Twisted Metal: Head On: Extra Twisted Edition FAQ/ Walkthrough

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TWISTED METAL HEAD ON: EXTRA TWISTED EDITION

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Email me here:

[email protected]



Working on:



TMHO

-Maps (Story Mode)

-Armor points (i.e. how much health each car has)





TML

-Characters (need to get them in order as in the character select

screen as well as stories)

-Maps (Story/Challenge/Endurance Mode)

-Armor points (i.e. how much health each car has)



Intend to add:

-Multiplayer strategies

-Bugs

-Perhaps a tier list

-Suggestions for the next TM





Table of Contents

=================

1. Introduction

a.About TMHOETE



2. Twisted Metal Head On (work in progress)

a.Menus

b.Characters/Vehicles

c.Upgrades

d.Energy Attacks

e.Weapons

f.Bonus Levels

g.Maps (Story Mode) (unfinished)

h.Deathmatch Maps (Challenge/Endurance Mode)



3. Twisted Metal Lost (work in progress)

a.Menus

b.Characters/Vehicles

c.Energy Attacks

d.Weapons

e.Maps (Story/Challenge/Endurance Mode)



4. Bonus material/Extras (coming soon)

a.Sweet Tour

b.Documentary

c.TM1 Ending Movies

d.Cheats/Unlockables



5. Outro





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1. Introduction

Welcome to my Twisted Metal Head On: Extra Twisted Edition guide. While

I originally planned a guide for TMHO, there was already a good one for

it on gamefaqs and even then all I would probably do is just go into

detail about the maps and characters since everything else is well

documented. With TMHOETE I made this guide because it’s a much more

complete TM experience compared to TMHO for PSP. While the game content

is largely the same there are plenty of changes, thus warranting

TMHOETE a FAQ. With that said, I’m sure you’ll be into reading the

other sections by now.



a. About TMHOETE

Twisted Metal Head On Extra Twisted Edition is a port of Twisted Metal

Head On from PSP to the PS2, except it’s much more than a port. It has

plenty of extras, but the game’s true highlight is the separate

addition of TMLost, an intended sequel to TMB that was sadly cancelled

when the 6 key members of the team (who named it TM:Harbor City) died

in a plane crash. With TMLost however, comes an important note that

explains TMLost… as well as shedding light on a possible new TM for the

PS3! If there’s a downside to TMHOETE, it’s that it has no online play,

but that’s fair enough as all the extras compensate to make this the

ultimate TM experience. If you haven’t picked up TMHO for PSP then you

won’t go wrong with a port of a great game.



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2. Twisted Metal Head On (work in progress)

This is the original TMHO game from TMHO PSP, everything was carried

over with a few changes and additions, but overall it’s largely the

same game. I’ll cover the changes in the sections below, mainly because

I find squashing them together in one section is unnecessary.





a. Menus

========



When you get to the menu (I have to mention that menus load faster now,

compared to TMHO PSP!) these are the following options.



Single Player – Play the game solo, with three different modes of play.

Story – Play through the game in 11 levels, this is necessary to unlock

the extra levels and characters. You can play through the game with

every car except for one.

Challenge – Choose a level, a car, and 5 opponents. All cars are

playable in this mode.

Endurance – Choose a level, and a car then battle it out until you die

or leave.



Multiplayer – As mentioned before, multiplayer is cut down heavily

without the existence of online. Thus, you have the following two modes

of play.

2P Deathmatch – Battle with a friend.

2P Coop – Play through Story mode with a friend.



Options

Audio – Adjust the music and sound effects volume.

Controls – Choose from three control options: Classic, Hit n Run, and

Run n Gun.

Difficulty – Choose from four difficulties – Super Easy, Easy, Medium

and Hard.

Save Game – Save your game as well as your settings.

Load Game – Load a previously saved game.

Restore Default Settings – Restore everything back to where it was

before.

Movie Clips – See the intro cinematic, unlocked character endings and

credits.





b. Characters and Vehicles

==========================

I’m not bothering with the stories, just the car stats and specials. I

added ramming damage for Mr Slamm and Dark Tooth because you can beef

up their specials’ damage by ramming an enemy. Sure, you can do this

with other cars but the ramming damage sometimes even occurs during the

special which is why I added it. 6 is the bare minimum without the

ramming upgrade, and the ramming upgrade lets both Slamm and Dark Tooth

do up to 12 points of ramming damage thus their upgraded specials will

always have the 12 ramming damage tacked on because you forego getting

the ram upgrade before the special weapon upgrade.



In addition, I’m also adding armor points (i.e. how much damage a car

can take before blowing up, so if a car has 100 points of health they

can take up to 100 points of damage) as well as boundary damage.

Boundary damage occurs when you exit the map’s solid ground and go

right into a part of the level that will hurt your health. The damage

will always be the same for every map but not for every car.



It appears to me that Boundary Damage will take away about 1/5 of a

car’s health, as four or five Boundary Damages will kill a car. There’s

a rather odd discrepancy with this though, as Dark Tooth has 200 points

of health but dies after 4 boundary damages (33 x 4 = 132 last time I

checked). The only exception is Tower Tooth, as he can’t go on any map

that has “Out of Bounds” penalties in them and Roman Ruins deathmatch

has no out of bounds penalties.



Roadkill

Handling: 5/10

Armor: 4/10 (100 points of health)

Special Weapon: 6/10

Speed: 6/10

Boundary Damage – 29 points

Special - (Boomerang, 15 points normal, 30 points with a return shot)

Fires a boomerang at an enemy. It has low homing ability. Hitting the

fire button after firing a boomerang will cause it to return to

Roadkill. If you fire it with no target present, the boomerang will

only go straight ahead. Unlike TM2, you must hit the fire button to

manually return the boomerang.

Upgraded – (Charged, 27-35 points normal based on range, 31-35 points

after the 3 light blinking charge delay, 30-62 on a return shot)

Fires up to six boomerangs, all home in on the enemy much better than

the regular version IMO. They deal decent damage, even better if you

get all 6 to hit an enemy on their way back. It is the most powerful

special by itself, but other characters have more powerful.



Shadow

Handling: 5/10

Armor: 4/10

Special Weapon: 8/10

Speed: 6/10

Boundary Damage – 28 points

Special – (Soul Shadow, 12 points)

The weakest special, even weaker than Spectre’s (and doesn’t abide by

its special stat where it says it’s powerful). However, it does have a

useful ability to pass through walls, whether you detonate it or not.

When you detonate it the explosion also goes through walls, and the

area of effect is somewhat similar to a Napalm. Fortunately, unlike TM2

you can’t hurt yourself with this. It is faster compared to TM2’s Soul

Shadow but it’s slower compared to TMB’s.

Upgraded – (Charge, 27-29 points, 27 on a full charge and 29 after the

three light blinking charge delay)

While the special does more damage, the damage varies based on the

distance the enemy is from the explosion. Thus, if you’re trying to go

for the full 29 points you must get detonate when the enemy is near the

center of the Soul Shadow. However the 2 point difference isn’t worth

going for.



Mr Grimm

Handling: 10/10

Armor: 2/10

Special Weapon: 10/10

Speed: 8/10

Boundary Damage – 21 points

Special – (Screaming Soul, 25 points)

Fires three skulls ahead at an enemy. A direct hit not only causes

damage, it also bounces them up a bit. However, this was slowed down

from TMHO PSP because the special has a delay, so now you can’t fire

two in a row for 50 points of damage. BUT it gives you a chance of

making your shot more accurate incase your enemy is moving and you’re

trying to adjust the shot to hit where they’re going. Another change

from TMHO PSP is that the special is now red even when not upgraded

(just a minor graphical difference).

Upgraded – (Mash, fires missiles with small homing ability, 3 points

per missile, I got 43 points as max so far)

Until the Screaming Soul hits something (be it a wall, obstacle or

enemy), you can continue to fire missiles at the enemy. It’s best to

utilize the special by freezing an enemy, backing up so that you have a

large gap between you and your enemy, then fire and mash like crazy. If

you’re upclose, the special will hit and you won’t be able to get even

1 missile to hit (whereas in TMHO PSP, if you mash the fire button fast

enough a missile will come out right after firing the screaming soul,

thus letting you get 28 points even if you’re right next to an enemy).



Sweet Tooth

Handling: 2/10

Armor: 8/10

Special Weapon: 6/10

Speed: 2/10

Boundary Damage – 31 points

Special – (Napalm Cone, 18 points)

Fires a cone that homes in onto an enemy. If it hits a wall it’ll

bounce around, but it loses its homing abilities. Perfect for long

range combat but not too powerful on its own.

Upgraded – (Charge, 18-30 points, fires up to 6 cones, each doing 5

points of damage)

Fires up to six cones, all home in on the enemy but if an enemy turns

too much some of the cones may miss. It’s only slightly more powerful

than a charged Swarmer.



Thumper

Handling: 5/10

Armor: 4/10

Special Weapon: 8/10

Speed: 6/10

Boundary Damage - 26 points

Special – (Balls of Fire, 4 fireballs, 5 points per fireball, 20 points

plus fire damage if an enemy doesn’t turbo/shield)

A weak special, the homing abilities are similar to a freeze missile –

good but not great. Plus you have to aim all 4 successfully in order to

get 20 points of damage.

Special – (Mash, up to 32 points, each fireball is 1 point worth of

damage)

Thumper’s special is different; it becomes a flamethrower (colored

green… O_o) when you fire it but when you mash it also fires fireballs

(WOOHOO for repetition!). Unlike other mashed specials, even after you

hit an enemy initially with the “main” special (in this case the

flamethrower) the mashed projectiles can still continue to be fired

until the special ends. It’s hard to rack up even 25 points of damage,

so freezing first may help. Add some machine guns to supplement your

damage potential.



Spectre

Handling: 10/10

Armor: 2/10

Special Weapon: 8/10

Speed: 8/10

Boundary Damage – 24 points

Special – (Ghost Missile, 13 points of damage)

Fires a missile that goes through walls until it hits an enemy. It does

very low damage but it’s a sure hit. An opponent targeted by a ghost

missile will have a green circle around their car to indicate that

they’re being targeted, giving them time to Shield or Flak so only use

this when you know they won’t have enough energy to avoid it.

Upgraded – (Charge, 23 points on full charge, 27 points after the three

light blinking charge delay)

The upgraded version is perfect for sniping from a higher area. Again

it’s better to only fire the special when you know an enemy doesn’t

have the energy to Flak or Shield.



Twister

Handling: 10/10

Armor: 2/10

Special Weapon: 8/10

Speed: 10/10

Boundary Damage – 23 points

Special – (Tornado Twist, 18 points of damage)

Twister gets on its front and then spins wildly creating a tornado. Any

nearby enemies will get dragged into the tornado and spun around until

the tornado finishes, which tosses them all away. Perfect for throwing

an enemy “out of bounds” for more damage, even if they activate a

shield. Don’t use the special near walls; an enemy who hits a wall

after will fall to the ground immediately and will be immune to the

rest of the special.

Upgraded – (Mash, 31 points of damage)

The same, just mash for extra damage.



Outlaw

Handling: 5/10

Armor: 4/10

Special Weapon: 6/10

Speed: 8/10

Boundary Damage – 25 points

Special – (Tazer, 4-17 points based on how long the tazer latches onto

the enemy)

Shocks the nearest enemy with a lightning bolt. It does minor damage

and you have to run near an enemy in order to ensure the full damage,

making this one of the weakest specials. However when upgraded, it is

one of the most powerful specials overall. The Tazer can also pass

through walls.

Upgraded – (Mash, 4-32 points based on how long the tazer latches onto

the enemy and how many times you pressed the fire button)

The tazer will now shock enemies repeatedly if you keep tapping the

fire button, similar to Crazy 8’s from TMB. However what makes this

better is that it disorientates the enemy (i.e. flips them over or

causes them to be imbalanced). If you fire your machine guns while

shocking the enemy, you can do about half damage to every car in the

game. An improvement over the normal special.



Grasshopper

Handling: 10/10

Armor: 2/10

Special Weapon: 4/10

Speed: 6/10

Boundary Damage – 24 points

Special – (Body Slam, 18 points)

When selected, an enemy closest to you will have a green circle

surrounding them, thus warning them of Grasshopper’s special. This is

also the only way to get Grasshopper to do her special. She jumps into

the air and then charges at the enemy. If you’re closer, she’ll bounce

off of them which gives them a possible chance to retaliate so it’s

better you use it from far away. If no enemy is in sight, Grasshopper

jumps up, which can be useful to get to certain areas without having to

use the jump upgrade (especially in multiplayer). The special causes

the enemy to bounce really high into the air, thus setting up for

further punishment.

Upgraded – (Mash, 20-32 points, each green ball does 1 point of damage)

After jumping, mash the fire button to fire green balls at the enemy

(which will always hit), until Grasshopper connects with the special.

More damage is possible when the special is used far away. When you hit

fire, even if you don’t mash, two green balls will always be fired thus

ensuring at least 20 points of damage.



Warthog

Handling: 2/10

Armor: 8/10

Special Weapon: 6/10

Speed: 4/10

Boundary Damage – 33 points

Special – (Patriot Missiles, 6 per missile, 18 points overall with 3

missiles)

Fires a trio of homing missiles, red, white and blue. Good overall

weapon for long range combat, but in comparison to other specials

Warthog’s doesn’t do too much damage but it’s useful to wear an enemy

down, really quickly.

Upgraded – (Charge, 27 damage when charged)

The special is still the same but the missiles do more damage when

charged, equivalent to a fully charged Swarmer missile.



Axel (secret character)

Handling: 5/10

Armor: 6/10

Special Weapon: 6/10

Speed: 4/10

Boundary Damage - 30 points

Special – (Shockwave, 15 points)

Axel releases a burst of energy that crosses the ground, forming a

circle. Anyone hit by the shockwave will bounce into the air, and if

they’re driving they’ll even flip over thus setting them up for further

punishment. Good to hit multiple enemies at once.

Upgraded – (Charge, 27 points)

The same, and a lightning bolt is latched onto an enemy from Axel’s

vehicle although it doesn’t seem to do any extra damage.



Mr Slamm (secret character)

Handling: 2/10

Armor: 8/10

Special Weapon: 10/10

Speed: 2/10

Boundary Damage – 34 points

Special - (Bucket Shake Slam, 22 points + 6-12 ramming damage = 28-34

total)

When selected, all you do is drive your front end into a vehicle and it

will pick them up, slam them a few times and then throw them away. A

change from TMHO (and TM2) is that now the enemy that’s getting slammed

will temporarily have their weapon/energy display disabled. They can

still shield it, not what I originally thought, but they can’t fire

anything. Throw an enemy into a wall with your special, then rinse and

repeat until you’re out of specials. Fire your machine guns to

accelerate the process! An enemy can only deal with this by putting a

shield up after they’re thrown away by your special and then remote

bombing their way out, so when they’re out of energy they might as well

be doomed!!! To be fair, Slamm’s special will always count the opponent

ramming him so he’ll take minor damage from the special.

