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  1. Twisted Metal Information Document
  2.  
  3.  
  4. FOREWORD (Please read this)
  5.  
  6.  
  7. ©2012 Sony Computer Entertainment America LLC. Twisted Metal is a registered trademark in the United States and a trademark in other countries of Sony Computer Entertainment America LLC. Developed by Eat Sleep Play, Inc.
  8.  
  9.  
  10. With the trademark and copyright business out of the way, I can now say that I do not personally claim to have any affiliation or involvement with the development of this game or the people responsible for making this game possible.
  11.  
  12.  
  13. All of the information in this document is either of my own accord, or information given to me by other Twisted Metal fans who wish to have a compiled list of information for this game.
  14.  
  15.  
  16. This document is a work in progress and a lot of numbers are rough averages or estimates. All information is subject to change at any given moment. Players should not blame me if they fail to win a match because my document said X weapon does 37 damage, but it really only does 36 damage. I apologize if this happens to you, but please know we all make mistakes.
  17.  
  18.  
  19. I also do not care if other people use any information in this document and post it to their own wikis, documents, or what have you. This document is for the public and was created to solely help new and veteran players alike. HOWEVER, I DO NOT want to find this whole document completely ripped and pasted somewhere else and someone claim they did all of it.
  20.  
  21.  
  22. I would finally like to personally thank everyone who has contributed/is contributing/will contribute information to this document. There is a lot of information in this document and contributors have substantially reduced the time it would have taken me to collect all of it, so THANK YOU!
  23.  
  24.  
  25. FINAL NOTE (for real)!
  26. The majority of information in this document is intended for multiplayer. Players who wish to learn about any of the single player aspects (namely Story Mode) should seek another website or strategy guide. HOWEVER, things like Health Pickups and Mega Gun locations under Map Tips will help everyone, so at least look at the Table of Contents before heading elsewhere - you might find something useful!
  27.  
  28.  
  29.  
  30.  
  31.  
  32.  
  33.  
  34.  
  35. Any questions should be e-mailed to: patrwarr@gmail.com or leave a comment on this document. Thanks!
  36.  
  37.  
  38.  
  39.  
  40.  
  41.  
  42.  
  43.  
  44.  
  45.  
  46. Table of Contents
  47. First things first: the [Default] Controls
  48. Game Modes
  49. Foreword on Testing Vehicle, Weapon, and Ability Statistics
  50. Vehicles
  51. Death Warrant
  52. Outlaw
  53. Meat Wagon
  54. Talon
  55. Vermin
  56. Crimson Fury
  57. Reaper
  58. Darkside
  59. Roadboat
  60. Roadkill
  61. Kamikaze
  62. Shadow
  63. Axel
  64. Warthog
  65. Sweet Tooth
  66. Junkyard Dog
  67. Juggernaut
  68. Pickups and Health Semi
  69. Fire Missile
  70. Homing Missile
  71. Shotgun
  72. Power Missile
  73. Swarmer Missile
  74. Napalm Canister
  75. Sniper Reticle Missile
  76. Ricochet
  77. Mega Guns
  78. Turbo
  79. Health Pickup
  80. Health Semi
  81. Quick Note on Homing Projectiles
  82. Sidearms
  83. Mounted Guns
  84. Submachine Gun
  85. Magnum Revolver
  86. 12-ga. Shotgun
  87. Rockets
  88. Laser Pistol
  89. Quick Note on Sidearms
  90.  
  91.  
  92.  
  93.  
  94. Energy Abilities
  95. Freeze Missile
  96. Drop Mine
  97. Super Drop Mine
  98. Invulnerability Shield
  99. Absorption Shield
  100. Quick Note on Energy Abilities
  101. Game Mode Tips
  102. Team/Death Match
  103. Team/Hunted
  104. Team/Last Man Standing
  105. Nuke
  106. Nuke Mode Basics
  107. Nuke Mode Offense
  108. Nuke Mode Defense
  109. Map Tips
  110. Sunsprings, California
  111. Health Pickup Locations
  112. Mega Gun Locations
  113. Destructibles
  114. Buildings that can be Entered
  115. Faction Leader Locations
  116. Thrills and Spills Park
  117. Health Pickup Locations
  118. Mega Gun Locations
  119. Destructibles
  120. Buildings that can be Entered
  121. Faction Leader Locations
  122. LA Skyline
  123. Health Pickup Locations
  124. Mega Gun Locations
  125. Destructibles
  126. Buildings that can be Entered
  127. Faction Leader Locations
  128. Diesel City
  129. Health Pickup Locations
  130. Mega Gun Locations
  131. Destructibles
  132. Buildings that can be Entered
  133. Faction Leader Locations
  134. Watkyn’s Harbor
  135. Health Pickup Locations
  136. Mega Gun Locations
  137. Destructibles
  138. Buildings that can be Entered
  139. Faction Leader Locations
  140. Diablo Pass
  141. Health Pickup Locations
  142. Mega Gun Locations
  143. Destructibles
  144. Buildings that can be Entered
  145. Faction Leader Locations
  146. Metro Square
  147. Health Pickup Locations
  148. Mega Gun Locations
  149. Destructibles
  150. Buildings that can be Entered
  151. Faction Leader Locations
  152. Blackrock Stadium
  153. Health Pickup Locations
  154. Mega Gun Locations
  155. Destructibles
  156. Buildings that can be Entered
  157. Faction Leader Locations
  158.  
  159.  
  160. First things first: the [Default] Controls
  161. Square = Gas (double tap square for turbo)
  162. X = Handbrake
  163. Circle = Brake (double tap to go in reverse, see Right Thumb Stick)
  164. Triangle = Alternate firing mode (works for Special weapons)
  165. Left D-pad = Drops a Mine
  166. Down D-pad = Fires main weapons behind you (not all weapons can be fired backwards)
  167. Right D-pad = Shields your vehicle from all damage (shields Nuke when flying a nuke)
  168. Up D-pad = Freeze missile
  169. R2 = Fires main weapons (Specials, Missiles, Napalm, etc)
  170. L2 = Fires mounted weapons (Machine Guns, Mega Guns, etc)
  171. R1 = Cycle through main weapons to the right
  172. L1 = Cycle through main weapons to the left
  173. L1 + R1 = Will cause your vehicle to “bunny hop”. Good for jumping walls and avoiding imminent
  174.                   head on collisions
  175. R3 = Pushing in the right thumb stick will cycle through targets if you are firing target tracking
  176.          weaponry
  177. L3 (flight mode) = Turbo
  178. L1 + Triangle = Headlights
  179. Left Thumb Stick (vehicle) = Steers vehicle
  180. Right Thumb Stick (vehicle) = Hold up to look up, hold down to reverse (push in to use turbo
  181.                                                      while in reverse)
  182. Left Thumb Stick (Talon) = Moves forward/backwards and strafes left/right
  183. Right Thumb Stick (Talon) = Hold up to ascend, hold down to descend; rotates left and right
  184. Left Thumb Stick (Nuke/Specials) = Moves left/right/up/down
  185. Right Thumb Stick (Nuke/Specials) = Hold up to increase speed, hold down to decrease
  186. Select = Changes camera angles (the farthest camera will zoom in when you go indoors)
  187. Start = Pause the game and shit
  188. Sixaxis Movement = Jerk the controller up to perform a “Sixaxis Boost”. This is not sustained
  189.                                      and will drain your turbo considerably, so use sparingly
  190.  
  191.  
  192.  
  193.  
  194. IMPORTANT NOTE
  195. Sixaxis Boost is only available in multiplayer after you have unlocked it in Tier 2.
  196.  
  197.  
  198.  
  199.  
  200.  
  201.  
  202. Game Modes
  203.  
  204.  
  205. Single Player
  206. Story - Self explanatory. Go through the story arcs of the three main characters.
  207.  
  208.  
  209. Training - Self explanatory. Teaches you all the basics of each mode. Live training is good for learning your car of choice.
  210.  
  211.  
  212. Challenge - Pits you against a set number of randomly chosen AI opponents who will all target you, hence “challenge” mode. Go here before you head online; if you can beat Challenge mode, you will be better than 90% of the online demo population.
  213.  
  214.  
  215. Multiplayer
  216. Team/Death Match - Self explanatory game mode. Get the most kills in the time allotted.
  217.  
  218.  
  219. Team/Hunted - One player is randomly chosen as The Hunted and all other players must kill him. Whoever makes the killing blow on The Hunted becomes The Hunted. Note: In Team Hunted, one player from each side is chosen as The Hunted and will transfer to another random player on that team if The Hunted dies.
  220.  
  221.  
  222. Team/Last Man Standing - Players have a set number of lives and will be forced to spectate if they die after their lives run out. Note: In Team Last Man Standing, each team shares a pool of lives, so don’t let your team down by dying the most!
  223.  
  224.  
  225. Nuke – 7 vs 7 team based combat. Each team takes a turn on Offense or Defense. Offense's objective is to capture an enemy Faction Leader and sacrifice them at a Missile Carrier, which will in turn launch a nuke used to destroy the Defender's statue. Defense's objective is to prevent the Offense from launching a nuke/destroying the statue. Team with the most points at the end of 3 rounds wins.
  226.  
  227.  
  228.  
  229.  
  230.  
  231.  
  232.  
  233.  
  234.  
  235.  
  236.  
  237.  
  238.  
  239.  
  240. Foreword on Testing Vehicle, Weapon, and Ability Statistics
  241. Ram Damages: Ram damages were tested on a stationary Outlaw on Diablo Pass (XL) using the bridge as a straightaway to build up speed since it was a flat surface.
  242.  
  243.  
  244. Fall Damages: Fall damages were tested just by jumping off the bridge on Diablo Pass (XL).
  245. 1. SPECIAL NOTES: The amount of fall damage taken depends on the size of the map. Larger maps will inflict more fall damage while smaller maps are less.
  246.  
  247.  
  248. Recharge/Respawn Times: Tested by timing the length it took for weapons to become active again, such as gaining a new Special Weapon or for charge weapons to cool off (like the Laser Pistol sidearm).
  249.  
  250.  
  251. Weapon Durations: Tested by timing the duration a weapon was active, such as Kamikaze’s Flame Thrower.
  252.  
  253.  
  254. Time Traveled Before Termination: Tested by timing the duration a projectile was active before it self terminated.
  255. 1. SPECIAL NOTES: Some weapons do not self terminate and can reach very, very long distances. Even though a weapon may not lock onto a target, it still may be able to reach them if you have good aim.
  256.  
  257.  
  258. Maximum Turbo: Tested by using Turbo and spinning in a circle until Turbo depleted.
  259.  
  260.  
  261. Time to Fully Charge: The amount of time it took for a weapon to become fully charged and deal maximum damage, as well as the total [minimum] time it took to go through multiple Stages of charging, such as Death Warrant and Roadkill’s alternate Special.
  262.  
  263.  
  264. Maximum Health: Tested by shooting regular Mounted Guns at a target until it died.
  265.  
  266.  
  267. Maximum Damage: Tested just by firing weapons at a target. For specific weapons, multiple trials were recorded until the [hopefully] possible highest damage was achieved.
  268.  
  269.  
  270. Tracking: The invisible “cone” in front of or behind vehicles that a weapon will track targets. Some weapons have smaller cones or can only track on vertical/horizontal axis.
  271.  
  272.  
  273. Delay Between Shots/Return to Vehicle: The time it took between firing the first projectile and firing the second one. For Special Weapons such as Vermin’s alternate Special, “Return to Vehicle” means the delay between the loss of control of your Special and the time it takes to return control of your vehicle.
  274.  
  275.  
  276. Energy Recharge Time: Determined by completely depleting the vehicle’s energy bar and timing how long it takes to fill back up.
  277. Vehicles
  278. Death Warrant
  279. Speed: 3
  280. Armor: 3
  281. Special Weapons: 2
  282. Special Weapons Recharge Time: 19.5 seconds
  283. Energy Recharge Time: 90 seconds
  284. Maximum Health: 180
  285. Fall Damage Taken: 54
  286. Maximum Turbo: ~34 seconds
  287. Ram Damage (no Turbo): 27
  288. Ram Damage (Turbo): 30
  289. Ram Damage (Sixaxis Boost): 39
  290.  
  291.  
  292. Default Special Attack: “Chain Gun”
  293. 1. Maximum Damage (Tap): 33
  294. 1. Special Weapon Duration: 5 seconds
  295. 1. Maximum Damage (Charge): N/A
  296. 2. Tracking: Wide frontal cone
  297. 3. Rear Fire: Yes
  298. 4. SPECIAL NOTES: The default Special Weapon is undesirable in the majority of situations and should ONLY be used when you are 100% sure that you can kill the enemy with one Chain Gun. In all other cases, you should be using Zoomy Rockets. Press D-pad down while firing to aim Chain Gun backwards.
  299.  
  300.  
