____________________________ ____________________________ /___________________________(_______)___________________________\ // \\ )) R E S I D E N T E V I L O U T B R E A K : F I L E # 2 (( \\_______________________________________________________________// \___________________________(¯¯¯¯¯¯¯)___________________________/ _______________________ )Lag guide version 1.0( )07/02/21 ( )Author: blue0 ( ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ GameFAQs username (not used on message boards): xxJe5usxx U P D A T E S: -February 22, 2007: Posted version 1.0 on www.gamefaqs.com The guide isn't perfect but I spend time on it occasionally only and only little by little, and since the game is counting less and less users by the months, I prefer posting this so players left, new and regular alike, can benefit from it before it is too late. I'll update whenever I add something new. Table of contents Hold the Control (Ctrl) key and press the F key to open up the search bar. Type in the symbol of the section to get there quickly (For example [1]) [1]Introduction What's this guide for? [2]Basic terms Terms I will refer to, so you understand what the hell I'm talking about. [3]How to constantly stun a monster A useful, simple but not well known technique that I will refer to often. [4]Monsters Specific information on how to deal with monsters online. [5]Weapons and attacks [5.1]General tips Useful techniques and information about attacking. [5.2]Specific weapons tips Precise tips when using specific weapons. [6]Other info Useful tips about lag, information you might want to know. [1] ~~~~~~~~~~~~~~~~~~~~~~~ I N T R O D U C T I O N ~~~~~~~~~~~~~~~~~~~~~~~ Hello and welcome to the Lag guide. This guide seeks to help players deal with lag, learn new techniques, become better players and take on bigger challenges. I also include some information about deathmatches, which are popular with some players. Hmm...Weird, you say. A guide about lag itself? I admit it may seem quite stupid, but anybody who has played Resident Evil Outbreak : File # 2 knows that lag, sadly, plays a big role and changes quite a lot of things in the gameplay. There is a lot to say about it, and after talking about lag to some people online, and watching some experienced people play, I've noticed some things aren't well known. I've also decided to include different advanced techniques of play, mostly because I'll refer to them in when advising the reader about some lag situations, but also because they aren't well known and not mentioned anywhere. Most long-time players already know about pretty much everything in this guide just by experience. However to slower people like myself and to new players it may be very hard to understand and use some concepts that they may not know about. Often, lag can make a difference between winning the game or not. I do not believe that learning aboutlag by yourself is necessary. There are plenty of challenges you can try as you get better, and I don't believe you'll ever run out of challenges as long as you're not tired of the game in general. But if you want to take on the harder ones, you could use this knowledge. A lot of people already know most of the information in this guide, but I still typed everything I thought could be useful in it. Just check out the sections you'd like to know about. I have included a summary section in some places that is easier to read and understand. [2] //////////\\\\\\\\\\\ |||||BASIC TERMS||||| \\\\\\\\\\/////////// I'm going to refer to "screen" as what happens in "the person's game", on "the person's ps2", and therefore what the person sees on his TV. There are three lag possibilities when playing. >~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ / -The roommaster(RM)'s screen: Roommaster is a made up word to designate the person whose screen doesn't lag. Enemies on the roommaster's screen will behave as if the roommaster was offline or alone in a room, although there are other people in the same room. Their movement isn't erratic, and you see the effect of yours and your allies' weapons on the monsters immediately. What determines who is the roommaster for each room is a little obscure. It usually is the first person to enter the room (not the game room, I mean a room with doors) but I believe it may be that the game determines the roommaster by lowest ping (time it takes for information to be transmitted from one point to the other). If you're alone in a room, you're the roommaster, but that can be changed as soon as somebody else enters the room. For example, you can be shooting giant bees in Elimination 3's Main Shaft (Below Freezing Point room that separates into three bridges) when somebody enters the room, and becomes the roommaster while monsters on your screen start lagging. A very important thing to note is that the monsters die for everyone only when they die on the roommaster's screen. This is easy to deduce from these: Cheaters that use infinite ammunition cheat codes cannot kill a monster (or damage it, for that matter) with a gun that is empty on the roommaster's screen, but if the cheater is the roommaster, his cheats will work and when he kills monsters on his screen, they will die on allies' screens. Also, you may have noticed that after attacking a laggy enemy with a big damage weapon that should kill it, it will still be alive because your weapon did not hit it on the roommaster's screen. For this reason, any ally's attack that does not hit the monster on the roommaster's screen simply goes to waste. Also, the "real" general behaviour taken by the monster (which attacks it performs, for example) is determined by its general behaviour on the roommaster's screen. Because the others' screen will lag, they might miss the monster and get hurt or waste weapons (bullets missing, or their melee weapons breaking even though they did not actually hurt the enemy) so when possible, the roommaster should immobilize the monster to allow fleeing/attacking safely. See "HOW TO CONSTANTLY STUN A MONSTER" for this. IN SUMMARY: -The Roommaster means the person for whom the monsters do not lag around. -The RM is usually the first person to enter a room. -Only attacks that hit the monster on the RM's screen are registered. -The RM should handle strong weapons when possible since even experienced laggy players may miss and therefore waste their weapon. \ >~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ / -The "normal lag"(NL) screen: The normal lag screen is the screen of someone who isn't the roommaster. This screen will display monsters acting basically like they do on the roommaster's screen, but around 1-2 seconds late.The exact MOVEMENT of the monsters is transmitted to the NL screen a bit late, but not the monster's attack location and direction. This might result in a behaviour that is hard to anticipate since the monster might attack before you can see exactly where it's going. More on specific monster's behaviour below. As stated in the roommaster's section, the "real" behaviour of a monster is determined by the roommaster's screen, so base your idea of what is happening to the monster next by what you can deduce happened on the RM's screen. Don't forget that the enemy being stunned on your screen might not be the same on the RM's screen, and might get you in trouble. For example, if a zombie tries to attack you, and you come from behind and hammer it to the ground, you might be a bit late on the roommaster's screen, which might result in you actually missing the zombie and the zombie suddenly doing a 180°and biting you. This is easily avoidable in Normal lag though, by anticipating where the monster is on the roommaster's screen. Also, it is possible that the NL player's attack location and direction are transmitted a bit late to the RM's screen. IN SUMMARY: -Monsters behave as they do on the RM's screen, but their location and attack patterns are transmitted to the NL screen about one or two seconds later than they are on the RM's screen. -Try to anticipate where the enemy is going to be in 1~2 seconds and attack there instead of attacking its current location. -Check the GENERAL TIPS for advice on how to time your attacks. \ >~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ / -The "ultra lag"(UL) screen: This is basically like the normal lag, except with a worse connection caused by a crappy state of the server or one's personal connection (downloading something while playing, or having multiple computers connected to the same router for example) or just having a lot of people in the same room (presumably the roommaster has to distribute connection capacity making information arrive later on people's screens). Because of this lag, monsters will perform two different attacks at the same time, presumably because the lag between communication from you and the roommaster is bigger than 1-2 seconds, causing monsters on your screen to attempt an attack before receiving information from the roommaster's screen, on which