Men in Black II Alien Escape Prima Official eGuide, Prima, Bradygames IGN and other guide, Poradniki ENG
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®
Zach Meston
Prima Games
A Division of Random House, Inc.
3000 Lava Ridge Court
Roseville, CA 95661
1-800-733-3000
www.primagames.com
The Prima Games logo is a registered trademark of Random
House, Inc., registered in the United States and other
countries. Primagames.com is a registered trademark of
Random House, Inc., registered in the United States.
CONTENTS
Introduction
................................2
Guide content © 2002 by Prima Games. All rights reserved. No part of
this book may be reproduced or transmitted in any form or by any
means, electronic or mechanical, including photocopying, recording, or
by any information storage or retrieval system without written
permission from Prima Games. Prima Games is a division of Random
House, Inc.
Controls
....................................3
Option Menus
..............................4
Project Editor: Teli Hernandez
Associate Product Manager: Jill Hinckley
Weapons
....................................6
Men in Black II: TM & © 2002 Columbia Pictures Industries, Inc. All rights
reserved. Men in Black™ II: Alien Escape. Gamecode © 2002
Infogrames,Inc. a subsidiary of Infogrames Entertainment, S.A. All
rights reserved. Developed by Melbourne House. All other trademarks
and trade names are the property of their respective owners.
Agent Data
................................9
Alien Data
..................................9
All products and characters mentioned in this book are trademarks of
their respective companies.
Level 1:
Dockside
..................................20
Please be advised that the ESRB rating icons, “EC”, “K-A”, “E”, “T”, “M”,
“AO” and “RP” are copyrighted works and certification marks owned by
the Interactive Digital Software Association and may only be used with
their permission and authority. Under no circumstances may the rating
icons be self applied or used in connection with any product that has not
been rated by the ESRB. For information regarding whether a product
that has no been rated by the ESRB, please call the ESRB at 1-800-771-
3772 or visit www.esrb.org. For information regarding licensing issues,
please call IDSA at (212)223-8936. Please note that ESRB ratings only
apply to the content of the game itself and does NOT apply to the
content of this book.
Level 2:
Pleasantville Nuclear Plant
..........31
Level 3:
Global Inc.
................................40
Level 4:
N.Y. Streets
............................51
Important:
Prima Games has made every effort to determine that the information
contained in this book is accurate. However, the publisher makes no
warranty, either expressed or implied, as to the accuracy, effectiveness,
or completeness of the material in this book; nor does the publisher
assume liability for damages, either incidental or consequential, that
may result from using the information in this book. The publisher
cannot provide information regarding game play, hints and strategies,
or problems with hardware or software. Questions should be directed
to the support numbers provided by the game and device manufac-
turers in their documentation. Some game tricks require precise timing
and may require repeated attempts before the desired result is
achieved.
Level 5:
V.S.S. Maximus Securitus
..........62
Cheats and Secrets
..................79
Excerpts From Men in Black II –
The Official Novelization
..............80
ISBN: 0-7615-3971-9
Library of Congress Catalog Card Number: 2002106394
Acknowledgements
Prima Games wishes to thank Rachel Hoagland and Serene Chan for
all of their help on this project.
™
PRIMA’S OFFICIAL STRATEGY GUIDE
Introduction
Men in Black II: Alien Escape
, designed and programmed by a venerable
Australian game-development studio known as Melbourne House, is
loosely based on the blockbuster movie sequel.
Men in Black II: Alien
Escape
—or
MIB2
, as we will call it for the remainder of this
guide, thus saving ourselves 34,817
keystrokes—tells the heartwarming story of
Agent Jay and Agent Kay, two men whose
lot in life is to capture and/or terminate xeno-
fugitives from numerous locations in and
around New York City. You’ll laugh, you’ll cry,
you’ll kiss hordes of alien scum good-bye.
As
MIB2
begins, the year is 1972. An enormous prison spaceship, filled
with the galaxy’s most dangerous criminals, collides with an asteroid and
seemingly plunges into the Sun—but it turns out that the V.S.S. Maximus
Securitus survived the collision, and sank into a deep-ocean trench on
Earth. By the time the ship is found, in the year 2002, the troublemaking
aliens have dispersed throughout New York to wreak criminal mischief of
the extra-terrestrial kind. Agents Jay and Kay are thus assigned to lay
down the intergalactic law and round up the escapees.
MIB2
features what people in the videogame industry like to call
“shoot’em-up gameplay.” In each of the game’s five levels, you take
control of Agent Jay or Agent Kay and blast through waves of alien
attackers with five different weapons, each of which has six levels of
power. (Jay and Kay each have one exclusive weapon, while the other
three are used by both.) At the end of each level is an especially
challenging enemy, traditionally called a “boss.” Beat the boss at the end
of levels one through four and you move on to the next level; beat the
boss at the end of the fifth level and you’ve won the game.