  301. Alternate Special Attack: “Zoomy Rockets”
  302. 1. Maximum Damage (Stage 1 - Tap): 1
  303. 1. Special Weapon Duration: 0.5 seconds
  304. 1. Maximum Damage (Stage 1 - Charge): 19
  305. 1. Special Weapon Duration: 6 seconds
  306. 2. Time to Fully Charge: ~0.9 seconds
  307. 3. Special Will Overheat After: 5 seconds
  308. 1. Maximum Damage (Stage 2 - Tap): 2 damage
  309. 1. Special Weapon Duration: ~0.5 seconds
  310. 1. Maximum Damage (Stage 2 - Charge): 73
  311. 1. Special Weapon Duration: 6 seconds
  312. 2. Time to Fully Charge: 7.5 seconds
  313. 3. Special Will Overheat After: 5 seconds
  314. 1. Tracking: Wide frontal cone
  315. 2. Rear Fire: Yes
  316. 3. SPECIAL NOTES: Rear firing the alternate Special will ONLY point the Chain Gun backwards while the Zoomy Rockets will continue to shoot forwards. To perform Stage 2, release R2 when the charge bar is in the red, then immediately hold R2 again; you will see the Zoomy Rocket pod raise on the roof of the vehicle. You will know when Zoomy Rockets are fully charged when the charge bar blinks red. It does not matter how far you charge into the red zone in Stage 1, as long as you release in the red zone.
  317.  
  318.  
  319. GENERAL NOTES: Death Warrant is one of three starter vehicles in online multiplayer.
  320. Outlaw
  321. Speed: 2
  322. Armor: 3
  323. Special Weapons: 3
  324. Special Weapons Recharge Time: 31 seconds
  325. Energy Recharge Time: 90 seconds
  326. Maximum Health: 240
  327. Fall Damage Taken: 72
  328. Maximum Turbo: 58 seconds
  329. Ram Damage (no Turbo): 26
  330. Ram Damage (Turbo): 35
  331. Ram Damage (Sixaxis Boost): 45
  332.  
  333.  
  334. Default Special Attack: “Turret and Grenades”
  335. 1. Maximum Damage (No Tap): 25 damage
  336. 1. Special Weapon Duration: 5 seconds
  337. 1. Maximum Damage (Tap): 45
  338. 1. Special Weapon Duration: 5 seconds
  339. 1. Tracking: 360 degrees
  340. 2. Rear Fire: No
  341. 3. SPECIAL NOTES: Tap R2 repeatedly to fire grenades. Turrets and Grenades has a small knockback to it (if you tap R2 for grenades). This Special Weapon is undesirable in most situations and +High Capacity Mag’s takes priority, UNLESS you are unsure of your ability to keep targets in front of or behind you (in which case, GO PRACTICE).
  342.  
  343.  
  344. Alternate Special Attack: “+High Capacity Mag’s”
  345. 1. Maximum Damage (No Tap): 19
  346. 1. Special Weapon Duration: 5 seconds
  347. 1. Maximum Damage (Tap): 85
  348. 1. Special Weapon Duration: 5 seconds
  349. 1. Tracking: Wide frontal and rear cone
  350. 2. Rear Fire: Yes
  351. 3. SPECIAL NOTES: Tap R2 repeatedly to fire blood missiles. This Special Weapon has no knockback, but it takes priority over Turrets and Grenades due to its high damage output. Press D-pad down while firing to aim the turret backwards.
  352.  
  353.  
  354. GENERAL NOTES: Outlaw is one of three starting vehicles in online multiplayer. He is the most well rounded out of all three starter vehicles and is my recommended pick for new players.
  355. Meat Wagon
  356. Speed: 2
  357. Armor: 3
  358. Special Weapons: 3
  359. Special Weapons Recharge Time: 31 seconds
  360. Energy Recharge Time: 90 seconds
  361. Maximum Health: 210
  362. Fall Damage Taken: 63
  363. Maximum Turbo: 58 seconds
  364. Ram Damage (no Turbo): 34
  365. Ram Damage (Turbo): 35
  366. Ram Damage (Sixaxis Boost): 45
  367.  
  368.  
  369. Default Special Attack: “Gurney Bomber”
  370. 1. Maximum Damage: 40
  371. 1. Travel Time Before Termination: 12 seconds
  372. 2. Delay Between Specials (if more than one in stock): 1.9 ~ 2 seconds
  373. 1. Tracking: Wide frontal cone
  374. 2. Rear Fire: Yes
  375. 3. SPECIAL NOTES: The Gurney Bomber can track, and sometimes hit, very low flying air targets, but otherwise it is only effective against ground targets. The explosion from this Special can hurt you, too.
  376.  
  377.  
  378. Alternate Special Attack: “Piloted Gurney Bomber”
  379. 1. Maximum Damage: 90
  380. 1. Travel Time Before Termination: 12 seconds
  381. 2. Delay Before Returning to Vehicle: Instant
  382. 1. Tracking: No
  383. 2. Rear Fire: No
  384. 3. SPECIAL NOTES: Piloted Gurney Bomber can be manually detonated by pressing R2; however, 90 damage can be achieved by directly piloting it into an opponent’s vehicle. Use the right thumb stick to control speed and left thumb stick to steer. Handbrake can be used to make tighter turns as well. The explosion from this Special can hurt you, too.
  385.  
  386.  
  387. GENERAL NOTES: Meat Wagon is a tier 1 multiplayer unlock. If you are having trouble hitting an opponent with your Piloted Gurney Bomber, try freezing the opponent first and directly facing them before launching the attack.
  388. Talon
  389. Speed: 4
  390. Armor: 1
  391. Special Weapons: 4
  392. Special Weapons Recharge Time: 39 seconds
  393. Energy Recharge Time: 32 seconds
  394. Maximum Health: 120
  395. Fall Damage Taken: 36
  396. Maximum Turbo: 32 seconds
  397. Ram Damage (No Turbo): 28
  398. Ram Damage (Turbo): 30
  399. Ram Damage (Sixaxis Boost): N/A (cannot Sixaxis Boost)
  400.  
  401.  
  402. Default Special Attack: “Tri-Gunner”
  403. 1. Maximum Damage: 450 (150 per Special)
  404. 1. Special Weapon Duration: N/A (lasts as long as you don’t run out of bullets or get frozen)
  405. 2. Delay Before Returning to Vehicle: N/A (you can still move around during Tri-Gunner)
  406. 1. Tracking: Auto-snaps to closest target near reticle
  407. 2. Rear Fire: No
  408. 3. SPECIAL NOTES: Using Tri-Gunner puts player on first person turret that deploys on right side of Talon; turning the turret far enough left or right will rotate Talon. Press Triangle at any time to exit the turret before all bullets are shot. You ascend/descend by holding L2 and using right thumb stick. Each Special contains 100 bullets and it is possible to shoot up to 300 bullets (3 Specials in stock) continuously.
  409.  
  410.  
  411. Alternate Special Attack: “Drop Magnet”
  412. 1. Maximum Damage: 60
  413. 1. Special Weapon Duration: 110 ~ 112 seconds
  414. 1. Tracking: None
  415. 2. Rear Fire: No
  416. 3. SPECIAL NOTES: Drop Magnet can be used to pick up teammates as well as opponents. Press Triangle + D-pad down to deactivate magnet or drop your “cargo” at any time. The higher an opponent is dropped, the more damage it does. You can shoot other weapons while Drop Magnet is active. Drop Magnet CANNOT pick up Juggernaut and will bounce off him; while Drop Magnet is active, Talon will bounce off the ground at a certain height due to the magnetic waves from the magnet.
  417.  
  418.  
  419. GENERAL NOTES: Talon is a tier 2 unlock in online multiplayer. While Talon is in motion, his cone of fire for all weapons will follow the nose of the helicopter; to elaborate, if you are moving forward, you must be more on top of opponents to target them with projectiles, whereas if you are moving backwards, you must descend closer to the ground (in some cases they need to be above you). Hold in the left thumbstick to use turbo.
  420.  
  421.  
  422. Vermin
  423. Speed: 2
  424. Armor: 3
  425. Special Weapons: 3
  426. Special Weapons Recharge Time: 24 seconds
  427. Energy Regeneration Time: 90 seconds
  428. Maximum Health: 205
  429. Fall Damage Taken: 61
  430. Maximum Turbo (in seconds): 58 seconds
  431. Ram Damage (no Turbo): 32
  432. Ram Damage (Turbo): 35
  433. Ram Damage (Sixaxis Boost): 45
  434.  
  435.  
  436. Default Special Attack: “Rat Rocket”
  437. 1. Maximum Damage: 30
  438. 1. Travel Time Before Termination: 4.5 seconds
  439. 2. Delay Between Specials (if more than one in stock): ~1.10 seconds
  440. 1. Tracking: Wide frontal cone
  441. 2. Rear Fire: No
  442.  
  443.  
  444. Alternate Special Attack: “Piloted Rat Rocket”
  445. 1. Maximum Damage: 100
  446. 1. Travel Time Before Termination: 15 seconds
  447. 2. Delay Before Returning to Vehicle: 3 seconds
  448. 1. Tracking: None
  449. 2. Rear Fire: No
  450. 3. SPECIAL NOTES: Left thumb stick to steer, right thumb stick to adjust speed. Piloted Rat Rocket can hover in air, but still consumes fuel. The rocket can be manually detonated, or if you have an enemy inside the reticle and press R2, the rocket will zoom in towards its target; however, this method only deals 50 maximum damage. For the maximum 100 damage, it must be manually flown into the target. During the delay of returning to your vehicle, you can still use energy abilities, but cannot move.
  451.  
  452.  
  453. GENERAL NOTES: Vermin is a tier 1 unlock in online multiplayer. Vermin’s Piloted Rat Rocket will “force” all opponent’s targeting systems to target the Rat Rocket. This makes it really good for Nuke mode while on Offense in that you can essentially escort your team’s nuke when it’s fired and take some of the heat. Vermin also makes a great Defense player in Nuke due to his short Special Weapons recharge time and being able to manually attack enemy nukes.
  454. Crimson Fury
  455. Speed: 5
  456. Armor: 1
  457. Special Weapons: 5
  458. Special Weapons Recharge Time: 39 seconds
  459. Energy Regeneration Time: 90 seconds
  460. Maximum Health: 110
  461. Fall Damage Taken: 33
  462. Maximum Turbo (in seconds): 32 seconds
  463. Ram Damage (no Turbo): 9
  464. Ram Damage (Turbo): 10
  465. Ram Damage (Sixaxis Boost): 13
  466.  
  467.  
  468. Default Special Attack: “Flamethrower”
  469. 1. Maximum Damage: 119 damage
  470. 1. Flamethrower Damage: 77 damage
  471. 2. Fireball Damage: 42 damage (3 fireballs @ 14 damage each)
  472. 1. Delay Between Fireballs: ~1.2 seconds
  473. 1. Special Weapon Duration: 5 seconds
  474. 1. Tracking: Wide frontal cone
  475. 2. Rear Fire: No
  476. 3. SPECIAL NOTES: Flamethrower will periodically shoot fireballs if you can manage to keep the flamethrower on your opponent. The Flamethrower will lag behind opponents if they swerve too much. The Flamethrower’s reach is a lot longer than it looks. While testing this Special, a couple of times I got 4 fireballs instead of 3. I’m not sure what triggered this, but it seemed to be about 1 in 4 Special Weapon uses. This extra fireball resulted in 133 total damage.
  477.  
  478.  
  479. Alternate Special Attack: “Shockwave”
  480. 1. Maximum Damage: 40
  481. 1. Shockwave Damage: 20
  482. 2. Burn Over Time Damage: 20 (over 7 seconds)
  483. 3. Time to Fully Charge: 1.5 seconds
  484. 4. Special Will Overheat After: 1.5 seconds
  485. 1. Tracking: None
  486. 2. Rear Fire: No
  487. 3. SPECIAL NOTES: The Shockwave has some knockback, but do not rely on it to completely deter pursuers as it is relatively weak.
  488.  
  489.  
  490. GENERAL NOTES: Crimson Fury is a tier 1 unlock in online multiplayer. He is the fastest vehicle in the game with or without Turbo. He also has the tightest handbrake turning of any vehicle, too.
  491. Reaper
  492. Speed: 4
  493. Armor: 1
  494. Special Weapons: 5
  495. Special Weapons Recharge Time: 19.5 seconds
  496. Energy Recharge Time: 44 seconds
  497. Maximum Health: 90
  498. Fall Damage Taken: 27
  499. Maximum Turbo: 32 seconds
  500. Ram Damage (No Turbo): 4
  501. Ram Damage (Turbo): 5
  502. Ram Damage (Sixaxis Boost): 6
  503.  
  504.  
  505. Default Special Attack: “Chainsaw”
  506. 1. Maximum Damage (Chainsaw): 40
  507. 1. Wheelie Time to Produce Flamesaw: 1 second
  508. 1. Maximum Damage (Flame Saw): 150
  509. 1. Time Before Flamesaw Reverts to Chainsaw: 18 ~ 18.5 seconds
  510. 2. Throwing Animation Time: 1 second
  511. 3. Travel Time Before Termination: 4 seconds
  512. 4. Delay Between Specials (if more than one in stock): ~3 seconds
  513. 1. Tracking: Very little (no tracking for Flame Saw)
  514. 2. Rear Fire: No
  515. 3. SPECIAL NOTES: To ready a Flame Saw, hold down on the left thumb stick to perform a wheelie while having the Chainsaw ready. The driver will drag the Chainsaw along the ground and heat up the blade, causing it to burst into flames. This attack deals more than triple the damage of the Chainsaw and will instant kill another Reaper, Crimson Fury, Kamikaze, or Talon. You will know if a Chainsaw is a Flame Saw when there are flames at the tip of the blade.