the enemy is performing another attack. For example this will show the Elephant attacking an ally and suddenly running towards you. This lag can be the end of you, so be extra-careful. When you see a monster occasionally switching between two different situations, consider both possible even if it's more often in one situation. For example, you might notice the elephant turning towards an ally, and for a split second turning towards you, and then it will continue turning towards the ally. It will most likely attack the ally, but there is a possibility that it suddenly appears in front of you and swings you up. Just take extra caution when this lag happens to you. More on specific monster's behaviour below. Also, the situation described for the NL screen where you stun a monster but get attacked suddenly will still be true for ultra lag, only worse and less predictable, and might get you dead. IN SUMMARY: -Monsters will quickly switch between two different behaviours (two different attacks one after another, going in a direction and suddenly teleporting all the other way around) -Be wary of both attack possibilities of an Ultra-Laggy monster -Try to not use strong weapons as you might easily miss \ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [3] //////////////////\\\\\\\\\\\\\\\\\\\ |||HOW TO CONSTANTLY STUN A MONSTER||| \\\\\\\\\\\\\\\\\\/////////////////// I will be referring to this occasionally, especially for the Roommaster, so I will be explaining this technique even if it's not DIRECTLY related to lag. Also, it's not well known, because I rarely see people doing it, so I felt it would be useful. You'll notice that when you hit a monster, the monster "does" a stun animation for a certain moment. During this period it will not attack. Another thing you must know is that an attack causing the same, or smaller stun impact executed during the stun animation will not cause another stun animation immediately. The monster will only be vulnerable to another stun once it is not in a stun animation anymore. Combining these two things, you can easily keep stunning a monster and preventing it from moving/attacking by simply attacking, waiting until it finishes the stun animation, and attacking immediately after, and repeating, keeping the monster in a chain of stun. I would like to give specific details for stunning specific monsters, but making two lists of monsters would be kind of cumbersome, so I will simply include a "Stun" minisection in each of the MONSTERS category's subsection that I want to give a precise tip about. In that stun minisection, I will be talking about a screen with no lag unless I specify otherwise. IN SUMMARY: -Attack a monster, WAIT until it stops its stunned animation, and attack again to keep it stunned constantly. Tip 1 in section [5.2] will help you with this technique. [4] ////////\\\\\\\ ||||MONSTERS|||| \\\\\\\\/////// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ / This section will give details about monster's behaviour and advice on how to handle the situation with a specific monster with the different screen possibilities. ____________ )The zombie( ¯¯¯¯¯¯¯¯¯¯¯¯ Roommaster: Try to constantly stun the zombie by attacking it at the right time. If you have no weapons but are the roommaster, you can still be of great help. If the goal is to kill the zombie, try to get it cornered by tackling it into a corner, then keep tackling/stomping it into place with timing so your allies can attack safely and effectively. If the goal is to escape, keep tackling the zombie from behind with timing to keep it from attacking allies. Normal lag: It might be a bit hard to anticipate the zombie's location. Just try to stay clear until it attacks, then attack a bit in front of it so your attacks reach it on the roommaster's screen. Still, attacking a zombie on a laggy screen is dangerous. If it grabs you while you're attacking, your attacks might take effects on the rommaster's screen in time to free you before you get hurt, but if the zombie tries scratching at you instead, you can get quite an amount of damage from sudden lag attacks. If you're trying to run away from the zombie, you may have an easier time than when you're the roommaster. Just run past the zombie and it will attack a second or two later than it should. Just be careful when doing this that no ally passed the zombie a second or two earlier, which would have triggered its attack just in time to catch you. This could happen when you're following the roommaster in a tight corridor, for example. Ultra lag: The zombie will keep teleporting around and switching back and forth between attacking you and attacking someone else or teleporting to the other side of the room. Attacking is not a good idea. Try to stay clear of the zombie, and when you see it attacking somewhere, run past it before it tries again. Stun: On a small impact, the zombie will kind of just move a shoulder to the side while standing still/keeping on walking towards you. This is enough to prevent it from attacking, however. So just attack everytime it goes back to a completely idle position. If they're walking, attacking them with a small impact will only stop them from attacking for a moment of which the length is hard to determine, while they keep on walking. They will resume attack behaviour at a hardly predictable moment, so if you're shooting them and they're moving towards you, get away before they attack. Stunning a zombie with no weapon is easy, but stand behind it. Just keep in mind that their small impact animation will seldom be longer than a simple twisting of the shoulder to one side, so it might screw your timing up if you're not careful. You can also keep them stunned with a medium impact weapon (they'll walk back a couple steps from the impact) like a pipe or a re-aimed (Alyssa/Kevin) handgun shot. Just wait until they've gone back to an idle position to attack again. You'd better attack from behind if you're using a melee weapon, because you can get "morphed" into their arms suddenly before you can strike from the front. __________________ )Zombie hyena/Dog( ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Because these two monsters are mostly similar, I will be including them both in the next section. Roommaster's: Wether you want to fight or avoid a single specimen of these, just tackle it to the ground as much as needed. If you're fighting off multiple of these, try to tackle them each in turn before they attack allies. If you're running away, get them away from your teammates and run in zigzags so their running attacks don't hurt you. Normal lag: GET AWAY. Unless you're in an enclosed space like in the Desperate Times Kennel, in which case you can tackle away and hope to get them, just don't try to fight them. You'll get put in bleed status in a surprise attack and then, your only hope would be to tackle your butt away from them in zigzags. If the roommaster tackles one, though, you can try reaching the monster before it gets up and stomping them to kill it, while the roommaster tackles the other one (since they are often in pairs) or takes care of another present monster. Ultra lag: They'll munch away and jump around, just don't stand around. Again, if the roommaster tackles one to the ground and is busy with something else, you can try stunning the tackled one with stomps, but it might get up before you reach it, so try tackling it even if it seems to be still stunned on the ground. That is, if you don't want to just run away. Stun: This is very easy, and the best way to deal with these monsters in general. Just tackle them or hit them with a melee weapon (handgun bullets will merely stun them for a split second) to send them to the floor, then just stomp them for as long as you want them stunned, until they die or you leave. ____________________________ )Crows/Hornbills/Giant bees( ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Roommaster: If you have to kill the monsters, then you're the one who should do it. The others will just miss their bullets. If you have no more weapons, ask your allies for them and use them. Most people will understand and hand you their handgun/bullets, or even melee can do the trick if you're good enough. Don't forget that even if enemies are not lagging, it's easy to misss them while they're flying around you, even when auto-aiming. Keep auto-aiming and wait until you can get a good shot. It shouldn't be too hard, though. Normal lag: Don't try to shoot them. You'll waste bullets. If you're alone with somebody else, give him your weapons. If you want to try and get them with a melee weapon, you can try to just swing in the air randomly and hope it works, or wait until the monster stops for a second in preparation to dive down and attack you. This should mean it's doing the same thing on the roommaster's screen, and by attacking in that general direction quickly enough you might hurt it, but you might also miss easily. Either way, it's easy to get hurt, even if you did