Upgraded – (Charge, 22-34 points + 12 ramming damage = 46 total)

No longer automatic, you have to manually fire the special (which

causes the crane at the front to go forward a bit, increasing its

range). However, you can get 47 points of damage per freeze (Freeze,

Ram + fully-charged Special) so that’s still a lot. You can’t spam it

in the same manner as when it was normal, though.



Crimson Fury (secret character)

Handling: 10/10

Armor: 2/10

Special Weapon: 8/10

Speed: 8/10

Boundary Damage – 24 points

Special – (Reticle Pulse Blast, 16 points)

A red box appears in front of Crimson Fury; any target in the box will

have a crosshair on them (a change from TMHO PSP). Once the crosshair

is shown, it is your cue to hit the fire button to shoot. It launches a

laser ball at an enemy with minor homing ability (though it sounds

pretty cool).

Upgraded – (Charged, 25 points)

The charged special fires up to 5 laser balls for five points each.

You’ll have to aim carefully for all 5 laser balls to hit.



Hammerhead (secret character)

Handling: 2/10

Armor: 6/10

Special Weapon: 6/10

Speed: 2/10

Boundary Damage – 30 points

Special – (Ram Attack, 15 points)

When selected and near an enemy, the ground becomes highlighted in

blue. Press fire, and Hammerhead will do a wheelie (i.e. lift the front

wheels up), jump onto the victim and then bounce off of them. If no

target is present, Hammerhead just does a wheelie. The initial wheelie

leaves you pretty wide open since Hammerhead doesn’t leave the ground

immediately. However once it hits, it disables the enemy’s ability to

fire until Hammerhead lands back onto the ground, but they can still

shield it. Also if no target is present, the special will still be in-

tact until you actually hit an enemy.

Upgraded – (Mash, up to 25 points)

Once Hammerhead is on an enemy, he will accelerate his wheels and rub

it over his enemy’s paint for further damage.



Cousin Eddy (secret character)

Handling: 5/10

Armor: 10/10

Special Weapon: 10/10

Speed: 8/10

Boundary Damage – 25 points

Special – (Bull’s Rush, not named officially, 25 points)

Cousin Eddy rushes forward and charges straight ahead. Anyone unlucky

enough to cross his path will get pushed aside. The special flings the

enemy into the air depending on your distance from them when you

activate the special. At mid range, it will fling them into the air,

but at close or long range, it will just push them aside. 25 points is

quite a lot and if you throw them into the air it sets them up for

further punishment. You can also use this special as a means of getting

away from danger in an instant.

Upgraded – (Minion Flamethrower, not named officially, 36 points + fire

damage)

Remember Minion’s flamethrower from TMB? Well here is the same. Just

get close to an enemy and fire it off! It does pretty good damage for

such little effort, but beware that an enemy can freeze you to stop it.

Special Note – Cousin Eddy’s machine gun fires white missiles that home

in onto an enemy now. A nice improvement from TMHO PSP, where his

machine gun was lame (it did not home in like boss Cousin Eddy’s and it

was VERY hard to hit with).



ATV (secret character)

Handling: 10/10

Armor: 1/10 (50 points of health)

Special Weapon: 4/10

Speed: 8/10

Boundary Damage – 13 points

Special – (Bullet, not officially named, about 20 points)

Fires a few orange-ball shaped bullets. It has no homing ability, and a

pretty weak weapon overall as well as a lame excuse to get up into an

enemy’s face.

Upgraded – (Dynamite, not officially named, 29 points)

ATV now throws a dynamite at an enemy that follows them and hits for

good damage. It’s an excellent way to strike enemies from above and

below you, since the Dynamite arcs up pretty high.



Dark Tooth (Secret character)

Handling: 10/10

Armor: 10/10 (200 points of health)

Special Weapon: 10/10

Speed: 10/10

Boundary Damage – 33 points

Special – (Grapple, 20 points + 6-12 ramming damage = 26-32 total)

The mechanical jaws at the front grab an enemy, slam them a few times,

and then throws them away. Dark Tooth’s special animation has changed;

at the end, it now lifts an enemy into the air BEFORE tossing them.

Whereas in TMHO PSP after slamming an enemy Dark Tooth just flings them

up after (but this would cause some damage to him). Also there was an

occasion where Dark Tooth’s special failed to throw an enemy away, it

just dropped them right in front of him. However it loses its sound

effects from TMHO PSP. After throwing an enemy away, you can follow-up

by firing your machine guns along with another weapon for HUGE damage.

BTW, the range is HUGE for a close range weapon, and the special isn’t

named Grapple but I based the name off of the Concept Art manual that

came with the game. However, the special does come with a price; it

will count the opponent ramming Dark Tooth so he takes damage as well.

Upgraded – (None, 30 points + 12 ramming damage = 42 total)

Dark Tooth’s upgraded special is just more powerful, no need to hit

anything!

Special Note – Dark Tooth’s machine gun is Sweet Tooth’s special. His

shield is coated in purple instead of green like the other characters.

Author’s Note – Nevermind, you can still shield during Dark Tooth’s

special. Same with Mr Slamm. My mistake here.



Tower Tooth (secret character)

Handling: 10/10

Armor: 10/10

Special Weapon: 10/10

Speed: 10/10

Special – (Flamethrower, 15-30 points)

Tower Tooth’s special is essentially Cousin Eddy’s upgraded special,

although it’s not as powerful. It automatically targets the nearest

enemy, no need to aim. In multiplayer, the flamethrower can be a good

threat when you combine it with your machine gun fire.

Alternative – (Tower Lightning, no damage listed)

Now this special sucks, compared to TMHO PSP. It no longer fires 6

extra cones during the special, and it does essentially the same damage

as a fire missile. It’s not as powerful as TMHO PSP. It’s been colored

red instead of blue (minor graphical difference) but at half health and

nearly dead all you can do is fire some lousy lightning that’s not even

powerful?!?! Ah well. He can now be used in multiplayer, a change from

TMHO – though once you select him he still can only be used in Roman

Ruins deathmatch level (why couldn’t they make him selectable in Tokyo

Streets – Dark Tooth? That’s where his boss battle takes place anyway).

Special Note – Tower Tooth’s machine gun is Sweet Tooth’s special just

like Dark Tooth’s. His shield also covers him with purple energy

instead of green.





C. Upgrades

===========

One thing the TMHO PSP manual screwed up on was the upgrade list, it

did not go in the order specified compared to the game. Thus, in ETE’s

manual it was fixed.



Upgrades are powerups gained after destroying a car, they have varying

effects and are permanent until you are destroyed, in which case you

lose all upgrades and must start over. When you get an upgrade the next

one comes available; after all 6 upgrades the 7th upgrade is random.

Upgrades carry over to the next level giving you a nice advantage. In

ETE the upgrade icons (yellow green triangles) now have words circling

it thus showing you what your next upgrade will be.



1st upgrade: Turbo and Energy upgrade

Speeds up Energy regeneration by 10%, turbo now burns slower by 10%, it

also refills your energy/turbo meters in case you used some of it up.



2nd upgrade: Jump upgrade

Now when you jump, it jumps 2x higher than normal, back to TM2 height.

Very useful IMO, especially since Jump no longer uses any energy!!!



3rd upgrade: Ram upgrade

Adds 10% more damage to a ramming attack. Much more useful in a higher

armored car where the effects are more apparent. Average armored cars

get up to 8 ramming points, higher armored cars get up to 12 ramming

points, and lower armored cars can get up to 6 ramming points (which is

odd, but yes, even Grimm can ram Dark Tooth for 6 points of damage).



4th upgrade: Machine Gun upgrade

Your machine guns now fire red bullets instead of white ones, and will

rapidly whittle down an enemy’s health. Very useful.



5th upgrade: Armor Upgrade

Although the manual says your armor is increased by 15%, really all it

does is add an extra health bar in your health (colored blue). However

this health bar goes down more quickly compared to a normal health bar,

but at least you won’t start taking normal damage until it is depleted.

BTW, the upgrade also regenerates your health in case you’re running

short.



6th upgrade: Special Weapon upgrade

Your special attacks/weapons can now do more damage based on two

mechanics: charging and mashing. Charging is typically for the

projectile/long range type specials, and mashing is for the melee-type

specials though there are some exceptions (Mr Grimm uses the mash

mechanic even though his special is a projectile, and Mr Slamm uses the

charge mechanic even though his special is a melee-type special). Some

characters’ specials become different, and there are a few who don’t

even need to charge/mash to maximize their damage. Only Tower Tooth

can’t receive a special weapon upgrade, but he makes up by having two

specials based on his current health. Charged specials, when fully

charged, will blink three times warning you to release the special

before wasting it completely. A change here is that charged weapons now

charge a bit faster compared to TMHO PSP (really I only noticed this

with Warthog, other charged specials seem to charge at the same speed).

It seems to me that some Mashed specials were toned down in damage, a

bit (although I may be a bad button basher).



7th upgrade: Random upgrade

You will either get three extra missiles (Fire, Homing, or Power), a

15% health regeneration, or a Turbo and Energy refill. To maximize your

chances of a Turbo and Energy refill or 15% health regeneration get as

much weapons as possible, or have 30 weapons (the maximum) so that you

can only get 15% health regeneration or the Turbo and Energy refill.





d. Energy Attacks

=================

All Energy Attacks are based off of their TMB-inputs, save for one that

was changed from TMHO PSP/TMB.



Freeze Missile (Up Down Up, uses about 40% of the energy bar)

Fires a freeze missile at an enemy. A hit freezes them and thus lets

you continue with whatever weapon you have in mind. The homing

abilities are still pretty good but they are not as great as in TMHO

PSP. Any weapon above 10 points of damage will break the freeze, thus

to do the most damage, fire your Machine Guns and use a strong weapon –

preferably a special or power missile. For some reason the D-pad input

is rather unresponsive compared to the other Energy Attacks; I

recommend using the left analog stick to input the Freeze (it’s more

responsive than the D-Pad input but it sometimes fails occasionally). A

freeze missile does 1 point of damage to an enemy. When you’re frozen,

rapidly tap a button to break out. Unlike TMB, if you turbo during a

freeze it will actually use Turbo from your turbo meter.



Shield (Right Right Down Down, uses about 60% of the energy bar)

Causes green energy to envelope your car thus protecting it from

weapons. Use it when low on health, trying to escape, or getting to a

health, but use it wisely since it uses the most energy out of all

energy attacks. It protects you for about 5 seconds.



Mine (Right Left Down, uses about 10% of the energy bar)

Drops a mine onto the ground. Best used after taking a teleport to

ensure that an enemy will take the damage, rarely will you ever need to

drop one into the path of a relentless enemy. A mine hit does 6 points

of damage. It is interesting to note that one of the trailers for TMHO

PSP showed a mine doing 22 points of damage to Mr Grimm, so perhaps the

mine in its previous state was too powerful… unless they meant a REMOTE

BOMB but it clearly said a MINE hit.



Cloak (Left Left Down Down, uses about 40% of the energy bar)

Renders your car invisible from sight and even from the radar for about

5 seconds, however it will leave behind a shadow of the car’s wheels as

well as a smoke, so if a human player notices the smoke/shadow and

shoots you it will unveil you so beware. Unlike TMB, ANY weapon fired

(be it Machine Guns, energy attacks such as Freeze Missiles and etc)

will uncloak so it’s better that you use this as a getaway option, not

a surprise attack method. Also, when you use invisibility an enemy

typically drives away from your location and will not notice you at

all. This is VERY useful in the deathmatch versions of levels,

especially since DM maps have fewer healths and most of them have wide

areas thus making you a big target for anything.



Flak (Up Down Left Right, uses about 20% of the energy bar)

Causes a radial explosion to burst out of your car. The explosion can

damage (for 10 points) and knock away enemies BUT it can also destroy

missiles too. This is basically a less expensive Shield, but only for

missiles, and you have to time it carefully so that a missile hits the

explosion before it hits you. I rather not use it, but it looks pretty

cool, IMO.



Rear-Fire (Up Up Down Down, no energy is consumed)

The only command that’s changed from TMHO PSP. Rear-Fire no longer

needs you to hit the fire button after inputting the command but it’s

still somewhat unresponsive. It fires the currently selected weapon out

of your car, however weapons such as Swarmer Missiles can’t be rear-

fired. Best used with Homing weapons, especially the Homing Missile.



Napalm (Right Left Up Up+Fire button, uses about 30% of the energy bar)

A Homing Napalm is fired along with your current weapon, it adds 11

more points of damage as well as doing fire damage and disorientating

the enemy. However, it does not work with special weapons. The command

is rather unresponsive, even in TMHO PSP. If you’re going for the kill

use this, otherwise don’t bother with it.



Jump (L1+R1, consumes no energy)

Yay, it doesn’t use energy anymore!!!! Even if it did the difference is

hardly noticeable. When you get the jump upgrade it’s even better. Be

wary of Napalms.





e. Weapons

==========

The weapons return from TMHO, however two of them received a damage

boost. Otherwise they are largely the same (but the missiles look like

fireballs now so they are cooler :]). Each weapon will always give you

2 per pickup, compared to previous TMs.



Fire Missile (12 points of damage, common, limited homing ability, can

be rear-fired)

Basic missile; only slightly more damaging than the homing missile but

a better weapon to waste since there are much better weapons. You start

with two of these. Fire missiles are color coded orange with a missile

in them. They’ve been slowed down from TMHO PSP, equal to TMB’s Fire

Missile.



Homing Missile (10 points of damage, common, great homing ability, can

be rear-fired)

Homing Missiles are the best overall missile, they only do half the

damage of a Power Missile but you can fire several of these and cause

some huge damage really fast. Very useful on speedy vehicles such as

Grimm. Homing missiles are color coded purple with a missile in them.

They’ve been slowed down from TMHO PSP, equal to TMB’s Homing Missile.



Power Missile (20 points of damage, uncommon, no homing ability, can be

rear-fired)

Power Missiles are what they imply; powerful. However in TMHOETE they

really do feel “powerful” since they produce a knockback that’s much

more noticeable compared to TMHO PSP or even TMB – very TM2-ish. Freeze

into Machine Gun and Power Missile is one of the easiest damaging

combos you can do to an enemy, and if an enemy doesn’t run for it or

use a shield you got yourself another power missile for up to 41+

points of damage! Power missiles are color coded red with a missile in

them. They’ve been slowed down from TMHO PSP, equal to TMB’s Power

Missile.



Napalm (20 points of damage, uncommon, no homing ability, can be rear-

fired)

Napalms have gotten an upgrade from TMHO PSP; they will always do 20

points of damage regardless of the distance the enemy is from the

target crosshair. However they can now actually hurt you if you drop

them too close to you so Napalms have to be used more carefully. The

area of effect is solely inside the target crosshair so the enemy has

to be as close to the target crosshair as possible in order for the

explosion to hurt them. Fortunately, Napalms are great for “shooting”

people behind walls; the explosion will pass through the wall and hit

them if they’re hugging the wall too much. They’re also great for

shooting enemies on roofs or some higher area. Napalms are color coded

yellow with a can in them.



