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              |____|       /_____\/______\     |__|

         Twisted Metal 4 FAQ, Revision 1, 7th January 2000
         (c) 2000 by Russ Tops - May not be transmitted or
         copied for monetary compensation without offering
         the original author a deal that he accepts.

    Section of FAQ ............................... Area Number

    Foreword ............................................... 1
    Backstory .............................................. 2
    Gameplay ............................................... 3
    Characters ............................................. 4
       Default Characters ................................ 4-1
          Meter Maid
          Orbital
          Captain Grimm
          Calypso
          Goggle Eyes
          Pizza Boy
          Quatro
          General Warthog
          Micro Blast
          Trashman
          The Joneses
          Drag Queen
          Rob Zombie
       Sub-Bosses and Bosses ............................. 4-2
          Crusher
          Moon Buggy
          Super Thumper
          RC Car
          Super Axel
          Super Auger
          Super Slamm
          Minion
          Sweet Tooth
    Weapons ................................................ 5
       Pickups ........................................... 5-1
          Fire Missile                                   5-1-1
          Homing Missile                                 5-1-2
          Power Missile                                  5-1-3
          Napalm                                         5-1-4
          Remote Bomb                                    5-1-5
          Ricochet Bomb                                  5-1-6
          Lightning                                      5-1-7
          Rain Missile                                   5-1-8
          Speed Missile                                  5-1-9
          Mortar                                        5-1-10
          Proximity Mine                                5-1-11
          M.I.R.V.                                      5-1-12
          Rain 2 Missile                                5-1-13
          Auto Lob                                      5-1-14
          Turbo                                         5-1-15
          Partial Health                                5-1-16
          Full Health                                   5-1-17
       Combo Attacks ..................................... 5-2
          Freeze Burst                                   5-2-1
          Rear Freeze                                    5-2-2
          Rear Attack                                    5-2-3
          Teleport                                       5-2-4
          Invisibility                                   5-2-5
          Jump                                           5-2-6
          Massive Attack                                 5-2-7
          Rear Massive Attack                            5-2-8
    Strategies ............................................. 6
          Personal Strategies                              6-1
             Characters                                  6-1-1
             Levels                                      6-1-2
             Deathmatch Only Levels                      6-1-3
          Donated Strategies                               6-2
          Programmer Strategies                            6-3
    Special Weapon Strategies .............................. 7
          Energy Ray - Meter Maid                          7-1
          Teleorb - Orbital                                7-2
          Cannon - Captain Grimm                           7-3
          Nuke - Calypso                                   7-4
          Toxic Spray - Goggle Eyes                        7-5
          Cutters - Pizza Boy                              7-6
          Microwave Shockwave - Quatro                     7-7
          Ion Pad - General Warthog                        7-8
          Micro Blast - Gatlinger                          7-9
          Hornets - The Joneses                           7-10
          Flamethrower - Drag Queen                       7-11
          Zombie - Rob Zombie                             7-12
          Quasars - Moon Buggy                            7-13
          Megafire - Super Thumper                        7-14
          Ray Gun - RC Car                                7-15
          Supernova - Super Axel                          7-16
          Serpent - Minion                                7-17
          Henchmen - Sweet Tooth                          7-18
          Funny Bomb - Custom Car                         7-19
          Laser - Custom Car                              7-20
          Detnoball - Custom Car                          7-21
          Twintorchers - Custom Car                       7-22
       Close Range Combat Weapons ....................... 7-23
          Lifter - Trash Man                            7-23-1
          Crusher - Crusher                             7-23-2
          Loader - Super Slamm                          7-23-3
          Auger - Super Auger                           7-23-4
    Level Secrets .......................................... 8
       Default Levels .................................... 8-1
          The Construction Yard                          8-1-1
          Neon City                                      8-1-2
          Road Rage                                      8-1-3
          The Bedroom                                    8-1-4
          Amazonia 3000 B.C.                             8-1-5
          The Oil Rig                                    8-1-6
          Minion's Maze                                  8-1-7
          The Carnival                                   8-1-8
       Deathmatch Only ................................... 8-2
          The Pits                                       8-2-1
          Nowhere to Hide                                8-2-2
          King of the Kill                               8-2-3
          Octa-Gone                                      8-2-4
          The Citadel                                    8-2-5
          Tic-Tac-Toast                                  8-2-6
          The Islands                                    8-2-7
          Son of a Ditch                                 8-2-8
    Cheat Codes ............................................ 9
          Passwords                                        9-1
          Super Cheese Munchkin Strategies                 9-2
    Nifty Things to Blow Up ............................... 10
    Lightning Power-Ups ................................... 11
    Interview with Jim Buck ............................... 12
    Bugs/Problems ......................................... 13
    AI Advances ........................................... 14
    Disclaimer ............................................ 15

  -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

    Foreword                                                 1

     Inevitably, somebody is bound to completely skip past this
    section, and start asking me dumb questions.  If you have a
    question regarding anything, check to see if the FAQ covers
    it or if another referenced website covers it.  In light of
    what you think, I was not the lead programmer and I have no
    knowledge beyond what is expressed here.  This FAQ is dealt
    out practically, and is much more comprehensive than my TM3
    FAQ.  Please, do Earth a favor, and don't send e-mails that
    ask for cheats or secrets beyond what I've given you.  Also
    read the disclaimer at the bottom of the FAQ if viewing the
    whole FAQ in a page, or in the fifth part of the FAQ if you
    are viewing it a little bit at a time.

  -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

    Backstory                                                2

     With that cute intro, most is explained.  This assumes
     Sweet Tooth won TM3 and took over.  The game engine is
     quite similar with the realistic flipping, but now you
     don't have to wait for respawning, and levels must be
     at least 3 times bigger than they were in TM3, and all
     cars in the game are playable, given time and wins.  A
     different taste from TM3 makes some magazines rate it
     high and low, but YOU decide what you think of it.  It
     is a nice change with larger levels, a wider array of
     vehicles, more weapons with retouching and spins on old
     ones, and balancing out vehicles much more fairly, giving
     extreme advantages in one or two categories at sacrifice
     of others, or even characters with fairness in mind.  Our
     good old pal Jim Buck who only did Software Engineering
     in cooperation with others, now is the Lead Engineer.  I
     say way to go.  Hope I was your inspiration.  Additionally,
     the way everything got packed into this game with a limited
     customisation of cars, but all this fits onto the same disc
     that TM3 was on.  Refining was key, and it was released
     much faster because they didn't have to redo the engines
     apart from touching up respawning.  Also, the storyline is
     somewhat better than it was, though Sweet Tooth's ending
     in TM3 should have set up the sequel.  So overall, a great
     game, implementing a rock star, and a lot of imagination
     on the design crew's part for weapons, battlegrounds, and
     characters.  Matches are now longer with more armor on cars
     and toned-down weapons, and the inclusion of bosses for
     each level, and the ability to save the game, eliminating
     most passwords.  Also, the unlocking feature of deathmatch
     battlegrounds with plain tilesets and no textures and
     allowing all bosses playable after beating the game was a
     great idea.  I played it the day I got it and a couple days
     more and had a low opinion and even thought about saying,
     "Let all those miserable gits make their own FAQs, how much
     can I sell this thing for?," but now I see and it's a bit
     more difficult and creative.  Way to go, 989!