MIB2
is obviously meant for casual gamers as opposed to “hardcore”
gamers, so we’ve written this guide accordingly. The bulk of the guide is
devoted to no-nonsense, step-by-step walkthroughs of all five levels, filled
with screenshots to show and tell you what you need to do, and lightly
sprinkled with dumb jokes that reflect the irreverent spirit of the film. The
humor doesn’t get in the way of the walkthroughs, of course; it’s just
there to add some levity and make you chuckle (or groan). We’ve also
included information on
MIB2
’s control system, option menus, weapons,
training sessions, hidden secrets, and, of course, the oodles of aliens you’ll
encounter on your journey through the game. This guide is, put simply,
the ultimate source of information on
Men in Black II: Alien Escape
!
2
CONTROLS
There are five control configurations in
MIB2
; you start with Setup A, but can
choose any one of the four alternatives if you so desire. Here’s a rundown of the
controls via Setup A:
TIP
You will be doing a lot of shooting in
MIB2. In fact, according to our
completely unscientific study, if you
play through the game from start to
finish, you’ll press the Fire button
approximately eight kajillion times.
For this reason, you might want to
consider investing in a controller
with a “rapid-fire” feature, if only to
prevent yourself from developing an
unattractive thumb callous.
L
. . . . . . . . . . . . . . . . . . . . . . Strafe L
l
. . . . . . . . . . . . . . . . . . . . . . No Use
R
. . . . . . . . . . . . . . . . . . . . . . Strafe R
r
. . . . . . . . . . . . . . . . . . . . . . Xeno Bomb
t
. . . . . . . . . . . . . . . . . . . . No Use
s
. . . . . . . . . . . . . . . . . . . . Pause
i
. . . . . . . . . . . . . . . . . . . . . . Switch Weapon
o
. . . . . . . . . . . . . . . . . . . . . . Turn Around
u
. . . . . . . . . . . . . . . . . . . . . . Fire
p
. . . . . . . . . . . . . . . . . . . . . . Roll
D-Pad. . . . . . . . . . . . . . . . . . . Movement Direction
Left Analog Stick . . . . . . . . . Movement Direction
Strafing
Strafing is the most important maneuver in the game, and you will never
finish
MIB2
until you master it. For real. I’m like
so
not kidding. Strafing
allows you to shoot forward while shuffling left or right, an essential tactic
for dodging enemy fire. Learning to strafe in conjunction with the D-Pad
or Left Stick is even more important, because doing so allows you to
continually adjust your aim and keep your enemies in your sights. Go
through the training missions and keep practicing.
Turn Around
The Turn Around maneuver is useful
when a wave of aliens has materi-
alized behind you; press the
o
button and you do an instant 180.
Of course, it’s safer and smarter to
stay
away
from aliens that appear
behind you, but hey.
Roll
The Roll maneuver isn’t needed
often, and it’s not always a Roll,
either. If you press
p
and the
direction you’re facing, you roll; if
you press
p
and
opposite
the
direction you’re facing, you do a
backward flip. The flip is useful for
quickly avoiding certain
attacks…including those of bosses.
3
PRIMAGAMES.COM
™
PRIMA’S OFFICIAL STRATEGY GUIDE
OPTION MENUS
MISSIONS
This option allows
you to select Agent
Jay or Agent Kay and
jump to the start of
any level you’ve
previously reached. If
it’s your first time
playing the game, or
if you haven’t beaten
Level 1 yet (ouch),
you can only select Level 1. Agent Jay is slightly faster than Agent Kay, but Agent Kay starts with two Pistols
instead of one (although that doesn’t
really
matter, since Agent Jay can fire at the same rate as Agent Kay). The
dialogue of the cut-scenes in each level is also different, depending on which Agent you’ve selected, so it’s worth
playing through the game twice—once with Jay, and again with Kay.
CST
Short for
Combat Skills Training
, this detailed
practice mode allows you to select Agent Jay or
Kay, then select one of four weapons, and take on
six waves (or one giant wave) of computer-
generated aliens—but you have a single life and no
health power-ups. You can’t tackle CST until you’ve
completed at least Level 1 of the Missions.
Completing each CST mission unlocks several
Making Of…
sketches in the
Classified
option, but
more on that in the pages to follow.
OPTIONS
Load/Save
This option allows you to load or delete an
MIB2
save game on a Memory Card in
Slot 1 or Slot 2. You can’t save via this option because the game automatically
saves after you’ve accomplished something save-worthy (completing a level,
finishing a CST session). You
can
save while playing the game by pausing and going
into the Options menu, but if you reload that save, you
don’t
start from wherever
it was in the level you saved. Nice try, though.
Game Options
This option allows you to select the
Difficulty
to Normal or Hard, and to turn
the
Vibration
On or Off. Setting the Difficulty to Hard, as you may expect,
makes
MIB2
harder, though not overwhelmingly so. The only real difference is
that the monsters do slightly more damage when they hit; the attack waves
don’t change formations, more aliens don’t appear in each attack wave, etc. As
for turning off the Vibration—hey, whatever floats your boat, man. Us, we
enjoy
a little hand-buzzing.
4
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