hit the monster. In the case of Giant bees, which have several hundred life points (more than one handgun round required to take down), you can also help by just waiting until the roommaster shoots one of them, then running to it while it's on the floor and attacking it with whatever weapon you have. Ultra lag: You can still try helping with floored Giant Bees, but you have to hurry. In general, you can try to swing randomly in the air, but you're better off running away. Stun: Aside from rare tackling after they swoop down, most of them will just die after one hit. You can stun the giant bees, though. When they fall to the floor, wait until they get back on their legs and start walking/hovering. If you hit them at this point, you can return them to stunned status. _____________ )Female lion( ¯¯¯¯¯¯¯¯¯¯¯¯¯ Roommaster: They're harder to dodge than when your screen is lagging so you might be running all the time if there's more than one, but there's not really anything special to say about them. Your laggy partners may miss them a lot, so if the situation is going to hell, spam "No" and ask for the weapons. Hopefully your partners will understand. Normal lag: It will usually be apparent which ally the lion is aiming for. Be prepared because while their position is delayed by lag, they will suddenly attack you at the same time as on the RM's screen. It is VERY easy to miss the lions because of lag. Remember that only shots that reach them on the roommaster's screen will count. If you shoot the monsters with a weapon that should stun them, and the next second they're running to the other side of the screen or doing something else than a 180°, you probably missed. To successfully hit a lion, wait until it jumps at someone, dodge if necessary, and make sure you're far enough from it that it won't immediately 180°, which might ruin your shot and/or hit you. Start aiming at where it will stop moving after its jump as soon as you can, and then wait a second or two so the roommaster sees you aiming in the right direction, then shoot. It might take a while to kill lions in a laggy screen with only handguns, so just make sure you don't miss. If done correctly, you'll see the lion doing its "hurt" animation shortly after you hit it (with medium/big impact weapon. Normal handgun shots for example won't be apparent). Also, using lag might help you hitting the monster with melee weapons more easily than if you were the roommaster, because it takes a small while for the monster to see you in front of it on the roommaster's screen, therefore you can wait until a lion jumps in a corner, and while/before it starts slowly turning around, run to it and attack where it would be soon, then quickly run away. This might result in seeing the monster suddenly doing it's "hurt" animation, then trying to claw you but failing because you're out of reach, showing that your hit worked on the RM's screen yet allowed you to get away in time. Oh, and be careful of bad camera angles. A lot of the areas with lions have bad camera angles, and you might get your ass kicked easily while reloading your weapon because of a surprise lag attack. Ultra lag: You will get surprise attacks more often, even being at one side of the room and suddenly being jumped at. Attacking might be very hard. If you can, just leave. Again beware of camera angles. Stun: Their stun animation is very short, and most attacks that may stun them will cause them to perform a 180° attack in the hope of hitting you before you get away. It is possible to Kick it with Kevin repeatedly with good timing, whacking it from the farthest possible with a melee item, or keeping them locked in a stun position by using the shotgun repeatedly on them until they die. If you're not too close, you can keep two female lions locked in a stun animation with decent damage dealt to them both. On a sidenote, the female lions only 180° on their left (counter-clockwise). _________ (Male lion) ¯¯¯¯¯¯¯¯¯ The male lion basically acts like the female lions. It will only perform a 180° by turning to its left (in a counter-clockwise fashion) just like the female lions. You can try to attack it up close from its right to avoid the turnaround attack, but lag might cause it to turn just enough to hit you in the 180° attack, or turn towards you while you attack it and suddenly claw you off your feet. I suggest hitting once and running during the hurt animation, which works best as Alyssa (backstep). Or, you can attack its rear from the left right after it does a 180° attack, and then run around its rear to the other side right before it tries to 180° again, but you have to be very quick. ________ (Elephant) ¯¯¯¯¯¯¯¯ Roommmaster: You might wanna be the one who attacks the elephant while it is raising it's head in preparation to an attack, since they say the elephant takes more damage when attacked to the head while it's doing that. Otherwise, there isn't really anything special you can do to help problems caused by lag against the elephant. Normal lag: Maybe you'll want to use the elephant's head weakness, but you might miss due to it's stance changing on the RM's screen. At any rate, if you're using strong weapons, just make sure you aim for the head and wait a second before shooting. Ultra lag: This fight will be hell. Not only it will be hard to cause damage, but since the elephant will often perform two different attacks at the same time, you can get owned easily while handing an item over, attacking, or even dodging one rushing attack only to get immediately rushed again. The most important is that you keep running away and don't stay close to the elephant. Also, NEVER attack it from the front. It might suddenly stomp (instant kill) you. Sometimes it's so bad that you'll get stomped without seeing the stomp animation. This might also happen when you're on the side. Stun: If you want to keep the elephant stunned just use big impact weapons (Grenades, hammer, Molotov cocktails, stun rod) again and again. Hitting it on the head with anything while it's raising it in the air in preparation for an attack will also stun it. You can also do the following, although it's not really a stun combo. Get it stuck so its rear is touching a wall, and attack from the side, causing it to keep stomping backwards. If you stay there in a position that is out of the stomping's reach and keep attacking, the monster will stay there until you kill it. ___________ )Mega bite( ¯¯¯¯¯¯¯¯¯¯¯ These little BUGgers (har har) can be really dangerous. Their best weapon is lag. In their small form, their attacks' effect is based on what happens on the roommaster's screen. Which means they don't work like other monsters. A zombie for example, scratching an ally on the roommaster's screen, will fail if the ally isn't really there. The laggy ally can only be hurt if the zombie hits him on HIS screen. The Mega Bites, though, will hurt laggy allies when they hurt them on the RM's screen. If they latch on to you on the RM's screen, they'll appear on you all of a sudden even if they were just jumping around the previous instant. That also means you'll suddenly get "hit" out of nowhere when they're just jumping around. You can hardly dodge them with a special move effectively, too. So what do you do? Roommaster: In their small form, quickly tackle them down/attack 'em to avoid them jumping on allies. For the big form, attack them as they're jumping up to position towards you or an ally, so you'll knock them down, even with a tackle. When you go through the Emergency Power Room when going to the Ventilation Tower in Underbelly's alternate events, a person with guns should enter first, so he is the roommaster, and shoot the poisonous bugs to the floor while his allies pass by to avoid getting in trouble. Normal lag: You can try shooting at the small bugs from afar, or staying away, waiting until they jump in a line towards you and attack a bit before they get to you, hoping that you knock 'em down. Then run for it. Keep in mind that trying to avoid them by doing the ladder trick (getting on and off a ladder repeatedly, during which you're invincible) may not work because they'll hit you during a small pause on the RM's screen between getting on and off the ladder, causing you to fall off and sustain damage. As for the big, bloodfilled version, you can try to anticipate where they'll be on the RM's screen as they jump up and attack there to stun them. If you want to avoid them, you can just run in front of them, which will trigger their attack a moment later, and run away, like you would without lag. Keep in mind that you'll stop them from attacking YOU if you hit them on YOUR screen, but it doesn't mean you'll damage them on the RM's screen. You can try and attack in front of where it's "walking", hoping that you'll stun them on the RM's screen before they start an attack on your screen, but it's not recommended with knives as even if you hit them on the RM'S screen, they may execute an attack on yours and hit you before