  -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

    Gameplay                                                 3

    Game play remains much the same, but now all menu screens
    include captions so you know what you're doing, and often
    the Square button allows configuration of just about
    everything, passwords are ducked away, and don't add or
    detract too much from gameplay.  The same engines were used
    as TM3 with some minor tweaking, and much more is available.
    Nobody should be putting down "custom" cars because you're
    limited by not setting any attributes, but you were given
    freedom where just about everything in the game can be done
    and every level has something secret in it, and maps take a
    while to get used to, where nearly everywhere you go, it
    seems like you're still playing a Hong Kong (TM2), Cyburbia
    (TM1), or London (TM3) level, and you never are truly sure
    which way you're going or which way to go at that split once
    you break open the wall.  Many more trajectory and indirect
    fire weapons were introduced, and two types of remotes (one
    is automatically triggered in a Goldeneye-esque style) which
    do different things.   You also get a great deal of weapons
    that somehow end up setting a character's car on fire and a
    preface to each level with a small hint or suggestion to clue
    you in to the hidden weapon, if there is, or whatever ideas
    the developers thought you should try.

  -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

    Characters                                               4

     These are general stats on the characters in a quick at-a-
     glance formula table, apart from Bosses, which appear to
     have no stats.  Please take note that SpecT stands for
     "Special Type" and that the code is 8 letters long and
     means this:

     [H] if it homes in with even a degree of accuracy
     [C] if it is close range weapon (like Thumper, Mr. Slam)
     [R] if it is a rapid fire weapon (like Speed Missiles)
     [V] if it is a vortex-like weapon (trapping)
     [T] if it is a taser-like weapon (like Outlaw 3)
     [F] if it sets someone on fire
     [I] if it is an indirect fire (trajectory) weapon
     [D] if it is a detonate weapon
     [G] if it freezes someone

     You will see things in this format:

     Character Name | Armor | Speed | Handling | Weapon | SpecT

     Meter Maid     |  A:1  |  S:2  |  H:3  |  W:3  |  -C--T----
     Orbital        |  A:2  |  S:5  |  H:5  |  W:3  |  ---VT---G
     Captain Grimm  |  A:1  |  S:4  |  H:5  |  W:3  |  -----F---
     Calypso        |  A:5  |  S:1  |  H:1  |  W:5  |  H---TF-D-
     Goggle Eyes    |  A:3  |  S:3  |  H:3  |  W:4  |  -C---F---
     Pizza Boy      |  A:2  |  S:2  |  H:5  |  W:2  |  H--------
     Quatro         |  A:1  |  S:5  |  H:5  |  W:2  |  -C-------
     Gen. Warthog   |  A:4  |  S:2  |  H:1  |  W:4  |  -----F-D-
     Micro Blast    |  A:1  |  S:5  |  H:4  |  W:2  |  --R------
     Trashman       |  A:4  |  S:3  |  H:1  |  W:4  |  -C-------
     The Joneses    |  A:2  |  S:3  |  H:3  |  W:2  |  H--------
     Drag Queen     |  A:2  |  S:4  |  H:1  |  W:3  |  -C---F---
     Rob Zombie     |  A:2  |  S:3  |  H:5  |  W:3  |  ---VTF---

     Crusher        |  A:_  |  S:_  |  H:_  |  W:_  |  -C-------
     Moon Buggy     |  A:_  |  S:_  |  H:_  |  W:_  |  H--VT----
     Super Thumper  |  A:_  |  S:_  |  H:_  |  W:_  |  -C---F---
     RC Car         |  A:_  |  S:_  |  H:_  |  W:_  |  -C---F---
     Super Axel     |  A:_  |  S:_  |  H:_  |  W:_  |  -C-------
     Super Auger    |  A:_  |  S:_  |  H:_  |  W:_  |  -C-------
     Super Slamm    |  A:_  |  S:_  |  H:_  |  W:_  |  -C-------
     Minion         |  A:_  |  S:_  |  H:_  |  W:_  |  H-------G
     Sweet Tooth    |  A:_  |  S:_  |  H:_  |  W:_  |  H--VTF---

  -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

    Weapons                                                  5

     This section is devoted to the weapons of warfare and mass
     destruction of your arsenal of Twisted Metal 4.  The first
     is devoted to Weapon Pickups and the second is allocated to
     the Combo Attacks.  The third section is a short note about
     the exploding barrels located on all tournament levels that
     end up killing you when you have 3 points of life left and
     just avoided 5 MIRVs, a few Rain 2 Missiles, some Homings,
     and 8 proximity mines in a small field.

    Pickups                                                5-1

       Fire Missile                                   5-1-1
          Generic missile that has existed since TM1, with
          light homing capabilities and a moderate damage
          rating.

       Homing Missile                                 5-1-2
          Heavier than the Fire Missile with more homing
          ability, this missile is weapon of choice for
          that jumping, swerving, disappearing runt of a
          car.

       Power Missile                                  5-1-3
          Also existing since TM1, this missile deals out
          an incredible amount of damage to any vehicle it
          may hit, but it has no homing ability whatsoever.

       Napalm                                         5-1-4
          With the homing ability of a Fire Missile and a
          fair trajectory distance, the impact and fire
          damage while a car burns is what does the major
          damage.

       Remote Bomb                                    5-1-5
          Existing since TM2, you simply drop it on the
          first attack, then you detonate it when you
          press attack again while on the remote's icon.
          It has a nice blast radius and it would be a
          very nasty surprise if it didn't beep.  Even so,
          you never can tell when the bomb is easily.

       Ricochet Bomb                                  5-1-6
          Also existing since TM2, this has hit major
          changes, first a push weapon, then a bounce
          weapon, now it combine a little of both.

       Lightning                                      5-1-7
          Yet another oldy from TM2, this nasty attacks
          only when you're in its range, and often it
          has extreme range.  In this game, often, you're
          safe if you trigger it from where you picked it
          up.

       Rain Missile                                   5-1-8
          Modified from TM3, no longer a detonate, it flies
          a distance, dropping 4 or 5 flames in a row with
          a light homing capability and if stops if it hits
          a car or wall.  It has no effect in acid pools, in
          case that's what you hoped for.

       Speed Missile                                  5-1-9
          Since TM3, now without any homing ability that
          I could see, this one inflicts very light damage,
          but is very rapid fire and pickups now give you
          30 of these babies a pop.

       Mortar                                        5-1-10
          Yet another from TM3, almost a Napalm with more
          homing ability, and a larger blast radius.  A
          direct hit from one of these puppies does a fair
          amount of damage.

       Proximity Mine                                5-1-11
          Ah, I see we're copying from Goldeneye, or we
          are splitting up the original remotes by auto
          detonation.  This comes at a price that a weapon
          that hits it triggers it.  Fortunately, you can
          set whole minefields but you must be careful not
          to blow yourself up, these mines aren't THAT smart.

       M.I.R.V.                                      5-1-12
          A Multiple Independently-Targeted Reentry Vehicle
          flies into the air, and then sends out 4 or 5
          missiles with strong homing capability, but lower
          speeds.  A great form of bombardment, but you can
          only fire it in an open space with full effect.

       Rain 2 Missile                                5-1-13
          A Rain 2 Missile is more advanced in that it
          combines a MIRV and a Rain, dropping Homing Rain
          missiles onto an opponent.

       Auto Lob                                      5-1-14
          A short-range trajectory weapon, almost a MIRV,
          but shorter-ranged, and is very quick for a
          drive-by lobbing.

       Turbo                                         5-1-15
          Not a weapon, this refills your turbo meter.

       Partial Health                                5-1-16
          A blue spinning square with a white cross, it
          adds 49 health, so you have 50 or more, always
          fixing the look of the car which changes at 49.

       Full Health                                   5-1-17
          A spinning red square surrounded by a blue outline
          with a white cross in the center, this completely
          refills your health bar irregardless of how much
          damage your car has sustained.

    Combo Attacks                                          5-2

     These attacks require precision timing of hitting buttons,
    although often you are forgiven for delays.  The only
    exception is the Massive Attacks, which I find to only work
    well when I use a thumb on up and the other on down and tap
    fairly quickly.