  516.  
  517.  
  518. Alternate Special Attack: “RPG”
  519. 1. Maximum Damage (Stage 1): 45
  520. 1. Stage 1 Duration: 5 seconds
  521. 1. Maximum Damage (Stage 2): 80
  522. 1. Stage 2 Duration: 54 ~ 55 seconds
  523. 2. Delay Pulling Out RPG: ~0.8 seconds
  524. 3. Travel Time Before Termination: N/A
  525. 1. Tracking: None
  526. 2. Rear Fire: No
  527. 3. SPECIAL NOTES: Camera will change to an over-the-shoulder view to aim the RPG. Use left thumb stick to zoom in/out and right thumb stick to aim. Pulling out the RPG will cause Reaper to completely stop, so do not use it in the middle of an intense fight. Press R2 to manually detonate the RPG after firing at any time. After you launch the RPG, you can switch to other weapons and let the rocket cook for up to 59 ~ 60 seconds; if you switch back to the RPG while the rocket is still active, you will be able to drive around instead of being forced back into the over-the-shoulder view until the rocket is detonated.
  528.  
  529.  
  530. GENERAL NOTES: Reaper is a tier 2 unlock in online multiplayer. Barring Juggernaut, Reaper has the lowest energy consumption coupled with the fastest energy regeneration. Reaper can Shield up to 4 times in one energy bar, so don’t be afraid to protect yourself because you only have 90 hp (the lowest of all vehicles in the game).
  531. Darkside
  532. Speed: 2
  533. Armor: 4
  534. Special Weapons: 4
  535. Special Weapons Recharge Time: 31 seconds
  536. Energy Recharge Time: 90 seconds
  537. Maximum Health: 280
  538. Fall Damage Taken: 84
  539. Maximum Turbo: 49 seconds
  540. Ram Damage (No Turbo): 33
  541. Ram Damage (Turbo): 45
  542. Ram Damage (Sixaxis Boost): 58
  543.  
  544.  
  545. Default Special Attack: “Darkside Slam”
  546. 1. Maximum Damage (From Rest): 58
  547. 2. Maximum Damage (Max Speed): 78
  548. 1. Duration of Special: 0.5 seconds
  549. 2. Delay Between Specials (if more than one in stock): 1 second
  550. 1. Tracking: None
  551. 2. Rear Fire: Yes
  552. 3. SPECIAL NOTES: Max speed Darkslide Slam damage is the same no matter if you’re using no Turbo, Turbo, or Sixaxis Boost. Rear firing this Special Weapon will cause Semi Mines (see below) to deploy behind Darkside.
  553.  
  554.  
  555. Alternate Special Attack: “50. Cal Tri-Gun”
  556. 1. Maximum Damage (Tap): 0
  557. 2. Maximum Damage (Continuous Fire): 59
  558. 1. Duration of Special (Continuous Fire): ~6.2 seconds
  559. 1. Turret Deploy Time: ~1.2 seconds
  560. 2. Tracking: 360 degrees
  561. 3. Rear Fire: Yes
  562. 4. SPECIAL NOTES: The barrel of the Tri-Gun takes time to rev up while shooting before dishing out the real damage. Letting go of R2 will reset the Tri-Gun and it will need to rev up again. Rear firing this Special Weapon will cause Semi Mines (see below) to deploy behind Darkside.
  563.  
  564.  
  565. Reverse Special Attack: “Semi Mines”
  566. 1. Maximum Damage: 60 (4 mines @ 15 damage each)
  567. 1. Time Before Self Detonation: 15 seconds
  568. 1. Tracking: None
  569. 2. Rear Fire: Yes
  570. 3. SPECIAL NOTES: Deploys 4 mines that roll around unlike the Drop Mines. They are effected by gravity and will roll down inclines. These mines can hurt you, too.
  571.  
  572.  
  573. GENERAL NOTES: Darkside is a tier 2 unlock in online multiplayer. If you are Darkside in a Nuke match, stick near Missile Carriers when opponents are headed to sacrifice. Freeze them and use a Sixaxis Boost and/or Darkside Slam to knock opponents away; you’d be surprised just how far you’ll send the smaller opponents flying. Switch to the 50. Cal Tri-Gun for air targets and try to use Semi Mines only in enclosed spaces (or if someone is riding your ass).
  574. Roadboat
  575. Speed: 2
  576. Armor: 3
  577. Special Weapons: 3
  578. Special Weapons Recharge Time: 31 seconds
  579. Energy Recharge Time: 90 seconds
  580. Maximum Health: 210
  581. Fall Damage Taken: 63
  582. Maximum Turbo (in seconds): 58 seconds
  583. Ram Damage (no Turbo): 32
  584. Ram Damage (Turbo): 35
  585. Ram Damage (Sixaxis Boost): 45
  586.  
  587.  
  588. Default Special Attack: “Magnetic Projecticles”
  589. 1. Maximum Damage (No Bounce): 33 (3 projectiles @ 11 damage each)
  590. 2. Maximum Damage (One Bounce): 150 (3 projectiles @ 50 damage each)
  591. 1. Travel Time Before Termination: 12.5 seconds
  592. 1. Tracking: Wide frontal cone
  593. 2. Rear Fire: No
  594. 3. SPECIAL NOTES: Magnetic Projectiles can be fired into the air by looking up with the right thumb stick - they will home in on air targets as well. The projectiles will also bounce off the invisible map barriers (the laser grid walls you see when flying vehicles/projectiles). If the projectiles bounce more than once, they will not gain the bounce bonus. These projectiles can hurt you, too.
  595.  
  596.  
  597. Alternate Special Attack: “Mega-Magnet”
  598. 1. Maximum Damage (Launch into Environment): 20
  599. 2. Maximum Damage (Launch into Fall Damage): Depends on how much fall damage opponent normally takes
  600. 1. Time to Fully Charge Launch: 2.5 seconds
  601. 1. Maximum Damage (Launch into another Opponent): 100 (70 to tossed opponent, 30 to toss receiver)
  602. 2. Maximum Damage (Ram into Environment): 75
  603. 3. Maximum Damage (Ram into another Opponent): 166 (121 damage to held opponent, 45 damage to opponent rammed into)
  604. 1. Time Before Opponent is Pulled Towards Magnet: 1.5 seconds
  605. 2. Duration of Special (magnet activated - before magnet is holding opponent): 4 seconds
  606. 3. Duration of Special (magnet activated - opponent trapped and not resisting): 7 seconds
  607. 1. Tracking: Wide frontal cone
  608. 2. Rear Fire: No
  609. 3. SPECIAL NOTES: Roadboat is best used on maps that have ledges for opponents to take fall damage. While it only takes 4 seconds to fully charge the magnet, most of the time opponents will break out in 1 ~ 3 seconds; instead of risking losing an opponent, try one of these three options: 1) Park close to a ledge and let the opponent fall off or quick launch them, 2) Sixaxis Boost into an environment object such as a wall or rock, or 3) Sixaxis Boost into another opponent (this one will be very situational and the opportunity will rarely ever present itself).
  610.  
  611.  
  612. GENERAL NOTES: Roadboat is a tier 1 unlock in online multiplayer. Roadboat is a dick, plain and simple, not gonna sugar coat it. Every time you car starts to magically slide along the ground you’re gonna say “WHAT THE FUCK” and rage, knowing the next place you’re going is over a ledge. He is also good for stopping sacrifices with Faction Leaders by launching the sacrificer away from the Missile Carrier.
  613. Roadkill
  614. Speed: 3
  615. Armor: 2
  616. Special Weapons: 3
  617. Special Weapons Recharge Time: 39 seconds
  618. Energy Recharge Time: 90 seconds
  619. Maximum Health: 160
  620. Fall Damage Taken: 48
  621. Maximum Turbo (in seconds): 34 seconds
  622. Ram Damage (no Turbo): 27
  623. Ram Damage (Turbo): 30
  624. Ram Damage (Sixaxis Boost): 39
  625.  
  626.  
  627. Default Special Attack: “Chain Gun”
  628. 1. Maximum Damage (Tap): 2
  629. 1. Duration of Special: 0.5 seconds
  630. 1. Maximum Damage (Charge): 55
  631. 1. Duration of Special:        5 seconds
  632. 2. Time to Fully Charge: 5.4 seconds
  633. 3. Special Will Overheat After: 5 seconds
  634. 1. Tracking: Wide frontal cone
  635. 2. Rear Fire: No
  636. 3. SPECIAL NOTES: More desirable than Death Warrant’s Chain Gun, but alternate Special should be used whenever possible due to potential damage output.
  637.  
  638.  
  639. Alternate Special Attack: “Chain Gun + Blood Missiles”
  640. 1. Maximum Damage (Stage 1 - Tap): 1
  641. 1. Special Weapon Duration: 0.5 seconds
  642. 1. Maximum Damage (Stage 1 - Charge): 22
  643. 1. Special Weapon Duration: 6 seconds
  644. 2. Time to Fully Charge: 5.4 seconds
  645. 3. Special Will Overheat After: 5 seconds
  646. 1. Maximum Damage (Stage 2 - Tap): 3 damage
  647. 1. Special Weapon Duration: 0.5 seconds
  648. 1. Maximum Damage (Stage 2 - Charge): 48
  649. 1. Special Weapon Duration: 5 seconds
  650. 2. Time to Fully Charge: 6 seconds
  651. 3. Special Will Overheat After: 5 seconds
  652. 1. Maximum Damage (Stage 3 - Tap): 11
  653. 1. Special Weapon Duration: 0.5 seconds
  654. 1. Maximum Damage (Stage 3 - Charge): 122
  655. 1. Special Weapon Duration: 5 seconds
  656. 2. Time to Fully Charge: ~8 seconds
  657. 3. Special Will Overheat After: 5 seconds
  658. 1. Tracking: Wide frontal cone
  659. 2. Rear Fire: No
  660. 3. SPECIAL NOTES: Performs just like Death Warrant’s alternate Special albeit there are three Stages instead of two. Stage 3 will average about 40 - 65 damage on moving ground vehicles, but this will usually be more devastating against air targets.
  661.  
  662.  
  663. Roadkill Continued Next Page
  664. Roadkill Continued
  665.  
  666.  
  667. Reverse Special Attack: “Drop Mines”
  668. 1. Maximum Damage: 100 (4 mines @ 25 damage each)
  669. 1. Time Before Self Detonation: 15 seconds
  670. 2. Delay Before Mines can be Launched: 2 seconds
  671. 1. Tracking: None
  672. 2. Rear Fire: No
  673. 3. SPECIAL NOTES: Exactly similar to Darkside’s Semi Mines, but are slower to deploy. Rolls down slopes. These mines can hurt you, too.
  674.  
  675.  
  676. GENERAL NOTES: Roadkill is a tier 1 unlock in online multiplayer. Comparing the default Special charge time + damage against the alternate Special charge time + damage generates skepticism on which is more desirable. Rarely will you ever get the full 122 damage on an opponent with the Stage 3 alternate Special unless they’re retarded. Due to the extremely long Special Weapon recharge time, use your Specials sparingly, preferably against Talons and nukes as they are normally more vulnerable targets. NEVER deploy the Drop Mines unless you’re in a tight hallway, being pursued with little health left, and as a last resort.
  677. Kamikaze
  678. Speed: 5
  679. Armor: 2
  680. Special Weapons: 4
  681. Special Weapons Recharge Time: 39 seconds
  682. Energy Recharge Time: 90 seconds
  683. Maximum Health: 150
  684. Fall Damage Taken: 45
  685. Maximum Turbo (in seconds): 32 seconds
  686. Ram Damage (no Turbo): 9
  687. Ram Damage (Turbo): 10
  688. Ram Damage (Sixaxis Boost): 13
  689.  
  690.  
  691. Default Special Attack: “Flame Thrower”
  692. 1. Maximum Damage: 109 damage
  693. 1. Flamethrower Damage: 67 damage
  694. 2. Fireball Damage: 42 damage (3 fireballs @ 14 damage each)
  695. 1. Delay Between Fireballs: ~1.2 seconds
  696. 1. Special Weapon Duration: 5 seconds
  697. 1. Tracking: Wide frontal cone
  698. 2. Rear Fire: No
  699. 3. SPECIAL NOTES: Works exactly the same as Crimson Fury’s flame thrower. While testing this Special, a couple of times I got 4 fireballs instead of 3. I’m not sure what triggered this, but it seemed to be about 1 in 4 Special Weapon uses. This extra fireball resulted in 123 total damage.
  700.  
  701.  