they get hit, unless you hit them on your screen too. Ultra lag: Stun: The small bugs get turned over with pretty much anything, even a tackle. Wait until they get back on their feet and attack again to constantly stun them. The bigger bugs can be knocked over by any attack that hits them while they're jumping around. You can also stop their scratching attack by attacking them, but it's likely that they'll try to do a jump attack if you do that. Still, it's useful in tight areas where you can't get away from their attack range. _________ (Giga Bite) ¯¯¯¯¯¯¯¯¯ The Giga Bite will only send its four rotating minions flying through the tunnel when somebody gets close enough to it. So stop attacking the Mega Bites in the open if somebody is going up to the boss, especially because of the bad camera angle that will only allow you to notice them when it's too late. Roommaster: As usual you might wanna try to be the attacker since you'll get the head of the monster more easily, and attacking the head causes more damage. Normal lag: Aim for it's head, wait a second, and shoot if you're sure it's not sidestepping on the RM's screen, in which case you'll miss or hit the shell of the monster, which would suck. If you can, attack while it's summoning the four rolling Mega bites so it's not sidestepping. Be careful with Molotov Cocktails; it's really easy to miss when it's sidestepping. Ultra lag: You might see it start the double claw attack out of nowhere, even when it's hasn't finished backing up from a first double claw attack. Stay clear of it's front area and expect it to sidestep-hurt you suddenly. Stun: You can stun it over and over with a big impact weapon like the grenade launcher, hammer, and Molotov Cocktails. It will try to retaliate whenever it can, though, so don't fire the grenade launcher from too close or you'll get clawed off your feet before you can reload the next grenade and fire. You can stand in front of it and throw cocktails up to its head repeatedly, your character will get another out of his/her pockets quickly enough to throw again before the bug can attack, and when you run out you'll have enough time to run around the bug and out of its claw range. Be careful with big impact melee weapons, it's easy to miss and get hurt. DO NOT block it's moving-aside "attack" as Mark or a Mark-type. You can get disconnected because you block too many hits at once. ______________ )Green zombie( ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Green zombie strategy is pretty much the same as normal zombie strategy, but we'll assume you're running away more than fighting because of the poison spore. Roommaster: Try not to suddenly attack it with allies around lest they get poisoned by the surprise poison spore. You could try to attract it's attack and dodge it while allies run past unharmed. Normal lag: Unless an ally is around the zombie or susceptible to running past it at around the same RM's screen time as you, just run past the zombie and it will attack you a bit too late. Until you're sure nobody's gonna attack it, don't get close to the zombie. Ultra lag: Same as normal lag, except an ally may pass by the zombie and trigger an attack in which you could run more unpredictably. Stun: Because of the poison gas, melee attacks aren't recommended. You could keep it away from you by taking pot shots repeatedly, firing again once it recovers from the knockback, or throw a concrete piece from afar. If you're good, you could also send it to the ground with a big impact melee weapon by attacking from the side, but you have to be really careful and stay the farthest possible. ______________ )Scissor tail( ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Roommaster: There's nothing special you can do about the scissor tail while considering lag except the usual knocking down the monster to help allies. Try to prevent it jumping. Normal lag: It might surprise-tailskewer you, just stay clear of its front area, and watch out for the jump. Ultra lag: Attacking it from the front is a really, really bad idea. It'll keep attacking in between normal stuns because of the time your hit takes to register on the RM's screen. Attack with a big enough attack to knock it over on its back or run away. Stun: You CAN perform weak attacks and prevent it from attacking, but it'S not very efficient. If you just want to run past, turn it over with a hammer or big impact weapon. However if you're trying to kill it DO NOT wait until it gets back on its feet to knock it over again. Just give it all you got, because if it gets back on its feet it may try to dig away into the ground. _______ (Axe Man) ¯¯¯¯¯¯¯ Roommaster: Nothing special you can do. Keep him stunned with a melee weapon. Normal lag: Just expect him to hurt you before you manage to hit him if you're attacking from the front, or even behind. There may also be a slight delay between when he reaches you after running and his running axe attack. Ultra lag: Don't attack him with melee, you'll most likely get owned. Also watch out for running strike, which can be all screwed up. Stun: His only stun animation is a few steps knockback, and it is caused easily with any medium/big impact weapon. You can keep him at bay with any melee weapon by just timing your hits. ___________ (Giant plant) ¯¯¯¯¯¯¯¯¯¯¯ I don't think it really makes any difference wether you lag or not at the Giant Plant fight. I don't think more rocks fall, and it doesn't move, so your hits register anyway. However watch out for the ceiling and floor vines, whose behaviour can be tricky. Don't immediately follow a running teammate past a vine, since the plant could catch you. ________ )Licker( ¯¯¯¯¯¯¯¯ Roommaster: You can try to stun it by timing gunshots, melee strikes or even stomping it repeatedly. Normal lag: Attack from the rear to avoid lag swipes. Expect near-sudden tongue thrusts from afar. You'd have difficulties keeping it stunned, so try to run away as soon as you think it's rotating to reach for you. If you see it running towards you, backstep/duck/crawl away/run away in advance. It will scratch you a bit before actually reaching you on your screen. Ultra lag: Swipe n' tongue thrust galore. It will also keep teleporting from one place to the other, making you miss your attacks. You could try stomping it in place and hoping you're stomping the same licker on the RM's screen. Stun: A small impact attack may allow them to escape the constant stunning and swipe attack you/turn around. Medium impact weapons like an iron pipe can do the trick if you time it well. ________ )Hunter( ¯¯¯¯¯¯¯¯ Roommaster: Attack them before they swipe so they can't damage your allies. Don't get too scared if they start an Instant-kill stance on your enDANGERed ally, there's a chance your ally is already out of the way by the time it starts, and rushing in to help can get you killed instead. You'll be the judge of the situation. Normal lag: You'll often miss the hunter if you try attacking it especially with chemical bottles because if it's facing another direction than it's prey, it will walk towards him/her with a curve, or just because it's a few inches more backwards than where you aimed at. I suggest you wait until it attacks and aim at it then. If you're throwing chemical bottles, try to get a few meters away, and if it's facing you, throw it in a straight (normal aiming) line. Grey chemical bottles will still hurt them if they miss but are close by, but obviously, a direct hit will cause more damage. Ultra lag: Standing right besides them and attacking is suicide. Most of the time, you can just run away from Hunters anyway. If you won't, do what I specified in the Normal lag section. Stun: You can relatively easily keep them from moving or attacking by just tackling, waiting until it stops its reaction animation, and tackling quickly again. This will work with any weapons. As a D avid-type character, you can try to execute a double knife combo over and over again. ______________ )Giant spider( ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Roommaster: You can try and trigger it's jumping attack by standing in front of it from afar, hoping your allies won't get close to it, to lure it away from them. Normal lag: If you attack closely from the front, there's a big chance you'll get a laggy shot of poisoning acid before your hit registers. And we all like poisoning acid, right? Oh wait, no we don't. You could attack from behind but these superspiders have developed a 180° turnaround attack, which you also don't want. Try to trigger it's jump attack from afar and get around it while it's doing it or lure it into an area where you can get around it safely. Ultra lag: Expect surprise acid shots. You gotta love the spider in enclosed space. If it keeps moving around, there's a big chance it's gonna appear somewhere with a nice attack for you, so wait in a safe spot until it shows it's behaviour and run for it. Stun: Attack from the side, since if you're in the front it can spit on you