       Freeze Burst                                   5-2-1
             Keys:  Left   Right  Up     Up
             Cost:  40
          This is a homing weapon which does quite minimal
          damage because the main purpose is to stop a car
          not mass destruction.

       Rear Freeze                                    5-2-2
             Keys:  Left   Right  Down   Down
             Cost:  40
          This is identical to above, but fires out the
          back of the cars, good if you're being chased
          by some relentless car.

       Rear Attack                                    5-2-3
             Keys:  Right  Left   Down   Down
             Cost:  10
          This fires the currently chosen weapon out of
          the car backwards.  It is equivalent to hitting
          the fire button once.  Don't waste it on the
          loader/crusher-type weapons, the remote or
          proximity weapons, the omni-directional weapons
          nor the forced front weapons (like Drag Queen's)

       Teleport                                       5-2-4
             Keys:  Up     Up     Down   Down
             Cost:  40
          This returns you to the central area of the ring,
          which mean you can't get into secret areas using
          it, but is still very useful for getting out of
          weapons like Trash Man's, or if you're falling to
          your death.  Additionally, you can get out of
          range of most attacks sent your way.  Bonus:  You
          can confuse your friends better than the CPU.

       Invisibility                                   5-2-5
             Keys:  Down   Down   Up     Up
             Cost:  40
          This cloaks you visually but not from radar.  The
          AI here actually acts like it cannot see you as a
          bonus.  In a 2/3/4 player match, a friend has to
          look at your screen to find where you are.

       Jump                                           5-2-6
             Keys:  Up     Up     Right
             Cost:  10
          If you have no real idea what this does, you need
          to remember this one has been around (as the
          trampoline-thing) since the first game and is
          indispensable to avoid homing weapons, jump over
          enemy vehicles or barriers, or just get a slightly
          better firing angle.

       Massive Attack                                 5-2-7
             Keys:  Up     Down   Up     Down   Up
             Cost:  99
          This launches 7 missiles, all of which but one
          home in, the effect is the enemy is frozen and
          hit for massive damage, hence the name massive
          attack, but remember, nothing like Freeze or
          Shield or even Teleport will be effective for a
          while.

       Rear Massive Attack                            5-2-8
             Keys:  Up     Down   Up     Down   Down
             Cost:  99
          The same as above, but fires backwards.

  -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

    Strategies ............................................. 6

       Personal Strategies - Characters               6-1-1

          Meter Maid
             She should avoid major battles as often as
             possible, and only drive-by.  She is very weak
             but makes up for it with her vampire ray (my
             nickname for it).  Often, fight from above the
             enemies on raised platforms, using shields to
             defend against MIRVs, Quasars, Henchmen, Rain 2
             Missiles, and "Serpents" from Minion.

          Orbital
             Use his speed to avoid short-range weapons and run
             like crazy.  His handling allows swerving lightly
             to avoid homing missiles while being pursued.  He
             must avoid his own special so he doesn't freeze
             himself when it explodes as a freeze remote.

          Captain Grimm
             His speed it fair and he's balanced, but now is
             like a dead pirate?  He should have a powerful
             special as he has in the past 3 TMs.  Additionally,
             he's not the fastest nor the lowest armoured.
             He's somewhat balanced with an average 3 or so on
             all stats or close to it.

          Calypso
             The guy from the past 3 TMs is finally playable.
             It makes sense that he gets the coolest (and most
             powerful) special weapon as well.  He should NOT
             fire it when falling down forward or backward so
             he doesn't hit himself.  He can knock 50 points off
             himself if he does this.  Also, use him for ramming
             a frozen opponent with momentum.  Also, unlikely to
             tip by ramming.  Additionally, it has a small homing
             ability to turn slightly in air.  Detonate it if it's
             not going to hit an enemy or past one, you may do a
             little damage.  Used best on frozen opponents.

          Goggle Eyes
             Also, a rammer-class vehicle, he is prone to tip
             somewhat easily.  His toxic spray has a very fair
             range which will hit most enemies and is good when
             you freeze and hold it on them, and ram them while
             spraying.

          Pizza Boy
             With his main stat handling, and hardly any in
             speed, weapon and armor, it's strange that I beat
             Sweet Tooth the very first time I played the game,
             with this guy.  It was sheer luck as well.  He
             should swerve while running to avoid getting hit by
             pursuers due to his handling.

          Quatro
             This looks a lot like a pod-racer, and "hovers"
             above the ground, but is EXTREMELY prone to flipping.
             Running and doing VERY light swerving is a good combo
             along with drive-by microwavings hitting 2 or more
             enemies, also if a vortex special traps him and a
             couple others.

          General Warthog
             Very slow, but strong, his triple missile special has
             been "donated" to The Joneses for an Ion Pad which is
             a powerful remote weapon.  He can take large amounts
             of punishment, and is better than Calypso in respect
             of speed and handling.

          Microblast
             Exactly where Calypso it strong and weak, Microblast is
             weak and strong.  He has insane speed and handling for
             fast get-aways and avoiding nearly any weapons, but has
             hardly any armor and his special is just a speed missile
             with an added sound effect and it recharges very quickly.
             He also has a small frame and is quite hard to aim at.  A
             massive attack will do a good deal of damage to him, if
             he doesn't run away quickly.

          The Joneses
             The Warthog special on this car gives it a nice advantage
             with great homing, but I tend to avoid this car because I
             like cars with 4 or 5 in more than 2 categories.  I play
             them on occasion, but I think this car could be tossed out
             of the mix next game.

          Drag Queen
             A flamethrower mounted on a drag queen's purple car.  You
             cannot get any more "flaming" than that, no offence to
             anyone out there, but it does a good amount of damage to
             frozen opponents and even more if they aren't.  To the
             unfortunate side, the car has terrible handling for poor
             aiming.

          Trash Man
             This guy is fairly even, but has NO handling whatsoever
             and the special is hard to hit on an enemy because he keeps
             going forward when you want to brake or turn.  I think he
             should have had no more than 2 speed but lots of speed with
             minimal handling is a VERY bad combo.

          Rob Zombie
             Okay, the rocker who had tracks in TM3 now has a vehicle
             in TM4.  He's very well-balanced and is fairly powerful.
             Overall, the beginners vehicle, just don't get near your
             launched special when it erupts, you'll catch fire.  Also,
             when running, swerving is great because he has ultra-tight
             handling.  Just recall that his special reloads in about 2
             minutes.

          Crusher - Boss of The Construction Yard
             Okay, a very fair vehicle with a crushing apparatus on
             front, he's quite balanced as it seems, with about 2-3
             speed and handling.  I can't say much for him either.

          Moon Buggy - Boss of Neon City
             He has one of the MOST unfair specials in the game.  It's
             three tasers that swirl you around, it goes through walls,
             and it homes in.  Fortunately, in Neon City, as the boss,
             he has a very hard time catching the flying transport.

          Super Thumper - Boss of Road Rage
             Thumper's back with his TM2 weapon, but now he's
             got a dual-flamethrower, so he is very powerful at
             close-range.  Also, he should freeze and megafire
             the enemy, and attempt a massive attack if you used
             a freeze remote to stop them.

          RC Car - Boss of The Bedroom
             This car has fair speed and handling, as well as
             a weapon, but since he is a boss character,
             remember, he's got a huge amount of armor.  He
             can almost go toe to toe with Minion and other
             heavily armoured and heavily armed vehicles.

          Super Axel - Boss of Amazonia 3000 B.C.
             His special now knocks you away from him, a little bit
             up, and sets you on fire.  Good on "fall to your death"
             levels.  Also, very useful for ramming and shockwaving.
             Fight him from a distance.