  702. Alternate Special Attack: “Shock Freeze”
  703. 1. Maximum Damage: 20
  704. 1. Time to Fully Charge: 1.5 seconds
  705. 2. Special Will Overheat After: 1.5 seconds
  706. 1. Tracking: None
  707. 2. Rear Fire: No
  708. 3. SPECIAL NOTES: The Shock Freeze will freeze all opponents within the blast radius; great for using near mobile Missile Carriers in Nuke when clusters of enemies gather.
  709.  
  710.  
  711. GENERAL NOTES: Kamikaze is one of three starter vehicles in online multiplayer. He is the second fastest vehicle in the game next to Crimson Fury, but handling is not as tight; however, he makes up for it with 1 more armor rating and 40 more health.
  712. Shadow
  713. Speed: 2
  714. Armor: 3
  715. Special Weapons: 2
  716. Special Weapons Recharge Timer: 34.5 seconds
  717. Energy Recharge Time: 90 seconds
  718. Maximum Health: 230
  719. Fall Damage Taken: 69
  720. Maximum Turbo: 58 seconds
  721. Ram Damage (No Turbo): 33
  722. Ram Damage (Turbo): 35
  723. Ram Damage (Sixaxis Boost): 45
  724.  
  725.  
  726. Default Special Attack: “Death Coffin”
  727. 1. Maximum Damage (Stage 1): 30
  728. 1. Duration of Stage 1: 1.5 seconds
  729. 1. Maximum Damage (Stage 2): 90
  730. 1. Duration of Stage 2: 11 seconds
  731. 1. Tracking: None
  732. 2. Rear Fire: Yes
  733. 3. SPECIAL NOTES: Death Coffin has a very large blast radius, be wary of detonating the coffin while you’re near it.
  734.  
  735.  
  736. Alternate Special Attack: “Reticle Death Coffin”
  737. 1. Maximum Damage (Stage 1): 70
  738. 1. Duration of Stage 1: 5 seconds
  739. 1. Maximum Damage (Stage 2): 130
  740. 1. Duration of Stage 2: 55 seconds
  741. 1. Tracking: None
  742. 2. Rear Fire: No
  743. 3. SPECIAL NOTES: When activating the alternate Special, a ballistics line will appear showing the path the coffin will travel. Use right thumb stick to aim the coffin up or down. While the coffin is in the air, you can press R2 to force the coffin to drop straight down at its current position - this makes it useful if you want to overshoot an opponent who is running away and drop a coffin directly in front of them. Again, the coffin has a very large blast radius so don’t get too close when detonating. During Stage 2, this Special will spew an absurd amount of purple sparks, making it highly noticeable and easy to avoid (if a player is being observant).
  744.  
  745.  
  746. GENERAL NOTES: Shadow is a tier 2 unlock in online multiplayer.
  747. Axel
  748. Speed: 3
  749. Armor: 2
  750. Special Weapons: 3
  751. Special Weapons Recharge Time: 39 seconds
  752. Energy Recharge Time: 60 seconds
  753. Maximum Health: 170
  754. Fall Damage Taken: 51
  755. Ram Damage (No Turbo): 27
  756. Ram Damage (Turbo): 30
  757. Ram Damage (Sixaxis Boost): 39
  758.  
  759.  
  760. Default Special Attack: “Spike Crush Attack”
  761. 1. Maximum Damage: 70
  762. 1. Additional Damage: +10 for each subsequent crush attack
  763. 2. Delay Before Special Will do Damage: 1 second
  764. 3. Special Weapon Duration: 10 seconds
  765. 1. Tracking: None
  766. 2. Rear Fire: No
  767. 3. SPECIAL NOTES: It takes approximately 1 second before Axel’s Special will be able to deal damage (driver has to pull in wheels and deploy spikes). Ramming during this “ready phase” will cause normal ram damage. If the player is using Turbo when they run over an opponent, Axel will instead cause an explosion, dealing 80 damage and throwing Axel out of his Special while also sending the enemy flying. It is possible to run over opponents backwards while this Special is active.
  768.  
  769.  
  770. Alternate Special Attack: “Crowd Controller”
  771. 1. Maximum Damage: 20
  772. 1. Time to Fully Charge: 1.5 seconds
  773. 2. Special Will Overheat After: 5 seconds
  774. 1. Tracking: None
  775. 2. Rear Fire: No
  776. 3. SPECIAL NOTES: Crowd Controller can pass through walls and in some cases travel down or up some surfaces. Has extreme knockback when opponents are close to Axel.
  777.  
  778.  
  779. GENERAL NOTES: At the time of this writing, Axel is only available as a pre-order bonus. He will be available to all players 30 days after initial game release date. Axel is immediately available to those who pre-ordered and entered the special promo code. Axel has the highest jump of any vehicle currently in the game, high enough to leap over the buildings near City Hall in Sunsprings, California map.
  780. Warthog
  781. Speed: 2
  782. Armor: 4
  783. Special Weapons: 3
  784. Special Weapons Recharge Time: 31 seconds
  785. Energy Recharge Time: 90 seconds
  786. Maximum Health: 300
  787. Fall Damage Taken: 90
  788. Maximum Turbo: 109 seconds
  789. Ram Damage (No Turbo): 38
  790. Ram Damage (Turbo): 45
  791. Ram Damage (Sixaxis Boost): 58
  792.  
  793.  
  794. Default Special Attack: “Mega-gun Turret”
  795. 1. Maximum Damage: 60
  796. 1. Additional Damage: +10 for each subsequent crush attack
  797. 2. Special Weapon Duration: 10 seconds
  798. 1. Tracking: None
  799. 2. Rear Fire: No
  800. 3. SPECIAL NOTES: Important to note that this is not actually a turret, it is a crush attack exactly like Axel’s, but has no deployment phase before it can do damage. Ramming an opponent while using Turbo will cause an explosion, dealing 70 damage and throwing Warthog out of his Special while also sending the opponent flying. It is possible to run over opponents backwards while this Special is active.
  801.  
  802.  
  803. Alternate Special Attack: “Super Crush”
  804. 1. Maximum Damage: 30
  805. 1. Time to Fully Charge: 2 seconds
  806. 2. Special Will Overheat After: 3 seconds
  807. 1. Tracking: None
  808. 2. Rear Fire: No
  809. 3. SPECIAL NOTES: Like Axel’s alternate Special, Super Crush will travel through walls and in some cases travel down or up some surfaces. Has medium knockback.
  810.  
  811.  
  812. GENERAL NOTES: Warthog is a single player Story unlock after achieving gold medals on all missions on Twisted Difficulty. Warthog has a double damage weak spot underneath the vehicle that is vulnerable when he is using his Special Weapons; use a shield to protect yourself while performing a Special attack. He has the highest maximum health of any vehicle besides Juggernaut. Due to Warthog’s absurd amount of Turbo, you should never NOT be using it, especially since Turbo pickups have short respawn time and refill Turbo to 100%.
  813.  
  814.  
  815. Sweet Tooth
  816. Speed: 2
  817. Armor: 4
  818. Special Weapons: 5
  819. Special Weapons Recharge Timer: 31 seconds
  820. Energy Recharge Time: 90 seconds
  821. Maximum Health: 250
  822. Fall Damage Taken: 75
  823. Maximum Turbo (Vehicle & Sweet Bot Grounded): 109 seconds
  824. Maximum Turbo (Sweet Bot Flying): 35 seconds
  825. Ram Damage (No Turbo): 38
  826. Ram Damage (Turbo): 45
  827. Ram Damage (Sixaxis Boost): 58
  828.  
  829.  
  830. Default Special Attack: “Laughing Ghost”
  831. 1. Maximum Damage: 40
  832. 1. Travel Time Before Termination: 12 seconds
  833. 2. Delay Between Specials (if more than one in stock): 1.5 seconds
  834. 1. Tracking: Wide frontal cone
  835. 2. Rear Fire: Yes
  836. 3. SPECIAL NOTES: Laughing Ghost can travel through walls. The targeting range is very large and will target opponents who are more than 12 seconds away from you. The projectile can also be targeted by opponents and destroyed, assuming it’s not inside the environment where it can’t be hit.
  837.  
  838.  
  839. Alternate Special Attack: “Sweet Bot”
  840. 1. “Head Throw”
  841. 1. Maximum Damage: 20
  842. 1. Travel Time Before Termination: 5 seconds
  843. 2. Delay Between Specials (if more than one in stock): 2.5 seconds
  844. 1. Tracking: Wide frontal cone
  845. 2. Rear Fire: No
  846. 3. SPECIAL NOTES: Consumes Special Weapon. Does not travel through walls. Will force Sweet Bot back into vehicle form if there are no Special Weapons available; only use this ability if you have more than one Special Weapon in stock.
  847. 1. “Sweet Slam”
  848. 1. Maximum Damage: 60
  849. 2. SPECIAL NOTES: L1 + R1 to perform while in the air. Does not consume Special Weapon, consumes Turbo. Damage depends on height dropped from. Shockwave has decent knockback.
  850. 1. “Shoulder Slam”
  851. 1. Maximum Damage: 58
  852. 2. SPECIAL NOTES: Sixaxis Boost to perform. Does not consume Special Weapon, consumes Turbo. Can be used while flying and has a small bit of close, frontal cone tracking.
  853. 1. SPECIAL NOTES: L1 + R1 + either thumb stick to begin flying. Flying in Sweet Bot form will gradually consume Turbo. Player will be forced out of Sweet Bot if hit by a Freeze Missile. Sweet Bot can be activated while in mid air, good for preventing fall damage if you’re thrown over a ledge. When in Sweet Bot form, any sidearm will be replaced by Mounted Guns - because of this, it is highly recommended you find Mega Guns before activating Sweet Bot as Mega Guns will have slightly better tracking.
  854.  
  855.  
  856. GENERAL NOTES: Sweet Tooth is a tier 2 unlock in online multiplayer. He is the only other vehicle that can fly. ALWAYS keep AT LEAST one Special Weapon in stock for Sweet Bot.
  857. Junkyard Dog
  858. Speed: 2
  859. Armor: 4
  860. Special Weapons: 3
  861. Special Weapons Recharge Time: 31 seconds
  862. Energy Recharge Time: 90 seconds
  863. Maximum Health: 260
  864. Fall Damage Taken: 78
  865. Maximum Turbo: 109 seconds
  866. Ram Damage (No Turbo): 38
  867. Ram Damage (Turbo): 45
  868. Ram Damage (Sixaxis Boost): 58
  869.  
  870.  
  871. Default Special Attack: “Taxi Slam”
  872. 1. Maximum Damage: 35
  873. 1. Delay Between Specials (if more than one in stock): 1.5 seconds
  874. 2. Time Before Self Detonation: 5 seconds
  875. 1. Tracking: Narrow frontal and rear cone
  876. 2. Rear Fire: Yes
  877. 3. SPECIAL NOTES: Junkyard Dog can “ready” a Special by hitching it on the back of his truck. Ramming the taxi into an opponent while it is attached to your vehicle will still cause Taxi Slam damage. The taxi can also block incoming enemy fire. Rear firing this Special will cause it to act like a mine and will explode after 5 seconds, or when it comes into contact with an opponent.
  878.  
  879.  
  880. Alternate Special Attack: “Team Health Drop” (Team Game Modes)
  881. 1. Maximum Healing (Stage 1): 50
  882. 1. Stage 1 Duration: 5 seconds
  883. 1. Maximum Healing (Stage 2): 108
  884. 1. Stage 2 Duration: 55
  885. 1. Tracking: None
  886. 2. Rear Fire: Yes
  887. 3. SPECIAL NOTES: In team based game modes, Junkyard Dog’s alternate Special is a health taxi. Teammates will be alerted to the drop of a health taxi by the narrator stating, “Your teammate has dropped a health taxi.” The taxi will also be visible on the minimap, indicated by a white car icon. Detonating the taxi with R2 will cause a healing circle to spread out across the ground, healing any nearby teammates. It is possible for teammates to outrun the healing wave. You CANNOT heal yourself with this Special.
  888.        
  889.  
  890.  
  891.  
  892.  
  893.  
  894.  
  895.  
  896.  
  897.  
  898.  
  899.  
  900.  
  901.  
  902.  
  903.  
  904.  
  905.  
  906.  
  907.  
  908.  
  909.  
  910.  
  911. Junkyard Dog Continued Next Page
  912. Junkyard Dog Continued
  913.  
  914.  
  915. Alternate Special Attack: “Shockwave Taxi” (Free-for-All Game Modes)
  916. 1. Maximum Damage (Stage 1): 41
  917. 1. Shockwave Damage (Stage 1): 20
  918. 2. Burn Over Time Damage (Stage 1): 21
  919. 1. Duration of Burn (Stage 1): 6 seconds
  920. 1. Duration of Stage 1: 5 seconds
  921. 1. Maximum Damage (Stage 2):
  922. 1. Shockwave Damage (Stage 2): 60
  923. 2. Burn Over Time Damage (Stage 2): 21
  924. 1. Duration of Burn (Stage 2): 6 seconds
  925. 1. Duration of Stage 2: 55 seconds
  926. 1. Tracking: None
  927. 2. Rear Fire: Yes
  928. 3. SPECIAL NOTES: In free for all game modes, the Team Health Drop is replaced by a Shockwave Taxi that will explode and release an area of effect fire wave. This fire wave can hurt you as well.
