After finishing them off, head forward to the front part of the ship. Blast
the launcher on its edge and continue by blasting the other two nearby. Do
not go for the missile launchers beyond the tower just yet.
Park onto any of the available lifts and descend to the ship's hold. Drive
to the nearby opening in the wall where there are three missile launchers,
together with another Soild Granite Car. Blow these up then reverse. Drive
past the lifts and towards the opposite side of the hold where there are
another two targets.
Quickly turn around, then continue to your right, past the stationary planes
and towards the tunnel at the other end of the area. Instead of drving into
the open hallway, break in front of the clearly closed gate and it will
automatically open. Speed down the newly opened tunnel before another timed
gate at the other end blocks your exit. Because you will by then be hurtling
at breakneck speed, swerve right into the new room to slam into the
cushion-like supercomputers lined against the wall.
From the tunnel you just passed, do a U-turn to the right to continue into
another hallway. Pick up all the Kangaroo On Command powerups and past the
following timed gate. Accelerate (or rather fly) through the descending
passage and slow down when you reach a new room.
Below, turn right and then left to climb onto one of the dark ramps which
take you to the top of those engines. Look at the cage-like box in the centre
but instead of slamming into it, continue to the left and break one of those
windows in front of the subsidiary fans to pick up the Solid Granite Car
barrel. Now blast through the bars of the cage to reach the purplish glow in
the middle.
Driving through it will destroy it instantly. Then, go back down any of the
ramps and head over to the opposite end of the room (with the steep, grey
ramp). Accelerate and the blockade lifts. Enter the wide tunnel. At its end
pick up some more Kangaroo on Command powerups and wait for the elevator to
come, if it isn't there already. (Note: if it is not, do not remain on the
weird, greenish panel waiting for it, or you'll fail the mission)
Drive onto the elevator and hop out as it arrives at the upper deck. Exit
through the upwards-sloping passage and head over, past the parked jets,
towards any of the two main elevators.
Reach the top and head over past the tower to the missile launchers you
missed earlier. Pick up the nearby Solid Granite Car barrels and blast the
four of them. By now you should have all but one target destroyed. Now look
at the map here.
| X ___
| X | E |
| . | 1 |
| 8888 ---
| 88888 Ship's ___
| 88888 Deck | E |
| 8888 | 2 |
| ^ ---
| ^
| X ^
| X ^
| ^
\----
| \>>>> +
\ \>>>> +
> Planes
E Elevator
8 Where tower is
X Destroyed targets
+ Where you began mission
^ Path during which Kangaroo On Command should be used
Turn around when you finish with the missile launchers in order to face the
top of the tower (the huge glass panes). Accelerate and as you do, start using
up the Kangaroo On Commands one after the other until you come close by the
building. You should aim your jumps in such a fashion that your car breaks
through the glass and enters the control room. Here, kill all the zombies
as the Captain is your last target before finishing off the mission.
******************************************************************************
** GROUP 9 **
******************************************************************************
WW9
Here we go again. Unless you have the steel to crash your opponents,
take the lenghty laps.
--{2 Minute Warning}--
Location: Local Nuclear Silo
--{Dune Buggered}--
Location: El Morte Desert
--{Defcon Fused}--
Location: Local Nuclear Silo
--{MISSION: Oil Be Blowed}--
Location: El Morte Desert
I have received a tad too many messages of complaint towards my inability
to update this. Meh... Nothing personal. I've finally spared time to focus
again my FAQing abilities onto Carma 2.
Your objective here is to drive around each rusty oil pump indicated with a
distinctive dot on your map and detonate the corresponding switches provided.
Time is, of course, limited and you are therefore pressured to act quickly.
Finding each switch might not be an easy task and my basic recommendation
to you, is to look around each, carefully, in a cicrumference of at least
ten(10) meters. When you've located it, drive your vehicle into the
protruding switch and enjoy the resulting explosion.
It is common sense to select a starting vehicle that is not necessarily
big- but is especially easy to control at mad speeds over rough scrub ground.
The mission ends when you've destroyed all the targets. In order to spare
time, detonate them all in the closest order possible. Just a glance at the
map, and knowledge of El Morte's geography will be quite enough to finish
this, rather easy mission.
Oh, and remember that although you begin the level alongside opponents, you
ought ot ignore them and instead, set on the mission's aim. Of course you
could waste some but wasting them all will _not_ finish your level. It'll
lap up your limited time limit. It's common sense to choose an agile car
in order to avoid rammings from bewildered buses whilst trying to drive
into the detonator boxes.
******************************************************************************
** GROUP 10 **
******************************************************************************
W10
This is it. The most difficult and painstaking missions in the game. By now,
YOU MUST HAVE GOTTEN HOLD OF ANY OF THE MONSTERS, or you'll have great
difficulty finishing the game.
--{Nuclear Arms Race}--
Location: Local Nuclear Silo
--{The Bruise Brothers}--
Location: Beaver City
Opponents: 12
Before starting this mission, grab your biggest and baddest vehicle
available (preferably Pitbull's, or the Loggerhead) for you'll have to
destroy all twelve(12) Copcars in the short time given. You'll start
at the gas station. Remember, try to waste each one with a single hit. Do not
spend your time on playing cat-n-mouse.
--{I Want to Bereave}--
Location: El Morte Desert
This is just another rough ride through the El Morte Desert. The lap races
are long, but allow for bursts of speed and some spectacular stunts. Or, you
can just crash them all with a big truck.
--{MISSION: Carpocalypse Now}--
Location: Local Nuclear Silo
There has been much confusion regarding the path you must follow mainly due to
the spaghetti loopiness and necessity of returning to roads you've already been
to. A lot of confusion. But, rest assured, this level will appear as elementary
as the road from your home to work or school once completed. Right, let us see.
Start off with a medium classed car. Absolutely no extra weight as that'll
slow you down and might hinder the leap of faith you're about to take part in.
The extra bulk will also make it more difficult to fly through a tunnel without
hitting something. It must be moderately quick, sturdy and it's necessary for
it to be able to take quite a beating. Not your flimsy Bimmer obviously. More
like the Propshafter or Otis's Slame Sedan. Nothing larger than the Molemachine
if you want to be serious and on the sensible side. You may also need to fill
up your slots if you haven't had the time to do so until now. The reason is
you need to physically mash up 'stuff' with your car and it'll be very
damaging.
Ok, here we go. You begin the level, in the dusty canyon which leads to the
Silo's entrance. Drive in, through the welcoming entrance and follow the
tunnel. Before heading up the steep ramp to fly into the gigantic room, pause
to think. As you might've noticed in previous outings to the area the ground
floor is some distance down and there's just a little amount of dynamite.
So, watch it. The direction you are aiming for is not right across the
chamber. Oh no, it's the tunnel right below the one you're in. Foot off the
gas as you fly off and wheelspin. What you need is to land somewhere below
in as few parts as possible and definitely not on your roof. Slowing down
and wheelspin gives you a better chance of landing on all fours, hopefully
not in the boom! barrels. And, it's the sensible thing to do.
Now, pay attention to this map of the road you just covered.
.................................................................
.................................................................
.......Huge Chamber..............................................
...........with..................................................
.........Tunnels.................................................
......______________ .........................................
......\ + / <--At this point............................
.......\ + /.....you have to .............................
........\ + /......wheelspin over the.......................
.........\ + /.......edge if you want to .....................
.........| + |.......land safely on all.......................
.........| + |.......four wheels below........................
.........| + |................................................
.........| + |................................................
.........| + |................................................
.........| + |................................................
.........| + |................................................
.........| + |................................................
.........| + |................................................
.........| + |................................................
.........| + |................................................
.........| + |................................................
.........| + I................................................
.........| + I...............................................
.........| + _I..............................................
.........\ + \................................................
..........\ + \...............................................
...........\ + \..............................................
............\ + \ \ \ \ \ \...................................
.............\ + \ \ \ I I I.........................
..............\ + + + + + + + |.........................
...............\ \ \ \ \ \ \ + + + + |.........................
...........................\ \ \ \ + |.........................
..................................\ + \.........................
...................................\ + \........................
....................................\ + \.......................
.....................................\ + \......................
......................................\ + I I I.................
.......................................\ + I.................
........................................\ + I <--THIS is .....
.........................................\ + I.the barrier ....
..........................................| + |..destroyed after
..........................................| +-|..detonating all.
..........................................| + |..canisters......
..........................................| + |..around rocket's
..........................................|- + |..base. This.....
...........................! represent--> ! + |..means, you have
...........................the hidden, but! + |..to return all..
...........................unnecessary....| + |..the way to this
...........................breakable wall.| + |..point and take.
...........................panels.........| + |..the newly......
..........................................| + |..opened tunnel..
..........................................| + !..to proceed into
..........................................| + !..the mission....
..........................................| + |.................
..........................................| + |.................
..........................The sliding->/-========-\..............
........................doors leading/ | + | \............
........................to the Silo/ | + | /..........
.................................../ | + | /..........
.................................../ | + | /..........
.................................../ | + | /..........
.................................../ | + | /..........
You begin in----->
the rocky canyon here
Key:
+ Represents the path you take
I Represents the massive concrete road-blocks
Now that we are all certain of where we are, we scramble into the
tunnel which is precisely BELOW the one you just fell from.
Around the bend is a nuclear warhead, ready to
blast off and be on its way to some hapless souls. What you have to do
here is to detach and detonate all the fuel cylinders around the
rocket's base. This will involve massive repair button mashing and
costs, but that's the way to do it. Do not even care about losing
credits. This place is not economy class. Once you smack into a cylinder, its
pipe which connects it to the rocket will soon explode as well, so try as
best as you can to get the hell out of its way if it hasn't gone off yet.
Note: If you want to avoid losing that much credits per repair I suggest
this slightly difficult way of detonating the cylinders. Once a cylinder is
down, drive against it until it flatly sticks to your front. Now, with it
serving as an airbag, drive into another cylinder. Gain but no pain.