          Super Slamm - Boss of The Oil Rig (1 of 2)
             Fight him from a distance as well, and keep away from
             his loader.  Otherwise, on the Oil Rig, as bosses they
             often jump short of the helipad.  Remember, hitpoints
             are lost from each slam, not evenly.

          Super Auger - Boss of the Oil Rig (2 of 2)
             Fight him like Super Slamm, but his special drills for
             a longer time even if he misses, he can still attempt
             to hit for some damage and it takes massive damage
             off of armour class 1 cars at an alarming even speed.

          Minion - Boss of Minion's Maze
             Stay near his sides and you'll be fairly safe, but
             get in front or back, you're in for a trip since
             his special knocks you around a lot and freezes
             you, you have little hope if you are going to fall
             to your death after being hit by him.  Also, he
             tends to turn around very quickly which can delay
             him if you force him to turn a lot.  Also, he can
             ram you for fair damage.

          Sweet Tooth - Boss of The Carnival AKA Endgame
             This guy is even more unfair than Moon Buggy.  It
             keeps homing in if you teleport, etc.  Expect to
             use about 2 shields to protect yourself from one.
             A visual treat is that his fire on his head goes
             out if frozen.  He needs modified Rogaine for fire
             loss.

       Personal Strategies - Levels                   6-1-2

          The Construction Yard
             In tournament mode, the crane breaks apart so
             you cannot use it against Crusher.  When you
             pick someone up, they cannot teleport out, but
             can still fire (e.g. massive attack).  You can
             drop them onto the exploding barrels first,
             then grab them a split-second later.  Then you
             can let them fall through the very top part of
             the grating, and grab them repeatedly to do
             minute damage over and over again, unless they
             teleport.  It's humourous when the CPU turns
             invisible in the beam.

          Neon City
             Blowing through the wall to the left of the
             Auto Lob and Health, catch the transport to the
             platform, hit the bounce pad, do it again, and
             drop proximities (3) where you fall and take off
             so you don't blow up and wait on the pad.  Any
             enemy taking the transport can get hit by the
             lightning as it turns after the straightaway
             from the platform.

          Road Rage
             Keep on the road with the speed arrows and circle
             the level constantly, grabbing powerups often and
             stay on the road.  Just be aware of all the
             exploding barrels all over the place.

          The Bedroom
             The lightning power up roasts enemies on the
             floor near the center and power sockets.  Also,
             leaving remotes and proximities on the ramp of the
             bounce pad bureau nearly always guarantees getting
             hit rarely.

          Amazonia 3000 B.C.
             The temple with the pillar of light has a health
             and the other temple in the ice fields with lots of
             jumps is difficult for enemies to get to.  Getting
             on the center of the ring and unloading powers and
             Auto Lobs is a great idea, facing the direction in
             which they teleport in so they are sideways when
             they land.  Also, leave proximities on the inside
             next to the landing spot and they land and blow 5
             miles away.

          The Oil Rig
             The helicopter drops healths on the pad almost
             constantly, so staying there should be no problem.
             The secret is jumping onto the top of the silo from
             the building connected to the bounce pad to the Rain
             2 Missiles.  Get the MIRV on top the silo before
             teleporting ON TOP of the drill.

          Minion's Maze
             It truly is a maze and there's a platform to which
             you can jump on the second level.  "Downstairs" is
             hard to find from the first level as the four gates
             almost look like walls.  The lightning on the light
             pillar must be also jumped to by speeding and
             jumping.

          The Carnival
             The roller-coaster can be accessed one of 3 ways.
             One is to jump from the top of the picture room.
             Another is to blow up the floor IN FRONT OF the
             door with a mortar or napalm.  The third is to
             go through the graveyard tunnel by shooting the
             big box from behind the tent with a missile.
             The lightning zaps the roller-coaster.  It can
             be gotten by jumping onto the tent from on top
             of the picture room.

       Personal Strategies - Deathmatch Levels        6-1-3

          Deathmatch Only Levels are unlocked one at a time
          by defeating a level in tournament mode.  The game
          must be saved in order to keep them.  They are
          simply levels with no graphic textures.  The blue
          squares are plain land, blue with red border means
          going past it causes a falling death, red tiles
          blow up from attacks that hit them, green ones are
          equivalent to acid pools, and yellow are bounce
          tiles.

          The Pits
             Six red-tile pits have one weapon each on them,
             and a few weapons elsewhere on the level.  Axel
             dominates with Minion.

          The Citadel
             Four teleporters to roofs, an acid tile in the
             center with partial health, a raised platform
             off to the side, and a circling path with a full
             health over a gaping pit.

          Nowhere to Hide
             A simple level with no walls or anything.  Just
             a large platform floating in mid-air.

          Tic-Tac-Toast
             Small level with a few healths, and all are red
             squares.  Just teleport in emergency (falling).

          Octa-Gone
             4 octagonal bounce-away blocks surround the
             central acid tiles and you can bounce back and
             forth constantly.  Higher handling recovers you
             faster and you can often win just by running
             circles and enemies bounce away.  Auto Lob in
             center.

          King of the Kill
             Rain 2 Missiles and MIRVs are opposite each
             other on top of the hill with ALL edges on top
             being littered with weapon pick-ups.

          Son of a Ditch
             Giant pit in center with red tiles until blown
             up.  Most bounce blocks knock you down there.
             Staying near them when an enemy is near you and
             them often causes them to bounce into the pit.

          The Islands
             In the air from a bounce pad, do not fire a
             mortar in the direction you are flying.  It
             will force you to fall near straight down to
             oblivion.

          -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

       Donated Strategies                               6-2

        See your strategy here!  Make it at least 5 lines
        long and somewhat in depth and you can make it as
        long as you feel necessary, but don't overkill.
        Send it to <[email protected]> with the Subject
        line corresponding to what you are writing about:
        <TM4 Character Strategy:  ________>
            Character play, and play for a character on
            certain levels.  If you plan on a fairly long
            article, then include "Playing As:," "Playing
            Against:," and "Overall:" with about 5-10
            lines on each minimum.  If you want to make
            it long, change the Subject line to:
            <TM4 Verbose Character Strategy:  ________>
            Most of these will make it into the FAQ.

        <TM4 Level Strategy:  ________>
           Regarding anything about levels, tips, secrets
           or level playing.

        <TM4 Weapon Strategy:  ________>
           Applies to weapon pickups, combos, specials, and
           application of weapons in certain locations.

        <TM4 General Strategy:  ________>
           Anything that does NOT fit into any of the above
           categories, send with this title.  For example, a
           fighting style.

          -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

       Programmer Strategies                            6-3
     Jim Buck, Lead Engineer
       Directly from e-mail:
          "...my only style is that I concentrate all efforts
          on one enemy at a time. I stick to him like glue
          until he's dead... as opposed to just firing at
          anything in my path and wearing everyone down at
          the same rate..."

     Cavan Bunting, Assistant Producer
       Directly from e-mail:
          "
                      -=- Hilite & Paste -=-
          "

   * The thoughts, ideas, and opinions of developers do not
     necessarily represent the thoughts and ideas of 989 Studios
     and were requested by me to send strategies in general on
     hints and tips for levels, characters, weapons, or in
     general.  So sue me.  Not, not really!  NOOOO!

  -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-

    Special Weapon Strategies .............................. 7

       Energy Ray - Meter Maid                          7-1
          Use often, when health is less than about 85, or
          an enemy has so few hitpoints that they're not
          worth sparing, or it's Minion and you have a
          chance to kill him like this.  The fortunate thing
          is that it's Omnidirectional meaning no aiming, just
          ranged.  If you get in the middle of a heated battle,
          turn on shields, activate special, then teleport out.
          It's a small health increase, but better than none.
          Also, it's not 1HP -> 1HP, she increases at a fixed
          rate, more so with more cars zapped at once, I think.