  929.  
  930.  
  931. GENERAL NOTES: Junkyard Dog is a tier 1 unlock in online multiplayer. He is the only vehicle that has an ability to heal other teammates and his Special has different properties in different games modes. He is a key player in team games and should be targeted first as he cannot heal himself. It is ideal to stock up on taxis in team games for healing as there is no cool down on the healing effect on teammates.
  932. Juggernaut
  933. Speed: 1
  934. Armor: 5
  935. Special Weapons: 3
  936. Special Weapons Recharge Time: 31 seconds
  937. Energy Recharge Time: 90 seconds (22 seconds until all abilities back online)
  938. Maximum Health: 400
  939. Fall Damage Taken: 120
  940. Maximum Turbo: 139 seconds
  941. Ram Damage (No Turbo): 90
  942. Ram Damage (Turbo): 100
  943. Ram Damage (Sixaxis Boost): 130
  944.  
  945.  
  946. Default Special Attack: “Drop Mines”
  947. 1. Maximum Damage: 200 damage (8 mines @ 25 damage each)
  948. 1. Delay to Deploy: 0.6 seconds
  949. 2. Delay Between Specials (if more than one in stock): ~2 seconds
  950. 3. Time Until Self Detonation: 30 seconds
  951. 1. Tracking: None
  952. 2. Rear Fire: Yes
  953. 3. SPECIAL NOTES: Press R2 once to deploy mines alongside Juggernaut. While they are in this deployment state, opponents who drive into these mines will trigger an explosion and receive damage. Press R2 or D-pad down a second time to launch the mines. The mines will launch PARALLEL TO THE TRAILER, not the direction the truck cab is facing. Rolling mines can hurt you as well.
  954.  
  955.  
  956. Alternate Special Attack: “Cab and Trailer Mounted Turrets” (manned by other players)
  957. 1. “Cab Mounted Tri-Gun Turret”
  958. 1. Maximum Damage: 400 damage over 5 ~ 6 seconds
  959. 1. Turret Will Overheat After: 16 seconds
  960. 1. Time for Turret to Cool Down: ~7 seconds
  961. 1. Turret Maximum Health: 100
  962. 2. Turret Respawn Time After Destroyed: 60 seconds
  963. 3. Tracking: Targeting box
  964. 4. Rear Fire: No
  965. 5. SPECIAL NOTES: Turret has 360 degree range of motion, but it can only fire within about 250 ~ 300 degrees due to hitting the trailer behind it. When turret overheats, it will stay overheated until you release R2. Turret can be fired again before it completely cools down. Keeping a target within the smaller targeting box will increase damage.
  966. 1. “Swarm Missile Launcher”
  967. 1. Maximum Damage: 80 (8 missiles @ 10 damage each)
  968. 1. Time to Fully Charge: 3.5 seconds
  969. 2. Turret Will Overheat After: 1.5 seconds
  970. 3. Delay Between Shots (Missiles Fired): 4 seconds
  971. 4. Delay Between Shots (Turret Overheats): 3 seconds
  972. 1. Turret Maximum Health: 100
  973. 2. Turret Respawn Time After Destroyed: 60 seconds
  974. 3. Tracking: Targeting box
  975. 4. Rear Fire: No
  976. 5. SPECIAL NOTES: This turret can slide along the length of the trailer. It is possible to individually shoot each missile one at a time by tapping R2. Hold R2 to fully charge until missile pods have dark red flames.              Juggernaut Continued Next Page
  977. Juggernaut Continued
  978.  
  979.  
  980. Alternate Special Attack: “Cab and Trailer Mounted Turrets” (manned by other players) Continued
  981. 1. SPECIAL NOTES: To let teammates inside the trailer, press Triangle + R1. While the trailer doors are open, opponents can shoot inside the trailer to deal double damage. Players will take control of one of two turrets on Juggernaut. To switch between turrets (assuming only one person is in the trailer), press R1 or L1. Turrets can be individually attacked and, when the turret explodes, the player manning the turret will die, too. Killing Juggernaut while other players are riding in the turrets will kill those players, too. Players cannot enter an enemy player’s Juggernaut.
  982.  
  983.  
  984. GENERAL NOTES: Juggernaut is a tier 3 unlock in online multiplayer. In team based game modes, only one Juggernaut can be active per team at any given time, and Juggernauts only have one life and will be unselectable for the rest of the match if it is destroyed. In free-for-all modes, players can select as many Juggernauts as they want.
  985.  
  986.  
  987.  
  988.  
  989.  
  990.  
  991.  
  992.  
  993.  
  994.  
  995.  
  996.  
  997.  
  998.  
  999.  
  1000.  
  1001.  
  1002.  
  1003.  
  1004.  
  1005.  
  1006.  
  1007.  
  1008.  
  1009.  
  1010.  
  1011.  
  1012.  
  1013.  
  1014.  
  1015.  
  1016.  
  1017.  
  1018.  
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  1020.  
  1021.  
  1022.  
  1023.  
  1024.  
  1025.  
  1026.  
  1027.  
  1028.  
  1029.  
  1030.  
  1031.  
  1032.  
  1033.  
  1034.  
  1035.  
  1036.  
  1037.  
  1038.  
  1039.  
  1040.  
  1041.  
  1042.  
  1043.  
  1044.  
  1045.  
  1046.  
  1047.  
  1048.  
  1049. Pickups and Health Semi
  1050. Fire Missile
  1051. 1. Maximum Damage: 16
  1052. 2. Delay Between Shots: 0.75 seconds
  1053. 3. Tracking: Semi-wide frontal and rear cone
  1054. 4. Travel Time Before Termination: 4.5 seconds
  1055. 5. Amount on Pickup: 2
  1056. 6. Pickup Respawn Timer: 29 seconds
  1057. 7. Rear Fire: Yes
  1058. Homing Missile
  1059. 1. Maximum Damage: 12
  1060. 2. Delay Between Shots: 0.75 seconds
  1061. 3. Tracking: Very wide frontal and rear cone
  1062. 4. Travel Time Before Termination: 5 seconds
  1063. 5. Amount on Pickup: 2
  1064. 6. Pickup Respawn Timer: 29 seconds
  1065. 7. Rear Fire: Yes
  1066. Shotgun
  1067. 1. Maximum Damage: 60
  1068. 2. Delay Between Shots: 1.5 seconds
  1069. 3. Tracking: Narrow frontal and rear cone
  1070. 4. Travel Time Before Termination: N/A (spread is too high; ineffective at long ranges)
  1071. 5. Amount on Pickup: 2
  1072. 6. Pickup Respawn Timer: 43 seconds
  1073. 7. Rear Fire: Yes
  1074. Power Missile
  1075. 1. Maximum Damage: 75
  1076. 2. Delay Between Shots: 1.5 seconds
  1077. 3. Tracking: None
  1078. 4. Travel Time Before Termination: 4 seconds
  1079. 5. Amount on Pickup: 1
  1080. 6. Pickup Respawn Timer: 69 seconds
  1081. 7. Rear Fire: Yes
  1082.  
  1083.  
  1084.  
  1085.  
  1086.  
  1087.  
  1088.  
  1089.  
  1090.  
  1091.  
  1092.  
  1093.  
  1094.  
  1095.  
  1096. Pickups Continued Next Page
  1097. Swarmer Missile
  1098. 1. Maximum Damage (Tap): 4
  1099. 2. Maximum Damage (Charge): 70
  1100. 1. Time to Fully Charge: 5 seconds
  1101. 2. Charged Shot Overheats After: 1 second
  1102. 1. Delay Between Shots: 2.3 seconds
  1103. 2. Tracking: Wide frontal cone
  1104. 3. Travel Time Before Termination: 4 seconds
  1105. 4. Amount on Pickup: 2
  1106. 5. Pickup Respawn Timer: 43 seconds
  1107. 6. Rear Fire: No
  1108. 7. SPECIAL NOTES: You’ll know Swarmer Missiles are fully charged when the charge bar blinks red.
  1109.  
  1110.  
  1111. Stalker Missile
  1112. 1. Maximum Damage (Tap): 45
  1113. 2. Maximum Damage (Charge): 45
  1114. 1. Time to Fully Charge: 5 seconds
  1115. 2. Charged Shot Overheats After: 3 seconds
  1116. 1. Delay Between Shots: 1.3 seconds
  1117. 2. Tracking: Wide frontal cone
  1118. 3. Travel Time Before Termination: 7 seconds
  1119. 4. Amount on Pickup: 1
  1120. 5. Pickup Respawn Timer: 60 seconds
  1121. 6. Rear Fire: No
  1122. 7. SPECIAL NOTES: The longer you charge a Stalker Missile, the greater the homing ability.
  1123.  
  1124.  
  1125. Remote Bomb
  1126. 1. Maximum Damage (Stage 1): 35
  1127. 1. Stage 1 Duration: 5 seconds
  1128. 1. Maximum Damage (Stage 2): 75
  1129. 1. Stage 2 Duration: 53 seconds
  1130. 1. Delay Between Shots: 2 seconds (time between a detonated bomb and shooting a new one)
  1131. 2. Tracking: Very narrow frontal cone
  1132. 3. Travel Time Before Termination: N/A
  1133. 4. Amount on Pickup: 1
  1134. 5. Pickup Respawn Timer: 29 seconds
  1135. 6. Rear Fire: Yes
  1136. 7. SPECIAL NOTES: While the Remote Bomb can track long distances, more often than not it will hit the ground before arriving at its intended target due to gravity. Rear firing a Remote Bomb will lay it like a Drop Mine. Remote Bombs will automatically detonate if a player (including you) runs over it.
  1137. Pickups Continued Next Page
  1138. Napalm Canister
  1139. 1. Maximum Damage: 35 (tap R2 while the Napalm Canister is airborne to drop it on opponents)
  1140. 2. Delay Between Shots: 0.5 seconds (time between detonated canister and shooting a new one)
  1141. 3. Tracking: None
  1142. 4. Travel Time Before Termination: 2.7 seconds
  1143. 5. Amount on Pickup: 2
  1144. 6. Pickup Respawn Timer: 29 seconds
  1145. 7. Rear Fire: Yes
  1146. 8. SPECIAL NOTES: Gravity effects the Napalm Canister - it will eventually fall to earth. Be wary of firing this weapon under low ceilings and bridges as it needs quite a bit of room to get airborne. Can harm you if detonated too close.
  1147. Sniper Reticle Missile        
  1148. 1. Maximum Damage: Instant kill
  1149. 1. Body Shot Damage: 16
  1150. 1. Time Until Body Shot (Stationary ~ Moving): 0 ~ 0 seconds
  1151. 1. Blow Out Damage: 36
  1152. 1. Time Until Blow Out (Stationary ~ Moving): 2.4 ~ 6.5 seconds
  1153. 1. Gas Tank Damage: 60
  1154. 1. Time Until Gas Tank (Stationary ~ Moving): 4.4 ~ 12.75 seconds
  1155. 1. Head Shot Damage: Instant kill
  1156. 1. Time Until Head Shot (Stationary ~ Moving): 6.5 ~ 19 seconds
  1157. 1. Delay Between Shots: 1.5 seconds (quick tapping)
  1158. 2. Tracking: Wide frontal cone
  1159. 3. Travel Time Before Termination: N/A
  1160. 4. Amount on Pickup: 1
  1161. 5. Pickup Respawn Timer: 29 seconds
  1162. 6. Rear Fire: No
  1163. 7. SPECIAL NOTES: Watch the red dial on the reticle. Every time it passes a ¼ mark, the damage increases. The ¾ mark triggers a kill cam for a headshot. Stay parked to cause the red dial to travel faster around the reticle.
  1164. Ricochet
  1165. 1. Maximum Damage (Tap): 35 bounce bonus (25 no bounce bonus)
  1166. 2. Maximum Damage (Charge): 16 (tap R2 again to detonate)
  1167. 1. Time to Fully Charge: 1 second
  1168. 1. Delay Between Shots: 1.75 seconds
  1169. 2. Tracking: None
  1170. 3. Travel Time Before Termination: 12 seconds
  1171. 4. Amount on Pickup: 2
  1172. 5. Pickup Respawn Timer: 29 seconds
  1173. 6. Rear Fire: Yes
  1174. 7. SPECIAL NOTES: A charged Ricochet will travel faster than a tap Ricochet, but deals less damage. Charged and tap Ricochets will also automatically detonate if they come into contact with another player (including you).
  1175.  
  1176.  
  1177. Pickups Continued Next Page
  1178. Mega Guns
  1179. 1. Maximum Damage: 1 ~ 2 (hold L2 for continuous fire)
  1180. 2. Delay Between Shots: 0.02 ~ 0.03 seconds (rough estimate)
  1181. 3. Tracking: Vertical axis
  1182. 4. Travel Time Before Termination: 2 seconds
  1183. 5. Amount on Pickup: 150
  1184. 6. Pickup Respawn Timer: 120 seconds
  1185. 7. Rear Fire: No
  1186. 8. SPECIAL NOTES: Mega Guns replace whatever your current sidearm is with bullets that look identical to Mounted Guns; however, the damage output from Mega Guns is worth this replacement. Talon and Sweet Tooth (in Sweet Bot form) are the only two vehicles whose Mega Guns will track on a horizontal axis as well as the vertical.