Ricochet Disc (10 points of damage in a straight on hit, 30 points on a

bank shot hit regardless of how many times the disc bounces, rare, no

homing ability, can be rear-fired)

While ricochet discs are fast (actually faster than TMHO PSP) and the

knockback is a bit more noticeable compared to TMHO PSP there’s still

very little reason to use them, except in narrow hallways/areas. They

only deal as much damage as a homing missile and are not too powerful

without a bounce hit so you might as well fire these away since maps

are very wide open, and it’s hard to get a bank shot. A bank shot will

have the disc colored darker orange as well as giving an even greater

knockback than a dead-on hit. Ricochet Discs are color coded lavender

with a disc in them.



Remote Bomb (25 points of damage irregardless of distance, rare, no

homing ability, already rear-fire-able)

Remote Bombs received a bit of a boost; they now do 25 points of

damage, whether you detonate the bomb and catch them in the explosion

or an enemy runs into it. They are excellent for teleport traps (i.e.

dropping a remote onto a teleport pad after getting warped over) when

interspersed with mines and a little “surprise” with a freeze missile.

Drive-by bombings are not recommended except on a slower car, and even

then they usually try to run for it before you can detonate the bomb on

them. Make sure not to be within the Remote bomb’s explosion area or

else you get hit too. Remote bombs are color coded green with a

dynamite in them.



Swarmer Missile (4-27 when fully charged, uncommon, great homing

ability, cannot be rear-fired)

The Swarmer Missile is essentially Roadkill’s special from TMB, only

not as powerful, but it’s still a powerful weapon on it’s own. You

charge it up with the fire button, and release after 6 missiles appear.

You only need the 6 missiles to appear for the maximum 27 points of

damage; the blinking is only a warning to let you know that you should

release the weapon before it backfires (i.e. wasted). If you’re aiming

for a single enemy, make sure to get closer to him since all 6 missiles

don’t congregate until they’re about to hit their enemy, thus letting

some of the missiles target another enemy. Swarmer missiles are color

coded yellow with a missile pack in them.



Turbo (pickup)

Not a weapon obviously. This completely refills your turbo meter when

you deplete it. Turbos are color coded light green, so be careful when

trying to distinguish them from Remote bombs. They look like Nitro Gas

tanks.



Health (comes in two flavors; Partial and Full)

Well if you’re nearly dying, pick up some healths! Partial ones are

common and restore 30% of your health, and Full ones are rare (only 1

except in Monaco where there’s two and they appear in MOST levels save

for about two or three) but completely restore your health. Health

regeneration is faster compared to previous TMs, which if anything,

makes TMHO easy. A change from TMHO PSP is that Full Healths actually

regenerate now, whereas in TMHO PSP once you picked them up, they were

gone for good. There are no full healths in the deathmatch maps, and

there are also no full healths in even the ones that have them when

playing challenge mode. Partial ones are white with a red cross in the

center, and the full ones are simply bigger.





f. Bonus Levels

===============

I’m sure one thing you’ll definitely hate are TMHO’s bonus levels. They

are necessary to complete in order to unlock extra levels and cars,

however they can be pretty frustrating and the levels that give them

are anything but easy. This is a quick guide to the bonus levels. Bonus

levels are accessed by entering the Mini-game teleporter (the pink

ones) but some are hidden away in certain levels. After completing a

bonus level, you’ll obtain whatever weapons you picked up from the

level as well as a full health recharge. If you complete the bonus

levels that give you extra levels/cars again then you get a cheat code.

In most of the bonus levels, if you try to reverse and go back, the

game will give you a 5-second warning to turn around and keep going or

else you self-destruct automatically (it’s not really bad since the

countdown only briefly appears 2 seconds after you turn around). A

change from TMHO PSP is that you can now re-enter the minigame

teleporters after completing them. Whereas in TMHO PSP completing them

would seal them off so you can never go in until you re-play the level

with that minigame. BTW, some minigames reward you with extra lives but

I only put it down for the ones I remember getting extra lives from.



Big Blue Stadium

Minigame: Demolition Derby

Location: Enter the room with the full health. Look to your right to

find a Swarmer Missile, shoot down the glass to reveal the teleporter

and a Homing missile.

Goal: Ram 5 taxicabs. Turbo is infinite, and Energy Attacks are usable.

Must be completed in under 3 minutes to get the bonus.

Bonus: Extra Life

Strategy: Ram the taxicabs to take them out, using turbo. The taxicabs

will try to ram you sometimes, but they also have an annoying habit of

ramming another taxicab (often the one that is your intended target).

Fortunately the Freeze Missile can be used here, and a taxicab will

stay frozen indefinitely until you ram them which is a nice thing. Try

to aim for the taxicabs’ sides rather than pursue them since they

usually turn at the last minute when you’re about to ram them. A change

from TMHO PSP is that you can actually ram the taxicabs for MORE damage

now (the most you could do to a taxicab in a high armored car was 16),

you can do 24 points with a high armored car, so they go down faster.

It’s better to use slower/higher armored cars for this bonus level,

since taxicab rams won’t hurt you much at all, but it’s the easiest one

to complete nonetheless.



Los Angeles Woods

Minigame: Freeway Slalom

Location: In the area with the construction workers and Mr Slamm-like

vehicles, go to the building that’s closer to the sewers and shoot down

the brown door (it’s the one that has a door on the left side of the

building) to reveal the teleporter.

Goal: Complete the obstacle course in under 2 minutes to get the bonus.

Turbo is usable but not infinite.

Bonus: Mr Slamm

Strategy: Shoot down the toxic waste cans in the beginning and keep

going. When you reach the part with the wrecking balls, just drive

carefully and stop right before they swing. After you past them, you

will drive into a traffic area. Avoid the cars (they won’t hurt you or

anything, they’ll try to get off your path) so that they don’t slow you

down.



Paris

Minigame: Chopper Shoot

Location: It might be easier if you use a Remote Bomb to blow up the

Eiffel Tower first. The Eiffel Tower drops down its top which is used

to activate the Lightning environment weapon. Just go straight from

where the Eiffel Top Lightning is and shoot down the door in front of

you to reveal the teleporter. Memorize this spot in case of future

trips.

Goal: Shoot the helicopters with Napalm. After destroying them a bridge

to the next building will form, until you reach the end. Complete in

under 2 min to get the bonus.

Bonus: Paris deathmatch level

Strategy: For the helicopters that lay low, fire a Napalm and drop it

on top of them, aim carefully too. For the helicopters that fly high

enough, try to get a direct Napalm hit so that you don’t have to drop

the napalm onto them. A change from TMHO PSP is that you can’t use the

Jump energy attack anymore. You could bypass shooting the helicopters

by jumping onto the next building without having to cross on the

bridges (although the buildings closer to the end have wider gaps so

you can’t turbo and jump to get through).



Egypt

Minigame: Balance Beam

Location: In the area with the ENV weapon, on the side where there are

no ramps going to a higher location, there’s a small door (with a small

opening at the top) that can be shot down to reveal an ENV weapon and

the teleporter.

Goal: Complete the obstacle course. Complete under 2 minutes to get the

bonus.

Bonus: Egypt deathmatch level

Strategy: It’s better that you use a fast car for this one. Okay, start

off driving and going around the bonfires. At the end of the bonfires

are the rotating spikes, drive forward and with the spikes while

keeping a small distance between you and the spikes. Afterwards, there

are the crusher doors. Wait, and keep going. After the crusher doors,

and bonfire, more spikes (with a second one right behind the 1st). Drive

carefully again. After the spikes, you get to an area where lightning

moves from left to right. Wait for them to go to the other end, then

move forward. After the lightning, you get to an area with the slicer

blades moving left to right. They don’t swing around the “non-mat”

(i.e. the ground that looks normal) parts of the area so get onto the

non-mat area, wait, keep going, etc. Afterwards, more spikes to deal

with. Followed by that, you get to the hammers (gosh I hate that part).

They slam the non-mat areas but NOT the mat areas, drive carefully

through, stop when necessary, etc. After the hammers, rush forward to

claim your prize.



Roman Ruins

Minigame: Top Down Driver

Location: In the middle of the area (the large circle with the ENV

weapon there), go to the second floor via the ramps and then the third

floor via the ramp leading up to it. Drive towards the temple-like area

with the poles. Afterwards you should find the teleporter at the left.

Goal: Finish the course. The catch is that you will always be

accelerating and cannot use brakes so you’ll have to look ahead in orer

to line up your jumps properly. Turbo is infinite, at least. Complete

in under two minutes to get the bonus.

Bonus: Roman Ruins deathmatch level, necessary for unlocking Tower

Tooth’s challenge in both Challenge and 2P Death Match mode.

Strategy: A change here from TMHO PSP is that there are a lot more

toxic waste barrels, but you can get rid of them all with machine guns.

I suggest you don’t use Cousin Eddy or Dark Tooth for this bonus level,

their machine guns aren’t rapid enough to shoot down the barrels.

Another change is that you no longer have 3 chances to survive when

getting hit by the barrels. While I never died from the barrels, they

did minor damage to me, so I would think that you have a few more

chances to survive to compensate for all the extraneous barrels.

Anyway, just shoot down all toxic waste barrels, collect weapons, and

if necessary try to avoid the ramps, but make sure to hug the left or

right to avoid the pits that follow after the ramps. When you get to

the JUMP part, you must Turbo and use the Jump command to get across,

especially if you’re in a slower car, otherwise you’ll fall short.

After the entire JUMP part, watch out for more ramp and the finish line

ahead will redeem you your prize.



Russia

Minigame: Shooting Rink

Location: Start at the area that has a Health, Turbo and Homing Missile

there. Then from there, go to the area ahead of you that has a Power

Missile. Turn left to notice a bell-like structure with a large

building behind it. Shoot down the end to reveal a tunnel going

underground, and go into it. To your left is the teleporter, and in the

tunnel there is a partial health, Ricochet and Swarmer Missiles (I

think it’s the Swarmer Missile, I’m not sure).

Goal: Survive by shooting 6 tanks while in an ice rink area (thus

there’s more traction). You can only use your machine gun, however you

can also use the Shield energy attack. When you destroy a tank, a new,

bigger, and stronger one respawns. They typically show up at a corner

and will slightly rotate to turn into your direction while constantly

shooting. Complete in under three minutes to get the bonus.

Bonus: Axel

Strategy: At the beginning with the small tank, get behind it and

shoot. Do the same for every other tank, but if you’re out of energy

just wait and keep staying behind a tank. Activate the shield

approximately 2 seconds later after destroying a tank to ensure you

don’t get cheap shotted by the next tank. This is recommended with

faster cars, but Dark Tooth is also a good candidate since his machine

gun is stronger and he has more armor than anyone else.



Greece

Minigame: Jump skill

Location: In the area with the ship, go to the back (the front has a

Homing Missile and Health) and go down that roadway that enters the

ship. Go straight ahead, and turn right to find the teleporter.

Goal: Finish the course by jumping from platform to platform. Complete

in under 2.5 minutes to get the bonus.

Bonus: Greece deathmatch level

Strategy: You now actually have to use your Jump command to get you

across platforms now, compared to TMHO PSP (at least if you’re using a

slower car, that is). At the beginning, turbo and jump, then get onto

the elevator. Go up, turn right, and either turbo + jump twice to get

by or you can wait for the moving platform to get to your side, get

onto it, then get off at the other side. Go down, navigate carefully

through the moving platforms, then get off at the other end. Take the

jump and aim for the wall of that platform. Take the next ramp, jump,

turn right 90 degrees in midair then hit brake so that you don’t fall

off. Do that again for the next jump, but turn 90 degrees left. Do the

same thing for the next platform. When you go down, you have the option

of taking the moving platform or using the ramp to turbo + jump. Use

whatever suits your fancy. After two of those, take the next elevator

up. Now this is the tricky part. Get onto the moving platforms that are

spinning, keep turning so that you face the other moving platforms, get

onto the next one CAREFULLY and hit brake, then get off at the other

end. Drive around, when you get to the area with the constantly

rotating platform (it’s connected to the other end but they have edges

so you can still fall off) get onto the platform and drive deep so that

you don’t get your car stuck on the edges, and keep turning so that you

can face the other end and get off without rotating and falling off.

After this part, you are finally free to get your bonus.



Monaco

Minigame: Death Race

Location: Take the road that goes into a tunnel that has turbo, keep

going and following the road until you see a green area that has a

Remote Bomb and the teleporter.

Goal: Survive a race going in the opposite direction for two laps.

Destroy 10 racers with your Infinite Fire Missiles (they won’t home in)

for a bonus and 15 for another bonus.

Bonus: (with 10 racers) Crimson Fury, (with 15 racers) Extra Life

Strategy: You will constantly be turboing the whole way and time is not

a big factor here so you just need to watch out for the racers. Hug the

walls of the track to avoid the racers, and shoot any that are in your

path. A change from TMHO PSP is that you no longer have 3 chances to

survive the racers. Instead, during the first lap they only deal minor

damage to you but during the second lap, they will deal double the

damage. Therefore try your best not to get hit on the first lap so that

you reserve your beatings during the second lap. A racer that runs into

you will still be factored in towards the kill count at the top left

corner.



Transylvania

Minigame: Platform Puzzle

Location: It’s hard to explain. But keep circling the area outside the

castle until you see another castle to your left. Behind it is a ramp

going to the top with the teleporter and a Napalm pickup.

Goal: Finish the course through the moving platforms. The Jump energy

attack is enabled. Complete in under 2 minutes to get the bonus (I

forgot but I completed it in under 2 minutes so it shouldn’t be too un-

obvious).

Bonus: Translyvania deathmatch level

Strategy: Just keep getting onto the moving platforms, brake, and go to

the next one. When you get to the area that has the rotating gears

(which causes the platforms connecting the path to circle) stop, turbo

through, stop, and turbo through (there’s three). At the end you get

your bonus.



Tokyo Streets

Minigame: Subway Gauntlet

Location: Just roam the center of the street (where it’s more

straightforward) to the end that has a red building. You should spot

the teleporter with no problem.

Goal: Shoot all 6 Sweet Tooth heads with a Power Missile and collect

the stars (they only appear after destroying a Sweet Tooth head with a

Power missile, it only takes one). Avoid all Sweet Tooth Nitro Buggies

that are circling the subway as well (they do minor damage). The Sweet

Tooth heads will constantly fire Ricochet Discs at you, so watch out.

Destroying a Sweet Tooth head will restock your Power Missiles by 2,

and picking up a star will restore a bit of health. I don’t remember

this but I think touching a Sweet Tooth head may instantly kill you

(based on TMHO PSP). Machine Guns and Energy Attacks are disabled.

Complete in under two minutes to get the bonus.