Once you've destroyed all of these targets, exit the room via the passage
through which you entered. Step 1 and 2 you've already completed. Step 3 is
heading down the right passage. To put things into perspective:
/______\
3)After detonating all / xxxx \
canisters, you return | |
to this big room, and ^| |
continue into the | \ xxxx / <---1)At this point, you swivel
passage which is HERE-- \_______/ down into the pit and enter
___________ | | the passage DIRECTLY BELOW
2)Missile / \ | | the one you dropped from.
room (with | xxxx | | |
green | xOOOOx |_____/ /
canisters | xOOOOx /
about the | xOOOOx _________/
base) | xxxx |
| |
\___________/
Key
x Represents any explosive material, such as the canisters and the dynamite
barrels
O Represents the rocket with the canisters around its base
Now you're back in the main chamber. When you exit the tunnel leading to the
missile, take the left tunnel. Don't bother with the other ones. Follow the
straight passage until you join a new road. Driving around here, you should
be at top speed. Follow the tunnel and slow down once the vertical road
barriers come into view. Drive through them, of course, and take the sharp
hairpin bend to the RIGHT. Now, slam on the gas. This part will now
demonstrate whether you've picked a vehicle suitably good in acceleration.
You ought to leap off the edge at top speed, or as much speed as is
necessary to fly safely through the entrance of the tunnel at the opposite
end of the gigantic room.
Here, you'll notice that you're back in the top passage from which you
initially came. Drive down along the tunnel, but do not cross the sliding
doors. You mustn't go to the canyon. Instead, take the sharp left bend,
just before the sliding mechanical doors and follow that passage. It was
a wall of concrete before but it's freely accessible now. Drive underneath
another sliding metallic door and speed up into the next passage.
Eventually, you'll reach another leap-of-faith. This one is over a pool of
burbling lava and takes even more precision to accomplish. You'll have to
again seek for the maximum speed possible. The roof here can prevent you
from missing the opening in the rock face. As soon as you make a landing
swerve to the left to avoid ramming into the concrete wall with your
vulnerable front. Take the purple-tinged passage and as the road suddenly
slopes upwards, accelerate. Hopefully, you'll land inside the elevated
control room. If not, try again. This is another place where quick
acceleration rewards you: extra momentum from lining a long run before
the jump will only result in you rocketting through the tower, not
landing inside it. If it helps, while jumping off the sloped purple
track, aim for the sides of the room where you can possibly hit a window
frame or any of the items inside with the target of the collision stopping
you.
Slam into the two fat targets and exit by dropping off the platform and
heading down the passage which is at the opposite side of the room to
the one you came in through before destroying the two targets. These are
very easy to confuse with each other so make sure you can orientate
yourself upon immediate entry into the area
So, down the new passage we head. Follow it to the end where you must
slow down. You are presented with a choice of roads. You have to head
down the one closest to you on the right. Yes, the one that is easy to
miss and requires a tighter turn of the steering wheel and minimal
speed. Follow the passage, past a sliding door. Continue forward, past
another sliding iron door. From here on is basically a high-speed sprint.
Don't get distracted, just go forward. Pass the control room with all the
zombies in lab coats talking over some plans to take over the world. No
time for silly talk.
Finally, emerge in the room with the massive rocket erected in the very
centre. Don't drop off to the ground floor but keep riding around the
perimeter of the room along the elevated promenade until you come within
reach of the unmistakeable THE END button. Ram into it, of course and
sit back and enjoy.
Final Note: Notice how I said the different barriers blocking your path
were removed after destroying ALL targets in a particular area with a
cluster of targets. However, barriers get destroyed before you manage to
completely mangle all targets and thus can deceive you in exiting the area,
BEFORE you have fully completed it. Therefore, pay attention to the map.
Now, if you still have problems completing this final mission, reread
my words twice or even trice again, and _then_ mail me if you still have
problems. I have revised this last section recently so that it may be as
clear as possible. I hope you note a difference. Email me if you still have
questions. Feedback is always welcome when it indicates you have to still
put efforts into improving sections.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++++++++++++ ++++++++++++
++++++++++++ MENU ++++++++++++
++++++++++++ ++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
MMM
In order to be a trashin' menace in the game you must know
everything found on the menu screen. That is, the screen that pops
up from the main screen after clicking onto the Menu button or
the in-game pause button (Escape). At first, if you haven't played
the game at all you might not understand anyhting written there.
Don't worry, everything's explained below.
NOTE: Everything comes in the order they come out in the game when you select
the Menu.
ABORT RACE- This works in-game to stop you from wetting
yourself after every creature slams into you. It quits the race and
takes you back to the main screen from where you can restart again. Quite
effective.
ABORT GAME- Takes you back to the beggining of the game. This doesn't take
you back to your current game status but to the very beginning of the game
itself. Not much common use.
QUIT- You quit the game, quite obvious. You're taken back to Windows.
COFIGURE CONTROLS- This screen is to configure your controls.
Choose either your Joystick or the Keyboard. You must have a
Joystick to choose the Joystick option. Also, in the Joystick
option you can switch it with the Dpad. The Keyboard options are
quite straightforwart. Change everything to your likes. There are
choices between 4 control lists you can play with. I will deal
with all the controls later in the FAQ.
SETTINGS- Very easy to navigate. This is the place to change
the options during the game. The settings are right here. I have
made the best choices upper case. Of course you can change
them yourself to your heart's content.
Car Complexity: ALWAYS/usually/near/never
Scenery Cut-off: DISTANT/far/close/closest
Scenery Pop-up: DISTANT/far/close/closest
Shadows: ALL CARS/your car/none
Sound detail: FULL/medium/minimal
Traffic: on/off , your choice
Sky Texture: on/off , your choice
Darkness/Fog: on/off , your choice
Gore level: STOMACH CHURNING/
Medium Carnage/
Nice and Fluffy (for the soft hearted ones)
Animals: ON/off
Flamethrower: ON/off
Explosives: ON/off
Auto Load: ON/off (when game is loaded, you're taken to where you last played)
Ambience: ON/off
LOAD GAME- This is really clever. Finish off a stage and the game
is saved there automatically. Even if you've passed the game. It
still records everything. You might want to load an earlier game, all
you have to do is go there and click on it.
VOLUME- Increase or decrease the effects. Also turn music on
and off.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++++++++++++ ++++++++++++
++++++++++++ ROADKILLING ++++++++++++
++++++++++++ ++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
RRR
The millions of zombies in the game serve three purposes: give away
credits, give you a time bonus and bring a wicked smile to your scrawny,
bruised face.
Actually, this is the only game made that gives you the right to kill
and mutilate your helpless victims. To make the fun of squishing
them bring you a thought of accomplishment Stainless have added
credits to every zombie killed in the process. Drive over a doggy or
a deer, anything, you will get 300 credits. This adds up to your
overall credits. If you make a stunt and you manage to hit a zombie
you will get 600 credits. Cool eh?
There are many places in the game where there are hordes upon
hordes of zombies. If you manage to run over maybe like two
zombies at once you will get a 2xCombo meaning you get extra
credits for that. Of course, you can run over more at once.
To make you get max. credits your opponents are deprived from
killing 'em away from your view. If you can see them or if you are
pushing them to they will run them over.
Not all zombies are found in the usual places like the main gore
road, you will have to search every nook and cranny for them all. You
might be surprised at where you find some. The game is not just
made to go and win.
You must master the skill of getting anywhere in order to get to the
zombies.
Using powerups to kill them is very easy. These can be used to kill them:
FLAMETHROWER
ZOMBIE ANNIHILATOR
ZOMBIE REPULSIFICATOR
ZOMBIE ELECTRO B****** RAY
(SLAUGHTER MORTAR)
(MINE S***TING ABILITY)
(GIANT MUTANT TAIL THING)
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++++++++++++ ++++++++++++
++++++++++++ ZOMBIES ++++++++++++
++++++++++++ ++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ZZZ
Stainless and SCi must practically love zombies for they made so
many of them. To recognize a zombie you must look for these
characteristics. They have green flesh, walk like drunks and loonies,
found anywhere, splatter you with green gunk when you smash 'em.
This brings us to a question: what are they there for?
Only answer: for you to run over.
There are zombies all over the stages roaming freely. One of your
jobs is running over zombies, so you must try and run over as many
zombies as you can.
You get credits for that which is something great as it adds up to your
overall credits. They also give you a feeling of content if you are a
maniac like me, going for the total annihilation of all zombies.
Zombie species vary between the stages. You will find many different
humanoid zombies but there are also animals.
There are countless different types, over 100. Animal zombies are
these:
Doggies: You will grow to love them a lot as they run suicidically
towards you. You must watch out, if you're riding a slower car, as they
have the will to run away.
Deer: Heavy but easy. These will need heavy attacks from small cars to perish.
Penguins: You will grow to hate their weird sounds. Not that common but as
easy to squish as pedestrians.
Sheep: Rather boring but very killable. Interesting... as they can even be
taken down easily with lower cars.
Elephants: Monsters work excellent here. If you're not driving a truck or the
DeathCruiser here, consider it impossible to finish the race with these
around. If you do entangle yourself in such a situation, use a power up to
bring them down.
If you prefer slamming into pedestrian zombies then you should turn
the Animals option off in the Settings screen found on the Menu.
Zombies that are non animals are too many too count the different
species however, these stand out and are fun to run over.
Aliens: Found exclusively in the pyramids an the final stage at the
El Morte Desert.
Clowns: Found in the Mr. Jolly Fairground stages. Real fun.
Businessmen: Brings the evil side in people when one sees it.
Drunks: Found everywhere, they walk stupidly around and make
sick noises.
Quarry workers: Found in the Beaver Quarry stages.
Patients and Doctors: Yuck, especially patients.
There are many and as I said, too many to count, in other words
countless.
Maniacs, pros and vets will find it fun to torture a pedestrian to its
death. It is rather cool to watch. To make zombies limbless just
drive them over slowly, a limb or two will have fallen and green blood
will start oozing all around. Getting all limbs off is an impossible job
because you can't just get them all off in one hit. I say one hit because a
zombie is likely to get killed after it has limbs missing and you drive over
it again. Btw, you get a 'Cat 'n' mouse' bonus for getting a limb off.
I should have put this topic on the Roadkilling section, I know.
Another feature of the game aiding the obliteration of semi-human masses
is each vehicle's horn. Apparently, if you slam the horn next to a
drop-off, and if there are ghastlies nearby- you'll scare them into
falling off suicidally. For no known reason, the horn has no effect on
my system. Zombies cannot be bothered.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++++++++++++ ++++++++++++
++++++++++++ POWERUPS AND THE LIKE ++++++++++++
++++++++++++ ++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
PPP
A huge segment of the game, powerups are everywhere and like in all games
they do good stuff for you. However, in Carma 2 there are some that
cause damage to you as well.
There are enormous quantities of powerups on each stage. You can't get
them all at once. Some last short periods of time, some renew themselves after
a couple of minutes but they all basically do something. There are different
kinds of powerups and you should learn to know what to expect from each kind.