       Teleorb - Orbital                                7-2
          Okay, so it's a vortex with VERY short range.
          Hard to aim easily, but it explodes with an ice
          blast.  So a small amount of energy taken off
          sets them up for combos.  Or if you toss it
          perfectly over the point of no return, the
          computer will fall, frozen, to its death.

       Cannon - Captain Grimm                           7-3
          A lit cannon ball with a fair knockback power
          and sets someone on fire.  It's still unhoming.
          Be careful, hit wide-framed cars like Calypso
          if they're not frozen.

       Nuke - Calypso                                   7-4
          Okay, it homes in a bit but YOU have to detonate
          it.  Be aware you can lose at least 50 points from
          this baby if you hit yourself with it.  With a nice
          ceiling, you won't have to detonate it before it
          explodes.  It's effective that way if you hit the
          ceiling above the enemy.

       Toxic Spray - Goggle Eyes                        7-5
          I think slightly stronger than Drag Queen and
          still setting people on fire, with a long range,
          it's a great weapon for spinning and firing into
          a crowd.

       Cutters - Pizza Boy                              7-6
          Okay, so they home in.  Each one does damage
          separately so you can hit a wall with one and
          lose damage against someone else.  But, they
          stop if aimed forward and the closest enemy is
          behind, and then fly backwards, etc.  They are
          super-homing meaning they almost never miss
          when unobstructed.

       Microwave Shockwave - Quatro                     7-7
          A small version of the Axel special is effective
          in a driveby but is most effective when you are
          actually touching vehicles with the enemy.

       Ion Pad - General Warthog                        7-8
          A powerful remote-like weapon, it's a vertical
          beam and can be left nearly anywhere, but area
          of effect seems a little less but more power
          concentrated.

       Micro Blast - Gatlinger                          7-9
          Gatlinger is simply a rechargeable Speed Missile.
          Use it as such, close range, frozen opponent or one
          you are tailing.  Just beware your armour.

       Hornets - The Joneses                           7-10
          Now the weapon is fairly weak, but is just like
          Pizza Boy's Cutter, but has 3 missiles as opposed
          to 2.  It's also just like Warthog from the past 3
          TMs.

       Flamethrower - Drag Queen                       7-11
          Okay, if you don't have the hang of close range
          fire weapons from the past 3 TMs, try this, freeze,
          flame.  Stay close, and don't let up.  And beware
          that the handling of this car is a real drag.

       Zombie - Rob Zombie                             7-12
          It's a VERY short-range vortex that explodes as
          fire, damaging all especially near center.  Good
          for tossing off cliffs or the edge of the ring.
          It does NOT go through wall, but can affect the
          other side, I think.  Unfortunately, stronger than
          Orbital's, it takes 2 minutes for this little puppy
          to recharge.  Ouch.  Prepare for battle for a while.

       Quasars - Moon Buggy                            7-13
          These three tasers home in, through walls, and
          cause a semi-loss of car control and can send
          you off the edge of the ring often.  Fortunately,
          the CPU doesn't fire these until the enemy is
          fairly close.

       Megafire - Super Thumper                        7-14
          Apply strategy of freeze-flame a la Darkside (TM3).
          This is VERY powerful because he has _2_ flame-
          throwers here.  Stay away from his front end.

       Ray Gun - RC Car                                7-15
          This is quite effective and sets the enemy on
          fire.  It also sets acid pits/pools/tiles aflame
          and destroys red ground tiles.  It is short-range
          of about 1/2 of a Napalm.

       Supernova - Super Axel                          7-16
          Okay, Super Axel get a souped-up knockback, fire
          starting, tossing, shockwave.  That's unfair.
          He's not very nice with this weapon.  Good on
          the ring edges to kill people by off-tossing.

       Serpent - Minion                                7-17
          Heaven knows why this is called the "Serpent,"
          it sets you aflame if you don't get frozen by
          one of the missiles, and the other 2 just plain
          toss you around.  This weapon throws you around
          the rings like a rag doll.  Heaven forbid you
          get hit in the air, say goodbye.

       Henchmen - Sweet Tooth                          7-18
          Okay.  Three faces, one with Drag Queen's flame-
          thrower, one with a taser, and the other tossing
          MIRV missiles at you, all aiming at you and
          constantly firing, they home in and go through
          walls, and they re-home in if you teleport.  Expect
          to use 2 shields for their duration, or teleport and
          run for it to conserve your advanced attack bar.
          They also explode at the end of their duration,
          right next to you.  These can kill many enemies with a
          couple of shots, and require no aiming specifically.

       Funny Bomb - Custom Car                         7-19
          It's a mortar.  A mortar on drugs.  It's got a
          point where once it hits, several more small
          explosions follow.  Advice is to turn on shields
          and to quickly hit an enemy on the way up and
          stay the duration in your car, buffeted by the
          explosions.  Good for hitting multiple enemies
          and has a great strength.

       Laser - Custom Car                              7-20
          Okay, a weaker weapon with very short range, the
          same as RC Car, maybe weaker, probably does the
          same in acid pits.

       Detnoball - Custom Car                          7-21
          Simple, remote that travels straight from your
          car and can be detonated at will.  Easy, eh?
          Only problem is that it moves VERY VERY fast and
          you are likely to detonate it after it passes the
          enemy.  Also, it does NOT go through walls.

       Twintorchers - Custom Car                       7-22
          An extremely long-range super-homing weapon that
          only does a small amount of damage on impact, the
          real damage is from the enemy set aflame.  Don't
          hit the frozen, it's a waste even though reload
          time is fairly quick.  It's like Pizza Boy, only
          with a twist, and it doesn't go backwards, I don't
          think it does.

       Close Range Combat Weapons .................... 7-23

          These are the weapons that affect the car by
          crushing, slamming, spinning, etc.  These mean
          you must hit the car while the special starts
          to last the duration, more damage if you start
          hitting the enemy when you activate the special.
          Also, you can teleport or shield when you get hit
          by these to minimise damage.

       Lifter - Trash Man                            7-23-1
          This guy's a challenge, with speed and no
          handling, he'll slide past the enemy.  Only
          reason you should use him is for a challenge
          or to see his ending.

       Crusher - Crusher                             7-23-2
          A very good weapon, most enemies end up facing
          you while you crush them, meaning they can fire
          weapons into you for more damage to you as a
          result.  But still, he can catch some slow
          vehicles fairly easily.

       Loader - Super Slamm                          7-23-3
          Very slow, but handles okay, he hits you for a
          set amount of damage on each slam, meaning a
          nimble player could escape a lot of damage
          quickly.  It's a good weapon overall.  Now,
          there's no kickback or anything if you miss or
          hit, as opposed to TM2.  I just wish he looked
          like he did then.

       Auger - Super Auger                           7-23-4
          By far, the BEST close-range special weapon, it</pre><pre id="faqspan-2">
          will spin for about 5-10 seconds irregardless of
          whether you miss or not, giving you more than one
          chance at the enemy before it ends, being a total
          waste.  It also shaves off hitpoints at a fast
          rate on level 1 and 2 armoured vehicles, and the
          weapon takes off hitpoints EVENLY, meaning it's
          a bit better than the Loader if the enemy has a
          slower reaction to you sneaking up behind him and
          [whirr] AAH!