easily between stuns, and if you're behind it it can perform a 180°. A small impact attack is not enough. You need to either time medium impact attacks really well, or knock it over with a big impact attack repeatedly. As long as you're standing far away or on its sides, you should be fine. _________________ (The Tyrant (Mr.X)) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This refers to the Tyrant in a black suit released by Carter which later turns on you. Roommaster: A good strategy used while running away from the Tyrant is to get him to constantly chase you without making him run. He will start running if you're a certain distance away from him, so keep advancing by staying out of his attack range so he won't start an attack, but don't go too far away from him. You can also just wait until he gets close enough to you and attempts an attack, and switfly run away from the attack, wait and repeat while your allies run the hell away. This is easier done with the Tyrant that has been released with CODE:B, which you can add to CODE:A in the same room as the one where you give the MO disk to Carter. CODE:B Tyrant is much slower, and thus easier to avoid, but if you do get hit, it'll hurt more. Normal lag: You can also try to lure Tyrant like the roommaster. If you're trying to make him attack you, miss and try again, it's easier since he will try to attack your location one or two seconds ago. If he starts running after you, you can just wait at a spot, then move away, and Tyrant will stop at the location where you waited instead of running into you. Ultra lag: Keep a good distance. You might wanna try to lure him, but I advise against it. Sometimes he will start running after somebody else even though you are closest to him, which will make him run into you in the process instead of stopping where you were a second ago. Stun: It's pretty easy as long as you have a big impact weapon, which is the only thing that can stun him. ____________________________ (Tyrant Reborn (Mr.X Mutated)) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This is the Mr.X you meet on the streets, where he mutates into a horribly deformed tall monster with huge claws. He's slower but deals more damage with the CODE:B MO disk option. In showdown 2 and 3, his CODE is determined randomly. Roommaster: There's nothing different than if you were alone. But you might want to use the strong weapons. Normal lag: Tyrant-R keeps on moving. So it's very easy to miss him. There is a trick to knowing where to shoot. He will always be chasing a single person, although the person he's aiming for may change. Wait until he attacks that person, and aim at him. Judge wether you think he'll be standing in your line of shot in one second. If yes, Shoot. Otherwise he'll get off your line of shot on the RM's screen and you'll waste your bullet. You can also just shoot at the empty air where you know he's going to be in one second. If you're attacking him with melee weapons, get on his right so he won't hit you with a double claw attack, wait until he attacks, run to him and attack, preferrably a bit towards in front of him so if he's moving on the RM's screen you won't miss. As for dodging him, it's pretty easy in normal lag. He'll attack your location 1-2 seconds earlier. Just make sure you're not in his way if he's attacking an ally. Also, watch out when he perform a turnaround claw trust. For some reason, while he's doing this, attacking him will make his body instantly appear in the 180° degree without transition and it is possible to still get hit by his claw. Ultra lag: If he's chasing towards you from afar, trying to run into you and thrusts you with his giant claw, you might not be able to avoid it by just running away. If he reaches your RM screen's location he will attack there, and you may be far from there at that moment; however before that happens he can run into you on YOUR screen. It's a good idea to stop for a second or run a bit in circles while he's chasing you then run away so he attacks your RM's screen location a bit earlier before he can ram you on yours. Attacking is really not recommended unless it is with firearms, he's chasing somebody else and you can get him between you and the chased ally. If he's chasing you, you could still get away from his attack, which will easily miss you,then turn around and fire. Since you'll be turning around a lot, don't forget about taking TIP 1 from section [5.1] into consideration. Stun: You can only stun him with big impact weapons, so as the RM it's easy. If you have NL, it's still quite easy. Just fire your shot a bit before he stops his stun animation on your screen if you have NL. Your weapon will hit him in time on the RM's screen. It's easy to miss him if you have UL, though so try not to unless you're sure to hit him. ___ (NYX) ¯¯¯ Roommaster: TAKE THE ROCKET LAUNCHER. You have probably already seen many an ally shoot the Rocket Launcher into Nyx only to hit him in the legs while it's getting back up, or having the explosion detonate in front of the ally on the floor, or plain missing Nyx. If your team is going to use the RL or even any strong weapons and you're not sure of winning, handle them. Otherwise it could be a lagmiss which could cost you the game. Also, sometimes, Nyx's location isn't the same on different people's screens. Try to point it out saying Go! towards the core or by simply attacking it. Normal lag: You shouldn't have much troubles, Normal lag meaning that Nyx isn't too much far away from its real location. However if you're going to use big weapons on the core, do this: -Wait until the core is open, preferably before Nyx drops down on its knees. -Try to get about a foot away from the core, and auto-aim. Wait a second. This will ensure that you're aiming at the right place on the RM's screen. -If not too much time has elapsed since Nyx has fallen to its knees, shoot. Make sure it hasn't been too long, though, because he could already be getting up on the RM's screen and your shot will go to waste. Ultra lag: You'll never really be sure of Nyx's location, he can teleport around, he'll even switch foot sides, which means he'll step on his tentacle foot and hit you in a surprise. It's also easy to waste weapons by attacking the wrong place, so try to use knives or attack where the others are attacking. Stun: Due to it being a huge boss, you can't really keep on stunning him. However, as a David-type character equipped with a Survival Knife, you can keep on attacking his left leg with a 3-hit combo over and over, and if you're quick enough Nyx will fall back to his knees before he attacks. If he tries an arm swipe attack, move out of the way, 180° and go back to it. If he tries a downwards arm smash and he's aiming for you, go a bit behind him and keep knifing. He won't turn around enough to get you and he won't execute an attack with his back's tentacles while doing it. ______________ )Hunter Gamma( ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The frog-like bluey creature you'll meet in Elimination 3. Roommaster: Try to attack it with medium or strong impact weapons to stop it from swiping your allies. Normal lag: It likes to swipe at you when you're in the front. If you're lagging, it'll like to swipe at you when you're on the sides. So get far, or get behind it and keep moving to stay behind. Ultra lag: Stay far away, unless it's clearly aiming for another ally, in which case you can get behind and attack. Watch out for surprise swipes on the pier room if it's still in the water. It could throw you down in the water. Stun: Medium impact attacks will do the trick but do it from behind to avoid being easily attacked. _______ )Leech( ¯¯¯¯¯¯¯ This is the small, small leech you'll meet in the Flashback locker room copy in Elimination 3. If you're lagging, it might latch onto you and cause virus raise. That's about all that's dangerous about it while taking lag into account. ________ (G-MUTANT) ¯¯¯¯¯¯¯¯ Roommaster: You could attack it with a big stun effect weapon like the hammer every time it starts walking to knock it down and allow people with knives to attack it safely. Also try to knife/stomp the little G-embryos before they jump on your teammates, as they can be disrupting and very annoying, and you're the one who can most easily kill them. Normal lag: You can also try to stun the monster with a big stun effect weapon like the hammer by anticipating it's walking one or two seconds prior to, but try not to do it from the front. You might miss the timing or the monster and get pimpslapped, which while funny, is not really helping towards beating the scenario. If the G-embryos keep latching on to you despite your best efforts to avoid them (wether or not they latch on to you does not depend on if they jump on you on YOUR screen) just shake the control stick or press any button quickly before they can bite you. You can shake them off like this while doing whatever like aiming at G-mutant or picking up an item. Also, watch out when