Some powerups are to be found at all times on the spot you first found them.
This is useful when you learn where all the good power-ups are. To help your
driving, run into various items and remember mentally their whereabouts. Soon
you'll be able to pinpoint nearly everything you'll need in a level alone.
The different types of powerups:
White Crate with Stars: Credits, Underwater Ability, Time Bonus.
White crate with Exclamation Mark: Random, but you should expect nastiness.
Annoying nastiness, that is. Avoid at all times.
Green Crate with Question Mark: Everything, mostly random powerups. Sometimes
usefully high credits as well.
White Crate with Red Leaf-Thing: Good stuff, rarely random powerups. The
Zombie Electro B****** Ray is to be found in these.
Yellow Barrel with Tick: Good stuff, no random powerups, timeless powerups.
Black Barrel with Red Star: Mostly bad stuff, fairly random powerups.
Red-Yellow Barrel with Cross-Bones: Dynamite. Painful on small cars.
These are the ones you will most likely find. As I said before, learn what
each one awards you with. Now here, below are the special powerups. They are
bronze/silver/gold spinning objects above the ground. They are quite common
but fairly difficult to get to. The most important thing about them is giving
you slots in your status. This means that your car gets more powerful when
you get them. Note that their quality depends on their element type and that
if you do not have free slots you will just get a good-sized credit increase
(50000 per any of these pick-ups.)
A knight's head: fills up Defense slots.
An engine: fills up Power slots.
A fist: fills up Offense slots.
A diamond shaped thing: bonus slots all around.
There are also blue/orange small rectangles that give you bonus slots to
fill up. Note that I will be going further into the matter since I am
starting examining closely those powerups from quite recently.
Just a note. This might not be a bug, but I consider it as one. No matter
how much you try filling up all your slots, you'll sometimes be greatly
annoyed when running into any of the valuable power-ups and instead of
gaining, losing slots. I am still trying to find a way around this but am
so far confuzzled. (NOTE: Check out the Bugs section for an explanation by
Cesm)
Also, they do not appear in any order because that would require further
commotion. You can always search for the powerup using "Ctrl + S".
The usual powerups now (those that regularly appear):
Powerups that work manually:
==Kangaroo on Command==
Not common, but not rare. You can mostly find it in the yellow barrels with
the tick. Each pick up gives you only three shots at jumping so use it
wisely. Use when trying to land your car on an inaccessible area such as
atop a cliff or building. Also, can be used to squish zombies for bonus
credits or to flatten small cars. Once you know where these handies appear,
they're very likely to appear there again.
Shots: 3
Overall: Good
==Opponent Repulsificator==
An infrequent power-up which can prove useful when trying to blast off small
to medium sized vehicles. When used, a corkscrew shoots to any nearby vehicle
and springs them into the air. This may damage, or even waste, them if they
hit a wall, obstacle or rock. It will also strike a wasted vehicle, thus
losing a shot. Useless against larger opponents who are too heavy to lift
off. A good tip is to gather several opponents in one place and to settle
yourself in the middle of them. Then, activate this and watch what happens.
Shots: 3
Overall: Good
==Zombie Repulsificator==
Same as with the Opponent Repulsificator but this springs zombies. Uncommon
and has only three shots. Greatly overshadowed by other, more common,
power-ups that cause more murder. If you want to kill multiple zombies with
this, find a group of them and watch them fly away.
Shots: 3
Overall: Good
==Zombie Annihilator==
This is really the same thing as the Zombie Electro-B****** Ray. But, this has
only three zaps which can be used manually, so not as good as the
aforementioned one.
Shots: 3
Overall: Good
==Zombie Flamethrower==
Abundant and very useful. Press your activation key successively in a horde
of zombies and watch them catch fire and burn. A few seconds later, they die,
giving you Barbecue Bonuses all around.
Shots: 15
Overall: Good
==Slaughter Mortar==
This thing is extremely rare and can only be activated using the selection in
the Options menu. Too rare to be used occasionally but when you find one, you
can kill almost anything. An easier-to-find alternative is the Mine S******
Ability which also lets you bomb targets, but from the rear, whereas this one
is accurate, from the front.
Shots: 3
Overall: Good
==Afterburner==
Quite common and useful for road slowpokes. You won't need it that often but
when you do, such as when you need to really slam into an opponent at great
speed, it is unstoppable. It is a good idea to also have the Instant Handbrake
on while activating this for you run the risk of slamming yourself into an
obstruction or even worse, a corner.
Shots: Can be used manually, with 10 seconds as the maximum ability.
Overall: Risky
==Zombie Valium==
Not that common and hasn't much use other than to "silence" loud zombies.
There might be some useful side-effect after using these but I'll need to
look more carefully into the matter. If any of you have any suggestions, do
send them in.
Shots: 5
Overall: Useless
France Quirion enlightens: The zombie valium is somewhat useful if you go
on zombie-killing because it makes all the zombies in the vincinity
un-panic for a while. Practically, it makes a group of zombies as dumb as
when you get the Stupid Zombies powerup. They just won't run. I never
experimented how long this effect lasted though, as most target zombies
found themselves plain dead :)
==Scissors==
This thing comes automatically when you run into a Giant Mutant Tail Thing
power-up in order to cut it whenever you please. Elsewhere, it cannot be
found on its own as it has only that purpose.
Shots: 1
Overall: Good
==5 Free Recovery Vouchers==
Very useful if you're handling rough terrain, oversized trucks that keep
tossing you around, or steep drops. If you recover too often, this is for
you. The usual recoverings are free, but remember, this makes only 5 free
recoveries so do watch out not to overdo it. Common.
Shots: 5
Overall: Good
==Mine S***ting Ability==
Spew explosive mines from your booth. As soonas they touch anything (zombies
or vehicles) they explode, causing utter destruction. Quite common and do
take care not to run into one yourself. Furthermore, this is a good way to
waste trucks with a weal vehicle. Just park your *** next to them and blow
them to pieces.
Shots: 10
Overall: Good
==Oil Slicks From Your Arse!==
These are the nasty blobs of oil which usually spill out of wrecked vehicles.
But, with this you can cause them manually. Not very helpful and practically
useless, sometimes. They can also make you slip around as well so do take care.
Shots: 5
Overall: Neutral
Powerups that work instantly:
==Instant Repair!==
Once you run into a power-up that contains this, your whole car returns back
to its normal shape. All unpleasant conditions regarding the engine, wheels,
brakes etc. etc. are removed freely. Basically this is an instant Free
Repairs power-up. Not too common.
Overall: Good
==Oh Dear! Bodywork Thrashed!==
A large part of the bodywork randomly falls apart. This is sort of
interesting as it removes sheets of steel harmlessly which would take a
pain to do otherwise. If you like having your car dent free, evoid this.
It will need repair. Interestingly, if one of the mudguards of your car
with one of the intact rear lights drops off, using your car keys to
accomplish a certain action (such as reversing or braking/handbraking) would
result in the dislocated lights flashing as well. Strange. Try it.
Overall: Bad
==Giant Tail Thing==
This is totally abnormal and ridiculous but true. This thing is rare but
quite fun and rewarding. When you run into a power-up containing this, a
cold-steel spiked ball grows out of the car's back. It's sort of like a tail
which follows you around, but is also murderously destructive. Very useful
when you are collecting credits. Find a zombie or group of them. Approach with
speed. The, just before you reach them, start spinning so that the spiked
ball connects with their helpless bodies. This will engage the ludicrous
Stitch That! bonus.
When you get tired of it, or don't even want to attempt the above, use the
accompanying Scissors to cut it right off.
Overall: Good (in good hands, dangerous in careless hands)
==Zombies Shown On Map==
This a great tool for those who prefer completing the various missions by
murdering all the civilians. When run into, the pick-up displays all living
zombies as yellow dots on the map of the area. Much like the times when
you've to kill all targetted critters in the special missions, when they're
already shown. Thanks to Cesm, I remembered to include this.
Overall: Good
Timed Powerups:
==Zombies with Greased Shoes!==
Not too entertaining and noticeable. Irregularly infrequent.=P The zombies
start stumbling and slipping on the tarmac.
Lasts: 30 seconds
Overall: Neutral
Cesm adds: You should classify it as good because it prevents the zombies
from running away, making them much easier to kill!
==Zombies with Stupid Heads!==
Very little importance to the game but still, quite funny. The zombies'
heads bloat up like balloons. They might look a bit oversized to run over
with tiny cars and possibly a bit "scary" but there is virtually no
difference between this and their regular state.
Lasts: 30 seconds
Overall: Neutral
==Drugs!==
Drugs are very, very bad for you. For this reason, there are almost none of
these power-ups and they are made to be annoying. Whenever you stumble into
one of these, the screen gets splattered with an array of colours and it also
vibrates. This is quite annoying and has no visible good side effect. Probably
there is, but the time is too short to do much anyway.
Lasts: 5 seconds
Overall: Bad
==Helium-Filled Zombies==
Various roadkill and newly killed zombies float up into the atmosphere
weightlessly. Not much use but an interesting feature all the same.
Lasts: 30 seconds
Overall: Neutral
==Instant Handbrake!==
Wow, this stops you dead in your tracks even while in middair. This allows you
to achieve various performances which would be impossible with the regular
handbrake such as perfectly landing on a dangerously short ledge. Also, when
you're flying towards a solid wall, this is a good way to avoid wasteage.
(Well, if you do remember you're having this up and running at the right time.)
Lasts: 60 seconds
Overall: Good (in veteran hands)
==Explosive Zombies!==
Whenever you smack into a zombie and it perishes, an explosion of limbs occurs
and all body parts rocket into different directions.
Lasts: 30 seconds
Overall: Neutral
==Stick Insects!==
Interesting how SCi got the idea of representing stick insects in this game...
Oh well, this is a good power-up. The zombies become horribly thin and easy to
kill. The credits given out for killing one double so it's a good idea to kill
as many as possible while this is working.
Lasts: 30 seconds
Overall: Good
==Miniature Zombies!==
Ever seen baby zombies? This isn't too rare but, like the above power-up, it
is rewarding creditwise. The credits double for each kill. Also, these are
astonishingly easy to run over.
Lasts: 30 seconds
Overall: Good
==Stupid Zombies!==
Turns them into stupid, dunce like beings. They do not attempt to run away
from you whatsoever.