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     Cheat Codes ........................................... 9

        I'd like to start off this section by saying that I
        think the cheats were really unnecessary in this game,
        since I beat it in the first tournament I ever played,
        with Pizza Boy, one of the hardest, save Microblast.
        Of course, that's easy mode.  Cream Puff mode.  :)
        I haven't dared try medium until I'm more expert.  I
        write a FAQ and I still dare not past Cream Puff mode.

           Passwords                                    9-1

     Circle   Start    Left     L1       Start      (a) No Health/Weapons
     Down     R1       Down     Start    Circle     (b) No Health Pickups
     Right    Triangle Right    Triangle L1         (c) CPU targets P1-P4
     R1       Right    Left     R1       Up         (d) Homing Missiles
     Down     Down     Circle   L1       Left       (e) Power Missiles
     Up       Right    Down     L1       Triangle   (f) Remote Bombs
     Right    Left     R1       Right    Circle     (g) Napalms
     Down     Left     L1       Left     Right      (h) God Mode
     Triangle L1       Down     Triangle Up         (i) Specials Reload
Fast
     Left     Triangle Right    Right    Left       (j) Level: Neon City
     Start    Start    Down     Circle   L1         (k) Level: Road Rage
     L1       Right    Left     Left     L1         (l) Level: The Bedroom
     Circle   L1       Start    L1       Start      (m) Level: Amazonia
     Start    Left     Up       Start    Circle     (n) Level: The Oil Rig
     Start    R1       Left     R1       R1         (o) Level: Minion's
Maze
     Circle   Left     Down     R1       L1         (p) Level: The Carnival
     Down     R1       Right    R1       L1         (q) Char: Crusher
     Start    Triangle Right    L1       Start      (r) Char: Moon Buggy
     Circle   Triangle Start    Circle   Left       (s) Char: S. Thumper
     Up       Down     Left     Start    Right      (t) Char: RC Car
     Up       Right    Down     Up       L1         (u) Char: S. Axel
     Left     Circle   Triangle Right    Down       (v) Char: S. Auger
     Right    L1       Start    Circle   Start      (w) Char: S. Slamm
     Triangle L1       L1       Left     Up         (x) Char: Minion
     Start    R1       Right    Right    Left       (y) Char: Sweet Tooth
     Down     Triangle Down     L1       R1         (z) Icy Grounds
     Down     Down     Right    Right    Down       (!) Undet - 2P + Ally
     Up       Start    Circle   R1       Left       (@) Semi-Massive Force
     R1       L1       Down     Start    Down       (#) High Trajectories

     Notes:
        (d)-(g)  All weapon pickups are of weapon listed
        (h)      Doesn't protect from falling to death
        (i)      Special weapon recharges faster
        (j)-(p)  Starts tournament at level selected by password
        (q)-(y)  Unlocks characters for play in ALL modes
        (!)      Undetermined - Supposedly should do as listed.
        (@)      Effect from weapons that send enemies up in the
                 air is magnified.
        (#)      Weapons with trajectory (mortars, etc.) go farther.

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           Super Cheese Munchkin Strategies             9-2

        Most of these are not really Super Cheese Munchkin
        Strategies, but since some of them are, and general
        strategy is all that's required, they may seem like
        it.

        Rapid Fire
           Load up on weapons, except remotes and proximities,
           clear them out so you only have one of each, and then
           freeze and enemy while you are aimed straight at them.
           Tap the attack button very quickly to unload your
           arsenal on them.  More often than not, your special is
           most devastating when fired first.

        Powerful Death Remote
           Drop 3 proximities as fast as you can and then a remote.
           High-tail it out of there and when you detonate the
           remote, it has a huge strength.  It can also be used as
           3 proximities dropped at, for example, a teleporter
           destination so when an enemy falls or teleports onto
           them, the result is a large explosion, them being tossed
           many miles away and losing a lot of their life!

        Neon City Death Trap
           Preferably as Warthog, take the hover-transport and when
           you land, you can drop 3 proximities and/or the Ion Pad.
           The first time an enemy lands from the transport, they
           get tossed 4 miles away.  The next time, perhaps against
           another strong enemy, activate the Ion Pad while they're
           in the air.  The fact that they are in the exact center
           should do a supreme amount of damage.  (I did it once to
           Orbital and he blew up in the air.  I like to call it
           "Incineration.")

        Construction Yard Timing Trick
           When you have an enemy in the crane, drop them in the
           flames, but catch them while they're in between the two
           giant horizontal supports.  If done right, you should
           be able to kill them very quickly now, they'll be trapped
           inside those supports.  Also, you can just keep dropping
           them into there but catching them several times, doing
           fire damage each time.

        Road Rage Runaround
           Stay on the road with pairs of speed arrows and don't leave
           it.  Keep firing little by little and eventually you should
           win.  Okay, cheap and time-consuming, but it works.

        Bedroom Bureaucracy
           You can dominate the politics and stay FAIRLY safe, by
           keeping on the bureau and dropping remotes on the ramp
           while you back up and detonate at a safe range.  Just
           beware that the CPU is smart enough to jump from on top
           of the bed to the bureau.  It can mimic nearly every move
           you make.

        Amazonia 3000 B.C. Defensive
           Stay on the center when you get there, drop proximities on
           the inside next to where they teleport and it will knock
           the next would-be visitor off the tower.  Stay facing the
           destination in the clockwise direction.  You can also fire
           Powers and other weapons at cars "dropping" in.

        The Oil Rig All-Around Offensive/Defensive
           This level features death drops, acid pits, multiple
           levels, all weapons available, exploding barrels, a
           helicopter dropping Healths on the heli-pad all the
           time, a whole truckload of teleportals, and a small
           secret well-stocked drill top.  Put a freeze remote
           on the edge of the helipad and activate it a moment
           after an enemy jumps at you, since the effect lasts
           for about a full second and a half.  Those jumps have
           a VERY small area in front of them to plant things and
           hide.  The acid pits are effective, too.  In deathmatch,
           some bosses end up trapped in a corner like morons.
           The heli-pad is a great location to defend from and
           two teleporters get you there and in the room to jump
           from.  The portals are a great way to lose people that
           follow you incessantly.  Also, take advantage of the
           short range of radar (on friends) to the point where
           they can't tell if you're above or below them, or where
           you are in relation the them.

        Minion's Maze Magic
           The four gates are hidden, the green areas ARE acid so
           you can napalm them to death.  The floor colours change,
           so you should be able to generally figure out where you
           are.  The three teleporters take you from points 1-2, 2-3,
           and 3-1, so just take one, go forward and right and look
           for a health when you need it, in a small dead-end.  If
           someone could tell me what those giant "X" boxes with
           fire in them are, and what they do, I'd be grateful.

        The Carnival's Carnage
           If you use the alternate "side" entrance to the roller
           toaster, almost no enemies will follow you in, but just
           be ready, when Sweet Tooth comes along, he's WAY smarter
           than to be hampered by a silly little thing like that.
           Place a proximity or 3 in front of the door out of the
           haunted house, then he gets blown back, then hit him with
           a power as he comes back up out and he's still accelerating
           and he should fly off.  Keep picking up powers in front
           of you, best facing the power missile power-up.  Just
           exercise caution, leaving behind a few proximities if the
           roller coaster is still in operation.  It'll be gone soon.
           It also disappears when the big ST comes along.  Remember
           also that the lightning can hit you if you are approaching
           the main entrance to the haunted house from the clockwise
           direction.  Don't forget that if it can hit you, it can
           hit anyone else.

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    Nifty Things to Blow Up ............................... 10

     Everything that is listed here is what I can recall from
     memory, but some things, like exploding barrels, are not
     listed.  If you have something you would like to add and
     it is verifiable by me, send me an e-mail.