  1187. Turbo
  1188. 1. Turbo Restored: 100%
  1189. 2. Pickup Respawn Timer: 15 seconds
  1190. Health Pickup
  1191. 1. Health Restored: ~35%
  1192. 2. Pickup Respawn Timer: 180 seconds
  1193. Health Semi
  1194. 1. Health Restored: 100%
  1195. 2. Semi Respawn Timer: 83 ~ 84 seconds
  1196. Quick Note on Homing Projectiles
  1197. Be wary that when performing an e-brake turn, most projectiles will carry your momentum. For example: If you are making a hard right turn, lock on to an opponent, and fire a Homing Missile, the projectile will initially fire in the direction you are drifting and then curve back around to hit your target. For projectiles which have no tracking ability, they will initially fire in the direction you are drifting but obviously will head in a straight line instead of homing in on your intended target.
  1198.  
  1199.  
  1200.  
  1201.  
  1202.  
  1203.  
  1204.  
  1205.  
  1206.  
  1207.  
  1208.  
  1209.  
  1210.  
  1211.  
  1212.  
  1213.  
  1214.  
  1215.  
  1216.  
  1217.  
  1218. Sidearms
  1219. Mounted Guns
  1220. 1. Maximum Damage: 1 per bullet
  1221. 2. Delay Between Shots: ~0.175 seconds (rough estimate)
  1222. 3. Reload Time: N/A
  1223. 4. Tracking: Vertical axis
  1224. 5. Travel Time Before Termination: 1 second
  1225. Submachine Gun
  1226. 1. Maximum Damage: 4 (if full burst hits)
  1227. 2. Delay Between Bursts: 1 second
  1228. 3. Reload Time: N/A
  1229. 4. Tracking: Wide frontal cone
  1230. 5. Travel Time Before Termination: 2 seconds
  1231. 6. SPECIAL NOTES: Submachine Gun is a tier 1 unlock in online multiplayer. Shots may lag behind swerving targets.
  1232. Magnum Revolver
  1233. 1. Maximum Damage: 66 (11 per bullet)
  1234. 2. Delay Between Shots: 1.7 seconds
  1235. 3. Reload Time: 10 seconds
  1236. 4. Tracking: Vertical axis
  1237. 5. Travel Time Before Termination: 1.5 seconds
  1238. 6. SPECIAL NOTES: Magnum Revolver is a tier 2 unlock in online multiplayer. Shoots 6 times before needing to reload.
  1239. 12-ga. Shotgun
  1240. 1. Maximum Damage: 17 if both barrels hit (8 per barrel)
  1241. 2. Delay Between Shots: ~0.25 seconds
  1242. 3. Reload Time: 2.8 seconds
  1243. 4. Tracking: None
  1244. 5. Travel Time Before Termination: N/A (spread is too high; ineffective at long ranges)
  1245. 6. SPECIAL NOTES: 12-ga. Shotgun is a tier 1 unlock in online multiplayer. Tap L2 to fire one barrel, hold L2 to fire both barrels in quick succession.
  1246. Rockets
  1247. 1. Maximum Damage: 15 (3 per rocket)
  1248. 2. Delay Between Shots: N/A (fires all rockets at once)
  1249. 3. Reload Time: 8.5 seconds
  1250. 4. Tracking: Wide frontal cone
  1251. 5. Travel Time Before Termination: N/A
  1252. 6. SPECIAL NOTES: Rockets is a tier 2 unlock in online multiplayer. Fires 5 homing rockets in quick succession. Rockets will bee line towards target; if no targets present, will shoot straight ahead.
  1253. Sidearms Continued Next Page
  1254. Laser Pistol
  1255. 1. Maximum Damage (Tap): 1
  1256. 2. Maximum Damage (Charge): 25
  1257. 1. Time to Fully Charge: 5 seconds
  1258. 2. Charged Shot Overheats After: 2 seconds
  1259. 1. Delay Between Shots (Tap): 0.5 seconds
  1260. 2. Recharge Time: 5 seconds after fully charged shot (else depends on how charged shot was)
  1261. 3. Tracking: Vertical axis
  1262. 4. Travel Time Before Termination: N/A
  1263. 5. SPECIAL NOTES: Laser Pistol is a single player Story unlock after beating the game on Twisted Difficulty.
  1264. Quick Note on Sidearms
  1265. Some sidearms tend to have a hard time tracking moving players and will “lag behind” the target, unless the target is moving in a somewhat straight path. For other sidearms, such as the Magnum Revolver and Laser Pistol, you will need to lead your shots as they have no auto tracking.
  1266.  
  1267.  
  1268. Larger vehicles such as Darkside may have a hard time targeting smaller opponents at very close range with some sidearms, like the Submachine Gun, because most of the time you will shoot over them instead of at them. Compensate for this by firing a little before you make contact with your opponent, or pick the Rockets or Shotgun sidearm that are hard to miss with.
  1269. Energy Abilities
  1270. Freeze Missile
  1271. 1. Maximum Damage: 1
  1272. 2. Delay Between Shots: Depends on vehicle energy recharge and consumption rates
  1273. 3. Tracking: Wide frontal cone
  1274. 4. Travel Time Before Termination (in seconds):
  1275. 5. Rear Fire: Yes
  1276. 6. SPECIAL NOTES: Rear fire Freeze Missile is a tier 2 unlock in online multiplayer. If you freeze an opponent who’s already frozen, YOU will be frozen instead and the enemy will be unfrozen. This is called a “Freeze Cheap Shot”. The amount of time an opponent is frozen depends on the armor of their vehicle - less armored vehicles will be frozen for a shorter amount of time.
  1277. Drop Mine
  1278. 1. Maximum Damage: 10
  1279. 2. Delay Between Drops:
  1280. 3. Tracking: None
  1281. 4. Active Time Before Termination: 15
  1282. 5. Rear Fire: That’s why it’s called “Drop” Mine
  1283. 6. SPECIAL NOTES: Drop Mines are visible by a yellow glow on the ground. Your own Drop Mines can also hurt you.
  1284. Super Drop Mine
  1285. 1. Maximum Damage: 40
  1286. 2. Delay Between Drops:
  1287. 3. Tracking: None
  1288. 4. Active Time Before Termination: 20
  1289. 5. Rear Fire: That’s why it’s called Super “Drop” Mine
  1290. 6. SPECIAL NOTES: Super Drop Mine is a tier 1 unlock in online multiplayer. Super Drop Mines are visible by a red glow on the ground. These mines pack a bigger punch and will possibly cause opponents to flip over. Your own Super Drop Mines can hurt you.
  1291. Shield
  1292. 1. Maximum Duration (in seconds): 1
  1293. 2. Delay Between Shields: No delay if you have enough energy
  1294. 3. SPECIAL NOTES: You (or your opponents) are completely impervious to all types of damage except fall damage. Will negate multiple attacks if they hit at the same time while the shield is active. Invulnerability Shield is visible on opponents when they activate it.
  1295. Absorption Shield
  1296. 1. Maximum Duration: 1
  1297. 2. Delay Between Shields: No delay if you have enough energy
  1298. 3. SPECIAL NOTES: Absorption Shield is a tier 3 unlock in online multiplayer. Absorption Shield will absorb any incoming attack and generate 1 of that weapon in your arsenal, even Special Weapons. In addition to absorbing an attack, you will launch a full charged Stalker Missile back at your attacker.
  1299. Energy Abilities Continued Next Page
  1300. Quick Note on Energy Abilities
  1301. You’ll notice at the bottom left of your screen there will be an energy bar below 3 ability icons. Left is Drop Mine, up is Freeze Missile, and right is Shield. Around each icon is a very faint blue glow; these blue glows represent the ALTERNATE energy abilities - Triangle + D-pad left is Super Drop Mine, Triangle + D-pad up is rear Freeze Missile, and Triangle + D-pad right is Absorption Shield.
  1302.  
  1303.  
  1304. The alternate abilities cost more energy - you may have enough energy to lay a Drop Mine, but not enough for a Super Drop Mine. If you look carefully as the energy bar recharges, the faint blue glow around each icon will also re-appear, indicating that you have enough energy to use the alternate abilities. As the bar recharges, each ability will also be accompanied by an audible sound letting you know that an ability is ready to be used.
  1305.  
  1306.  
  1307. There are only three vehicles in the game that have energy recharge rates faster than 90 seconds - Reaper (44 seconds), Axel (60 seconds), and Talon (32 seconds). Juggernaut uses the least energy per ability, followed by Reaper, then Talon. Everyone else uses about the same amount of energy when using energy abilities.
  1308. Game Mode Tips
  1309. Team/Death Match
  1310. Surprisingly, death match in Twisted Metal is not quite the same as it is in other games. While you get points for directly killing an opponent, it may not necessarily mean you'll win a match if you have the most kills. Instead, the player at the end of the match with the most “Points” wins.
  1311. 1. Attack as many players as you can just to get in a bit of damage on them. If you don't kill someone, don't fret – you'll get an assist depending on how much damage you've done when another player kills them.
  1312. 2. You can get bonus points if you solely kill an opponent.
  1313. 3. MEMORIZE HEALTH PICK UP LOCATIONS! I can't stress this enough as you want to keep your opponents from turning you into POINTS!        
  1314. 4. Don't be afraid to cherry pick. This is about survival of the fittest, so if you see an         opponent with a sliver of health left, unload everything you've got to get what few assist points you can garner... but be wary that if you are the one with the sliver of health left, you'll be the one getting raped.
  1315. 5. If you are playing Team Death Match, don’t be afraid to help a teammate if they are in trouble, especially if you are Junkyard Dog. Try to provide a freeze missile for your teammate to make an escape, or some other form of distraction. One less point for the enemy team is a win for your team.
  1316. Team/Hunted
  1317. This mode involves marking one player (or two in Team Hunted) The Hunted, essentially making him the mouse and all the other players are cats. Players score points by either killing The Hunted, or killing enemies while marked as The Hunted. The player with the most kills at the end of the round wins.
  1318. 1. You can only score if YOU get the killing blow on The Hunted, or YOU make a kill while being The Hunted. Killing other normal players will yield no points other than boosting your kill/death ratio (although killing off your competition will make it easier for you to kill The Hunted, so it’s your choice).
  1319. 2. In Team Hunted, when one of The Hunted dies, it will randomly mark another player on that team with The Hunted status (it does not transfer to the killer like in free for all Hunted).
  1320. 3. In free for all Hunted, the priority of The Hunted is mainly to SURVIVE. As the other players are chasing you, they will slowly whittle each other down. Move in for a quick strike and steal any kills you can before going back on the run again.
  1321. 4. IMPORTANT NOTE: The Hunted CANNOT BE FROZEN BY A FREEZE MISSILE!
  1322.  
  1323.  
  1324. Team/Last Man Standing
  1325. Just as it sounds, this is an elimination game. Each player starts with a pool of lives (normally 3) and will permanently be knocked out of the competition after their lives reach 0. In Team Last Man Standing, each team shares one pool of lives (5 lives). After the lives are exhausted, every death thereafter will remove that player from the competition until the whole team has been eliminated. Players (or teams) win by being the last ones alive.
  1326. 1. This is one game mode you should not be ashamed of ganging up on enemy players. If you find yourself being ganged up on, RUN! Run until backup arrives, or find crafty ways to separate opponents so you can have a 1 on 1 fight.
  1327. 2. As with any game mode, MEMORIZE HEALTH PICKUP LOCATIONS! You don’t want to be that one guy who wastes all your teams lives (or your own if you’re playing free for all).
  1328. 3. If you see an enemy going for a health pickup, do everything in your power to prevent him from grabbing it. You don’t want to spend anymore time than you have to killing someone in this game mode.
  1329. Nuke
  1330. I generally see the most number of questions asking “HOW DO I PLAY NUKE MODE?!” Well, listen up because I'm about to tell you how to fucking play Nuke. Here we go with the basics:
  1331. Nuke Mode Basics        
  1332. 1. There are 3 rounds (6 innings). Each round, teams will take turns on Offense and Defense        
  1333. 2. There are two         Missile Carriers – one inside the Offense's base, and a mobile one that drives around the map (both are marked by a missile icon on your map and screen)        
  1334. 3. The Defending team has 2 Faction Leaders that will randomly spawn in preset locations. They are denoted by the large “CAPTURE” or “DEFEND” text accompanied by a picture if they're a Clown or a Doll        
  1335. 4. Faction Leaders will respawn in another location if they are dropped or after they are sacrificed and a nuke explodes        
  1336. 5. Faction Leaders will not respawn as long as the enemy team holds them or a nuke is being controlled        
  1337. 6. This is not a Death Match, so fucking stop dicking around 1 on 1 in the middle of town
  1338. Nuke Mode Offense
  1339. 1. Offense scores by flying a nuke into the enemy team's statue. 1 point is awarded for every successful hit – 1 extra point is awarded if Offense manages to nuke the enemy's statue 3 times in one inning (for a total of 4 points per inning)        
  1340. 1. Your objective is to capture the enemy Faction Leaders and sacrifice them at one of the two Missile Carriers on the map        
  1341. 2. Capture a Faction Leader by running over them
  1342. 3. Sacrifice a Faction Leader by staying behind one of the two Missile Carriers until the circle fills up (if you leave the vicinity of a Missile Carrier, the sacrifice timer will slowly reset) NOTE!: Teams cannot sacrifice two Faction Leaders at the same time at the same Missile Carrier.