Lasts: 30 seconds
Overall: Good
==Drink Driving!==
Makes vital driving keys work the opposite way. Try running over a pedestrian
and your credits will double. You'll need to grow used to handling opposite
keys in order to reap up all these credits.
Lasts: 30 seconds
Overall: Depends on Carmageddon 2 experience
==Turbo Nutter B****** Nutrious!==
What the...!? Often, it proves safer to not handle the car at all while this is
working or you might be sorry. Of course, when handling opponents it could be
an advantage but it is best used on heavy vehicles with excellent grip so they
won't rear back and do nothing.
Lasts: 30 seconds
Overall: Neutral (Dangerous in careless hands)
==Turbo!==
A tad bit faster than the regular speed and not too dangerous. It is used to
give slower cars a slight boost where it can prove useful.
Lasts: 30 seconds
Overall: Neutral (Dangerous in careless hands)
==Mega Turbo!==
Much faster than Turbo. Just make sure you have your finger above the
Handbrake key and you might survive a wall. Not as reckless as the Turbo
Nutter B****** Nutrious but not as safe as the one above.
Lasts: 30 seconds
Overall: Neutral (Dangerous in careless hands)
==Zombie Electro-B****** Ray!==
Now this is what I call sufficient energy to be bothered with zapping zombies
by the truckloads. While the Zombie Annihilator can take care of 10 zombies
at most, this is absolutely destructive when you enter a crowd. The credits
given then can vary greatly and this is an easy way to reach the 10x Combo
bonus.
Lasts: 30 seconds
Overall: Good
==Invulnerability==
No matter how much they try to damage you, they can't. Not even you can harm
your car. Thank Cesm for indicating that a vehicle with Invulnerability
running cannot get severed in half.
Lasts: 60 seconds
Overall: Good
==ACME Damage Magnifier!==
This is a wish come true when you're facing a monster with a miniature car
and aren't causing much damage. Try to hit as many opponents as possible in
that limit of time because these aren't too common.
Lasts: 30 seconds
Overall: Good
==Pinball Mode!==
Try not to run into dynamite or walls with this active or you might never
land back on the ground. Also, even with the slightest motion you can be
hurled at a gobsmacking velocity into walls or corners which would result in
death. To not experience what those silvery balls do in pinballs, rest your
car in a safe spot and watch everything else get hurled out of the world.
Lasts: 30 seconds
Overall: Variable (Dangerous in careless hands)
==Underwater Ability!==
For the speedy racers that drop underwater and are not bothered to recover,
this is the solution. It is usually one of those white crates that sit in or
near water. They do not make driving as comfortable and easy as on solid
ground but are a good alternative to haplessly spinning and doing hardly
anything.
Lasts: 120 seconds
Overall: Good
==Mutant Corpses!==
Turns bits of dead, run-over flesh into very live bits of flesh. Oh dear.
Remember that once they are dead, they remain dead so do not assume they
need to be run over again... =S
Lasts: 30 seconds
Overall: Neutral
==Solid Granite Car!==
Enforces your vehicle to deliver doubled loads of damage. Very, very, very
damaging. Often, your aggressor will pain as well when he rams into you.
In the Network Game, picking this up transforms your car into solid granite.
Interesting accelerating piece of rock... Cesm adds that unlike
Invulnerability, you can still get severed in half.
Lasts: 30 seconds
Overall: Good
==Jelly Suspension!==
Could be annoying but luckily doesn't last long. The wheels seem to be
trying to accelerate over jelly. Sometimes hilarious. One use for this is to
reach larger hights and longer distances when jumping or "flying." Remember
that it's easy to lose control of driving and braking isn't that quick.
Lasts: 30 seconds
Overall: Nasty, Annoying
==Bouncey! Bouncey!==
More annying than the Jelly Suspension and if not used correctly (getting
used to the timing of the bounces) this will be a pain.
Quite uncomfortable driving but fun when you come across a zombie which gets
pancaked and gives you a bonus.
Lasts: 30 seconds
Overall: Nasty, Annoying
==Dismemberfest!==
Makes the dismembering of zombie bodies just too easy and freaky. Combined
with other zombie-affecting power-ups, this can be an attraction.
Lasts: 30 seconds
Overall: Neutral
==Immortal Zombies!==
This is horrible! No matter what you do to those pedestrians, they won't
die! Not even the B****** Ray shocks them. Spend your time doing other things
until this ends. "Angrifying."
Lasts: 30 seconds
Overall: Bad
==Free Repairs!==
This is a good means of saving money for the greedy ones in the crowd. In
that very time limit you can repair as much as you want, all for free. Even
cut cars are instantly brought back to new. A word of warning: this doesn't
stop your car from getting damaged or wasted. Common.
Lasts: 60 seconds
Overall: Good
==Wall Climber!==
Some inaccessible places (high up a cliff or wall) can now be reached with
this. Just make sure all tires grip the wall and off you go. Remember that
this doesn't mean you can still handle vertical cliffs that same way as
horizontal tarmac. Take care. Quite rare. Whenever you find one, know
there's a nearby place of interest which can only be accessed using this.
Lasts: 30 seconds
Overall: Good (needs practice)
==Gravity from Jupiter!==
Sticks you hard to the ground with the extreme gravity of Jupiter. Watch out
for the kerbs when this is running. This allows for greater and better
control of the vehicle but makes leaping, flying and "Kangaroo on Commanding"
impossible. Might prove dangerous so, as I said, watch out for those kerbs.
Frequent.
Lasts: 30 seconds
Overall: Neutral, sometimes good, sometimes bad
==Gravity from the Moon!==
Play around like an astronaut. Really, the Moon's gravity is 1.6. This helps
jumping to farther off places with cars of limited leaping abilities. Utter
weightlessness.
Lasts: 30 seconds
Overall: Neutral, sometimes good, sometimes bad
==Grip-o-Matic Tyres!==
Form some reason, the grip goes berserk here. Handling the Street Machine is
close to this and might be sometimes annoying as it tends to confuse the
driver.
Lasts: 30 seconds
Overall: Nasty
==Suicidal Zomies==
An interesting feature is that with this, the various zombies stagger towards
you, instead of trying to flee. Weird but makes running them over easier.
Lasts: 30 seconds
Overall: Good
==Greased Tyres!==
This is like the whole race being covered with oil slicks! Honestly, this is
like an oil fight where any attempts to do absolutely anything turn
impossible. Best to stand motionless to avoid unnecessary commotion.
Lasts: 30 seconds
Overall: Bad
==Fat B******s!==
The various zombies become as hefty as sumos, and even as difficult to
destroy. You'll really need to ram into them if you want to cause any
destruction... Could also damage your car. Tsk tsk. :/
Lasts: 30 seconds
Overall: Bad
==Giant Zombies!==
Even worse than the Fat B******* because these become giant beings! Oh boy.
You can only hope of harming them with having a big bad truck in your
possession.
Lasts: 30 seconds
Overall: Bad
==Frozen Opponents!== Freezes your opponents' cars to their places making
them quite easy immobile targets. Especially good if you're trying to avoid
getting run over (when you're racing or zombie-killing with a minicar.)
Lasts: 30 seconds
Overall: Good
==Groovin' Zombies==
The zombies start dancing about in an old fashion. Boring and not very
appeasing.
Lasts: 30 seconds
Overall: Neutral
==Turbo Zombies!==
This helps the zombie targets have a better chance of escaping the grille of
your car. A bit more entertaining but not much. Running dogs could be a
problem here... :[
Lasts: 30 seconds
Overall: Bad
==Ethereal Zombies==
Even worse that the Immortal Zombies! These cannot even be made to be
affected by anything. They just turn into whisps of hardly visible smoke that
don't even seem to be solid. With the Immortal Zombies you could still make
them stumble... ;.; Awww.
Lasts: 30 seconds.
Overall: Bad
==Rock Springs===
The only place I can remember finding these was the Beaver Airport area.
Also, I did not find any use for them. Someone suggest something.
Lasts: 30 seconds
Overall: >_>
<_< anyone know anything 'bout it? -_-;;
Cesm adds: I am not really sure but I think this is the opposite of the
powerup Jelly Suspension! in which it seems the car doesn't have any
suspension! Please experiment because I am not really sure, the only
thing I am sure about is that this is about the suspension of the car. Also, I
think I would classify this as good.
France Quirion further notes: As for the Rocks Springs, well, they're pretty
good to corner around, racing at high speeds... They do not make handling
quite as good as the Gravity from Jupiter, but you're less likely to spin
around, doing 360's when you're at, say, 400 mph+ and want to corner it.
Pretty good for low and fast cars, I never tried it on a truck. Perhaps
you'd get flat on the sides too easily. With no damping and a high center
of gravity, if the physics are really good, it is to be expected...
==Piss-Artist Zombies==
Are the zombies supposed to do what the name of the power-up says or is it
just me that sees no difference whatsoever between this and their regular
state? Someone come up with something quick.
Lasts: 30 seconds
Overall: Neutral
==Slow-Motion Zombies==
Pretty self-explanatory, if you ask me. Imagine an oozing dude running
around. Now, picture him again, this time being slow and showing fully the
different motions and strides.
Lasts: 30 seconds
Overall: Neutral
Correct me on anything I have missed or wrongly explained.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++++++++++++ ++++++++++++
++++++++++++ BONUS CREDITS ++++++++++++
++++++++++++ ++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
BBB
Since there is no proper word for these handy tricks I will thus
call them Bonus Credits. If you are not familiar with them then
you should start playing Carma2 from the stunt track way of
driving. Bonus Credits are credits that are given to you for
accomplishing something in an extraordinary or harder way
than the normal easy way. An example of this is driving over a
zombie with your rear. You get bonus credits for that. Sadly
however you do not get a time bonus for accomplishing one.
Some tricks are difficult to perform but the higher the difficulty,
the more credits you'll get. Here they are:
(Note that the credits awarded will soon be displayed.)
Great thanks to Tanarus Asamiya for helping in.
Bonus for Artistic Impression- Perform an interesting stunt especially when
you murder a zombie by dropping on top of it.
Cunning Stunt Bonus- Same as above but easier to acquire and usually requires
your flipping and turning while in mid-air.
Wot a Punt!- Send your victim flying through the air for a specified time or
distance.
Cat'n Mouse Bonus- Clip off a zombie's limb without killing the zombie itself.
Extra Style Bonus- Kill a zombie using your rear/sides/roof.
Nice Shot, Sir!- Ram an object which runs over and kills a target.
(2x) Combo- Kill several zombies at the same time. Massive extra credits.