going in front of G-mutant because G-embryos might jump on you at that moment, stunning you long enough to get slapped. Ultra lag: You might wanna be careful about knifing the monster since it can change direction of its pimpslap at virtually any moment. It keeps rotating on your screen and is highly unpredictable. You might want to just stay in a corner stomping G-embryos and hoping you actually hit them, shoot it from afar, or if you're attacking with melee, attack from behind where his arm can't reach you while he's stunned and when he starts moving get away from a potential slap area. Stun: You can try to constantly stun it if you're lagging, but try to do it from behind so you don't get a surprise combo embryo-latch-on+Mutant slap. The hammer is a good idea for constantly stunning the monster. It's possible that the monster won't want to go into a big impact stun (falling over on the floor) and instead will stand there, shooting acid that causes small damage but is annoying, while spawning as many G-embryos as the current count allows with each hit you give it. You'd better wait until he starts walking again if this happens. ___________ (GIANT LEECH) ¯¯¯¯¯¯¯¯¯¯¯ Roommaster: If you want the Leech to be lured, and you're any good at it, do it yourself. If you want to attack it, then get in there and attack it. Oh, and if you have lured the leech to the start, and others are knifing it, it would be nice of you scream COME ON! when it's gone far back enough and is going to tackle forward, so your allies can get out of the water in time. Normal lag: You can try to lure the leech, keep in mind that it will do it's close-range attacks even one second after you've run away, and it will also try it's long-range tentacle thrust one second or so after you've been there, which means you can approach it from afar without fear of the long- range attack. However, if you want to attack it while luring it, be prepared for a surprise attack, as it's behaviour may not be the same on the RM's screen. You'd better not attack it with guns, though, because there's a chance it will be underwater on the RM's screen when you attack, nullifying your shot. Ultra lag: Get away from it. It could spit acid and then ram you into it, it could teleport a few meters forwards or backward, it could basically own you easily whatever your skill level is. Refuse to lure it for others unless you do it bit by bit by getting close to it to get it to tackle forward then getting away from a spit attack, and repeating when you made sure it's idle. Also, if your team is planning on using the Rocket Launcher on the Leech and you are laggy, you'd better not do it. It is likely that you will end up shooting it in its invicible/damage reducing underwater animation, wasting the Rocket Launcher, which will make insecure noobs go "No. No. No." Stun: It's possible to keep it stunned by tackling it over and over. Of course, this takes forever unless somebody is attacking at the same time with another weapon. This technique isn't popular however, not only because it's not well-known, but missing a beat will get the monster tackling you and ruining everything. The safest solution is to lure it to the beginning of the stage and attack it with whatever (preferably a knife), climbing back up on the dry ground/dodging when it's far enough to begin a tackle attack. ____________ (REGIS LICKER) ¯¯¯¯¯¯¯¯¯¯¯¯ Roommaster: Your allies shouldn't have too much trouble hitting the Regis Licker, so how about you attack the other lickers roaming around and threatening the safety of Kevins and Alyssas standing still to potshot the boss? Normal lag: Just don't attack while somebody else is attacking since that may mean you'll be attacking while Regis is doing her fiery tongue charge-up on the RM's screen. Also, sometimes it will begin it's charge-up, but try to grab you before carrying on. Ultra lag: The problem should mainly be the other lickers walking around and teleporting, but expect a surprise fiery tongue attack from the Regis while your allies are attacking it and you're taking the item on the counter, or just walking around while whistling. ________ (THANATOS) ¯¯¯¯¯¯¯¯ Roommaster: Use any melee weapon/re-aimed handgun/close-up shotgun/whatever strong weapon to stun him. Preferably a melee weapon, as it's pretty efficient and keeps it stunned with no effort. By doing this you ensure that it doesn't keep running around for other players. Normal lag: You can also melee him from up close, this lag isn't bad enough that it will allow him to knock you down before your next stun. Ultra lag: He might keep running around like he was looking for a toilet in the university walls and suddenly thrust at you. Still, if he's aiming for you just running away should do it, but trying to lock him in a melee stun might allow an occasional slap if you lag-miss. Stun: Just hit him over and over with a medium/big impact attack to stop him from attacking. It seems that close repeated stunning attacks more than high-damage attacks will make him go into his invincible, big-time stunned animation, so weapons like the Molotov cocktails/assault rifle/stun gun will do that, but honestly, it'S better to keep him in a medium stun animation over and over. _______________ (THANATOS REBORN) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Roommaster: You're the only one who really knows Thanatos R's exact location, so feel free to shoot whatever you want in his heart. If you're not attacking but are the RM, you could do what I do and ad lib (say a somewhat random sentence with the ad lib button) and then say Go! while facing Thanatos R, resulting in you pointing silently towards where Thanatos R is. This helps laggy people who see two locations for Thanatos determine exactly where they're supposed to shoot. Also, don't be afraid to use the big weapons in Showdown 3 on him if your team is getting decimated by lag. Normal lag: You should see Thanatos doing the same things as the RM sees on his screen, except of course a few seconds late. Just keep auto-aiming at Thanatos, and when you're pretty sure he's in the same line of shot for a few seconds, fire. Also, sometimes he'll stand still for a few seconds. DON'T ATTACK HIM while he's doing this; it means you're not receiving his location from the RM, and you'll most likely just shoot the empty air in reality. What I do when he's chasing (i.e. jumping on, running after) somebody else is get in front of where's he's going to land (he lands on the floor facing the same direction most of the time) and hope he'll start swinging his arm around. When he does, fire and he'll stay in the line of shot long enough to receive the shot in the heart. It's possible that he's facing another direction when he starts swinging. If that's the case, you'd better not shoot because he'll probably be away from the shot line on the RM's screen when you fire. It may be hard to see where he's going without getting hit because of that bad camera angle, though... Ultra lag: This is hell. A perfect game can get ruined from this. He can start running towards you and hit you multiple times in the same running attack, taking you from one side of the room to the other. He can surprise kick you. He can even hurt you as he jumps up if the lag is especially bad. What should you do? If he's aiming for you, you can keep running straight away from him. He should stop running when he hits you on the RM's screen, which won't hurt you on your screen if you're running straight away from him. Stun: You can shoot him in the heart repeatedly to keep him there for a chain of attacks, but it won't last long. You can also attack him as soon as he lands from a jump attack to make him jump again. Doing this over and over will allow you to kill him without too much damage if you can time your dodging and attacking quickly enough. DO NOT try to block it's running attack as Mark or a Mark-type. You can get disconnected from blocking too many hits at once. \ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [5] \\\\\\\\|||||||///////// ========WEAPONS========= ////////|||||||\\\\\\\\\ This section will specify anything you need to know when it comes to weapons or just attacking in general, and lag, of course. [5.1] G E N E R A L T I P S 1.You may have noticed that sometimes people start shooting the Assault rifle away from the monster, then keep shooting while turning until they keep on shooting at the enemy. You may have seen people doing the same thing with a shotgun, or shooting the floor in front of them with the handgun. That is because of lag: they were looking away and immediately started shooting after auto-aiming the enemy.If the RM sees you doing this, the bullets will be lost. There is an easy way to prevent this: Just wait a second or two before shooting the monster after you started aiming. You may notice I said that a few times in the Monster section already. You don't need to wait an extra amount of time if you potshot a handgun. 