     Construction Yard
        False Blockades
           Set up around the level, these guard various ramps,
           they can be shot down, or ran through with no ill
           effect.  One leads to a ramp to a jump on the left
           of a building with 3 jumps.  The teleporter ahead
           brings you to the area near the false wall.
        Crane
           Aim at the side of the crane (the longer side) and
           fire to blow up the entrance to it.  You can now
           use it to your own devious will.
        False Wall
           On the right side of the area that has no way to get
           to the top of (the teleport-to-only area) about 3 car
           lengths from the end, shoot the wall to reveal an area
           with various power-ups in it.
        Vent
           Above the area with the false wall is a way in from
           above.  Just shoot the vent from on top.  It's much
           easier than from the bottom, and you can't jump out
           of the area through where it was.
        Building 1
           A few small trailers guard a MIRV hidden inside.
        Building 2
           A few small trailers conceal a Power, Napalm and Mortar.

     Neon City
        Train
           Yes, the train can be destroyed, and best with a couple
           of proximity mines or a remote placed on the tracks.  Just
           don't get hit by it.  In the tunnel, if it still is running,
           hug the walls TIGHTLY.
        Glass
           The glass on the jump to the health and Auto Lab can be run
           through or shot.
        False Wall
           The wall to the left inside the above location can be blown
           up for access to the platform on which you will be picked up
           by the hover transport.
        Glass
           The glass to the right of where the transport drops you off
           can be destroyed with a single bullet.
        Glass
           Turn right again.  More glass.  Follow procedure above.

     Road Rage
        False Wall 1
           To the right of a speed arrow is a wall with cracks in it.
           Shoot it.  Access lightning.  Just don't stay there when you
           activate the lightning.
        False Wall 2
           On the other side of this passage, from the intersection of
           the four roads two going up and down, is the other broken
           wall.
        False Wall
           Across the road from a road going down is a wall with a glass
           window in it.  Blow up wall.  Blow up window.  Get many nice
           powerups like Full Health.

     The Bedroom
        Gas Cans
           Scattered around the room in about 3 places are big boxes
           labeled "Gasoline."  Blow them up.
        Lamp
           If you didn't read the level clue, shoot this up for a
           while for a lightning power-up.  The sources are the
           power sockets and the center of the floor.  Some of the
           hidden area is safe, mainly the small area with Full
           Health, Auto Lobs, and Rain 2.
        Small Blockade
           There's a small black box in the area with the only level
           portal.  A couple speed missiles will do the trick to get
           to the secret area mentioned above.

     Amazonia 3000 B.C.
        False Wall
           To a secret area, a false wall is in the deep area to the
           left of the bouce pad.  The wall is in a corner in the
           direction of the temple with the pillar of light with the
           bounce pad on your right.

     The Oil Rig
        Glass
           The glass on the left side of the room next to the drill
           can be broken.  Don't jump through it, or you'll probably
           end up falling to your death.
        Glass
           The glass on the right side can also be blown up.  See
           above.
        Gate
           There's a gate on the alternate road instead of the silo
           on the bottom level.  The first one can be blown up.
        Gate
           The second one can be blown up, too.
        Glass
           The glass guarding the bottom teleporter on the silo can
           be broken.
        Glass
           The glass on the other teleporter inside the silo can also
           be broken.
        False Gate
           The small gate leading up from the central area towards the
           helipad can be broken
        False Fence
           Also the fence to the left of it.
        False Fence
           Also the fence to the right of the gate.
        False Fence
           Don't forget the fence under the ramp to the room next to
           the drill.

     Minion's Maze
        Gate
           There's one gate going down to the ultimate power-up area.
        Gate
           Here's another one going downstairs.
        Gate
           I'm seeing a pattern here.
        Gate
           Okay, the last one.  All 4 are made to look similar to
           walls and are near ramps for the most part.

     The Carnival
        Front Entrance
           The door can't be blown up.  The next best thing or two?
           Mortar, Napalm, Remotes and Just plain jumping about twice
           should collapse the floor in front of the doors.
        Side Entrance
           There's a big brown box on the wall.  Go right up next to
           the wall so the tent is to your right and you are facing
           the box.  The floor there is false.  Jump or follow above
           instructions.
        False Wall
           There's a wall that is at the end of the tunnel from above.
           It's the alternate entrance to the funhouse that few CPU
           players understand.
        False Wall
           To the extreme left once you enter the funhouse, there's a
           false wall leading to a small tunnel with 2 exploding
           barrels.
        False Wall
           The end of the tunnel above has no light until you shoot
           this down.
        Roller Toaster
           This can also be blown up.  It SEEMS to follow the inside
           track, but I'm not sure if you can avoid it on the outside
           track to avoid getting hit by it.  Follow same strategy
           for blowing up the train in Neon City.
        False Door/Wall
           The door to the circus tent is protected by this wall which
           is quickly broken.  It's guarded by the exploding barrels.
        False Door/Wall
           The door to the portrait room is blocked by this and 2
           exploding barrels, and there's another barrel in the center
           of the room.
        The Portraits
           Okay, you're in the portrait room, but where are the
           portraits?  Fire directly into the center for one.  Fire
           about halfway between that and each wall to reveal two
           more, then fire near the center of the side walls for the
           last 2.  Not particularly useful, but cute.

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    Lightning Power-Ups ................................... 11

     Okay, so you want to be cheap.  Or maybe not.  Here are all
     the level-specific weapons and where their area of effect
     is, specifically lightning, the Construction Yard's crane
     is covered in the Level Strategies (Section 6-1-2).

     Neon City
        Power-Up:
           On the giant roundish platform where the transport
           drops you off.
        Effect:
           The area affected seems to be the tunnel-area (perhaps
           all of it) on the outside upper-level.  If someone
           finds the exact area affected, please notify me.

     Road Rage
        Power-Up:
           In the hidden tunnel near the intersection.
        Effect:
           Unknown specifically, can hit you where you pick up
           the power-up.

     The Bedroom
        Power-Up:
           Inside the lamp.
        Effect:
           From all the power sockets and smack in the center of
           the three ramps going up.

     Amazonia 3000 B.C.
        Power-Up:
           On top of the pillar.
        Effect:
           Area below and around the pillar.

     The Oil Rig
        Power-Up:
           Located on top of drill.  Use teleporter ABOVE silo
           to get to it.
        Effect:
           Large portion of ring near silo, ground where you
           start out.  Perhaps in room w/ Rain 2 power-up?
           Notify me if you can find a specific area of effect
           in the battleground.

     Minion's Maze
        Power-Up:
           On separated platform with bounce-up light pillar.
           Run into the bottom of the pillar to bounce up and
           get it.
        Effect:
           Unknown.  Notify me when a specific are is found.

     The Carnival
        Power-Up:
           On very top-center of tent.
        Effect:
           Nearly all parts of roller-coaster track and area
           on ground on sides of the black haunted house building
           with the front door.

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    Interview with Jim Buck ............................... 12

     Recently, I conducted my second interview with Jim Buck, who now
     is the Lead Engineer for TM4.  This interview is intended to help
     clear up some questions that you all may have, and other questions
     have been asked but not published here for sake of the fine line
     between public and private knowledge.  You all may ask me questions,
     but I intend to use up less of JB's time, so don't expect me to
     give out his e-mail address or to ask him all forty thousand
     questions you want to ask.  These were some of the important
     issues in my eyes.  Additionally, he cannot give out codes for
     the game due to legal bindings.

     Q1: Let me start by saying the game is great and that the
        creativity is up there, characters are more than well
        balanced, and that the levels have exponentially increased
        in size.  Where did all this inspiration come from?
     A1: It came from feedback that we got in a ton of places...
        but mainly focus tests conducted on TM3 shortly after TM3
        made it to the shelves.