Bonus: Tokyo deathmatch level

Strategy: Stay off the path of the nitro buggies, collect the Power

Missile, and aim carefully at the Sweet Tooth heads. Try to avoid the

Ricochet discs as much as possible, especially if they are already

bouncing around in the subway. The stars are only a few feet away from

the Sweet Tooth heads so after destroying one, turn towards the star

and keep moving. You can turn back and go after a Sweet Tooth head if

you miss one, the 5-second count shouldn’t hinder you too much.



Tokyo Rooftops

Minigame: Sky Track

Location: In the central roof with the Full Health inside, the

teleporter is to the left (or right in front of you based on where you

enter).

Goal: Complete the race in two laps. Finish first to get the bonus, and

4th or better to keep all weapons.

Bonus: Hammerhead

Strategy: Use a fast car, obviously, and turbo the whole way (it’s

infinite). The racers are actually competent this time compared to TMHO

PSP, and will put up a good fight in the race. The ones ahead of you

will drop mines to try to slow you down, although not as often as they

did in TMHO PSP, so try not to tail them for too long lest a mine

should steer you off track. If you bump into a racer it will slow them

down, if you keep bumping into them it will knock them back thus

letting you claim their position. Just try to bump into them from the

side.





g. Maps (Story Mode) (unfinished)

=================================

With the addition of Transylvania you now have to go through 11 levels

instead of 10. Story mode is necessary to unlock the extra cars/levels

as well as character endings. Once story mode is completed you will be

taken back to the TMHO/TML menu screen.



Here I’ll try to detail the 11 maps as best as I can. Health locations,

teleporters (minigame teleporters not included), and specific areas of

the map will be noted, and then strategies. Changes will also be noted,

although they will be noted separately as opposed to the previous

sections. Environment weapons will only be noted for the maps that have

them.



One universal change though, is that each level now only plays 1 music,

whereas in TMHO every level except for Tokyo – Dark Tooth (with Dark

Tooth and Tower Tooth) had two.



For the maps that are listed with Map # 1/2 are one of the two maps you

can choose to play in, Map # 2/2 is the other (just so that you don’t

get confused).



Map 1 - Big Blue Stadium

------------------------

Health Locations:

Full – In the room that has the teleporter (if it’s not obvious just

use the teleporter that is in the area outside).

Partial – Underneath the stadium area where the Power Missile/ENV

weapon is.

Partial – Behind the band Level.



Teleporters:

1 – In the central area of the stadium, there’s one sitting near the

stadium seats. It leads to teleport 2, in the room with the Full Health

and weapons.

2 – In the room with the Full Health. Takes you outside to teleport 1.



Changes:

1. Disaster Proof, the song played by the band Level is not played if

you skip the cutscene of the intro to TMHO.

2. Weapon places have been changed. For example, the trench in the

middle has a Napalm instead of a Power Missile. In front of the band

Level, there’s a Power Missile instead of a Ricochet Disc and to the

right is a Napalm instead of a Remote Bomb. Other weapons/pickups seem

in-tact.



Environment Weapon:

Band Attack – From where the band Level is, sparks fly out and then

home in on an enemy in the Racetrack area. It does 7 points of damage.

Not a great ENV weapon but at least you can “snipe” enemies when you’re

in the Stadium Bench or Backstage Room areas.



Areas:

Racetrack – This is where all the ATV racers are, they will drive

around the whole map. You can shoot the ATV racers to get weapons. A

lot of weapons are present here but they’re pretty scattered out.



Stadium Benches – The upper part of the map, you can get here via the

ramps. The benches that are covered with a roof have a lot of weapons

so this place is good for stocking up. Underneath the benches is a

Power Missile, ENV, and 1 of 2 Partial Healths. The benches that are

not covered with a roof is where the band Level is playing. Behind them

is the 2nd partial health, and around them there is a Napalm, Power

Missile, Remote Bomb, and a ENV weapon. You can still blow up the band

Level by detonating a Remote Bomb next to them (they will fly out which

looks hilarious).



Backstage Room – This is the room with the Full Health, teleporter,

Ricochet Disc, Swarmer Missile, Homing Missile, and minigame

teleporter. You can get here by Teleporter 1 in the Racetrack area or

look for a glass-like area in the corner (to the left of Level) and

shoot it down to enter it). This is probably the best room to hang out

in, since you can fire away at enemies outside, retreat via the

teleporter, and grab the full health in case you need it. It’s best

that you actually leave some damage for yourself and get the Full

Health; the AI may grab it (intentionally).



Strategies:

Just grab all weapons from the Stadium Benches and Racetrack area, and

let it rip. There’s only three enemies in this level so taking them out

shouldn’t be too hard. If you want to play it safe, get into the

Backstage Room, drop a Remote Bomb at one of the two entrances, shoot

enemies outside with Fire/Homing Missiles, and when they come, retreat

deeper into the Backstage Room, detonate when they cross the entrance,

and freeze an enemy (if there’s one). You can do lots of damage this

way, in a short period of time, and if you’re taking too much damage

the Full Health is sitting at the corner waiting to be taken.



When there’s more than one enemy that enters the Backstage Room,

retreat via the teleporter. Some may try to take the teleporter or

leave the normal way; whatever the case is, shoot them with missiles

when they leave the Backstage Room and leave a few mines for those who

teleport. If you’re a faster car, grab all the weapons in the Racetrack

area and Stadium Benches since those are the best places to stock up.



In a bigger car, freeze any enemies in the Racetrack area and unload

everything on them. Healths are few and there’s a good chance enemies

may take them so try to leave a little bit of damage in case.





Map 2 – Los Angeles Woods

-------------------------

Health Locations:

Full – The ramp in the construction site area.

Partial – By the power plant/ENV weapon.

Partial – Underneath the road area, it’s the road area that has a

support underneath it.

Partial – From the power plant/ENV weapon area, there’s a three door

building. Shoot the brown doors to reveal the health.

Partial – Take teleport 1 to the area with the LA WOOD sign, it’s all

the way in the back.

Partial – In the sewers area (the green watery stuff), there’s a tunnel

going underground that has the health. There’s also a Fire Missile and

a Swarmer Missile.



Teleporters:

1 – Where partial health #2 is listed, go to the square-ish building

that’s closest to the road area and shoot down the brown door (there’s

only one door). Behind it is a Fire missile and the teleporter, it

takes you to the LA WOOD sign area with teleporter 2.

2 – Located in the LA WOOD sign area, returns you to Teleport 1 and the

central battleground areas.



Changes:

1. Already noted the music change – It no longer plays the Menu Music

from TMHO PSP, it plays the “Fight to Survive” music.



Environment Weapon:

Powerplant Lightning – Notice the Power plant area where partial health

#1 is listed? Activating the ENV will cause lightning to strike anyone

who’s on the platform. It will not hit anyone that is on the road

around the Power Plant. It hits for 11 points of damage on one enemy.



Areas:

Sewers – The green watery area surrounds the construction site area.

You’ll find some weapons here, as well as a tunnel that goes

underground for Partial Health, Swarmer and Fire missiles.



Construction site – See all those Mr Slamm-like vehicles and

construction workers? Yep, this is the construction site. On one end of

the huge road circling the map, it holds Partial Health #3, a couple of

buildings with weapons, and the minigame teleporter. On the other end,

it has a pretty wide open area and two ramps; one that has a Power

Missile and another that has the Full Health. Since the Full Health is

out in the open you should grab it when you can.



Suburban – On the other side of the sewer, there’s a lot of buildings

you can go into for weapons as well as a teleporter to the LA WOOD sign

and a partial health.



Power Plant – This is where the ENV weapon is located. There’s a

partial health and swarmer missile here, but if you blow up those box-

things it reveals a Power Missile, 2 Fire missiles and one other weapon

I forgot. There’s also a ENV weapon and a Homing Missile on the road

around the lightning generator.



Traffic Road – This is where the traffic is. The road is huge and

circles around the map (very remniscent of LA from TM2). The bumpy

roads are close to the Power Plant area, everything else is pretty

straightforward. You can find a couple of weapons here as well as

turbos. There’s a break in the road that’s closest to the sewers which

leads to a remote bomb sitting at the edge.



LA WOODS sign – The teleporter from the Suburban area leads you to the

area with the LA WOODS sign. You can blow up the sign by shooting the

black structure thing that connects them, which allows a lot more room

for combat but less cover. There’s a partial health here as well as a

couple of weapons; it’s pretty wide.



Strategies:

The easiest way to deal with this level is to take the teleport in the

Suburban area to the LA WOODS sign area, drop Remote/Mines onto the

teleporter after, then back up and freeze any enemy coming in. This

deals a lot of damage to them in a short time and is safe, since only

one enemy can come in at a time. Run away while shooting missiles at

them to take them out quickly.



The best place to stock up would be the Suburban area with the

buildings and roofs (that you can use to snipe enemies with). Blow up

the doors to get lots of decent weapons. The Construction site area is

the best area for Homing Missiles, and you can pick up Swarmer Missiles

and Power Missiles in the Sewers area.



The ENV weapon can be pretty effective when there’s multiple enemies.

Just lure them onto the Power Plant area, use the ENV weapon (there’s

one around the road) when multiple enemies congregate onto the

platform, and pick them apart while they’re hanging helpless. The Power

Plant area is also a good place to stock up on weapons, there’s an ENV,

Homing Missile, two Fire Missiles, Swarmer Missile and a Power Missile

along with a health.



While you can use the Traffic Roads to your advantage, it’s very hard

to fight here since missiles will most likely hit the Traffic cars

instead of your enemies. Either stay at the roads near the Construction

site or Suburban area so that you can drop off and get away when

necessary.



After killing all 5 cars in this map you should have all of your

upgrades if you didn’t die yet.





Map 3 1/2 – Paris

=================

Health Locations:

Full – Underneath the bridge that crosses to the Eiffel Tower.

Partial – In the museum on the side that does not have the Eiffel

Tower. Blow up the door in the middle to get it. There’s also a Power

Missile here.

Partial – Once the Eiffel Tower is blown up, in the area where Partial

Health #1 is, there should be a ramp going up and around the roofs,

there’s another ramp that has a Partial Health floating in the air.

Partial – On the other side of the Eiffel Tower, there’s one sitting

right out in the open.

Partial – After the Eiffel Tower is blown up, there’s another one

sitting on the roofs (take the ramp going down to the left side).



Teleporters:

1 – Right underneath the Eiffel Tower. Takes you to the top of the

Eiffel Tower.

2 – At the top of the Eiffel Tower, takes you back down.



Changes

1 – Already noted the music change. Only plays the non-rockish music

(i.e. the one that does not have a French woman talking).



Environment Weapon:

Eiffel Top Lightning – After the Eiffel Tower is blown up the top will

fall down in the middle of the other side near two ramps. It effects

everyone that’s within the green-ish area. It hits for 10 points of

damage.



Areas:

Museum Side – This side does not have the Eiffel Tower in it. There’s a

pool area in the center with a Swarmer Missile and Turbo, a museum you

can access by blowing up the doors in the middle, and eventually after

the Eiffel Tower is blown up, you can access the roof of the Museum to

get a Napalm, Swarmer Missile, and Partial Health. The roof is also a

good sniping spot; the ramps can be used to protect you from homing

weapons. A few weapons are on each side of the pool. Above the Museum

is some sort of skate-ish area, which you can probably use to conceal

yourself if you’re using invisibility.



Waterfront – This is the area underneath the bridge that leads to the

Eiffel Tower. There’s a Full Health, Napalm, and Turbo down here. Get

under the bridge to avoid getting shot when trying to get to the other

side with the Eiffel Tower.



Eiffel Tower – Anyone who played TM2 will definitely feel traces of

Paris from TM2 with this lovely tower, which can be blown up. Use a

remote at the top; drop one onto teleporter 2 and hug the sides of the

Eiffel Tower so that unsuspecting victims will taste a nice little

surprise. Blowing up the Tower does lots of things. One, it lets you

access the roofs of the Museum area, two, it lets you access the roofs

of the buildings in the City area (that loops around from the Eiffel

Tower, to the ground next to the building with the minigame teleporter,

and back to the Eiffel Tower), and three, the top can be used to

trigger the ENV weapon for this map. I definitely recommend doing this

early on, because the roofs in the City area is packed with weapons and

you can snipe at enemies below with missiles. If you can’t reach them,

Jump (L1+R1 if you forgot) and fire. There’s also a partial health

here, which is probably the safest one to get overall since you can’t

get shot with anything except Napalms.



City – Sounds a bit boring for an area, but eh I couldn’t think of

anything better. This area extends from the Eiffel Tower all the way to

the back with buildings. It’s also heavy with traffic (they loop in a

square), which is good in case you need cover from heavy fire. There

are a couple of weapons here.



Park – This is the center of the City/Eiffel Tower areas. It’s very

wide open and good for combat. In a straight line, there’s a Swarmer

Missile, Power Missile, Partial health, and a Remote Bomb. Once you

blown up the Eiffel Tower, the Eiffel Top will land here so you’ll have

to be extra careful, especially if getting the Partial health.



Strategies:

Your first priority should be blowing up the Eiffel Tower. There’s a

Remote Bomb and Homing Missile at the top when you take the teleport.

Plant one near the teleporter, wait for someone to come up, and then

detonate. Now you have access to the roofs of the buildings in the City

and the Museum. If you go down the right side you’ll pick up plenty of

missiles; on the left there’s a Partial Health. It might be better that

you go down the right so that your enemy doesn’t get the Partial

Health. You can take shots at anyone going down from the Eiffel Tower

via Jump + missiles. When they reach the roof, freeze and pummel them

with Power Missiles/Specials/etc., then get away. The building with the

minigame teleporter is a safe area to retreat to since enemies rarely

occupy the area there. You can also jump above it from the roofs and

snipe enemies with missiles.



While the Museum area has a nice sniping spot and two healths (only if

you blown up the Eiffel Tower), there’s not much weapons compared to

the City area. However there is a Full Health nearby in the Waterfront

area and the bridge is a nice cover from enemy fire.



The AI typically wages war in the Park area or the pool in the Museum;

they usually don’t fire too much when roaming the roofs of the

buildings/museum. That opens up a nice opportunity to use the ENV

weapon and hit several enemies at once when too much gather around.

Leave mines/remotes when using the ramps instead of the Eiffel Tower to

get to the roofs, and shoot the enemies from above to take them out

easily.





Map 3 2/2 – Egypt

=================

Health Locations:

Full – Shoot the butt of the Sphinx. Go down and the Full Health is at

the middle of an intersection. If an AI goes down here, they may pick

up the Full health.

Partial – There’s one above the ENV weapon area, with ramps leading to

it. The AI tends to activate the ENV weapon only after you crossed the

jump so it’s safe to get.

Partial – Shoot one of the four entrances of the main pyramid (the

darker parts of the wall) to get this. It sits in the middle.

Partial – On an island near the Pyramid C (the one in the corner). An

AI will likely pick this health up.



Teleporters:

Teleporter 1 – In Pyramid A, the one with partial health. Takes you to

Pyramid B.