  1343. 1. Sacrifice time         limit depends on your vehicle – Reaper and Crimson Fury will sacrifice Faction Leaders the fastest, while Darkside and Talon have the slowest sacrificing times (Talon is only slow because he can fly)
  1344. 2. You CAN shield yourself using D-Pad right while sacrificing a Faction Leader. USE IT!
  1345. 1. Controls for the nuke are inverted, so be careful. Press D-Pad right while         controlling a nuke to shield it for a brief period of time. NOTE: Shielding your nuke will deplete some of the fuel (the big blue bar). If your fuel runs out, it will explode whether or not you've hit the enemy statue        
  1346. 2. If you can't reach the Faction Leader located up in the cliff area, you can shoot either of the two satellite dishes until it explodes, creating a ramp up to the area where that Faction Leader is located. Tip: Alternatively,         you can try using the “Quick Boost” to launch yourself up the cliff face, but it may take many tries
  1347. 3. Vehicle Tips:                        
  1348. 1. Darkside players should try to block incoming damage while teammates sacrifice Faction Leaders        
  1349. 2. Talon players can use their alternate Special to lift enemy players away from teammates who are in the process of sacrificing a Faction Leader                
  1350. 3. Vermin players can use their alternate Special RC Rat Rocket to accompany team nukes; it the Rat Rocket will cause all enemy's missiles to attack it         instead of the nuke        
  1351. Nuke Mode Defense        
  1352. 1. Defense can score by preventing Offense from damaging the statue. This results in a “Defender” bonus and awards 1 point per inning        
  1353. 1. Your objective is to prevent your opponents from launching a nuke AT ALL COSTS! This         means drop whatever the fuck you're doing and free your Faction Leaders if they are captured        
  1354. 2. DON'T DICK AROUND TRYING TO KILL AN ENEMY PLAYER IF THEY POSE NO THREAT        
  1355. 3. To free Faction Leaders, all you have to do is kill the player who has them captured
  1356. 4. Once the player dies, the Faction Leaders will automatically respawn in a random preset location        
  1357. 5. If Offense manages to launch a nuke, your NUMBER ONE PRIORITY is to take down that nuke. Anything with homing capabilities will do just fine. Tip: A Sniper Rifle can take down a nuke in one shot if you can target it long enough
  1358. 6. Vehicle Tips:                        
  1359. 1. Darkside players are extremely effective at defending the mobile Missile Carrier's sacrificing zone. Learn your Darkside Slam Special, use it, love it, and make use of that size
  1360. 2. Talon players can easily carry away an Offense player by using the Drop Magnet Special                
  1361. 3. Outlaw, Death Warrant, Talon, Darkside, and Vermin all have Special attacks that can easily target a nuke. If a nuke is launched, your top priority should be to use whatever you have to take it down
  1362. 4. Crimson Fury and Reaper will have a heyday on opponents who are trying to sacrifice, since they have to stay in a confined area. This makes them easy pickings for the Flamethrower and Flamesaw
  1363.  
  1364.  
  1365.  
  1366.  
  1367.  
  1368.  
  1369. Map Tips
  1370. NOTE: ALL MAP TIPS ASSUME YOU ARE PLAYING ON THE LARGEST VARIATION OF EACH MAP. PICKUPS ARE DIFFERENT FOR THE VARIOUS SIZE MAPS!
  1371. Sunsprings, California
  1372. Note: West-East is determined by facing the front of Filmtime Cinemas.
  1373. Health Pickup Locations
  1374. 1. Second story at the back of both football stadiums.        
  1375. 2. In Bruner's Foodsource.
  1376. 3. Third story of Memorial Hospital.
  1377. 4. Inside the church.
  1378. 5. On top of Filmtime Cinemas (have to blow up the movie reels to get to it).
  1379. 6. In the pool behind the mansion.
  1380. 7. Two located in the hilly area between the satellite dishes (blow up the satellite dishes to create a ramp to this area).
  1381. Mega Gun Locations        
  1382. 1. Inside the clock tower in the center of town.
  1383. 2. Underneath the belltower on top of City Hall.
  1384. 3. On top of the gymnasium next to the west stadium.
  1385. 4. On the stairs in front of both stadiums.
  1386. 5. First floor of the mansion.
  1387. 6. Small valley behind the building next to the east stadium.
  1388. Destructibles
  1389. 1. Most small houses and buildings in the center of the map.
  1390. 2. Clock tower in the middle of town.
  1391. 3. Water tower near the mansion.
  1392. 4. Movie reels on top of Filmtime Cinema (will roll to the center of town and crush opponents who get caught under it; also allows access to a health         pickup).
  1393. 5. Satellite dishes on the small cliffs (create ramps when destroyed).
  1394. 6. Coffee mug on top of Alzubra Coffee.
  1395. 7. The bobble head mascot on top of Bub’s Beefy Boy diner.
  1396. 8. Wind turbines in the northwestern hills.
  1397. 9. Steeples on top of the church.
  1398. Buildings that can be Entered        
  1399. 1. Hallways in the schools (the schools are the buildings connected to the front of the football stadiums).
  1400. 2. City Hall.
  1401. 3. Bruner's Foodsource.
  1402. 4. Memorial Hospital.
  1403. 5. The mansion.
  1404. 6. Filmtime Cinemas (and the two movie theaters inside it).
  1405. 7. The fire department.
  1406. 8. The church.
  1407. Faction Leader Locations
  1408. 1. Behind the stadiums.
  1409. 2. Roof of both schools.
  1410. 3. Top floor of Memorial Hospital.
  1411. 4. Inside City Hall.
  1412. 5. Inside Filmtime Cinemas’s left movie theater (if you come in through the front of the Cinema).
  1413. 6. Second floor of the mansion.
  1414. 7. Back of the hilly area between the two satellite dishes.
  1415.  
  1416.  
  1417.  
  1418.  
  1419.  
  1420.  
  1421.  
  1422.  
  1423.  
  1424.  
  1425.  
  1426.  
  1427.  
  1428.  
  1429.  
  1430.  
  1431.  
  1432.  
  1433.  
  1434.  
  1435.  
  1436.  
  1437.  
  1438.  
  1439.  
  1440.  
  1441.  
  1442.  
  1443.  
  1444.  
  1445.  
  1446.  
  1447.  
  1448.  
  1449.  
  1450.  
  1451.  
  1452.  
  1453.  
  1454.  
  1455.  
  1456.  
  1457. Thrills and Spills Park
  1458. Note: West-East determined by facing away from Big Kabuna ferris wheel.
  1459. Health Pickup Locations
  1460. 1. Behind Merlin’s Castle.
  1461. 2. Second floor of Merlin’s Castle.
  1462. 3. Top floor, back balcony of Merlin’s Castle.
  1463. 4. Winding paths crossing area leading up to Merlin’s Castle.
  1464. 5. In front of Big Kabuna ferris wheel.
  1465. 6. Top of the giant octopus at the bottom of the water slide in front of Big Kabuna ferris wheel
  1466. 7. Small wooden bridge west of the giant octopus
  1467. 8. On the wooden bridge above the Jungle Quest sign.
  1468. 9. Underneath the Scourge of the Sea ride.
  1469. 10. Top of Gold Rush Mountain on a ledge.
  1470. 11. On the pirate ship underneat Gold Rush Mountain (follow the water canal to reach this area).
  1471. 12. Winding paths crossing area leading up to House of Horrors.
  1472. 13. In front of House of Horrors.
  1473. 14. Second floor of House of Horrors.
  1474. 15. Top floor, back balcony of House of Horrors.
  1475. Mega Gun Locations
  1476. 1. Underneath Big Kabuna ferris wheel.
  1477. 2. Northwest corner of the giant center area, near the walls.
  1478. 3. Top of Gold Rush Mountain on a ledge.
  1479. 4. Inside a wooden house underneath Gold Rush Mountain (follow the water canal to reach this area).
  1480. 5. Large flat area at the front top of House of Horrors.
  1481. 6. First floor of Merlin’s Castle, located behind a destructible iron gate.
  1482. 7. A secret pathway up to House of Horrors that can be accessed by jumping off the roller coaster tracks on the east side. The Mega Guns are located in the air between this jump.
  1483. Destructibles
  1484. 1. More like what ISN’T destructible in this map. Just about everything can be destroyed one way or another.
  1485. 2. Big Kabuna ferris wheel can be destroyed, causing it to roll down the hill to the west and crush anyone caught underneath it.
  1486. 3. Almost all of the walls (except the outer ones) on both Merlin’s Castle and House of Horrors can be destroyed.
  1487. Buildings that can be Entered
  1488. 1. Gold Rush Mountain (underneath and up top).
  1489. 2. House of Horrors.
  1490. 3. Merlin’s Castle.
  1491. Faction Leader Locations
  1492. 1. Very top of Gold Rush Mountain.
  1493. 2. Inside the lower level of Gold Rush Mountain behind the pirate ship (follow the canal to find this area).
  1494. 3. On top of the Jungle Quest hills in the northern middle of the map.
  1495.  
  1496.  
  1497.  
  1498.  
  1499.  
  1500.  
  1501.  
  1502.  
  1503. LA Skyline
  1504. Note: West-East is determined by Calypso Industries being the west, and KU7X being the east.
  1505. Health Pickup Locations
  1506. 1. Inside the giant terrarium (blue circular dome south-east).
  1507. 2. Center of the map in the rotating dish.
  1508. 3. Inside the pool at the bottom of the glass pyramid structure (north-west).
  1509. 4. Inside the T-shaped tubes suspended above the glass pyramid.
  1510. 5. Second floor the Calypso Industries building (west side).
  1511. 6. Second floor of the KU7X News building (east side).
  1512. Mega Gun Locations
  1513. 1. Lower floor of KU7X News building (elevator hallway).
  1514. 2. Small ledge below the right ramp on the KU7X building.
  1515. 3. Lower floor of Calypso Industries (middle of the dance floor).
  1516. Destructibles
  1517. 1. Various A/C units, satellite dishes, etc. on the rooftops.
  1518. 2. Glass and some walls on both major buildings (KU7X and Calypso Industries).
  1519. 3. Pyramid structure and glass dome.
  1520. 4. North-west skyscraper (destroying the zepplin causes it to crash into the building, creating a new pathway).
  1521. 5. South-east skyscraper (destroying the malfunctioning wrecking ball crane causes it to fall into the building, creating a new pathway).
  1522. Buildings that can be Entered
  1523. 1. KU7X News building.
  1524. 2. Calypso Industries buiding.
  1525. 3. North-west skyscraper (after a path has been created).
  1526. 4. South-east skyscraper (after a path has been created).
  1527. 5. Glass dome terrarium.
  1528. 6. Pyramid structure.
  1529. 7. NodeNetwork, Inc. (a little place for cover and weapons).
  1530. 8. blitzworks building (a little place for cover and weapons).
  1531. Faction Leader Locations
  1532. 1. Top and bottom floor of Calypso Industries building.
  1533. 2. Top and bottom floor of KU7X News building.
  1534. 3. Rooftop of northern building (access by jumping off the north-east building).
  1535. 4. Southern building.
  1536. 5. Inside the terrarium dome (south-east).
  1537.  
  1538.  
  1539.  
  1540.  
  1541. Diesel City
  1542. Note: West-East is determined by parking in the “little city” and facing towards the “big city”. “Little city” are the 6 small buildings at the south-east. “Big city” are the tall buildings in the north-west.
  1543. Health Pickup Locations
  1544. 1. Up on the freeway to the east of the little city.
  1545. 2. On top of the north-west building in the little city.
  1546. 3. Two located just north of the little city (one at an intersection, another on top of the hill next to a transmission tower).
  1547. 4. Under an overpass to the east of the big city.
  1548. 5. In a small alleyway between the freeway and the south-west building in the big city.
  1549. 6. Parking garage under the south-east building in the big city.
  1550. 7. In the air between the north-west building and north-east building in the big city (have to go to the very top of north-east building and jump over to reach it).
  1551. 8. In a tunnel located just north-west of the big city.
  1552. 9. On a raised grass ledge located off the west freeway (have to jump over the guard rails to reach it).
  1553. Mega Gun Locations
  1554. 1. Just north of the little city on the elevated roads (there is a makeshift ramp that can be used to jump over to the north or north-western building in the little city as well).
  1555. 2. On top of the hill in the center of the map opposite the one that has the health pickup (the two hills with transmission towers on top).