(Max 10x)
Barbeque Bonus- Set the zombies aflame with the flamethrower.
Piledriver Bonus- Ram a victim into a wall to kill them.
Dropped Like a Stone Bonus- Push a zombie off a cliff. Nice!
Head-On Bonus- Slam, head-on into an opponent. Self explanatory.
Splatter Bonus- Slam into a zombie hard so that it completely dismembers.
Stitch That!- Squish a zombie with the Tail Thing. Very generous credits.
Every Opponent Wasted!- Credits given at the end of the mission for
completing it by wasting all the opponents.
Every Zombie Murdered!- Good-sized credits given at the end of a mission
for completing it by running over all the pedestrians.
Race Completed!- General ending credits + the Level Completion Bonus.
Award for Outstanding Achievment- Thanks to Tanarus for this although I have
not yet confirmed it. Apparently occurring whilst cutting off the Mutant Tail
Thing.
What!? Joey Severyn has confirmed this, finally! "With the Giant Mutant Tail
Thingy, if you spin, cut it off, and actually kill a zombie with it as it
slides away, you receive the "Bonus for Extraordinary Achievement" or
something like that (it involves several thousand credits)."
Yes, I've confirmed it as well. Very, very satisfying to watch. It also
awards you a bonus 6000 credits for your pains but I'd rather go and
swing the Tail Thing into a crowd of zombies before cutting it off.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++++++++++++ ++++++++++++
++++++++++++ CONTROLS ++++++++++++
++++++++++++ ++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
SSS
In order to opearate the game and handle your vehicles like a maniac- you
need to put all the functions to the maximum. In Carmageddon 2 there are
many keys, some vital while others are easily overlooked. To take a look at
you in-game controls, enter the Menu and choose Configure Controls.
For now, I'll only be listing the deafault Keyboard configuration.
ACCELERATE
Speed up from a complete standstill.
BRAKE/REVERSE
What you need to stop yourself from ramming into walls at 240 miles per
hour. To engage reverse, your car must be completely still and at 0 miles
per hour. Press the key and your white reverse lights (on some vehicles)
come up. Your vehicle rolls backwards.
LEFT
Turn left. In some vehicles this is a really weak turn while in others it's
a sharp swerve.
RIGHT
Turn right. In some vehicles this is a really weak turn while in others it's
a sharp swerve.
HANDBRAKE
If you're heading straight for a solid granite wall, a murderous drop-off or
are running one of the speed booster power-ups, this is for you. It does
basically what a handbrake is supposed to do: locking the wheels and letting
the tyres skid across the tarmac- something much more effective than the
ordinary brake in dangerous situations. Note that applying the handbrake and
not pressing any direction key will still swerve you often to the right, so
do take care. The Instant Handbrake power-up makes the handbrake stop you dead
in your tracks- utterly disregarding laws of physics. Doing so in mid-air,
STILL stops you.
REPAIR
It's too difficult to finish a race unwasted but there is this key. It allows
you to repair your car's damages at any point. All those flames and bent
bumpers are taken care of. But, you have to pay for this luxury so do avoid
crashing too often.
RECOVER
You fall off the cliff and land flatly on your roof. Smack! What do you do?
Exit and repeat mission? Certainly, NO. Doing the process listed is a waste
of time and you're probably going to repeat your mishap again and again. So,
you have to press this button for a quick and helpful service- but you've to
pay- and the price ranges from 4000 credits in the Difficult mode to 1000
credits in the Easy mode. Sometimes, when you chop up your car into two
halves, and you survive the wasting, if you recover, you will also repair the
car to the extent at which it is whole. Having the Free Recovery Vouchers
pick-up will make this function absolutely free, for five recoveries.
ACTION REPLAY
This pauses your game and you can view your progress from various camera
positions. Also, there's an extra option where you can save stills or short
gameplay sequences. I'll add more information on this topic later.
WHEELSPIN
Another really useful and unique feature to Carmageddon 2, this allows you to
spin, regardless if you're moving at speed or are at a perfect standstill. As
long as you press accelerate with it, you're gonna spin (unlike the handbrake
which also spins you around if you hold it down longer, but also slows you
down) and this is useful because at some points you might get limbs or debris
stuck underneath your vehicle, causing an imbalance in the wheels (a problem
with the game's design) and pressing this continuously and repeatedly will
soon free you from the trap. Likewise, it can also be used when your car has
landed onto its sides- therefore you save on credits by nor recovering.
COCKPIT TOGGLE
Simply put, this lets you alter your view from the default camera (behind the
vehicle's rear bumper) to the one centered inside the cockpit. Just these two
camera options.
MAP TOGGLE
This button lets you:
1)Look at the full screen map of the area
2)Look at the stamp-size map (of the car's surroundings in that area.
That's it.
BUY ARMOUR
Instead of going about the missions, collecting Armour power-ups from various
hidden nooks and crannies, you can buy them, using your collected credits as
cash. Do not that before you can buy, you need an empty slot.
BUY POWER
Instead of going about the missions, collecting Power power-ups from various
hidden nooks and crannies, you can buy them, using your collected credits as
cash. Do not that before you can buy, you need an empty slot.
BUY OFFENSE
Instead of going about the missions, collecting Offense power-ups from various
hidden nooks and crannies, you can buy them, using your collected credits as
cash. Do not that before you can buy, you need an empty slot.
SEND MESSAGE
Unless I am wrong here this is to be used only in Network Games, where you
can send a short text message ingame to your opponent(s).
ACTIVATE POWERUP
Simply put, this button lets you use up the pick-ups you collect in each
mission. It only works for the limited items, not the times ones. For
example, I run into a Kankaroo on Command. Every press of they key will force
my vehicle to jump vertically into the air.
INVENTORY
When you collect several pick-ups, only one can be featured as your active
one for the abovementioned button. So, if you want to view the rest of the
pick-ups you have already collected (or probably you want to swap), you
press this one and you're shown all the ones you have, in the center of your
screen.
INVENTORY LEFT
In order to swap between pick-ups without wasting one so that another one
can fit into its position, you can look at your inventory, choose the
direction and select the one you want as your active one.
INVENTORY RIGHT
In order to swap between pick-ups without wasting one so that another one
can fit into its position, you can look at your inventory, choose the
direction and select the one you want as your active one.
FLAP DOORS
Pretty much a fun side-button it really does not have any contribution to
the completion of the game. However, here are some interesting functions:
1)Flap doors at speed to slam into zombies you might have missed.
2)Open doors, get in reverse, and detach by striking any solid objects.
3)Possibly promote friction in flight in order to slow down and land earlier.
4)Interesting addion to saved replays.
HORN
Since I am not a regular user of horns (neither in real life, I never blow my
horn ~_~) I cannot say much except for the fact that beeping will attract the
attention of zombies and prevent them from retreating.
VIEW NET PLAYERS
Another button only used in the Network Game. Basically, it speaks for itself.
TARGET LOCK
Force the yellow line and map to follow a particular enemy. For example,
there are five other enemies. My primary target is wasting Cow Poker, who's
riding far, far away. I target lock him and his whereabouts are constantly
followed by the camera. Not really useful but a unique addition to the game.
CYCLE CYCLE
Just a shortcut when switching between targetted vehicles (see above.)
CYCLE HEADUPS
Shift the screen additions (speedometer, damage meters, opponents, time) on
and off, to your personal preferences. I usually stick to maximized options
displayed on the screen, but if something's annoyingly protruding and
in-the-way, you can always effortlessly adjust everything to your liking.
MINI-MAP TOGGLE
Simply put, this button either removes the small mini-map or puts it onto
the screen.
SCREEN SMALLER
Decrease the width and height of your screen. I really don't know why
Stainless decided to push this into the game.
SCREEN BIGGER
If you've decreased your screen, you can revive it to its original lengths
by holding this button down.
The following are not described in the Configure Controls option in your
Menu screen.
MOVE THE MINI-MAP AROUND
If your mini-map is in the way of your driving experiences, and is thus plain
annoying, use this combination of keys to locate it to some other, more
pleasurable spot. Press and hold down 'Shift' (either left or right, I don't
think it makes a difference in most systems) and use your direction keys to
navigate the mini-map to the desired area. I usually keep my mini-map in the
bottom right corner, but that's just me- I've grown into it.
Sometimes, when you fiddled with your pre-game Menu settings (unless you
turned them off to automatically redirect you to the game after double
clicking), you may notice that the mini-map you once had somewhere else is
displayed in the center of your monitor. This is the time when most start
pondering how to fix the problem. So, there you go.
SILENCE ALL IN-GAME SOUNDS
Not that much of importance surrounds this key, but if you need to instantly
turn off any distractions at a given time, this helps you out. I am pretty
convinced this is a fixed keyboard button- which cannot be altered. The 'S'
button is what I am talking about.
More to come!
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++++++++++++ ++++++++++++
++++++++++++ CHEATS & CODES ++++++++++++
++++++++++++ ++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
CCC
Here is the section listing alphabetically all the possible cheats available
in Carmageddon 2. Note that their working is unreliable and need careful
typing in. This includes pressing keys, even though in game they serve a
different purpose. The codes listed here, which you'll use, are printed in
upper case. This means that you type in ONLY what is with CAPITAL LETTERS.
Now, enter these while on a mission/race and watch the effects.
Here are the slots related power-ups which are more valuable.
---------------------------------------------------------------------
|| Bonus Armour Slots || STRONGBONES
|| Bonus Offensive Slots || NASTYBONES
|| Bonus Power Slots || FASTBONES
|| Bonus Slots All Around || LOADSABONES
|| Double Extra Armour || OHSOSTRONGSOSTRONG
|| Double Extra Everything || OSOVERSATILESOVERSATILE
|| Double Extra Offensive || OHSONASTYSONASTY
|| Double Extra Power || OHSOFASTSOFAST
|| Extra Armour || OSOSTRONG
|| Extra Armour Slot || THATSALOTOFARMOUR
|| Extra Everything || OSOVERSATILE
|| Extra Offensive || OSONASTY
|| Extra Offensive Slot || THATSALOTOFOFFAL
|| Extra Power || OSOFAST
|| Extra Power Slot || THATSALOTOFPOWER
|| Extra Slots All Around || THATSALOTOFSLOTS
|| Max Armour || STRINGVEST
|| Max Everything || SKEGNESSES
|| Max Offensive || FISTNESSES
|| Max Power || VASTNESSES
---------------------------------------------------------------------
The following aren't related to certain power-ups but are nevertheless
"interesting."