Teleporter 2 – In Pyramid B, the pyramid on the side and a little

further away from the Partial Health. Takes you to Pyramid C.

Teleporter 3 – In Pyramid C, the one in the corner and closest to the

Partial Health. Takes you to Pyramid A.



Environment Weapon:

Tornado – In the area with Partial Health 1, there’s a huge gap and two

ramps in the side. Activating the environment weapon will cause a

tornado to form and swirl around, becoming bigger until it reaches the

top (where it can affect anyone on the ramps). It hits for 10 points of

damage, and at the end it will throw away any cars in the tornado. The

helpless cars can be pummeled with weapons of your choice. It affects

anyone closest to the center of the gap, and eventually reaches

outwards to the end of the slope in the gap when the tornado grows.



Changes:

1. Already noted the music change.



Areas:

Burial Grounds – This is the area with the ENV weapon (if you don’t

know it’s the large pit in the middle). On the sides, there are four

ramps going up to the top that you can use to shoot at anyone below.

You can also get behind the ramps on the ground for cover. Behind the

ramp with the Partial Health is the room with the minigame teleporter

and ENV weapon pickup. To the left of the ENV weapon pit is a trench

with a ramp leading to a Power Missile.



Pyramid A – The only pyramid that has all four sides to it in tact.

There’s a few weapons hanging in mid-air at the sides of the pyramid as

well as some giant poles. You can enter the pyramid by shooting the

darker areas of the wall; there are four entrances in all. Inside the

pyramid is a partial health, and Teleporter 1. The entrance closest to

the Nile River area has a Sphinx with its rear end towards the pyramid,

which can be blown up to reveal one of three entrances to the

Underground area.



Nile River – This area contains an island with a Partial Health.

Pyramid B is to the side, and Pyramid C is to the corner straight from

the Partial health (shoot down the spots outlined in black to enter

them). You can use the statues on either side (the ones when you pass

the Sphinx) as cover, but they can be blown up.



Pyramid B – The Pyramid on the side, it has teleporter 2 as well as the

second of three entrances to the Underground area. There’s a Ricochet

Disc and Remote Bomb in this pyramid.



Pyramid C – The Pyramid straight ahead from the Partial health on the

island, it contains a Fire Missile, Napalm, teleporter 3 and the third

entrance to the Underground area.



Underground – The Underground area can be accessed from the Sphinx,

Pyramid B and Pyramid C. Here you’ll find a few weapons (from the

Sphinx, you get a Swarmer Missile, from Pyramid B you’ll find a Napalm,

and Pyramid C a Ricochet Disc. In the center of the Underground is the

Full Health. Enemies who are in the Underground may take the Full

Health.



Strategies:

Weapons are scattered pretty well in this map so there’s no convenient

place to stock up. I tend to hang around Pyramid A since there are

quite a bit of weapons including Homing, Power and Swarmer missiles.

Also when you need health you can blow an entrance up as well as escape

via Teleporter 1.



With the abundance of teleporters in this map, teleport traps are the

best way to safely take out enemies without taking too much damage.

Since you warp to Pyramid B, you can use the Remote Bomb there. There’s

also a Ricochet Disc which is useful in case you should enter the

Underground area, though in Pyramid B (as well as C) there’s plenty of

room to pick apart your enemies one by one when they invade the

Pyramids.



Out in the open, there’s plenty of room to shoot enemies with missiles,

as well as freeze combos. You should fight by Pyramid A or the Sphinx

so that you’re less open to enemy fire and you’ll have no problem

escaping.



The Burial Grounds area only has one good place to go, and that is at

the top. You can shoot enemies down below with missiles, as well as

freeze any that reach the top since this area is flat and straight. You

can also try leaving Remotes/Mines at the entrance to the minigame

teleporter and then take on any enemy that comes in, although this area

is pretty small so there’s a lot more risk involved.



There’s less health in this map than other maps, and the AI can take at

least two of them so beware.





Map 4 – LA – Cousin Eddy

========================

Health Locations:

Full – Take the ruined street to the broken roads (where the Remote

bomb used to be in LA Woods)

Partial – At the corner of the sewers.

Partial – In the middle of the sewers (the one closest to the weapons

on the platform next to it).

Partial – At the side of the sewers that has the remote bomb, go to the

first ruined building that has a small entrance to get this.



Teleporters:

None



Changes:

1. Cousin Eddy (after the ATV part) no longer says “EEEEEEEEEEE! Come

on boys, let’s get him!” for some odd reason.

2. The music now only plays the Main Menu music from TMHO PSP. It will

not play the “Fight to survive” music, which LA Woods has.

3. The ruined buildings have more walls between them now. Specifically,

the ruined building that holds the Partial Health now has a small

entrance. Whereas in TMHO PSP getting to the Partial Health was pretty

easy since there was a bigger opening.

4. The “human shields” now have more health and thus require more hits

to kill.



Areas:

Ruined Construction Site – This is the only area you can access, every

other area from LA Woods is blocked off. There are no construction

workers or Mr Slamm-like vehicles, just you and the boss. It’s

surrounded by the sewers.



Strategy:

The ATV part is relatively easy. Each ATV only has a health meter of 50

points so it takes only five homing missiles to kill them. At the

beginning they will always charge at you, so fire homing missiles and

some machine gun fire. If you’re in need of Homing Missiles, there’s

one at the corner from the broken roads, and one underneath the broken

roads. Grab the Napalm at the sewers as well as the one at the side

closest to the Partial Health and other weapons. Once all 5 ATVs are

destroyed, Cousin Eddy fights you.



Initially, Cousin Eddy starts with 6 “human shields”. They will fire at

you constantly (the sides of the left, right and back fire bullets at

you while the top fires a flamethrower), while Cousin Eddy shoots his

machine gun (which fires white missiles that home in on you) and

occasionally freezes you. Take out the top human shield first by

freezing Cousin Eddy, and using a Napalm. With Napalms at 20 points of

damage, it only takes ONE Napalm to destroy the top human shield. To

destroy the side ones, freeze Cousin Eddy, use your machine gun and

Power Missile. Since Cousin Eddy is not taking damage at this point,

the ice won’t thaw. Two Power Missiles plus several rounds of Machine

Gun fire (hopefully upgraded) will kill the human shields on the sides

and back. If you’re low on health, run around the sewers picking up the

healths, and turbo all the way through. Cousin Eddy will not pursue you

on the sewers, instead he’ll just hang around on the Construction Site

and will get to you by cutting you off (but it takes a while for him to

do that). After all human shields are destroyed you can finally take

down Cousin Eddy.



Cousin Eddy now resorts to a ramming special that will fling you into

the air really high, but he is not terribly accurate. He will of

course, continue firing his machine gun and the occasional freeze, but

they’re only dangerous when he’s facing you. If you get to his sides or

back, you’ll be much safer especially with a low armored car. Since

Cousin Eddy is a big target, employ Power Missiles and Machine Guns on

him to deplete his health. He should go down quickly. Freeze him if

he’s not staying still and give him the beating he deserves.



I suggest that you stock up on as much weapons as possible,

particularly Homing Missiles and Swarmer Missiles so that the next

level is easier.



After you beat Cousin Eddy, the map LA – Cousin Eddy is unlocked, as

well as ATV and Cousin Eddy as playable characters.





Map 5 – Roman Ruins

===================

Health Locations:

Full – Take teleporter 1 in the Agricultural Fields area. The Full

Health is behind one of the poles.

Partial – It is to the left of the Homing Missile in the Agricultural

Fields area (or right if you took Teleporter 1 and then Teleporter 2

back to the Agricultural Fields area).

Partial – There’s one above the bonfire ENV weapon. Use the middle ramp

to get it.

Partial – Take Teleporter 3 to the highest tier of the Central Ruins

area. Go ahead a bit and below to your right, the health is there.



Teleporters:

Teleporter 1 – In the Agricultural Fields area, it’s next to a Fire

Missile. Goes into the Sacred Ruins area.

Teleporter 2 – In the Sacred Ruins area, takes you back to the

Agricultural Fields area.

Teleporter 3 – In the Temple Ruins area, takes you to the highest tier

of the Central Ruins area.

Teleporter 4 – In the Central Ruins – Fourth Tier area, takes you back

down to the Temple Ruins area.



Environment Weapon

Fireball – In the Central Ruins area, there’s a bonfire in the middle

of the ramps with the Partial Health. It shoots a fireball out of it at

an enemy for 5 points of damage.



Changes:

1. It looks better (graphically).

2. Touching the bonfire now sets you on fire, it didn’t do that in TMHO

PSP.



Areas:

Agricultural Fields – This side has a lot of trees at the side, plus a

Partial Health at the left. In the middle is a green-ish area that has

a Homing Missile and Remote Bomb, and ahead is a Fire Missile and

Teleporter 1.



Sacred Ruins – Accessed by taking Teleporter 1. Here, there are four

pole-type objects you can use as cover, as well as a Full Health. There

are two exits. One takes you back to the Agricultural Fields area, the

other takes you to the Temple Ruins area. If you turn around after

leaving both exits, you enter the Central Ruins area.



Central Ruins – This is the main area of the map, a large circle. It

has several tiers. The bottom tier has three ramps, one leading to a

Power Missile, the middle one leading to a Health (it also has the

bonfire ENV weapon), and the third with a Swarmer Missile. If you take

the ramps going up, you enter the second tier, and there’s another ramp

going to the third tier that’s completely flat and circles around the

area. The third tier has a side covered by a temple which leads to the

minigame teleporter on the right as well as a Fire Missile and a

Swarmer Missile on the left. Jumping off the edge from the minigame

teleporter takes you to the Temple Ruins and jumping off the edge from

the Swarmer Missile takes you to the Agricultural Fields area. Both are

good sniping points for the respective areas mentioned. The fourth and

final tier can only be accessed by taking Teleporter 3 in the Temple

Ruins area. The fourth tier contains a Partial Health as well as a nice

sniping spot, and you can jump off to any of the three main areas at

once.



Temple Ruins – On the other side of Central Ruins is the Temple Ruins.

All three standard missiles are here as well as a Ricochet Disc and

teleporter 3. The ruined temples can be used for cover.



Strategies:

The teleport traps (drop Remote/Mine after teleport, freeze and power

missile enemy) is very effective. Another effective tactic is to fire

Homing Missiles from the third tier down on enemies in the Central

Ruins. They rarely, if ever, try to get up and come after you. Only

Homing Missiles will hit you on the third tier; fortunately the healths

aren’t too hard to get and you can use the jumps to the Agricultural

Fields/Temple Ruins to get away from the opposition without having to

expose yourself. You shouldn’t have too much of a problem destroying

your enemies with ease.





Map 6 1/2 – Russia

==================

Health Locations:

Full – Take the hill ramp in the area with the ENV weapon to the long

bridge and go to your left. The Full Health should be there.

Partial – By the ENV weapon.

Partial – From the ENV weapon, shoot the door in the middle to reveal a

room with a ENV weapon pickup and the Partial Health.

Partial – Shoot the bell structure in the Soviet Union area, and go

into the underground area to find it, as well as the minigame

teleporter.

Partial – In the area of the ENV weapon, there’s a building and stairs

on the right side. The health sits at the top of the stairs.

Partial – There’s one out in the open next to a turbo and homing

missile.



Teleporters:

Teleporter 1 – Where the Full Health is (mentioned above). Takes you to

an area with Teleporter 2 and a Napalm. To get out this area without

using Teleporter 2, shoot the wall that has a two-door like structure

and shoot the other wall ahead to reach the Soviet Union area.

Teleporter 2 – In the confined area with the Napalm. Without using

Teleporter 1, go to the Soviet Union area. From the Partial

Health/Homing Missile/Turbo, look for a two-door structure on the

building to the left. Blow up the following door at the end of the

hallway and you’ll access the teleporter to the bridge with the full

health.

Teleporter 3 – In the area with the ENV weapon, shoot the two-door

structure of the building to the left. The teleport is to the right.

Takes you to the third tier of the Abandoned Building.

Teleporter 4 – Located on the third tier of the Abandoned Building.

Takes you back to tier 1.



Environment Weapon

Nuke Shockwave – Notice the huge missile pointing up with the Power

Missile and Health to the side of it? This is the ENV weapon.

Activating the ENV weapon causes the missile to quickly explode causing

a huge explosion. It does up to 20 points of damage, and is one of the

stronger ENV weapons.



Changes

1. There is now a new building in front of the bell structure in the

Soviet Union area. I don’t understand the purpose of this included

building, it can’t be blown up and you can’t enter it.

2. The ends of the bridge with the Power Missile and Homing Missile

seem to have extended so there’s more room to move around when you get

to those ends of the bridge.

3. In the Abandoned Building area, the third tier now has a few areas

darkened out.



Areas:

Soviet Union – Russia is split up into two main areas; this is one of

them. The Soviet Union area is the one with the multiple buildings. In

the area with the Partial Health and Homing Missile, shoot down the

double-doors to reveal a room with a Ricochet Disc and two stairs that

give a Swarmer Missile and Remote Bomb. Shoot the wall at both ends to

leave, as well as make a good sniping spot. Use the hill next to the

newly included building (mentioned above to jump into the building.

Shoot down all the light colored/rectangle-outlined walls to reveal

secret paths. The right has a Napalm, the left has a Power Missile. To

the left from the Partial Health/Homing Missile area, shoot the double-

doors of the leftmost building and then the wall ahead to get to

Teleporter 2. To the right from the Partial Health/Homing Missile, is a

bell structure. Shoot the structure to open up the Underground entrance

(which is very similar to Amazonia from TM2). The right has a snowy

area that has a few weapons.



Nuclear Site – This is the area with the ENV weapon. From the ENV

weapon, shoot the double doors to reveal an ENV and Partial Health

pickup. In this area, there are four missile launchers. Shoot the

control panels attached to them to release the missiles, which will

shoot down the roof structures on top of the only building in this

place. The square-ish building closest to the ENV weapon has a dark

wall that can be shot down to access the Underground area that can get

you to the Soviet Union area. The only building in this area has stairs

leading to a Partial Health; to the left is a circular room that you

can drop into. There’s a Ricochet Disc in this place. Shoot the double-

doors to get out; there are four.



Abandoned Building – In the Nuclear Site area, shoot the double-doors

from both sides to get into the Abandoned Building. You are currently

at the 1st tier; Teleporter 3 is at the bottom as well as a Ricochet

Disc and Fire Missile. There is a staircase leading to the second tier,

which has a Homing Missile and Napalm. Shoot the double-doors to open

up nice sniping spots from the second tier. The third tier is accessed

via Teleporter 3. Up here, you can get a Swarmer Missile at the end. If

you destroyed the missile control panels as mentioned above, you can

get onto the bridge.



Bridge – This is the center of the map. It has Teleporter 1 with Full

Health next to it. At one end, you can pick up a Homing Missile, at the

other, a Power Missile. When you destroyed the missile control panels,

the roof structures from the building in the Nuclear Site will connect

to the roof with a Power Missile and an entrance into the third tier of

the Abandoned Building (closest to Teleporter 4) and to the building

with the aforementioned roof structures that leads to the other end of

the Abandoned Building. You can snipe at enemies from anywhere on the

bridge.