     Q2: The vortex-type weapons, such as the Zombie and Teleorb,
        move outwards for a short distance.  What's the principle
        behind that?
     A2: I don't specifically know, but venturing a guess, it was
        probably so you could see your weapon in action. (And it
        gives you an element of aiming rather than just dropping
        the thing like Club Kid from TM3.)

     Q3: Why didn't you bring back Outlaw in this game?
     A3: We brought back the ones that were considered the "faves".
        We had a vote, and Outlaw didn't make it.

     Q4: Why didn't Super Slamm look closer to his original counterpart?
     A4: It's just how the person responsible for modeling him
        modeled him.  They were probably looking for a very "core"
        look that closely resembled the hard core piece of equipment
        Slamm represents.

     Q5: Why didn't you include, at bare minimum, the stats for the
        bosses that you get once you beat the game, the pictures
        can be simply "unavailable"?
     A5: The addition of boss accessibility was a last minute thing,
        and there was no time to go back to the company giving us the
        frontend artwork to get additional screens for the bosses.

     Q6: And way to go on being Lead Engineer on the game!
     A6: Thanks. :)

        Any opinions expressed here are purely Jim's and
        not that of 989 Studios.

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    Bugs/Problems ......................................... 13

      These are the glitches, errors, problems or way the AI
      behaves that seems quite irrational.  Contribute any that
      you don't see listed here that deserve mentioning.

      1.  Character Select Screen - Super Axel's Spikes
          disappear at certain times.
      2.  Character Select Screen - Sweet Tooth's left
          machine gun is non-existent.
      3.  When multiple napalms hit acid pits whether or
          not you're looking, gameplay speed slows down
          dramatically.
      4.  Gameplay slows down when characters die due to
          graphics whether or not you are looking.
      5.  The helicopter in the Oil Rig level disappears
          when it WOULD go around the building and reappears
          a moment before it drops a health onto the helipad.
      6.  When a weapon changes automatically due to the
          previous running out, the next can be fired
          immediately without a weapon load delay.
      7.  Sweet Tooth's flaming "hair" stops flaming when
          frozen just once.  It will not return.  No effect
          when he shields himself.
      8.  CPU players with large cars (e.g. Calypso, Moon Buggy)
          have problems with jumping over to the hover-pickup
          platform and staying in Neon City.
      9.  The CPU tries to teleport out of the crane while stuck
          in beam in Construction Yard.
     10.  The CPU turns invisible in the beam when in the crane
          in the Construction Yard.
     11.  The CPU doesn't understand the concept of the lightning
          pickup, nor the crane.
     12.  The CPU doesn't quite understand the concept of being
          hit by the train and roller coaster in Neon City and The
          Carnival.
     13.  Lightning doesn't hit everywhere it should (like the WHOLE
          floor in the bedroom.
     14.  The CPU doesn't quite understand why it can't always hit
          you when you flank it.
     15.  The AI doesn't open up secret passages.  (Even when it needs
          like a full health there.
     16.  The AI doesn't make a mad dash for Healths the moment they
          reappear.
     17.  When you play a deathmatch and you choose repeat world, cars
          of enemy only chosen ONCE, the game still has to load the
          level all over again when you win or lose.
     18.  The AI doesn't understand the concept of proximity mines and
          will gleefully run over them until they kill themselves.
     19.  The AI doesn't make use of teleport when trapped.
     20.  The AI doesn't use the Massive Attacks.
     21.  The AI will freeze you and occasionally get right up next
          to your car and just keep trying to actually go "through"
          your car, acting as if you weren't there.
     22.  The CPU will occasionally jump onto the island and back
          and forth and completely ignore you on the Carnival level,
          probably in hopes of the health power-up.
     23.  The CPU does not understand the concept of the combination
          of napalm/remotes and acid pools.

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    AI Advances ........................................... 14

     You didn't think I'm totally against this game, did you?
     These are the great things that make the AI more
     challenging.  Please send in any that you don't see
     listed here that are worth the space in this FAQ.

      1.  The AI can mimic nearly every move you make.
      2.  The AI can go nearly everywhere you can.
      3.  The AI knows multiple routes to the same place.
      4.  The AI makes use of open secret passages.
      5.  The AI doesn't open up secret passages.  (Sure, it's
          #15 above, but you have to find them, now.)
      6.  The AI lets fire burn for only a second or two and
          doesn't seem to turbo off cliffs to get rid of the fire.
      7.  The AI doesn't set off remotes when it's in range of
          the explosion.
      8.  The AI sets off remote bombs with precise timing whereas
          you have to rely upon luck to set them off perfectly.
      9.  The AI fires mortars and napalm near-perfectly to hit you
          even while both of you are moving.
     10.  The AI reverses to turn around perfectly.
     11.  The AI doesn't have an infinite advanced attack bar.
     12.  The AI starts out with all weapons that the level has
          to offer, so even if you got the only Rain 2 missile
          on the level first, the AI can still fire Rain 2 at
          you whether or not the power-up has recharged, or
          even if it hasn't been picked up before.
     13.  The AI makes use of teleport only when falling, and
          uses shielding, invisibility, jump, and the freezes.
     14.  The AI could care less about weapon pickups, so you
          have a slightly better chance against it.
     15.  The AI avoids exploding barrels fairly well, also
          avoids fire as level-weapons (like Construction Yard
          and The Carnival).
     16.  The AI can fire its specials quite accurately since
          it primarily fires when you are directly in front or
          behind them.
     17.  The AI discourages you from following it from behind
          often by rear-freezing you, or firing other weapons
          backwards.
     18.  The AI often leaves proximity mines where others will
          hit it because they often follow similar unwritten
          paths around levels.
     19.  The AI detonates remote weapons often shortly after
          placement so it can use another elsewhere since it
          seems nobody will run over it.
     20.  The AI is quite accurate with nearly all weapons so
          it seems to be very conservative until a clear shot
          is available.
     21.  The AI is much more destructive amongst themselves
          and therefore is much easier for you to kill them
          after a powerful battle.
     22.  The AI knows the exact layout of all levels making
          it harder for you while you're lost in Neon City with
          the computer hot on your tail.
     23.  There's no magic distance at which weapons that the
          CPU uses will simply do no damage.
     24.  Okay, maybe not an AI advance, but the way that certain
          objects carry sounds, such as the ghosts in the haunted
          house in The Carnival, they get louder when you get
          closer, the helicopter in The Oil Rig, Pizza Boy's
          Cutters, the unique sounds each car makes when idling
          and accelerating, The Oil Rig's drill, and the only
          unforgettable sound that the three henchmen make while
          circling you.
     25.  There don't need to be any more reasons because I filled
          an equivalent number plus one to the problems/bugs.

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    Disclaimer ............................................ 15

    I'd officially like to state that all of parts of the FAQ are
    my property, anything you send becomes my property, this is
    copyright 2000 by Russ Tops and those of you who would like
    more hits on your site can post my FAQ and notify me, so I
    can place a link back from my page to yours.  Others shall
    be burnt on their legs with a small feverish porcupine.  I
    reserve the right to force you to remove this FAQ from your
    site and will do so by all means necessary including having
    your account removed from the hosting server(s).  I often
    discover codes for games and the final two for Twisted Metal
    III were mine and I deserve to be credited wherever possible.
    (Like if you post it to Gamepro, put "Russ Tops" as the name
    and the e-mail address as "[email protected]" and the code)
    Just don't copy or modify this FAQ in any way shape or form.
    Don't sell this FAQ for monetary compensation (AKA $$$) and
    don't post it without my approval.  The only form you may
    post it is in a link to the FAQ's homepage if you do not have
    my permission to post the FAQ.  Please e-mail me for the link
    code.  Thank you and have a nice day.