---------------------------------------------------------------------
|| Thaw/Freeze the Timer || STOPSNATCH
|| Mega Bonus || GLUGGLUG
|| Turbo Police* || PIGSMIGHTFLY
|| Immobilize Police* || BLUEPIGS
|| Automatically Complete Race || SMARTBASTARD
|| Make Vehicle Fly || IWISHICOULDFLYRIGHTUPTOTHESKY
|| Cloaking Device || GOTOINFRARED
---------------------------------------------------------------------
OK. Now that you've had some fun with the ones listed above, you can resort
to these, if you're looking for something new or if something doesn't connect.
Remember, that for any of them to work at all, you'll have to previously
type in LAPMYLOVEPUMP, during play.
---------------------------------------------------------------------
|| ACME Damage Magnifier || STUFFITUP
|| Afterburner || HOTASS
|| Bouncey Bouncey || JIGAJIG
|| Credits || 1 or 0
|| Dismemberfest || OOHMESSYMESS
|| Drugs || BLOODYHIPPY
|| Drunk Driving || EVENINGOCCIFER
|| Ethereal Zombies || XRAYSPEKS
|| Explosive Zombies || 4
|| Fast (Turbo) Pedestrians || FASTBAST
|| Fat B******* || HIPPOTART
|| Five Free Recovery Vouchers || PILLPOP
|| Free Repairs || 8
|| Frozen Zombies || STICKITS
|| Frozen Opponents || Shift + 5
|| Giant Mutant Tail Thingy || BIGDANGLE
|| Giant Zombies || 3
|| Gravity from Jupiter || LEDSLEDS
|| Greased Tires || WOTATWATAMI
|| Grip-O-Matic Tires || RUBBERUP
|| Groovy Zombies || GETDOWN
|| Helium-Filled Zombies || FARTSUITS
|| Hot Rod || 5
|| Immortal Zombies || ANGELMOLESTERS
|| Instant Handbrake || EYEPOPPER
|| Instant Repair || 9 or F5
|| Invulnerability || 7
|| Jelly Suspension || MRWOBBLEY
|| Kangaroo on Command || SKIPPYPOOS
|| Lunar Gravity || Shift + 9
|| Mega-Turbo || SUPAWHIZZ
|| Miniature Zombies || TINYTOSS
|| Mine S***ting Ability || DIDEDODI
|| Mutant Corpses || STIFFSPASMS
|| Piss Artist Zombies || LARGEONE
|| Pinball Mode || TILTY
|| Powerup Cancellificator || OYPOWERUPNO
|| Oil Slicks from Your Arse || LIQUIDLUNGE
|| Opponent Repulsificator || POWPOW
|| Oh Dear! Bodywork Thrashed! || Shift + 3
|| Rock Springs || DUFFRIDE
|| Slaughter Mortar || BONBON
|| Slow-Motion Zombies || EASYPEASY
|| Solid Granite Car || BIGTWAT
|| Stick Insects || BLOODYARTISTS
|| Stupid Zombies || LEMMINGSIZE
|| Suicidal Zombies || TAKEMETAKEME
|| Time Bonus || Shift + 2
|| Turbo! || WHIZZ
|| Turbo Nutter B****** Nitrious|| FURKINELL
|| Turbo Opponents || Shift + 7
|| Turbo Zombies || 6
|| Underwater Ability || Shift + 1
|| Wall Climber || STICKYTYRES
|| Zombie Annihilator || ZAZAZ
|| Zombie Electro B****** Ray || FRYINGTONIGHT
|| Zombie Flamethrower || FRYFRY
|| Zombie Panic || MRMAINWARING
|| Zombie Repulsificator || COWCOW
|| Zombie Valium || INEEDAPILL
|| Zombies Shown on Map || DOTACTION
|| Zombies with Greased Shoes || 2
|| Zombies with Stupid Heads || GOODHEAD
---------------------------------------------------------------------
Eeeek. Hopefully I'll get this section OVER with in the forseeable future.
Until then, have fun with these.
Note that activation entries bearing a + (plus) suggest the use of two
keys together. This had to be mentioned for the sake of _some_ people. -_-
These are not all the cheats but are a considerable amount. All will come
on soon. Until then, have fun. A word of reminder: neither GameFAQs nor I
can be held responsible if any of these cheats don't work or screw up
somehow your system. If you don't want something nasty happening, then
don't use them. ^_~
*Note: PIGSMIGHTFLY is to be used only in The Bruise Brothers mission
(Group 10) where all twelve opponents are The Cop. Same goes with the
other * entries.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++++++++++++ ++++++++++++
++++++++++++ GAME TWEAKING ++++++++++++
++++++++++++ ++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
XAX
Thanks to Cesm for encouraging me to do this section (though I was thinking
about adding it much earlier -_-) which is all about the tweaking of text
files within the game's directory. If you aren't grasping what I'm talking
about, open your Carmageddon 2: Carpocalypse Now folder (within the Program
Files on default Windows operating systems.) Explore the different folders
branching out of this one and you'll notice a large portion of the files
you installed are .txt (text) files. The game is based to read data contained
within some of these and thanks to this, you can 'tweak' and 'fiddle' with
the displays. Pheww... Large paragraph.
Some simple examples are changing the numbers of zombies, opponents and laps
in each mission. Others range to time bonuses and portions of credits. You
might call some of the tweaking cheap because it does lessen the
gaming experience but once you complete the game and want to explore each
finished level further with more bloodthirsty opponents, you'll bless this
section.
However, and this is a big HOWEVER, your text files are easily altered. This
means that though you'll be able to change some characters here and there, you
might mistakenly change some characters elsewhere. What is more, once you're
through with such fiddling and want your original, default setup- there's no
reset button. This means you'll have to either remember entries or create
unchanged copies of the original to restore tranquility. Reinstalling is
another option if things go dire. But, ALWAYS create back-up copies. Ah, and
make sure you fiddle with the installed files, not those reached by Exploring
your disk.
I'm an example of careless meddling. Ever wondered why I've never added the
awarded bonus credits to the list of bonuses?
------------------
Begin Step by Step
------------------
XA1
Okay, we must get started somewhere, and here is a good place to do so. Follow
the numbered steps and you'll reach success. However, make sure you read my
notes above as they are _vital_ for preventing too much damage being done if
you reach a dead end.
1)Double click My Computer on your Deesktop
-
2)Double click the drive bearing the installed Carma 2 (C:, D:, E: etc)
-
3)Select the folder bearing Carma 2's contents (On Default, the Program Files
in C:
-
4)Find the Carmageddon II Carpocalypse Now folder and double click it.
-
5)All the different files here won't help you. Double click the DATA folder.
-
6)Consult the guide underneath for the various tricks I promised. Remember
that ALL are found in the DATA folder. No misunderstandings...
-----------------
PEDS\SETTINGS.TXT
-----------------
XA2
A very interesting little text file which controls a lot of the zombies'
traits and functions concerning behaviour. Most titles are self
explanatory. To get an effect change a number or two. My entries appear
in the order as they appear in the unaltered, full UK version of
Carmageddon 2. Hopefully, there aren't any conflicting differences. If
there are, notify me. Among the more interesting are:
1)Max distance from camera that peds are processed within
(Default = 12)
[Simply, the longest distance at which you'll be able to locate a zombie
visually.]
-
2)Min distance from camera that peds can suddenly pop up at
(Default = 9)
[Restricts zombies from appearing under this unit of distance]
-
3)Maximum slope that peds will walk on (in degrees)
(Default = 25)
[Allow zombies to walk on steep descents, even totally vertical 90 degree
descents. Wow.]
-
4)Nearest distance to obstacles that ped should ideally reach
(Default = 0.5)
[Controls an invisible off-limits tape around certain objects for zombies
to not trespass onto.]
-
5)Distance from which turning to avoid obstacles is a possibility
(Default = 4)
[Self explanatory, really. No need to give a better explanation.)
-
6)Buoyancy factor
(Default = 2.0)
[Perhaps, how easily their bodies float or how fast they sink. Who knows!?)
-
7)Points score per ped (each level)
(Default = 300,200,150)
[A very simple but cheap tweak. Increase your credits through the roof in
a sec and grab each walking moneycase=ped. The values are separated by
commas because of the difficulty modes.]
-
8)Time score per ped (each level)
(Default = 15,10,5)
[Another sly tactic which can immensely boost your gained time bonuses. If
you increase these to crazy values (no need to add other characters for
dividing minutes and seconds) you'll forget the limiting factor, that is
the time worry.]
-
9)HP damage required per severing
(Default = 40)
[Err? Must be what it says, as I haven't tested this.]
-
10)% chance of severing occurring
(Default = 10)
[You might increase this percentage to get a higher cut rate.]
-
11)Maximum survivable initial impact force
(Default = 8)
[Alter this to increase or decrease the crash strength needed to kill a
zombie]
-
12)HP Damage per unit force
(Default = 250)
[Well, not a very serious tweak...]
The rest of the file is pretty much a load of Chinese to most of us and
concerns only the movements and forms of the pedestrians. Beuh Fosseux
reminded me about completing this after sending in a section pointing to
the credits awarded tweak. Thanks.
-----
Other
-----
XA3
1)INTRFACE\INTERFACE.TXT
Here, you can very easily alter some of the text and option entries within
the non-game screen. You can edit them to your heart's content. Remember that
some entries are purposefully in lower case as the real characteristics used
are all in block letter. DON'T fill in the blanks where you see colons.
2)INTRFACE\CREDITSLIST.TXT
Altering anything here is not recommended as there's nothing that'll change
the game's effect to your side. Some funny junk written by the game's
designers who seemed pretty light-headed when they finished this. Appears
once you've completed all missions.
3)OPTIONS.TXT
Notice some of the starting credits with default being 5000 units next to
them? Ya know what to do.
[DATA CURRENTLY FLOWING IN. WAIT SOME MORE TIME.]
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++++++++++++ ++++++++++++
++++++++++++ ADD-ON CARS ++++++++++++
++++++++++++ ++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
AAA
Once you've completed the game and have accessed and driven all vehicles some
boredom might creep in. For this particular reason a program called
Plaything2 was soon after the game came out released. This funky program
allows you to create your own zany vehicles. Interesting... it is.
As the content of this FAQ is for the game itself, I will not teach you how
to use Plaything2 itself. All I can say is that it can be downloaded from the
Web and is easily accessed. Good.