Rooftops – You can access the Rooftops of the buildings in the Soviet

Union area from the Bridge. Here, you can shoot at enemies below, or

drop into the pit (of the triangle shaped building) with Teleporter 2

as well as a quick escape into the Soviet Union area. You can jump onto

the other building (the one with multiple destroy-able entrances) as

well and escape into the pits within the building to avoid enemy fire.



Underground – When you shoot the bell structure in the Soviet Union

area or the black wall of the building (the side with those weird red

letters on it) you can access the Underground area to go to the other

area. A Partial Health, Swarmer Missile, Ricochet Disc, and minigame

teleporter is here.



Strategies:

The best way to take out enemies is to access the Abandoned Building,

take Teleporter 3, then drop Remote/Mine and back up into the narrow

hallways on the left/right. Once an enemy warps up, freeze them and do

as you will. They can’t hit you if you’re hiding behind the wall, so

it’s pretty safe. If any enemies enter the first tier of the Abandoned

Building, you can shoot at them with Homing Missiles in the second tier

(beware of Napalms and Homing Missiles) or the third tier (safer

overall). The second tier also gives you a nice sniping spot for anyone

in the Nuclear Site area as well as a view of the ENV weapon (in case

you have any). The first tier, while not as safe, is flatter and

completely covered so you can duke it down here in case of 1v1 battles.

The Underground area (if you ever want to access it) is great to unload

Ricochets in, especially since the hallway going down and up is narrow

thus increasing the chances of a Bank Shot. If you haven’t shot down

the missile control panels, you’re pretty safe in the third tier since

the only way up for the AI is Teleporter 3. If you’re in need of

weapons though, shooting the missile control panels lets you access the

Bridge for a Homing and two Power Missile pickups, and Full Health.

Again, the Abandoned Building is probably the best place to hang by

since you can shoot at enemies below and hammer on them once they come

up.





Map 6 2/2 – Greece

==================

Health Locations:

Full – Enter the Hub area of the ship from the back (it has a roadway

going down into it). Keep going and in the first opening you see the

Full Health is there.

Partial – In the Greek City area. It’s all the way at the top.

Partial – It sits at the front of the boat (parallel to a Homing

Missile).

Partial – In front of the ENV weapon. Take Teleporter 1 (mentioned

below to get there).

Partial – From the ship side (the side with the Partial Health),

there’s a long narrow white bridge with a Partial Health on it.



Teleporters:

Teleporter 1 – In the Temple area. From the side of the ship that has

the Partial Health, go up and turn left. Look for a area that has

several poles and a Homing Missile, the Teleporter is there.

Teleporter 2 – It’s closest to the Zeus statue. Takes you to Teleporter

1 in the Temple area from the side of the ship with the Partial Health.





h. Deathmatch Maps (Challenge/Endurance Mode)

=============================================

These are compressed, compact and/or confined versions of some maps. I

hate these maps for single-player overall but they do make great 1v1

maps since there’s less health and it’s easier to memorize the best

sniping points, health, weapons, etc.. There are fewer healths in these

maps though, and there are no teleports so I prioritize killing the

lowest armored car first, use invisibility a lot, and try not to get

into fights when too many cars are present. You’ll die very easily;

this is the only time I’ll ever say that Hard mode is actually HARD.



While I have some strategies covered for the maps, I won’t go into too

much detail. In single-player, Cloak/Invisibility is your best friend,

especially when trying to get Partial Health without being blown into

smithereens.





Paris Deathmatch

----------------

Health Locations:

Partial – Above the entrance into the Museum room (that has the

pictures in it).

Partial – Inside the Museum room (it now sits in the middle instead of

on the right).

Partial – On the roof of the Museum, the ramps from the Eiffel Tower

going into the health is still in-tact.



Area:

Museum – Everything up to the pool is in-tact from Paris, and the

Eiffel Tower ramps are already connected by default.



Strategy:

Run up to the roofs and shoot at anyone from down below. Escape to the

Museum room and try to take out a car before getting health. Do not

chase anyone on the roofs, especially since they may very well take the

health sitting in between the ramps.





Egypt Deathmatch

----------------

Health Locations:

Partial – In Pyramid A blow up the darkened parts of the wall to get

it.



Area:

Pyramid A – You only have Pyramid A as well as a limited area around

it.



Strategy:

By god, this is the hardest map to play in due to it containing only

one Partial Health. However, you still have a chance. First, try to

kill the lowest armored car with less damage taken, use only ONE shield

if necessary, and grab the Energy upgrade to refill your energy and

turbo meters. Shoot down ALL four entrances into Pyramid A, and then go

in. Grab the health and weapons, and wait. Depending on what the AI

does, they may either get in or make botched attempts to. If you’re

lucky, they tend to occasionally hit the walls of the entrances into

the pyramid and have their sides to you, thus making them good target

practice. Some may even climb the Pyramid for no apparent reason. In

either case, shoot the enemies that fail to get in, and fire Napalms at

the walls where the enemies are trying to climb the Pyramid so that the

explosion hits them. If you’re low on health, you should have plenty of

energy to do Invisibility at least three times courtesy of the Turbo

and Energy Upgrade. Go to the side of the Pyramid not occupied by the

enemies, and turn around so that you face them and watch for what they

do outside the Pyramid. The Invisibility stall should hopefully be

enough that the Partial Health regenerates and you can grab it; this is

possible even if you’re nearly dying. Enemies to watch out for are

Shadow, Twister, Outlaw, Spectre, Thumper and Cousin Eddy since their

specials can go through walls.





LA – Cousin Eddy

----------------

Health Locations:

Partial – At the corner of the sewers.

Partial – In the middle of the sewers on the other side (closest to the

area with weapons).

Partial – Inside a ruined building; it has a small opening from the

side.



Area:

Ruined Construction Site – Already mentioned in Story Mode’s LA –

Cousin Eddy info.



Strategy:

I play this level like I play LA in TM2. Run around the whole level

while shooting cars along the way. Run along the Construction Site to

pick up missiles and turbo while retreating into the sewers to keep on

moving. Keep some damage to grab the Partial Health in the corner

because that’s the health the AI will go for most of the time. However

if you’re on the bumpy roads while the AI is in the sewers (at the

corner with the Partial Health) they may fight each other and won’t

take you into account, so let them have it.





Roman Ruins Deathmatch

----------------------

Health Locations:

Partial – In the middle ramp on the bottom tier.

Partial – In the center of the second tier.

Partial – In the center of the third tier (where the temple cover used

to be).



Area:

Central Ruins – With the lack of a teleporter, the fourth tier was

removed so you can’t go there anymore. The temple on the third tier was

removed, as well as the side-exits that went into the Agricultural

Fields and Temple Ruins areas.



Strategy:

Always run to the upper tiers while grabbing weapons and shooting at

anyone below. The third tier is best for the space you need in one-on-

one fights since it’s flatter than the other two tiers. Swarmer and

Homing Missiles are your best weapons here. You can also pick Tower

Tooth as an enemy in this level, and he will only have the red

lightning by default, but when he can be frozen AND you no longer need

to target his head when he’s half-dead so that compensates. Run to the

third tier and let him take care of enemies for you, while wearing him

down slowly with Homing Missiles and Swarmer Missiles. He will try to

go for you all the time, so just turbo around the third tier, freeze

him when he comes, and let him have it.





Greece Deathmatch

-------------------

Health Locations:

Partial – In the opening of the Central Deck of the ship, where the

Remote Bomb used to be.

Partial – In the Lower Deck of the ship, where the minigame teleporter

used to be.



Area:

Ship – I liken this map to Prison Ship from TMB. You’re on the Ship

only, and there are now barriers around the map preventing you from

falling off. However, you can still jump over it from the Top Deck.



Strategy:

The cheesiest way to dominate in this map is to kill two cars for the

Jump upgrade, take one of the two ramps going to the Upper Deck, turbo,

and jump at the edge so that you reach the highest place of the Ship.

Except for Napalms and Homing Missiles, enemies will NEVER be able to

shoot you at the top. When you need Health making a dash for the Lower

Deck and then return to the top to be safe. Keep an eye on Homing

Missiles and Swarmer Missiles at the back of the Central Deck that goes

into the Lower Deck. There are very few pickups here and only two of

them are great for this strategy (I don’t use Napalms especially if

you’re shooting them close).





Tokyo Streets Deathmatch

------------------------

Health Locations:

Partial – In the tunnel next to the subway on one side.

Partial – In the tunnel next to the subway on the other side.



Area:

Subway – Remember Tokyo Streets’s bonus level? This is the level you

fight in, and it was expanded a bit to include two tunnels on each side

for health and weapons.



Strategy:

Since there’s only one area to go, and that is the loop in the Subway

area, you should always keep moving. Fire weapons at enemies in the

Subway, but make sure you pull back and retreat if you’re entering an

enemy-infested territory. Make sure to grab the healths on each side

immediately when you take damage.





Tokyo Streets – Dark Tooth

--------------------------

Health Locations:

Partial – In the corner on one end.

Partial – In the middle of a street on one of the slanting roads at the

sides.



Area:

Roadway – This area consists of the four buildings and 6 streets. Four

streets slanting at the sides, one street slanting in the middle, and a

flat street smack dab in the middle.



Strategy:

Grab weapons around the streets and use the buildings to shoot at

enemies roaming the streets. Take the building with the big ramp going

up to it and shoot any enemy that goes up, hopefully causing them to

fall forth back into the street. With only two healths in this level,

try not to take the streets to them since the AI may very well grab

them.





Transylvania Deathmatch

-----------------------

Health Locations:

Partial – Take the ramp on the first floor into the health that floats

in mid-air.

Partial – In the middle of the second floor, take one of the two ramps

up and head for the part of the second floor that has a large cover in

it.

Partial – In the middle of the third floor, next to the elevator taking

you up to the fourth floor.



Area:

Transylvania Castle – With the exceptions of openings into and out of

the castle sealed off, every other part of the Castle is in-tact. This

makes it the largest DM map in the game.



Strategy: Always take the elevator going from the first floor to the

third and take the elevator to the fourth floor. Leave a Remote Bomb in

the elevator going to the fourth floor, or shoot at enemies with

Ricochet Bombs for easy bank shots. Then drive backwards off the edge

while shooting the enemies with missiles back into the first floor,

grab weapons, and rinse and repeat. If you do this, you’ll have the AI

intent on chasing you down thus keeping them away from the Partial

Healths. Do not fight on the second or third floor, especially since

enemies will very likely grab the healths in these floors.





***********************************************************************

2. Twisted Metal: Lost

Relive your TMB moments in this short-termed sequel to TMB. Yes, it’s a

sequel (as demonstrated by the character stories that expand the

background of each character’s future from TMB except for Minion, as

well as an interesting link between the colorful and dark universe).

Two games in one! Only except for the fact that TML is not as complete

as TMHO is. Fortunately, with only four levels, ESP put plenty of work

into them to make them just as enjoyable as if it were a complete game.

Many of the modes from TMHO are present here, but a pro that TML has

that TMHO doesn’t is that it has four-player death match! TML

ultimately gives you the better multiplayer experience while TMHO gives

you a more complete single player and multiplayer experience. Both are

still enjoyable and worth playing. Besides, you have a few important

things to do here.





a. Menus

========

Single Player – Play the game solo, with three different modes of play.

Story – Play through the game in 4 levels, this is necessary to unlock

one extra level and two characters. You can play through the game with

every car.

Challenge – Choose a car, a level and 7 opponents.

Endurance – Choose a car, a level, and then battle it out until you die

or leave.



Multiplayer – As mentioned before, you can play up to four-players,

which makes TML the better multiplayer experience. Teleport domination

no longer exists (with the exception of one map) so it’s proper mano-

to-mano or FFA fights.

2P-4P Deathmatch – Battle with a friend.

2P Coop – Play through Story mode with a friend.



Options

Audio – Adjust the music and sound effects volume.

Controls – Choose from three control options: Classic, Hit n Run, and

Run n Gun.

Difficulty – Choose from four difficulties – Super Easy, Easy, Medium

and Hard.

Save Game – Save your game as well as your settings.

Load Game – Load a previously saved game.

Restore Default Settings – Restore everything back to where it was

before.

Movie Clips – See the intro to the game as well as *spoilers* the note

sent by the deceased team members once you complete Story mode.





b. Characters/Vehicles (unfinished)

======================

I will put up the stories later but for now the only thing worth

mentioning are the specials. In TMLost, cars do not have any stats

listed for them, though you can assume that everyone (except for 12-Pak

and Gold Tooth) has the same stats from TMB. The specials are not

officially named, I just made them up.



Roadkill

Special – (Swarmer Missile, 27-37 points fully charged)

Selecting the special causes a rack with 6 missiles to appear. Hold the

fire button and one by one the missiles will light up. Once all 6

missiles are lit up, they will blink up to five times to warn you to

release the missiles before it backfires (i.e. wasted). If you achieve

the five blinking light delay, a Max Charge message will display once

you fire the missiles. All 6 missiles alone without the blinking delays

does 27 damage, exactly the same as a Swarmer Missile from TMHO. The

missiles do not congregate when fired unlike TMB; they only pack

themselves together when they are about to hit their enemy, thus some

of the missiles may fly to a different target. To ensure all 6 missiles

hit, get closer to an enemy. It is much better for one on one fights

rather than group fights.



Brimstone

Special – (Hell’s Sinner, 23 points)

Brimstone fires a human follower attached to the front of the vehicle.

It zooms in on its target, lands on their roof, shouts “REPENT!” then

blows itself up. If an enemy turns too much, the follower may miss. If

no target is present, the human follower will prematurely blow up after

hitting a ground or wall. Very… disturbing.



Mr Grimm

Special – (Scythe, 34 points)

Mr Grimm throws a scythe at an enemy. Like all of his other specials,

it only goes straight ahead, but when it hits it does great damage. It

also causes them to bounce up a bit. Freezing your target is always the

best way to ensure a guaranteed hit.



Shadow

Special – (Soul Shadow, 23 points)

Shadow fires TMHO’s version of the Soul Shadow. Pressing L2 again

detonates it. It was slowed down to TM2 speed, but it has a bigger area

of effect and it also does better damage than TMHO’s Soul Shadow. A hit

will cause an enemy to bounce and if they were driving prior that, they

will get flipped. You can hurt yourself with the special, like TM2.

Alternate Special – (Human Turret, 27 points)

To activate the Alternate Special, tap Up three times. Shadow pops up

from the roof of the vehicle, and fires a machine gun at an enemy

(similar to Outlaw’s). You can no longer use both specials at once

compared to TMB.