2.You can use lag to your advantage with melee weapons. Using the following trick, you can get your melee weapons to never break and be infinite. Your melee weapon will only break when it hits an enemy on YOUR screen, but since the hit that matters is at a different time (if you have a laggy screen), on the RM's screen, you can: -Hit the enemy while it's in a big impact "hurt" animation that makes it immune to any attack, like Tyrant R's animation after you hit him with a grenade or something big. In this case, attack with the melee weapon only a bit before the hurt animation ends. This way your hit will go right through the monster on your screen, so your weapon won't break, but 1-2 second later the RM will see you hitting the monster while it's not invincible. -Attack the empty air where the enemy is going. You will miss on your screen, but a second or so later you will see the effect of the strike on the enemy, which is the delayed reaction from the RM's screen. Your weapon won't break like this and you will still have dealt damage. Keep in mind that this works with Alyssa's stun gun, too. For example, if a laggy zombie is coming towards you, you can press x (without holding it so you will only give a small thrust forward) only a moment before the zombie reaches you, and your character will withdraw the stun gun without having wasted a bit of battery energy, and a moment later the zombie will be electrified. This requires good timing and observation skills. It is sort of a glitch, but hey, if the game is gonna kill you with lag, use its own weapon against itself. Keep in mind that this will be a lot harder to do on UL, because the timing you have to use and the location of the monster is often vague. 3.When fighting against monsters that go in an invincible hurt animation when hit with a big impact weapon that makes weapons go through them for the duration of the animation: Don't attack the monster while somebody else is using big impact weapons at a time. For example, if Kevin is potshotting Tyrant R with a magnum handgun, don't try to attack in between the invincibility stance. You'll most likely shoot your weapon right through the monster or break your melee weapon while not damaging the monster. This pretty much only applies to Tyrant, Tyrant Reborn, and Tyrant C. Regis Licker is invincible while charging and executing her Tongue Multi-Slash, but it seems that anything still hits her in her initial hurt animation where she basically shakes her whole body in pain for a second before she starts charging. Therefore I believe multiple weapons attacking her at the same time won't go to waste, unless they're mistimed because of lag. Also, Thanatos R needs quite a bit of beating at the same time to go in big impact hurt mode, so most likely you won't waste anything on him by attacking as a group. 4.If your group has limited ammunitions and is having trouble fighting off enemies because of lag misses, it might be hard to determine who's the RM. For this, you should consider leaving the room and letting only one person to fight the monsters (get others to Go! through a door, or yell at everyone but the fighter to Come on out of the room). This is boring, of course, so I only recommend it if you're desperate and running out of weapons. If there are two of you, and you're lagging, I suggest you give your stronger weapons to the other person, even if he's less experienced than you, since he's the RM and won't miss out of lag. [5.2] S P E C I F I C W E A P O N S A D V I C E 1~~~HANDGUNS AND MELEE WEAPONS~~~ Alyssa and Kevin types can re-aim an equipped handgun to cause double damage. Mark types can pull their melee weapon back to strike harder. I'll call these "charging" the weapon. If you're auto-aiming at a monster and walking at the same time (Hold L1 and R1) while being one of these character types and holding the correct type of weapon, the character will start charging their weapon immediately after you stop moving (release L1 and keep R1 held down). You can exploit this. You'll notice if you only auto-aim at a monster, it will take a small moment before the character starts charging. If you hold L1 and R1 long enough for the character to be considered "walking while aiming" (you don't have to really be walking) and then release L1 immediately, your character will start charging quicker than if you only held R1 from the beginning. Knowing this, you can not only charge your weapon quicker but also fire/strike a succession of charged hits way faster. Simply charge a hit, strike and immediately hold L1 and R1 to "change target" (which should be the closest monster, i.e. the one you just hit) which will aim at the monster's current location again, then release L1 quickly, wait until the weapon is charged, strike and repeat. Doing this, you can -Quickly potshot a monster in a room/place you just entered before they reach you -Keep Pot Shooting/Full Swinging a monster to keep it stunned (e.g. Full Swing VS Thanatos, pot shot VS zombie) -Allow Alyssa types a better fire rate (she is slower than Kevin at taking pot shots) and Kevin an extremely quick fire rate 2~~~George's CAPSULE SHOOTER~~~ It is difficult to hit an ally or a monster with the CAPSULE SHOOTER, especially with lag. In both cases, unlike with a handgun, your shot isn't corrected to hit the closest thing in a certain radius in front of you, so you have to be more precise when shooting. -Shooting allies: Wether you're the RM or have lag, the person you're s hooting has to see you shooting him/her directly on his/her screen for the shot to work. For this reason it is important that you make sure the ally is not moving around by asking to Wait, or aiming while the ally is immobile, like for example when they reload or use a weapon, or take an item. Also, make sure you wait for a second after aiming or so so the teammate can see you aiming towards him on your screen (immediately aiming and shooting might result in your teammate seeing you shoot in a completely different direction and missing) -Shooting monsters: I suggest moving so the monster is between you and your ally, then auto-aiming for the ally, which will put the monster in the line of shot. If you're not the RM, wait for a second or so after aiming. Since the shot needs to be precise, make sure you shoot where the monster is on the RM's screen, and make sure nobody will be walking between you and the monster, interrupting your shot. If you are the RM, You don't need to worry about this as long as you directly shoot the monster on your screen. Even if a second later you see an ally suddenly appearing in the line of shot and showing that he/she was shot, it will just count as a double shot. 3~~~GRENADE LAUNCHER~~~ It is very easy to miss with the grenade launcher, and lag amplifies missing possibilities a lot. Since the grenade launcher is relatively slow and shoots in a straight line, you must make sure that you are aiming at the right location, that the monster won't move before you reach it, and that the RM sees you aiming at the right place. Like in Weapons General Tip one, shooting with the grenade launcher suddenly after auto-aiming in an instant might result in the RM seeing you shoot the grenade on the floor on in the air in the wrong direction, so try and wait a second before shooting. Also look out for some monster animations that may make you miss the real grenade shot. For example, you might want to shoot the elephant while it's raising its head in the air; however, if you're not the RM, your shot will most likely register when the elephant has finished raising its head and is swinging it around, resulting in your shot going above its head and to waste. Keep this in mind, and shoot the grenade on a trajectory that will still be effective in a second or two. [6] \\\\\\\\||||||||||///////// ========OTHER INFO========= ////////||||||||||\\\\\\\\\ _______________________ )DAMAGE IS TRANSMITTED( ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ If you calculated your attacks so they hit the monster on the RM's screen but not yours, don't worry about the RM leaving the room/quitting the game. The damage caused to the monster is transmitted to your PS2 once it registers on the RM's screen. ______________________________ )SO YOU TURN INTO A ZOMBIE...( ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Your virus gauge reaches 100%, and you "die". You can still walk around... but... If you're at a boss fight and you notice you are the Roommaster (the boss isn't occasionally switching locations) and you can't be of any use by staying (your body and inventory will carry over to the next boss (Showdown levels) if there is one if you're still playing, so the survivor(s) can use you as a storage box if you had items left in your inventory), QUIT THE GAME, especially if the survivor(s) tell you to "Go!" while not really pointing anywhere. Don't get mad if they kill you. It's happened to me many times that I was the last survivor in a Showdown 2 level at the Nyx (last) battle, and a couple allies stayed as zombies to watch the fight...but I was lagging. I decided to kill them so I could use the Bomb Switch and Rocket Launcher without missing, which would suck. Don't be afraid that you have to stay until the boss dies: the damage caused on your screen is transmitted to your allies, even when you leave or die. On the same line of thought, don't be afraid to kill Roommaster zombies so you can fight without worries. ______________________________ )DISCONNECTIONS AND ITEM LAGS( ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ If a player gets disconnected or turns his/her console off, any other players anywhere in the level won't be able to interact with other items for a little while. This includes taking items from the environment, trading items between players and taking items from a dead player's corpse. If you try to do any of these, you will freeze for a moment at the stage before the item appears on your screen. If you try to hand over an item while the lag occurs, you will not be able to withdraw from handing over the item until the lag stops. You will be invincible for the duration of the lag if you were taking an item from the area, or taking an item from somebody handing one over, but if you were in the menu trying to take an item from a corpse or handing an item over, you will be left immobile while monsters can eat and slash you up all they want. Because of this you must be careful about your actions when you notice somebody disconnected. If they're in the same room, you'll see them stand still, while no attacks or whatever would usually make them react will disturb their idle stance. After a few seconds, they'll drop dead. It can also happen that you see the person die before they disconnect (for example, if they quit after they become a zombie and then shut their PS2 off). If you know a player has disconnected, DO NOT try to take stuff from their corpse or hand items over to your other teammates until you're sure the disconnect lag has dissipated. If you want to verify the state of the lag, just try to take an item from the environment. At least if it's still laggy you won't get hurt until you get free. Also, during this lag period, it may be that you see monsters keep running around in circles, or not moving at all. _____________ )THE AID LAG( ¯¯¯¯¯¯¯¯¯¯¯¯¯ When you try to AID (using herbs from the herb case on an ally in front of you as a Cindy-type character), don't worry about keeping up with them as they walk. As long as you AID them on your screen, they will be healed wherever they are at that point. It is possible, though, that because of lag it takes a while before they receive the heal and/or before you see it on their screen. Usually, you will see their status change because of the heal, then change back to their status before the heal, then after a small while change again to what the effect your heal caused. The period during which they go back to un-healed status may be long because of lag, so don't try to heal them again. Wait a bit and look at their status. ______________ )DEATHMATCHES( ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Deathmatches are games with a special rule: Friendly Fire is on, and the winner is the one who kills all the others. This minigame can be fun, but lag is what determines pretty much everything. An experienced deathmatch player is a player who knows lag and makes the most out of it. Whoever is the RM or not does not matter here, because the monsters are not involved. One player lags as much to the other as the other lags to him/her. But this means there is ALWAYS a 1-2 seconds lag involved that you must consider, hoping it's not bigger. This means that to successfully hurt an opponent, you must attack the location you believe he or she will be in a moment, rather than attack their exact current location. In a sense, this turns the game into some kind of Chess game where you "launch" an attack somewhere and then get out of the way. I'll be explaining strategies with the different weapons, but just keep this general rule in mind: whenever possible, try to "chain combo" your opponents by trying to time repetitive attacks so that they succeed each other with the same pause in between that it takes for your opponent to "recover" from the last, stun-wise. When somebody gets hurt, he or she will go into a "stun" animation of different time length depending on the impact, during which they can't be hurt again and any attack will be wasted on them. Knife: Your best bet in a deathmatch that does not contain a lot of weapons, if you don't want the game to end in a tackle/stompfest, especially if the opponent has a Cindy type. As any other character than David, just walk around the opponent and knife in the general area where they're going/moving. You can usually hit them twice in a row from the same spot. As a David-type, you can try your 4-hit combo. If you're lucky, you'll hit them with the first and third hit (the second would go right through them because of the first's stun) and the third will stun them long enough for the fourth to send them to the ground before they can escape. This requires a bit of luck, and may leave you vulnerable, so you can also try this: Execute the first hit repeatedly. David executes it quick enough to catch players at the right timing and you can get a few hits in a row this way. Handgun: If your character can shoot quickly enough, you can stun the opponent in a succession of handgun shots, but it's not as easy as in File # 1. Most likely you'll get them about three times before they get away unless they're in a tight place that doesn't allow them to flee from the straight-line shot of your gun, so don't shoot a lot at a time. Burst handgun: DON'T shoot in a three bullets succession manner. The first bullet will stun your opponent and the other two will go right through while he/she is stunned. Instead, walk while shooting so you only fire one bullet at a time. This way you're shooting pretty much like with a normal handgun. Shotgun: You can hit opponents in a succession with this, but if you manage to hit them from up close (they'll fly to the ground) you'll cause MASSIVE DAMAYGE. It's hard, though, but try to get them when they reach down for an item or when you know they're coming towards you. Grenade launcher: Try to hide from afar and shoot them when they're immobile to hit them directly. If they're moving around, shoot the ground in their general area. It won't hurt as much but you'll easily get them. Assault rifle: If you manage to hit your opponent, it will slightly knock them back. By timing your shots one bullet at a time (press x lightly once for each bullet) and waiting the approximate time it takes them to recover the knockback, you can lock your enemy in a succession of rifle shots. Of course your bullets will take effect a bit later, so don't time them on your opponents' immediate visual situation. Stun gun: If you happen to be Alyssa, consider not throwing the stun gun away. By using the technique described in the General Weapons Tips # 2, you can use your stun gun a good number of times, and the damage is decent. ,45 automatic: Screw the potshots if you're in a closed area. Just try to hit opponents repeatedly with the gun when they're at a relatively low health so you can floor them before they can heal. Stomping: If you have no more weapons, remember that stomping (aiming down and attacking while unarmed) is stronger than tackling, and can be executed multiple times in a row. If you can, get behind your opponent and stomp as much as you can. If they're moving, try to "launch" a few stomps wherever and get away from possible attacks. If you're lucky they'll walk in your stomp a second later while you're not there anymore. Also, the stomp is your best option if your opponent keeps doing the ladder trick on Showdown 2 since it's quick and infinite, giving you the best chance to catch them before they get on or off the ladder again. ~~~~~~~~~~~~~~~~~~~~~~~ LEGAL STUFF AND WHATNOT ~~~~~~~~~~~~~~~~~~~~~~~ I have made this little by little in my spare time, but it's still my efforts. This guide is credited to who is mainly known as blue0/thebluespider/Nick C. I have posted this guide on gameFAQs, but I don't mind if it's used anywhere else as long as you don't take credit for it, and you ask me about it. Any questions about whatever can be posted to suckmetothesoul@hotmail.com ~~~~~~~~~~~~~~~~~~~~~~~~~~~ "THANKS, DUUUDE!"s GO TO... ~~~~~~~~~~~~~~~~~~~~~~~~~~~ -Adam, known as bahamut21/CuzThatsHowIRoll and Anthony, known as Shining_Spirit/once GeorgeHasAFox for helping me test a couple of things. -Resident Evil fans who still played by the time I bought this game, and still play now, thanks to whom I've spent countless hours on this game which I could have spent doing something more productive. But hey, it was fun. -You, for still playing this game and trying to get better so players can try new challenges together. All rights reserved by blue0/thebluespider 2007