  1556. 3. On top of the overpass just north-west of the big city.
  1557. 4. In the air between the top level of the two middle buildings on the east side of the big city.
  1558. 5. On the long ramp leading up to the rooftop of the south-east building in the big city.
  1559. Destructibles
  1560. 1. Some portions of the barrier medians can be destroyed on the freeways.
  1561. 2. The two transmission towers on top of the hills can be destroyed to create easy pathways to get up top.
  1562. 3. Most of the walls and glass can be destroyed in the buildings in the little or big city.
  1563. 4. KU7X sign on the multi-level parking garage.
  1564. Buildings that can be Entered
  1565. 1. KU7X multi-level parking garage.
  1566. 2. All of the buildings in the big city can be entered or driven on top of somehow.
  1567. 3. All of the buildings in the little city can be entered or driven on top of somehow.
  1568. 4. Chassis of a jumbo jet suspended above the quarry west of the little city.
  1569. Faction Leader Locations
  1570. 1. Top of the north-east building in the big city.
  1571. 2. In a tunnel under the overpass just north of the multi-level KU7X car garage.
  1572. 3. Top level of the multi-level KU7X car garage.
  1573. 4. Just east of the small city on the upper level freeway.
  1574. 5. North of the small city on the hill with the transmission tower (the one with the health pickup).
  1575. 6. Bottom level of one of the southern buildings in the small city (the only one you can enter at street level).
  1576. 7. Second level of the north-west building in the little city.
  1577. 8. In a tunnel just south-east of the south-east building in the little city.
  1578.  
  1579.  
  1580.  
  1581.  
  1582.  
  1583.  
  1584. Watkyn’s Harbor
  1585. Note: West-East will be determined by facing the blue neon Stier Metal sign.
  1586. Health Pickup Locations
  1587. 1. In the air behind the Stier Metal sign (jump across a broken bridge to reach it).
  1588. 2. On the second level of the Watkyn’s Special Reserve distillery in the center of the map.
  1589. 3. On a bridge connecting the second level of the Tool or Die building and the DIAMANT warehouse next to it.
  1590. 4. Floating in the air just south of the Tool or Die building above the canal (can be reached by accessing a ramp and crossing a few bridges on the nearby buildings, or by blowing up the western most DETOSO ELECTRIC gas tank).
  1591. 5. On a low ledge located in the center of one of the processing plants in western part of the map.
  1592. 6. On a bridge connecting the PETROLCO cylinder building with the adjacent processing plant.
  1593. 7. Middle of the freeway in the southern part of the map.
  1594. Mega Gun Locations
  1595. 1. On top of the building directly south across the street from the DIAMANT warehouse.
  1596. 2. Second level of the Watkyn’s Special Reserve distillery in the center of the map.
  1597. 3. Under the breezeway of a motel located just south of the DETOSO building.
  1598. 4. On top of the closest building south-west of Stier Metal.
  1599. 5. In the tunnel leading down into the canal round-a-bout behind PETROLCO (you’ll find it if you follow the canal west towards PETROLCO).
  1600. Destructibles
  1601. 1. Just about every large silo/gas tank can be destroyed on this map.
  1602. 2. Destroying the western most DETOSO ELECTRIC gas tank will cause it to fall on the nearby building, creating new pathways and easy access to the floating health pickup.
  1603. 3. Destroying the middle DETOSO ELECTRIC gas tank will create a ramp up to the nearby DETOSO building.
  1604. 4. Destroying the eastern most DETOSO ELECTRIC gas tank will create a ramp up to the nearby freeway.
  1605. 5. Club Inferno (destroying it creates a ramp to jump up to the freeway).
  1606. 6. Just about all the glass and/or walls of buildings can be destroyed.
  1607. Buildings that can be Entered
  1608. 1. Buildings that CAN’T be entered is the better statement.
  1609. 2. EVERY BUILDING ON THIS MAP (except for the small, insignificant ones) CAN BE ENTERED OR HAS ROOF ACCESS!
  1610. Faction Leader Locations
  1611. 1. Third level of the Tool or Die factory.
  1612. 2. Bridge connecting the second level of the Tool or Die factory and DIAMANT warehouse.
  1613. 3. Rooftop of the buildings just west of the Tool or Die factory.
  1614. 4. Second level of the Watkyn’s Special Reserve distillery.
  1615. 5. Third level of the PETROLCO factory.
  1616. 6. Second level of the factory just east of the PETROLCO factory.
  1617. 7. Eastern sewer/canal round-a-bout (behind Tool or Die factory).
  1618.  
  1619.  
  1620. Diablo Pass
  1621. Note: West-East will be determined by the small town being the east, and the Twisted Rock scenic overlook being the west.
  1622. Health Pickup Locations
  1623. 1. In front of the collapsed tunnel (follow the road all the way west).
  1624. 2. Located on a lower ledge a little south from the Twisted Rock scenic overlook (two ramps to get down to this area).
  1625. 3. Floating over a gap just west of the large bridge.
  1626. 4. Dead center of the large bridge.
  1627. 5. West of town there is a natural rock bridge high above the road. Drive back in the surrounding hills to reach it.
  1628. 6. At the gas station in the eastern part of the town.
  1629. Mega Gun Locations
  1630. 1. The eastern Twisted Rock scenic overlook.
  1631. 2. Travel down the road south from the Twisted Rock scenic overlook. There will be a rock archway, proceed under it into a tight canyon pass.
  1632. 3. Just west of the large bridge (if heading west, turn right IMMEDIATELY after getting off the bridge).
  1633. 4. Go over the first small hill on the east side of the bridge, then turn into the first gap you see between two rocks.
  1634. 5. When traveling east from the bridge, eventually there will be a circular cave on the left side of the road. It’s just at the mouth of that cave.
  1635. 6. Floating above the main road in town, can be reached by finding a nearby ramp.
  1636. Destructibles
  1637. 1. No significant destructibles on this map.
  1638. 2. Small buildings, gas station, billboards, telephone poles, etc.
  1639. Buildings that can be Entered
  1640. 1. Various “hidden” canyon pathways.
  1641. 2. A large pipe that leads into a secluded area with some weaponry.
  1642. 3. Two ramps in town that will allow you to reach the roofs of some of the buildings.
  1643. Faction Leader Locations
  1644. 1. The small service ledges along the large bridge.
  1645. 2. The secluded area that can be accessed via big pipe just west of the large bridge.
  1646. 3. On top of the natural rock bridge just west of the town.
  1647. 4. In the southern alcove near the natural rock bridge west of town.
  1648.  
  1649.  
  1650.  
  1651.  
  1652. Metro Square
  1653. Note: West-East will be determined by the museum being the west, and the statue of liberty being the east.
  1654. Health Pickup Locations
  1655. 1. Center of the eastern ice skating rink.
  1656. 2. Center of the bridge at the far north edge of the map connecting the two ice skating rinks.
  1657. 3. Center of the western ice skating rink.
  1658. 4. Along the broken section of railway tracks south of the western ice skating rink.
  1659. 5. On the section of railway tracks behind the Nature and Science Museum.
  1660. 6. Secret passageway in Santa’s Workshop (destroy the Unicorn Castle and it will reveal a hole you can drop down, it’s halfway down the hole).
  1661. 7. In Metro Square (Times Square, whatever), head west down into the subway. Keep driving straight and it is located in the air over a small jump.
  1662. 8. Enter the Matske Cameras across from Santa’s Workshop, and proceed up the stairs. Keep gunning it straight and jump the gap, bringing you to a health pickup along the railway tracks.
  1663. 9. Proceed into Matske Cameras, head to the second floor, and follow the balcony around to a bridge that connects an adjacent building. It’s on the bridge.
  1664. 10. Street level southern middle of map. You’ll see a sign that says Honnval Bank.
  1665. 11. Floating in the air in the eastern middle part of the map (can be reached by finding a ramp further to the east that will let you access the rooftops).
  1666. 12. In the middle north of the map (just north of Santa’s Workshop) there are two subway tracks that lead underground. Follow them and the pickup is at the track intersection underground.
  1667. 13. On the broken section of railway tracks south of the eastern ice skating rink.
  1668. Mega Gun Locations
  1669. 1. Bottom level at the rear of the eastern ice skating rink.
  1670. 2. Center of the bridge at the far north edge of the map connecting the two ice skating rinks.
  1671. 3. Bottom level at the rear of the western ice skating rink.
  1672. 4. On the railway tracks south of the Nature and Science Museum, just in front of the tunnel.
  1673. 5. Just in front of the subway entrance in Metro Square that leads west into the subway.
  1674. 6. Head west into the subway in Metro Square and go straight to the subway tracks (you’ll see a health pickup above the tracks). Turn right and follow the tracks a little ways and it will be in the first S-curve.
  1675. Destructibles
  1676. 1. Lots of little destructible goodies throughout the buildings.
  1677. 2. Destroying the Statue of Liberty will cause the head to fly into the building at the eastern edge of Metro Square, and the head will land in the middle of Metro Square.
  1678. 3. The subway cars can be derailed and will cause MASSIVE damage to enemy players (or yourself).
  1679. 4. Destroying the whale in the Nature and Science Museum causes it to crash through the floor, connecting the subway, street level, and a ramp to the roof of the museum.
  1680. 5. Destroy the Unicorn Castle in Santa’s Workshop to reveal a hidden passage that drops down into the subway.
  1681. Buildings that can be Entered
  1682. 1. Santa’s Workshop (has a bridge on the second floor that connects to Matske Cameras).
  1683. 2. The subway.
  1684. 3. Nature and Science Museum as well as the rooftop.
  1685. 4. Matske Cameras (two adjacent buildings connected by a bridge).
  1686. 5. A ramp leading to the lower rooftops of the buildings on the eastern middle of the map.
  1687. Faction Leader Locations
  1688. 1. Upper levels of the buildings east of Metro Square (accessed by a ramp through a building at the far east of the map).
  1689.  
  1690.  
  1691.  
  1692.  
  1693.  
  1694.  
  1695.  
  1696.  
  1697.  
  1698.  
  1699.  
  1700.  
  1701.  
  1702.  
  1703.  
  1704.  
  1705.  
  1706.  
  1707.  
  1708.  
  1709.  
  1710.  
  1711.  
  1712.  
  1713.  
  1714.  
  1715.  
  1716.  
  1717.  
  1718.  
  1719.  
  1720.  
  1721.  
  1722.  
  1723.  
  1724.  
  1725.  
  1726.  
  1727. Blackrock Stadium
  1728. Note: West-East will be determined by the red and blue spotlights in the fenced in area as West, and the green spotlights in the fenced in area as East.
  1729. Health Pickup Locations
  1730. 1. Bottom level of the structure in the center of the arena (in the spike trap room).
  1731. 2. One at each end of the stadium on the outer edges (behind the fenced in areas).
  1732. 3. A giant health orb will periodically hover around the skyway (the giant bridge in the shape of an S over the length of the arena). Stay in the health orb rays to regenerate health.
  1733. Mega Gun Locations
  1734. 1. Second level of the structure in the center of the map. Use the ramps to jump up and reach it floating in the air.
  1735. 2. There are Mega Guns at the north-east, north-west, and south-east ramps that jump onto the skyway. For some reason, the south-west ramp does not have Mega Guns.
  1736. 3. On the outer edge of the far east of the arena.
  1737. Destructibles
  1738. 1. As there are no destructibles on this map, I will talk about Environmental Hazards instead.
  1739. 1. Lava pits are at the bottom of both ends of the arena. Driving in the lava will slowly drain your health until you find the exit ramp.
  1740. 2. Swinging spike balls will deal about ¼ of your maximum health. They cannot be destroyed or stopped by any means.
  1741. 3. The spike trap room at the bottom of the center structure will occasionally activate, slamming spikes down into the floor and crushing any opponents. This usually results in an instant suicide.
  1742. 4. There is an electrified floor in front of each fenced in area (right sides if you are facing this area). It will slowly drain your health if you stand in the electricity.
  1743. 5. Walls will constantly raise and lower from the floor around the arena. They deal no damage, but are a real nuisance when chasing, fighting, or running from opponents.
  1744. Buildings that can be Entered
  1745. 1. The structure has 3 levels that can be accessed by ramps. The bottom level is a spike trap room that will periodically slam down spikes on you, usually an instant kill (you’ll know when the spikes are about to come down because red lights will flash in the area).
  1746. 2. The skyway can be used to quickly run the length of the map to the opposite side of the arena. Occasionally, a health orb will hover along the skyway so keep an eye out.
  1747. Faction Leader Locations
  1748. 1. Western and eastern outer edges of the stadium (behind the fenced in areas).
  1749. 2. Inside western and eastern fenced in areas.
  1750. 3. The beginning of each skyway leading off the top level of the center structure.
  1751.  
  1752.  
  1753.  
  1754.  
  1755.  
  1756.  
  1757.  
  1758.  
  1759.  
  1760.  
  1761.  
  1762.  
  1763.  
  1764.  
  1765.  
  1766.  
  1767.  
  1768.  
  1769.  
  1770.  
  1771. Back to Table of Contents
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