Outlaw

Special – (Turret + Siren Missiles, up to 42 points so far)

Agent Stone pops out from the roof of the vehicle with a machine gun

turret and fires it at a nearby enemy (they home in with great

accuracy). If an enemy enters his sight, a red laser will lock onto

their car. At this point, mashing the fire button showers them with

bullets and homing missiles (colored blue). Whereas the machine gun is

omnidirectional, the missiles only fire out from the front of the

vehicle so you’ll have to adjust your position in order to get the full

damage from both the turret and homing missiles.



Crazy 8

Special – (Static Field, 40 points)

Crazy 8 zaps the living hell out of a poor sap near him. Mashing the

fire button results in an extended period of shocking. If your mashing

is good enough, the special does 39 points at the least making it quite

powerful. You’ll have to use your speed and control if you’re going to

pursue the enemy you’re shocking, when they run away. While you can

still tap a direction 3 times, it does not modify the damage anymore.

Rather, it only specifically attacks enemies in that direction.



Junkyard Dog

Special – (Spikeball, 21 points)

Junkyard Dog’s special is essentially a slightly stronger gas can, but

without the fire damage added on. He can hurt himself like the gas can,

unlike TMB.



Yellow Jacket

Special – (Iron Spikes, 5 points per spike fired, 20 points + 11 points

turbo ram = 31 points overall when ramming)

8 spikes protrude around Yellow Jacket’s vehicle. You can fire them

manually, however they don’t home in this time (the three spikes at the

front don’t home in at all) unlike TMB. However, a ram with the spikes

does Power Missile-damage, but turbo ramming damage adds another 11

points thus 31 points of damage overall. Because of the removal of

homing ability, Yellow Jacket is much better as a melee-type character

rather than a long-range character. If you leave the spikes out, you

can discourage anyone trying to ram you (especially Darkside).



Manslaughter

Special – (Rolling Stones, 50 points total, 5 per rock, 10 rocks in

all)

Manslaughter lets loose a bunch of stones that slide straight ahead.

The further they go, the wider they get, which increases chances of

hitting an enemy but also decreases the overall damage you can get.

Unlike TMB, the stones no longer knock an enemy back. However, you can

supplement the damage by turbo ramming an enemy for upwards of 66 (50 +

16 turbo ram damage) points of damage, and add machine gun fire to it.



Spectre

Special – (Ghost Missile, 13 points)

Spectre’s special is essentially the same as TMHO Spectre. It is not as

powerful as TMB’s. A hit also doesn’t bounce the enemy anymore. It’s

still good for long distance shots when you know an enemy can’t out run

them or block them with Shields.



Darkside

Special – (Blaring Horn, 35 points + 16 turbo ram damage = 51 points

total)

Darkside charges full speed ahead (with the blurring screen effect, to

boot). An enemy unlucky enough to get in her way will get pushed aside

as well as lose a chunk of health. If you turbo ram before hand, you

can get 51 points of damage, which easily makes this one of the

easiest, more powerful specials to use. The special however, loses its

T-Slide and Ram bonuses so it’s not as powerful as it was before, but

it’s still quite powerful, being able to take more than half on low-

average armored cars.



Sweet Tooth

Special – (Mecha Assault, 30 points, 15 missiles total, 2 points per

missile)

Sweet Tooth transforms into a mech when you initially “fire” the

special. Firing the special again will shoot a barrage of fifteen

missiles with limited homing ability, each doing 2 points of damage.

While it looks cool, it’s less damaging compared to TMB and you no

longer get a bonus on your tenth hit (the bonus would make the 10th

missile that hit do a little more damage as well as bounce an enemy).



Axel

Special – (Shockwave, 23 points)

Same as TMHO’s Shockwave, but more damaging. It’s also very TM2-like

compared to TMB’s. Overall, a welcome improvement for Axel, who was

incredibly weak in TMB.



Warthog

Special – (Flamethrower, 24 points + fire damage)

Warthog has taken quite a hit. His special is no longer as powerful as

it was in TMB for two reasons. One, his special is now HIGHLY dependent

on your distance from the enemy as well as the side that you’re flaming

them at. If you’re close to the enemy as well as next to their sides,

the flamethrower will incur the 24 points of damage (should all hit).

If you’re at the front or back, the flamethrower will do less damage.

This was different in TMB, where all that mattered was that you needed

to be close to the enemy so that the flamethrower would chomp down

their health. And two, you can no longer switch weapons during the

special (a combo I remembered doing in TMB was Freeze, special, Power

missile, machine gun. The power missile disorientates the enemy so that

they couldn’t escape from the rest of the flamethrower) so now you have

to chase down the enemy to ensure they are within your flames all the

time. Oddly enough, the game seems to exaggerate the damage of

Warthog’s flamethrower; it actually does a lot more damage than it

seems (assuming you’re flaming them at the side). Also, a change is

that when you use the special on a frozen enemy, it actually takes a

while before the flames break the ice (it shows the flames melting the

ice rather than instantly breaking it like TMB). Other than that, the

two hits to the special easily makes Warthog one of the worst vehicles

(VERY low damage compared to TMB).



12-Pak (secret character)

Special – (Reticle, 40 points total, 5 points per missile, 8 missiles

total)

12-Pak is a rather… interesting car to say the least. Since Lost

doesn’t have the Reticle weapon, you can enjoy using the weapon made

specifically for this one car alone. Instead of a 5-second timer,

there’s a 10-second timer, and the box is also much bigger thus giving

you a LOT more time to prepare shooting it. When an enemy is in the

box, a crosshair appears on them, hit fire to begin the countdown. The

target will go from green, to yellow, to red, and when it’s red it will

eventually blink signaling your cue to fire. Up to 8 homing missiles

can be fired, and they all congregate so there’s less chance of some of

them flying towards a different enemy. The damage is nowhere near the

damage potential of Reticles in TMB but compared to other specials, 40

damage is quite a lot.



Gold Tooth (secret character)

Special – (Mecha Assault Gamma, 60 points total, 15 missiles, 4 points

per missile)

Gold Tooth’s special is essentially Sweet Tooth’s 2x the power. If all

missiles hit, you’ve already done more than half damage on low armored

cars and about half or a little more on higher armored cars. Very

powerful and cheesy.





c. Energy Attacks

=================

Energy Attacks have been changed from TMB’s inputs. Instead, you have a

universal button (Triangle) and all you do is input a single d-pad

button to use them. Everything except for Cloak/Invisibility had their

inputs changed. Energy Attacks are a lot more responsive in TML than

TMHO, and I hope they keep the simplified command in the future TM(s).

For more info, read the TMHO EA section.



Freeze (Triangle+Up, uses about 40% of the energy bar)

Essentially TMHO’s Freeze, only more responsive and easier to input.



Shield (Triangle+Right, uses about 60% of the energy bar)

It coats your car with green energy instead of blue, unlike TMB.



Mine (Triangle+Left, uses about 10% of the energy bar)

At least you’ll never accidentally input this.



Cloak (Left Left Down Down, uses about 30% of the energy bar)

The Cloak is a great EA in Lost compared to TMHO due to the maps

lacking teleports (except for one). Since there are more enemies to

deal with you should use this to get away when you’re in danger.



Rear-Fire (Triangle+Down, consumes no energy)

To use Rear-Fire properly, I suggest you hold the Square button to

accelerate and cross your thumbs over to Triangle so that you’re

holding both, allowing you to accelerate and use energy attacks without

having to stop (specifically for this attack). Much more responsive

than TMHO’s rear-fire.



Jump (L1+R1, consumes no energy)

Jump has been made TM2-style – that is, you jump HIGHER whereas in TMHO

you needed the jump upgrade. A welcome change from TMB!





d. Weapons

==========

Since TML has the same weapons as TMHO (with the exception of the

Swarmer Missile and ENV weapon), I’ll only note the changes and cover

the weapons in less detail. Every weapon is pretty uncommon so I won’t

mention that. Also for some reason, the manual has the Machine Gun

Upgrade pickup listed but unless anyone tells me where to find it in

the maps there is NO such pickup.



Machine Gun (damage varies, no homing ability, can’t be rear-fire-able,

can’t be picked up)

Machine Guns are more powerful in TML than TMHO to make up for the lack

of a Machine Gun Upgrade (unless that pickup exists here). They also

overheat slower thus making them more convenient to use.



Fire Missile (10 points, limited homing ability, rear-fire-able, 2 per

pickup)

The Fire Missile does Homing Missile damage from TMHO, which makes it a

bit more valuable as a weapon.



Homing Missile (7 points, great homing ability, rear-fire-able, 2 per

pickup)

The Homing Missile now significantly does less damage, but that doesn’t

make it any less of a great weapon.



Power Missile (20 points, no homing ability, rear-fire-able, 1 per

pickup)

Essentially = TMHO’s Power Missile.



Gas Can (20 points, no homing ability, rear-fire-able, 1 per pickup)

Gas Cans are essentially TMHO’s Napalms. They are considerably less

powerful than TMB’s Gas Cans without the Bullseye bonus and they can

hurt you but still, a great weapon. Due to the return of Remote Bombs,

the Gas Can no longer can be dropped by pressing down up down+fire

button.



Ricochet Bomb (15 points, 30 on a bank shot, no homing ability, rear-

fire-able, 2 per pickup)

Woohoo! TM2 Ricochet Bombs! Slower, but stronger than Ricochet Discs on

a regular hit though the damage is same for a bank shot. However, it

does knock an enemy back which briefly locks their mobility so you can

capitalize on that with machine guns, turbo rams or any offensive

assault you can think of.



Remote Bomb (25 points, no homing ability, already rear-fire-able, 2

per pickup)

With the lack of teleports, Remote Bombs are best for “kamikaze”-ing

with your shield on or controlling your space by placing a remote in a

confined area to discourage an opponent from coming after you.



Turbo

The turbo pickup was color coded light-violet-ish so distinguishing it

from the remote bomb is a lot more easier now.



Partial Health/Repair Station

Partial Health is the same as from TMHO (restores 30% of your health),

as opposed to TMB where there were more pickups but the game was stingy

about how much it restored your health. Repair stations are the Full

Health-equivalent but unlike TMB, they can only be used once (hence why

there’s only one in every level except Death Port).





e. Maps (Story/Challenge/Endurance mode)

========================================

There are only four maps in TML and one of them has to be unlocked and

can only be played in every other mode aside from Story. Other than

that, since there’s fewer maps compared to TMHO I might as well cover

them all. In order, I cover Health Locations, areas, and then

strategies (on hard mode).





Map 2 - Stadium Slaughter

-------------------------

Health Locations:

Repair Station – In the Stadium Entrance area (take the first tunnel-

like area to exit the Stadium).

Partial – On the ramp in the middle of the Stadium area. Either jump or

turbo into it depending on how you take the ramp up.

Partial – In the middle of the Crisscross Road area.

Partial – At the end of the Crisscross Road area, to your right is a

cracked wall. Shoot it down, the Partial Health is there along with a

Power Missile.



Areas:

Stadium – The main area of Stadium Slaughter (obviously), it consists

of a huge circle. In the inside is a wide area you can do combat in,

there’s a ramp in the middle for a Partial Health, Power Missile and

Homing Missile (use jump for the missiles). The outside of the central

area consists of several walls. There’s lots of turbo and ricochet bomb

pickups here as well as a Remote Bomb.



Stadium Entrance – To get here, take the tunnel-like exit at the back

of the Stadium (the easiest way is to take the ramp going out of the

central circle that’s placed in between two walls). Here, it is

rectangle-ish and very wide so this is the best place for combat.

There’s a Repair Station, turbo, Gas Can, Fire Missile, and Ricochet

Bomb. Use Ricochet Bombs in the tunnel coming into the Stadium Entrance

area. Parallel to the tunnel coming into the Stadium Entrance is

another tunnel that is a ramp; taking it shoots you back into the

Stadium area. In the air is a Homing and Power Missile pickup, and you

can snipe at anyone in the central circle of the Stadium.



Crisscross Roads – In the Stadium Entrance area, there’s a ramp going

into a flat platform that leads to a road that consists of one big turn

to the right (in a circle basically) with a Partial Health and turbo.

At the end is a ramp that takes you back to the Stadium Entrance area,

but if you turn right before the ramp, there is a cracked wall that you

can shoot down to find a Partial Health and Power Missile. The garage

door will open up when you get close, allowing you to exit this hidden

area.



Strategy:

The best area to fight enemies is in the Stadium Entrance area.

Typically, you begin in the Stadium area so run around the outskirts

collecting Ricochet Bombs. The walls here cover you pretty well if you

keep moving and you can always shoot enemies on the other sides of the

walls with gas cans. Once you reach the tunnel entrance taking you to

the Stadium area, turn around and wait for enemies to take the tunnel.

Shoot your ricochets into the tunnel and hopefully you score some bank

shots. The moment an enemy that sticks their head out, freeze them and

follow up. When too many enemies gather, retreat into the Crisscrossing

Roads area (hopefully with damage so that you can grab the Partial

Health there), jump back out and make a run for the Tunnel that leads

you back to the Stadium. Rinse and repeat. Missiles are pretty rare; I

suggest the central area of the Stadium area as well as the tunnel ramp

from the Stadium Entrance area to pick up Homing/Power Missiles. Make

sure to make good use of your Jump command.



Map 3 – Carnival of Darkness

----------------------------

Health Locations:

Repair Station – In the Funhouse area, there’s a huge circular coaster

track. Take it to the highest point of the level, and you’ll find the

Repair Station sitting at the top.

Partial - In the Carnival area, there’s a head of Sweet Tooth with a

waterfall going down. Use the waterfall ramp to get to the back of

Sweet Tooth’s head, then go up the ramp to the Partial Health sitting

at the eye.

Partial – In the Twisty Roads area, there’s one sitting in the middle.

The AI will likely grab this.

Partial – Underneath the tent in the Funhouse area; it sits in the

middle.



Teleporter:

Teleporter 1 – Surprisingly, this is the only level with a teleporter.

Anyway, if you follow the directions to get to the Repair Station

above, the coaster tracks actually end at a tunnel with the teleporter.

The teleporter takes you to the top of the Sweet Tooth head with a

Homing Missile. This is the perfect sniping point of the area and

fortunately the AI never takes this teleporter.



Areas:

Carnival – The largest area; it’s broken down into three parts. First,

it has the amusement park (the large rectangle area) with the swings

and that spinning thing I can’t remember the name of. It has a Gas Can

and Remote Bomb here. The next area is the Haunted Pit; it’s in the

side by the Sweet Tooth head. You can get here in many ways; the most

obvious is to go down through the trap-door. The other way is to go

around the ship (that has a Power Missile on top of it) and turn left

into it. The third way is to jump from the waterfall into a small ramp

that is the ceiling entrance into the Haunted Pit. There’s a skeleton

hanging from the ceiling above a firey…thing (perhaps burned to death).

The only pickup here is the only Ricochet Bomb for this map. There’s a

glitch where the AI sinks into the ground sometimes, so you can’t see

them but they’re definitely shooting at you (which is why I always

avoid this area unless the AI is present there). The last part of the

area is the Sweet Tooth head. There’s a waterfall coming down from it.