The program itself might look baffling and I can assure you that it is. This
should not stop you from accessing new cars. There are many places on the Web
where they can be found and downloaded. Sadly, due to this game losing
popularity and gaining a layer of dust, many sites have dumped these
player-created cars. When you find a good-looking car, download it. It will
most probably by zipped (.zip) and you'll have to extract the contents to your
Carmageddon 2 folder.
You're not finished yet. To be able to attach the car files to the game itself
in order to understand them, you'll need to have downloaded another useful
program called Carstockalypse from the Web. Geez. Download it from:
(I'll soon add more links and by the way, do take your time to explore the
given links' homepages as you have to thank them, not me, for the file
hosting.)
...and extract its contents to the Carmageddon 2 folder as well. Read the
instructions. Now, run it (the icon with the wheel). You'll be shown into a
window with two boxes with lists of car names. The right one has the current
cars (the ones you've played with so far) and the left one displays the names
of the cars that have been downloaded to the Carmageddon 2 folder but have
not been so far uploaded to the game.
Now look at the two arrows. Each points in a different direction. To upload a
new car, just highlight (select) one from the left list and press the arrow
pointing to the right list. In this way that car would be added to the bottom
of the already-had vehicles. Now its uploaded and ready to drive. Do so with
several other cars and there you have it. However, there is a limit to the
number of possible cars and some bugs resulting from uploading them which you
should take notice of in the Bugs section.
Basically here are the steps you must follow:
1) Download from a trustworthy source Carstockalypse. (Just search for it
over the web using a good search engine.)
-
2) The original file which you should have downloaded is cstock.zip (I.e. ,
it is a zipped, or compressed, downloaded program which contains all the
necessary files.)
-
3) Find it where you downloaded it to on your system. As I said, it's name
is cstock10.zip, so you might as well look for it using Find.
-
4) Open the zipped file. Agree to all the terms and regulations. Now, you can
view the contents which you should add onto your system by choosing "Extract"
from the menu.
-
5) Highlight the folder "Carmageddon II Carpocalypse Now" in your Program
Files so that all the zipped files go to that.
(Note that you should extract all the files to that folder if you want
Carstockalypse to work)
-
6) Once highlighted, press OK and all (two) files will be extracted to the
"Carmageddon II Carpocalypse Now" folder.
-
7) When you go into that folder, you can see the icon of Carstockalypse
represented by a wheel. That's it.
-
8) Now, do the same with vehicles downloadable from the net and follow the
instructions, before the step-by-step list to run them.
Remember that neither GameFAQs, IGN, DLH, GameSpot, NeoSeeker, Cheatbook.de
nor I lie responsible for anything harmful caused to your system.
You decide upon anything you download and you make your own
choices. Some of the nice cars listed below might not be accessed due to the
ageing of their respective sources. In that case you might as well mail me to
get sent the files together with the car itself. That is only if those cars
do not exist on the web any more. All vehicle creators will be credited. I
highly recommend that you first look for the cars themselves and the listed
URLs, accept all the rules, and decide upon downloading.
Note that at first I decided to list the names of all the cars on which I
could lay my mitts on but I'm leaving it to you to see the vast selection of
marvellous cars. Here are good sites with available ones:
http://go.to/LEG
-The LEG site with absolutely hellish vehicles based on real-life models.
Superb.-
http://website.lineone.net/~jleech7777/Cars.asp
-Same as above.-
http://www.pumay2k.net/c2/cars.php
-Another place for many marvellous and weird vehicles.-
http://thesprayshop.net/c2cars.shtml
-Not to miss.-
http://groups.yahoo.com/group/weirdandgearlysgarage
-Yahoo! Group specializing on Carma2 and includes user cars and links.-
http://www.geocities.com/lilkabs/c2cars.html
-Seeing is not believing...-
http://www.geocities.com/lilkabs/c2cars.html
-Fine guides for everything that might trouble you, plus car installation.-
There are other places which are very fanatical on the subject and if I sparked
some interest in you, take your time to visit the links below.
http://koti.mbnet.fi/jariky/Index.html
Cesm contributes: "The most detailed tuturials for Plaything2 to make tracks,
cars and every other kind of c2 editing, this one you must recommend! It's
also very good for beginners in Carmageddon 2 editing, this is specially for
track makers but also for car makers.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++++++++++++ ++++++++++++
++++++++++++ BUGS ++++++++++++
++++++++++++ ++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
GGG
Most of us are familiar with the inconveniences caused by little annoying
things that kind of screw your game up while you're playing it and cannot be
avoided. Yes, even great games contain many, many bugs but luckily,
Carmageddon 2 is still an excellent game and is also almost bug-prone.
Here are some bugs which will happen and should be taken notice of:
1) Screwie Lewey's multipurpose vehicle. Yes, it is good looking and handles
well in-game, but many of us will be shocked at not finding it in their
carlist after logging off, even after actually buying it with hard-earned
credits. =O
There seems to be no reason behind why this happens and I haven't found any
ways to avoid it. If you have money to burn, drive it, if not, use your cash
on something else.
-
2) The USS Lewinsky battleship. People used to finishing races by crushing
their opponents to death might experince a
bit of an annoyance here. After using up a considerable times on any of the
races aboard this ship many will discover that unwasted cars appear on the map
but do not appear at all on the entire ship! Annoying, it is. Just try to
finish any of these races as quickly as possible.
Cesm illustrates: This is due to a thing that Stainless have done, if you use
the action replay to see very far away opponents, in a certain distance you
don't see their model anymore, it's just their shadow ! And because of that
they are not solid anymore and can go trough closed doors !! That's why this
happens, and unfortunately there doesn't seem to exist a way to remove this
feature which was supposed to make the game faster on slower computers ! A
similar thing happens to drones, in a few meters away they disappear.
-
3) Last pedestrian missing! If you go after murdering all the zombies, you
might encounter a problem with zombies, accidentally lodged inside solid,
unbreakable buildings or walls. This means, they're inside it, and cannot
get out or be reached. It is frustrating if you don't know how to counter
it after wasting more than half an hour on a race. :S
But, this is when zombie killing power-ups come into needed use. Go to the
place where that last zombie is (you might want to have the "Zombies Shown
on Map" pick-up to pinpoint it/them) and use your annihilator to put an end
to a long level.
Good old Cesm explains: Actually it's more of a bug in the tracks' design
than a bug of the game itself. Because I understand how to make tracks, I
know that it's possible to remove this problem by editing the tracks.
-
4) Disappearance of other owned vehicles. When adding on new vehicles, you
should note that there is a limit to possible car slots, so you can't have
them all at once. When you exceed the usual normal, some downloaded cars will
take the places of original cars so you must make up your mind on which you
want and which you don't want. Of course, back in Carstockalypse, you can
play around to make various army combos, so this isn't much of a big deal.
-
5) Cheats won't work. I hate any cheats for any games. They are just abnormal
codes that make amateur cowards play a game unfairly. Well, for the cheaters
in the crowd, you might notice that entering a code won't work at all. That's
because the letters you type in might interfere with your car controls. For
best results, leave your car at a safe distance, stationary. Wait a few
seconds doing nothing. Then, carefully type in the code. When done, again
wait a few seconds and watch the effect.
Cesm says: Don't starting typing a cheat as soon as the race begins. If
someone does this it's garanteed that this cheat will not work.
I've to disagree. Sometimes, if the cheat-typing is done swiftly and
therefore incorrectly, it is alsmost certainly going to fail. However, (and
this happens to me) if you type the cheat calmly you might get it to work
right from the countdown. The reason why it's a tad more difficult to connect
cheats at the beginning of missions is that the system is busier with all
the machines close together, making your computer allocate slower speed rates
and therefore interfering with the typing of the cheat.
-
6) Cars disappear (or sink) into ground. Occasionally, you will observe that
a very mangled car might sink into the ground or tarmac. This is unavoidable
but is a good way to do more damage, faster.
-
7) Glass, fences and breakable walls turn rock-hard. Very, very annoying,
especially in the Mr Jolly Fairground and the railway lines in Beaver Woods
where there are many such breakable things. Early on, in a level, you might
find it easy to just go through fencing, or glass and watch it break to
shards. But, as you progress throughout the level, they become solid granite
and breaking them just as innocently as before is out of the question. You
get heavily damaged for trying to break one down. ;.; Now, try to finish
such a race as quickly as possible and avoid slamming into these things.
Cesm informs: Oh my god this bug is my nightmare ! No way you still don't
know the truth. This ALSO HAPPENS with tippable objects ! You know, the
objects that can be moved on the tracks ! Altough it's rare because only
after knocking down a lot of them does this happen. But with the smashable
fences it's much more quick to happen.
-
8) Cars getting tied up in fences. In some levels, such as the Mr. Jolly
Fairground, there are many fences, which are of course, easily breakable.
But, watch out for there are some tough ones which might cause a bug which
ties your vehicle up to them and it's very difficult to get out of this trap
without recovering. Sometimes you actually get wasted trying to spin free.
-
9) On occasion, if you're driving Kutter's car, and after watching its
bodywork getting worn down as the race progresses, you'll notice the tailwing
won't detach from one of its bases and will continue swining around as you
drive. Pretty annoying to watch. I have no possible fixes for this but if
you really want it off, then you'd better slam very hard into a wall in order
to fully detach it while it hasn't yet began to bug.
Cesm tips: Cheat or use the Oh Dear! Bodywork Trashed pick-up to possibly
remove the debris. Possibly it's one of the uses for it the designers
included. Who knows.
-
10) This is a major bug which affects a lot of systems, including mine.
In-game music does not appear. Yes, the promised Iron Maiden melodies are
nowhere to be heard. You'll have to do with just the background sounds unless
someone comes up with a solution and mails it to me.
Cesm adds that some versions may lack the tunes but adds that he doesn't
really care because it may also force the game to run slower when trying to
access the tracks on CD.
-
The following are only ones Cesm notified me of.
11) Now there is another bug you didn't notice: there are some railings in
that huge building of glass in the airport level, that get bent when a car
smashes hard there (specially with solid granite and invulnerability powerups
activated), thinking well this is REALISTIC but it's just a bug of the game,
but altough it's very cool to watch, at least the first times. Another reason
for this being a bug, is because in action replay if we watch the railings
before they get hit, they are normal, but after they get it, if we watch the
action replay, even if we rewind the action reply they are already bent
before the car smashed there, so it's clearly a bug. Also, read my post named
"some mysteries about carma2" in www.cwaboard.com in the forum
"CWA General/Editing Board" to see even some screenshots about the bent
railings! I like this effect very much, but unfortunately I think it only
happens in those two places in the screenshots.
-
12) Sometimes, when running the game in 640x480, specially if it was run in
320x200 beforehand (software renderer) the mini-map becomes very little.
This is because it was reduced while the game ran in software mode, but it
was not resized to it's normal size in 640x480! The only way to fix this is
to edit the file "OPTIONS.TXT" while not running the game, look for the
entry "HeadupMapW" and "HeadupMapH" and change both numbers to 64 (which is
the maximum size of the mini-map).
-
13) Because the game was made for slower computers, you will notice that the
pedestrians and drones move in a weird way (kind of shakily.) This is a bug.
The game wasn't prepared for such fast computers in those days. If you play
the game on a slower computer, the pedestrians and drones will move
correctly! Unfortunately there is also no way of fixing this.
-
14) If you have played the original Carmageddon you would hear the opponent
engine sounds, but in this game you hear nothing, just the sound of the
engine of our car. I think this is also a bug in the game.
-
15) Sometimes, when there is only one opponent left in the game, when we
accelerate and try to waste him, suddenly it recovers by itself with no
apparent reason! Altough this is very rare to happen, it happened once to me
and also to two(2) other persons (they told me) and it's VERY annoying because
the opponent only recovers when we are accelerating towards him in order to
waste him. It really seems the opponent is making fun of us or playing the
"cat-n-mouse" game! Maybe it's a rare kind of desesperation tactic of the
opponent ?! Because this is very rare to happen, fortunately!
-
16) If you noticed, many objects that have translucent two-sided faces (this
is seen specially in trees) they will flicker in a strange way. I am pretty
sure you have noticed that already.
My comment: Actually I doubted those shimmerings being serious bugs that make
the game work wrong. But thanks anyway.
-
17) If a pedestrian falls from a building, without us looking at him falling,
he dies when he hits the floor. But if we see him falling, he will NOT die!
-
18) This only happened once to me and was very weird! One time, when my car
was accelerating on the street, I picked up (on the ground) two close powerups,
both were the powerup to make zombies with big heads. Somehow the effects of
both powerups become FUSED!!! I mean, their head went big TWICE!!! This is
impossible because the same powerup, specially these to affect the size of the
pedestrians cannot activate twice like this..., it can only be a bug of the
game that got triggered because of my car picking them up at a high speed.
Fortunately I have saved a replay with this so I can prove what I am saying.
But the replay is 12mb... (in .mov format)
My comment: I'll link to them later.
Cesm concludes: Maybe there are more bugs, but at the moment, I don't remember
more.
-
19) Pino contributes: In the USS Lewinsky level, when playing it in
Group 8 (thus far) and not during the final mission, but as a regualr
race/death match, if you fall off the ship near the front right of the
ship, you can fall into the area beneath the ship that is closed off to
racers during the match. The only problem is that the ground of the ship
becomes mud-like as your wheels slip through it often, sometimes leading to
the car turning on its side and sinking halfway down.
My comment: An interesting little trick. From what I gather, it won't bother
you much unless you go out of your way looking for it. Thanks.
-
20) Pino contributes: I also sometimes get the bug of not being able to see
the driver's portrait. When in the area where you buy the cars that you
totally wasted, it will sometimes have the same portait for every car
(example: Screw Lewie might end up being the driver to the Screwie Lewie
truck, MK Plow, the Copcar, etc. all at once. I seem to have discovered that
this tends to happen when the user hits enter too fast when he/she tries to
skip the counting of the points/time bonus points. If the user wait a few
seconds at the least, the portaits should be fine.
My comment: This has never happened to me but it's most probably another
graphics related problem.
20: Pino continues: And, when in the car buying area, if the big machines
are in there, like Screwie Lewie's yellow truck, etc. then hitting the arrow
to go to a different car might not work if the big vehicle is the one in the
very front (though this isnt a major hassle, it gets annoying)
My comment: Oh yes. It's not a bug but more of a testing overlooked by the
programmers. I found that rotating the vehicle might clear either arrow and
allow for you to examine the wasted machines.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++++++++++++ ++++++++++++
++++++++++++ HISTORY ++++++++++++
++++++++++++ ++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
HHH
Note that the dates are European style.
Somewhere around March 2001- Had an idea of making a
FAQ/Walkthrough on Carma2 since there weren't any.
2001- Wrote a noticeable part of the FAQ/Walkthrough.
10/12/2002- Submitted to GameFAQs. Most things
incomplete yet.
03/01/2003- After much commotion the FAQ is finally out.
04/01/2003- First update and a good one. Fixed the ASCII logo.
07/01/2003- Minor mistakes have been fixed but nothing new's been added. 43KBs
26/01/2003- The links section has been nearly finished and a new FAQ has been
added. Not much. 44KBs
15/02/2003- Good update. All the annoying, and some untrue, vehicle entries
vastly improved. Other minor updates elsewhere. 46KBs
18/02/2003- Merely adding more things in between. I am working on the Cars
section but am a bit strangled by lack of RAM. ;X 49KBs
21/02/2003- I have still not overcome the RAM problem but am considering
using MS Word to help me out a bit. :/ Major update which includes the
introduction of the "Bugs" section. 54.3KBs
23/02/2003- Cheat section finished (well, kinda.) 57.8 KBs
24/02/2003- Car section nearly completed. I'm using Notepad+ now, so extra
credit goes to those fellas. (67.4KBs)
25/02/2003- Seeing as the previous version was posted "with some wrong
things" I made this quick update to avoid further confusion. I am still
waiting your replies. (69.2KBs)
05/02/2003- I am going over all the things now, trying to improve bits and
pieces. I am currently working on the Power-Ups area, just detailing ya know.
(81.1KBs)
06/02/2003- Very small update, just going over some forgotten stuff such
as that incomplete question in the FAQs section. (82.2KBs)
20/02/2003- War has started ;.; Minor update, few additions, mistakes fixed,
general info previously absent is now here. (84.2KBs)
22/04/2003- B-Day
20/05/2003- Don't look at the lack of updates. There _were_ updates, however
only on my system. The reason? I will try to update more data at once, rather
than short excrepts in a couple of days. Btw, I have hit the 100 kilo mark.
Yay. (100KBs)
05/09/2003- End to my horrible disappearing act, aka holidays. Added that
nasty side note at the bottom of the Carpocalypse Now mission and some other
minor stuff. (108KBs)
09/10/2003- Well, I have tried to add some newer data here and there, not
really noticeable. I am still working on making a VERY detailed Carpocalypse
Now! walkthrough. (111KBs)
17/10/2003- The newest, refined version is coming out today, thanks to the
flooding replies of encouragement from all of you. Thanks. (124KBs)
27/10/2003- I've been largely dissing typos all over the place and including
some extra data on the cars. (129KBs)
29/12/2003- A great deal of valuable data has been added but there's still
more to come. (140KBs)
17/02/2004- I have resumed my work on this FAQ. You'll see a number of
grammatical errors, spelling mistakes and typos having been fixed. The
layout and design have been improved mostly by the new dividers and
headers. Oh, and happy new year. ^_^ (162KBs)
28/03/2004- I've begun a small section depicting each area's
characteristics (166KBs)
01/04/2004- My girlfriend turned out to be a man! ...April Fools again...
Another mini-update. New FAQs. (175KBs)
30/04/2004- Turned 17 a week ago and for this added some extras. However,
I have yet to finalise the Cheats section and begin on the meddling
tips (182KBs)
25/09/2004- A handful of months without typing a sentence and I finally got
the urge to continue writing. Carmageddon 2 runs no more on my system, but
thankfully, I have finished everything necessary and am working on the side-
features. (186KBs)
23/10/2004- I am fearful that there are a couple of things not yet
completed, but on the other hand I'm absolutely ecstatic that I finally
managed to upload all that help I received during the summer! (192KBs)
11/09/2005- I am saddned to admit I will most probably not make any more
updates in the future. I feel the guide is as thorough as possible and
that it is pointless to pursue anything further. Thanks for reading and
farewell.
06/03/2006- But indeed I have, with a vengeance! I have started waging war
on all unclear and thoroughly not concise text. The final mission is wholly
refreshed and I'm looking forward to further updates. (194KBs)
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++++++++++++ ++++++++++++
++++++++++++ THANKS ++++++++++++
++++++++++++ ++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
TTT
First of all, I would like to give a big thank you to GameFAQs
and CJayC for their outstanding work and the excellent idea
of making a website which gives gamers the ability to form a
community. This is gonna make me cry...
Sales Curve Interactve for their amazing work and dedication
to making outstanding games.
and
Stainless Software for their amazing work and dedication
to making outstanding games.
Nicolas (Danga) for his generous help with gameplay and tips
and tricks.
Tanarus Asamiya for the contribution made in the Bonus Credits section and
for pointing other things out. ^_^
Rogier Meurs for creating a little Notepad displacement program (Notepad+)
allowing for unlimited amounts of text. Praiseworthy.
Cesm for many, many pieces of valuable information which appear noticeably
across the FAQ, in various places. Also, for providing many of the links
which I disperse to you here.
Pino,
Beuh Fosseux,
France Quirion,
and Josh E
Everyone else for nagging me to complete the Walkthrough section. :P
A big thank you will also come to the people who contribute
something here. You know who you are.
SCi (Sales Curve Interactive) Ltd. is a subsidiary of SCi
Entertaintment Group. SCi, Carmageddon, Carmageddon 2
& Carpocalypse Now are trademarks of SCi (Sales Curve
Interactive) Ltd.
No part of this FAQ can be copied, reproduced, or dispersed via electronic
means without my written consent. I would like to remind you that I love my
work along with the time I spend on it so, please, if you want this published
on your site, kindly email me for my possible consent at paffkabg@hotmail.com
This can ONLY be viewed from GameFAQs (www.gamefaqs.com), IGN (www.ign.com),
NeoSeeker (www.neoseeker.com), DLH (www.dlh.net), GameSpot (www.gamespot.com)
and CheatBook.de (www.cheatbook.de). Any other appearances on other
websites are simply ILLEGAL, unless I have given them permission,
in which case I will include their URL on this publication.
Report immediately if the site you're viewing this from does not have
my authorization.
Thank you for reading and have a nice day.
***************************************************
**** //// // // //// ***
**** //// ///// // // ***
**** //// // // //// ***
***************************************************
M I S S I O N C O M P L E T E D!