If you go up, you’ll find a Power Missile of the map at the top. When

you turn around, you’ll find a Fire Missile. There’s a ramp going up

into and out of the eye socket of the head with a Partial Health. The

top of the head can only be accessed by taking the teleporter, and you

have the best sniping spot in the level (a Homing Missile pickup is

here so you can keep waiting, grabbing, and shoot at enemies below). To

exit the Carnival area, you can use the exit on the left which takes

you to the Twisty Roads area, or the one on the right which takes you

to the Funhouse area. The AI tends to fight in this area a lot but they

also fight each other too.



Twisty Roads – This area extends from the Carnival area all the way to

the side of the Funhouse area. Take the left exit in the Carnival area

or the only side entrance in the Funhouse area to enter the Twisty

Roads. The Twisty Roads is pretty wide and has a lot of twists and

turns in addition to a Partial Health. If you chase down any AI in this

area be sure that there’s no one approaching from behind; again make

sure to reserve some damage so that you can grab the Partial Health

without the AI taking it for themselves.



Funhouse – Accessed by the right exit in the Carnival area or from the

Twisty Roads. This area is the shortest of the map, consisting of a

circular area with a tent that has Partial Health and a Homing Missile

at the top of it (jump from the Roller Coaster track with turbo+jump to

get here, the tent also lets you shoot at enemies in the Twisty Roads

area), and Funhouses ahead.



Roller Coaster - To your left from the Tent in the Funhouse area is the

entrance to the Roller Coaster tracks. It starts from the bottom in the

left side from the Tent, and loops all the way up. At the mid most part

of the Roller Coaster is the Tunnel; there is a Remote Bomb and Homing

Missile. When you exit the Tunnel, the Roller Coaster slopes down and

has two intersections. One takes you back to the Tent, the other slopes

all the way up and stops at a tunnel with Teleporter 1 on the right,

and a Repair Station on the left at the Cliff. You can use the Cliff

with the Repair Station to snipe at enemies from below, or you can use

the teleporter and catch your breath at the top of the Sweet Tooth head

in the Carnival area. The AI does not take the teleporter.



Strategy:

For this map, I tend to stock up in the Roller Coaster area and

Funhouse area (specifically for Homing Missiles), go to the Sweet Tooth

head in the Carnival area and grab the only Power Missile there, and

the amusement park for Gas Cans. For the most part I tend to shoot the

AI with machine guns. They wage war in the Carnival area a lot, but

they do fight each other so you can witness some damage being dealt to

them. If you need a breather, charge for the Roller Coaster tracks and

take the teleporter. At the top of the Sweet Tooth head you’re pretty

safe since no enemies will follow you there (or at least it never seems

like they do). A homing missile pickup is at the top, so you can keep

grabbing it and sniping enemies from the top. If you need health, the

Sweet Tooth head and the tent in the Funhouse area are the best places

to pick up health; the AI will only get the health in the Sweet Tooth

head if you’re chasing them, and they usually miss the Partial Health

under the Tent even though they make a couple of passes. I suggest you

stay away from the Twisty Roads area since the AI will surely gang up

on you and also grab the health in this area. Other than that, you’re

always safe if you retreat to the teleporter and Roller Coaster tracks.



This is the last level for story mode in TML. Completing it on medium

earns you 12-Pak and Death Port as well as a sample of the note from

the supposedly deceased developers, and completing it on hard earns you

Gold Tooth as well as the full note from the supposedly deceased

developers.





Map 4 – Death Port/Port of Death (secret map)

---------------------------------------------

Health Locations:

Partial Health – On top of the box thing in the Docking Ship area, use

Jump and turbo when approaching it from the Central Deck area with the

ramp.

Partial Health – In the Central Hub area, it’s inside the tunnel formed

by two pipes.

Partial Health – In the Cabin area, shoot the double-door at the back

of the structure with the Partial Health, Homing Missile and Power

Missile on top. The Partial Health sits at the left corner.

Partial Health – In the aforementioned structure. To get to it, access

the Upper Deck area from the Central Hub via the ramp. Turn right, you

should see the structure ahead. Get as close to the edge as possible.

Use turbo, and jump just when you’re about to charge off of the edge

and hopefully you’ll make it. It’s much easier if you’re using a faster

car. Make sure to hit the brakes to prevent overshooting the platform.



Boundary:

Falling off into the waters outside does 25 points of damage to you,

equivalent to a Remote Bomb. Oddly enough, the AI is actually dumb

enough to keep jumping into the water usually through mis-timed jumps.



Areas:

Central Deck – This is where you start off most of the time. This area

is occupied frequently by the AI so getting into a battle with them is

a risky idea in this area. The Central Deck contains a Power Missile,

Ricochet Bomb, Turbo and a Homing Missile. It also has a fairly tall

structure with a Power Missile, Partial Health and Homing Missile on

it, as well as two doors that you shoot down to access the Cabin area.

Watch out for Gas Cans from enemies in the Cabin area.



Cabin – As mentioned above, you can access the Cabin area by shooting

down the double-doors from behind the structure in the Central Deck. In

here is a very large area as well as a Homing Missile, Power Missile,

and Partial Health. There’s a ramp going down into it, which is perfect

to lay Remote Bombs or fire Ricochets into. You can also shoot anyone

in the Central Deck area with a Gas Can (the explosion will hit them

from below), but you may hit yourself (since the can immediately hits

the ceiling a short distance from you) thus a shield is recommended in

case.



Central Hub – From the Central Deck area, you can access the inside of

ship via three ramps going into it. There’s a Fire Missile and Partial

Health, as well as a ramp going into the Upper Deck area.



Upper Deck – Accessed by going up the ramp from the Central Hub

room/area, this is the largest area and is perfectly flat for nice

combat. Up here is a Gas Can inside a tunnel connected by pipes, a

Power Missile at the edge, a Remote Bomb, and Turbo. If you turn right

after you entered the Upper Deck, you’ll find the structure from the

Central Deck with a Homing Missile, Power Missile and Partial Health.

This is the only place you can use to get on top of that structure. The

Upper Deck is infrequently visited by the AI and you can retreat here

to safety. You can shoot at anyone in the Central Deck area, unload

Ricochets into the ramp at enemies coming up from the Central Hub area,

and take off when too many enemies gather. Watch out for Gas Cans from

enemies in the Central Hub area, though.



Docking Ship – You can access the Docking Ship area via a ramp from the

Central Deck. Here, weapons (Homing Missile, Power Missile, Gas Can)

are hanging on the edges of the ramp-like surfaces, but they’re pretty

risky to get since you might go out of bounds. A Partial Health is

sitting on top of the structure here; use Jump to get onto the

structure to get it. A ramp on the other side takes you back to the

Central Deck area, and there’s also a Homing Missile here. If anyone is

at the Upper Deck, you can shoot them by using the ramp edges closest

to the ramp from the Central Deck, jump, and firing a weapon (hopefully

a homing one). The AI makes a lot of botched jumps to get to the

Docking Ship area, so if you hang around on the Upper Deck and let them

go about their business, they might even eventually kill themselves.



Strategy:

The Upper Deck is your best bet. You can play a game of cat and mouse

with your enemies by retreating into the Central Deck, rushing back

into the Central Hub, and taking the ramp back to the Upper Deck.

Ricochets are a great space controlling weapon, especially when you’re

in the Upper Deck and enemies are approaching from the Central Hub.

From the Upper Deck, you can shoot at enemies in the Central Deck and

Docking Ship with missiles; the most they’ll do to you is a Gas Can.

Fortunately, the Partial Healths are well protected, except for one, so

you can get them when you need it. Overall, not too hard of a map; its

my favorite TMLost level.





***********************************************************************

4. Bonus Material/Extras

Here you can view content including a 30-minute documentary, Sweet Tour

(which has factoids for the process of making TM straight from the

developers) and TM1 movies that never made it into TM1 (though you can

view them on youtube. At the start of the menu screen when you arrive

to choose between TMHO or TML, hitting Square will let you view these.





b. Documentary

--------------

Here, you view a 30-minute documentary on the TM series. I’m not going

to put down a transcript, but I’ll put down some interesting points…



TM1 – One thing that Dave goes into is the live TM1 ending movies. He

goes into how depressed he was when they didn’t want those movies in

the game (saying it would sell better without them). He says they were

sexist and stuff, and then is glad that the audience in the gaming

world can finally look at the ending movies (believing that in today’s

standards they are humorous and stuff). For TM1, they apparently aimed

the game to hardcore fighting gamers, labeling TM1 as a “fighting game

in cars”. The hardcore gamers didn’t see how it was a fighting game in

cars. Just when Scott and Dave thought they were doomed… a guy comes up

to Dave one day and tells him that his game received a lot of gaming

awards. Boy, was Dave sure shocked. Scott shows amazement that his name

was used for one of the characters in TM1. One of the guys behind the

game said that Mr Grimm was always his favorite car.



TM2 – Here, Dave talks about increasing the depth of TM2, improving

upon what TM1 lacked and what they otherwise couldn’t put in TM1 (they

had such a huge list… O_o). They also gave a nice insight on the level

design, most notably Paris, which apparently received some controversy

after a French designer took a look at the levels and was offended by

the destruction of the Eiffel Tower. And of course gave them new ideas;

Scott got into talking about destroying bigger things in wacky ways…

aside from the Eiffel Tower in Paris, shots of the Statue of Liberty in

New York and windmills in Holland being destroyed were shown.



They then show a group photo of the original team, until eventually…



TM3 – Dave had no plans for a TM3, although he seemed quite shocked to

hear that they announced it. He says that he would help the creators if

possible, but he didn’t get involved in the process making. He’s pretty

nice here actually – the most he ever said TM3 was (and TM4) was that

they were good games, just not great Twisted Metals. He flipped out

when he mentioned that he looked at the ending for Sweet Tooth, and he

says “What the f!ck did you do to Sweet Tooth, you turned him into

Barney the clown” (or whatever the original quote was, I forgot). He

says he met some of the people at 989 and says they went on making

great games, but for now TM3 is nothing to be proud of.



TM4 – Dave only briefly talked about TM4. However, the other two guys

(sorry for forgetting your names >_>) criticize it, saying it’s not

Twisted Metal and the art designer even said that Sweet Tooth is just

horrible in TM4. Personally, I think Dave’s just being nice here for

Sony.



TMB – Wa la, the return to Twisted Metal glory… starting with a game

darker than any of its predecessors. The transition from the “colorful”

to “dark” universe was Dave’s idea, hence the more graphic and

disturbing content placed into each of the character’s stories. They

went into levels; the art designer talked about Suburbs being his

favorite level. I can’t remember much here.



Then Dave goes back and makes TM comparisons. He says TM2 is his

favorite, and he believes that TMB is just a good game but not a great

game. In order, he puts them with TM2 first, TM1 second, and then TMB.



They begin wrapping up with gameplay shots of each Twisted Metal

(including Small Brawl which was never discussed in the documentary),

with Scott and Dave being grateful for the fans being faithful to their

series.



They finally end with a credits screen, with videos of the fans for the

game (all from TMA), Scott and Dave giving their two cents, and a shot

of each TM game (including 3 and 4) as well as ending with a thanks to

Mortimer from TMA.





d. Cheats/Unlockables

----------------------

I honestly don’t cheat, I only use cheats to explore levels as well as

characters better. The cheats work for both TMHO and Lost; only one

cheat was changed for TMHOETE. And one person at gamefaqs confirmed the

God Mode code but has yet to discover it so perhaps some curious people

may want to try it out. And since you may not want to read the

respective sections for unlockables, I’ve gathered them all here.



Cheats:

Hold L1+R1 and then input the following (NOT ALL FOUR shoulder

buttons):



Infinite Weapons – Triangle Triangle Down Down

Gives you Infinite Weapons. However, specials no longer go up to 99 (as

opposed to TMHO PSP). Instead, when you input the code when you have a

special it will be unlimited. What I’m saying here is that if you have

NO specials when you input the command, then you’ll have to wait for

your special to recharge before it becomes infinite. A plus is that you

automatically receive all 6 upgrades in TMHO.



Invincibility – Right Left Down Up

It’s not Up Down Left Right Right Left Down Up, btw. And Invincibility

does not protect you from boundary damage, but at least you’re pretty

much god.



Killer Weapons – X X Up Up

Your weapons both regular, special and machine gun, will kill an enemy

in one hit as long as their shields are not up.



Mega Guns – X Triangle X Triangle

Your machine gun not only becomes upgraded, it also homes in on an

enemy and will do uber-tastic damage.



Trade Weapons for Health – Triangle X Square Circle

You lose all your weapons, energy, and turbo to rejuvenate your health.

The more weapons you have, the more health is restored. I have not

checked this with Infinite Weapons, but I’m pretty sure you’ll still

lose all of your turbo and energy.



God Mode - ??

Someone on the gamefaqs message boards confirmed this, and this was

only tested in TMLost. Apparently the commands are only d-pad; the

original TM2 and TMB commands do not work. If someone’s curious enough

to test I think everyone would be appreciated.



TMHO unlockables

----------------

Extra Characters:

Mr Slamm – Beat LA Woods’ minigame.

ATV – Beat Cousin Eddy.

Cousin Eddy – Beat Cousin Eddy.

Axel – Beat Russia’s minigame.

Crimson Fury – Beat Monaco’s minigame as well as shoot 10 racers.

Hammerhead – Beat Tokyo Streets’s minigame.

Dark Tooth – Complete story mode once.

Tower Tooth challenge – Complete story mode with five different

characters to unlock Tower Tooth for Roman Ruins deathmatch in

challenge mode only.



Extra Levels:

Paris DM – Beat Paris’ minigame.

Egypt DM – Beat Egypt’s minigame.

LA – Cousin Eddy – Beat Cousin Eddy.

Roman Ruins DM – Beat Roman Ruins’ minigame.

Greece DM – Beat Greece’ minigame.

Transylvania DM – Beat Translyvania’s minigame.

Tokyo Streets DM – Beat Tokyo Street’s minigame.

Tokyo Streets – Dark Tooth – Complete Story mode.



TML unlockables

---------------

Extra Characters:

12-Pak – Complete story mode on medium difficulty (default difficulty).

Gold Tooth – Complete story mode on hard difficulty.



Extra Level:

Death Port – Complete story mode on medium difficulty.



Note:

Completing medium difficulty lets you see the regular note, the full

note is read after completing the game on hard mode. I’ll put it up

here, but everyone knows the magical words… “TWISTED METAL IS COMING TO

PSTHREE”.





***********************************************************************

5. Outro



Took me about 5 updates to include an outro >_>



Credits:

-ESP/Dave and Scott for making this port a great TM game.

-Me for writing this guide and getting the game.

-kazen16’s TMHO FAQ, which I conveniently used to copy and paste the

car stats when I didn’t have the patience to look at the screen and

write it down at the same time XD Great FAQ also, btw.

-TMA being responsible for giving TM a future.

-Lastly, you readers for reading the FAQ (as well as sending me the

occasional comments in my email).