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T E K K E N 4 : T E K K E N F O R C E M O D E
Walkthrough and Guide by Ronnie Badger
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"Dedicated to all the members of TEKKEN FORCE who were lost in combat"
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Platform - PlayStation2
Game version - PAL (SCES-50878)
Guide Author - RONNIE BADGER (a pseudonym of Paul Wilson)
Email -
[email protected]
Version 1.2 - last update: 25th October 2002
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C O N T E N T S
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1 - Contact details
2 - Important Information
3 - LEGAL NOTICE
4 - TEKKEN FORCE: Walkthrough and Guide
a - What is TEKKEN FORCE?
b - General Tips
c - Level 1: Military Installation
d - Level 2: Temple Ruins
e - Level 3: Corridor
f - Level 4: Mishima Fortress
g - The End
5 - Credits
6 - Version History
7 - Previous FAQs
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1 - C O N T A C T d e t a i l s
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If you have any genuine ENQUIRIES about, SUGGESTIONS for or CONTRIBUTIONS to
this WALKTHROUGH/GUIDE, please email:
[email protected] - include the
words TEKKEN FORCE in the subject line to avoid instant deletion and
blocking. Any contributions used will be credited (NAME only - no other
details will be published).
SPAM will be reported and/or deleted. I take no pleasure in getting email
accounts closed down for SPAM violations and I get no pleasure from
receiving SPAM (or other junk) - let's all save ourselves the hassle and be
sensible.
Proof of sending is NOT proof of receipt. Please read the Walkthrough/Guide
in full before sending me an email.
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2 - I M P O R T A N T I N F O R M A T I O N A B O U T T H I S G U I D E
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If you are playing TEKKEN FORCE, then it is highly likely that you have
played TEKKEN (in one form or another) before. It is more likely that you
have *at least* played TEKKEN 4.
Therefore, I will assume that you know each character's moves and combos. If
you don't, then you're in trouble: button-bashing isn't going to get you
very far! I would like to take a moment to suggest that you either partake
of the TRAINING or PRACTICE modes OR that you *at least* consult one of the
published MOVES LISTs or CHARACTER GUIDEs.
This version of the guide is missing some key elements. I have tried to
complete the GENERAL TIPS section, providing as much detail as possible. The
sections describing each level are lacking information. I have provided an
overview of each level and made special note of each end-of-level BOSS.
I will, in time (depending on my other work commitments) break each level
down in to sub-areas, describing each section. I will (probably) compile
some tables showing each enemy with his points value and (where applicable)
bonus value. There SHOULD be a table for each section described within any
given level. Submissions for inclusion in this guide are welcome.
Please visit
http://www.gamefaqs.com for all your TEKKEN 4 FAQ and guide
needs.
This guide is intended for PERSONAL use only. You may download and keep a
SINGLE COPY of any version of this guide. This guide shall NOT be posted on
any website EXCEPT GameFAQs (
http://www.gamefaqs.com), and I will not
respond to any emails requesting the use of this guide.
All other rights are reserved.
For entertainment purposes only. NOT to be taken internally.
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3 - L E G A L N O T I C E
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This guide is subject to copyright and any infringement will be acted upon.
Quick Guide Content (c) 2002 Paul Wilson - aka RONNIE BADGER
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4 - T E K K E N F O R C E : W a l k t h r o u g h a n d G u i d e
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[a] - W h a t i s T E K K E N F O R C E ?
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TEKKEN FORCE is a sub-game found in TEKKEN 4: a 3D beat-em-up adventure
through a variety of locations. Unlike the version in TEKKEN 3 (which was
not exactly 3D), TEKKEN FORCE is available from the outset - it is not a
bonus mode that must be unlocked. The only element of TEKKEN FORCE that must
be unlocked is the extra characters. These may only be unlocked by playing
the game in STORY BATTLE mode.
The aim of this game is to reach Heihachi's dojo and beat the living
daylights out of him. Getting there is not simple - his own private army is
out in force (geddit?) to stop you.
There are four levels to negotiate, with each level divided into distinct
sub-areas; and each ending with a BOSS.
You must race against the clock, picking up points, collecting health
bonuses (which are worth bonus points) and sundry other pickups (described
further below).
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[b] - G E N E R A L T I P S
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Character selection - Choose a character that you are confident with. It's
going to be a long, hard slog and you will need to
know your character's moves inside out. Some
characters are more ideally suited than others. For
example: Christie's flailing legs can damage multiple
bad guys at once, whereas Kuma/Panda is a bit slow
and difficult to control.
Direction - You can only use the D-pad to move your character.
RIGHT will always move your character forward in the
direction he, she or it is facing. LEFT will move
your character backwards (and can be used for
blocking). UP can be used for a sidestep or a jump.
DOWN can also be used for a sidestep and is also
used for crouching.
The directional buttons are, of course, also used
with other buttons for attacks and other combos.
Don't walk: run - Remember: you're working against the clock. If the
timer hits ZERO, then it's GAME OVER. If you run
everywhere then you not only save time, but you
have the added bonus of being able to pile into
your enemies and cause some damage - sliding or
flying tackles can also cause a lot of damage!
Controller setup - Any changes to your controller setup made in the
main OPTIONS menu are ignored in TEKKEN FORCE.
However, you may change the configuration for
TEKKEN FORCE by pausing the game and choosing the
appropriate option.
Targetting - You can select the enemy you would like to attack by
using the all-new targetting system. The default
buttons are L1 and R1. Using these buttons, you may
cycle through your enemies to select the next to be
fought. By pressing RIGHT when an enemy is targetted
you will automatically face in his direction.
Targetting can be useful for other things....
Enemy health - Every enemy has a health bar that can be seen (along
with his name) when targetted. The points received
for each kill reflect the size of the health bar.
Each level features a number of special baddies. They
are more like sub-boss enemies. They are big on
health and aggression and killing them earns a
potentially large bonus. When targetted, you will see
not only his health bar and name, but also a
number counting down. This number represents the
bonus to be earned when that enemy meets with a
sticky end.
Once that enemy appears, the countdown begins. The
sooner the enemy is destroyed, the bigger the bonus
awarded. L1 and R1 can be used to cycle through your
assailants to find the sub-boss. Once located,
pressing RIGHT (i.e. forward) will point you in the
direction of the enemy. Quickly dispose for a large
points bonus bonanza.
Significant others - Some sub-bosses have a special friend. The special
friend can be taken down as normal. However, if you
choose to dispose of the sub-boss first, his demise
will be closely followed by that of his special
friend whose health instantly drops to ZERO.
Pick it up! - Some of the evil forces that conspire against you
have the decency to drop some useful items for you
when they have been beaten.
Whatever else you do, don't forget to pick them up.
Each item has an effect on your character and will
result in BONUS POINTS being awarded at the end of
the level. The items are:
EGG (small health boost) -> 10 points
CHICK (medium health boost) -> 30 points
CHICKEN (large health boost) -> 50 points
BOTTLE (potion to boost your
character's attacks) -> 100 points
SPECIAL BONUS ITEM -> 200 points
(I have only seen the last item, which looks like a
small flag, in the final level)
** UPDATE** See the end of this section for some
reader contributions to this particular subject.
NOTE: these items won't stay on-screen forever. After
a short time, they will disappear - so go get 'em!
Extra time - Each level begins with sixty seconds on the clock,
and time is running out! Killing some of your enemies
will add time bonuses to your ticking clock. The
maximum time that you can have at your disposal at
any given moment is ninety-nine seconds. So, if a
five-second time bonus is awarded and your timer
displays ninety-six seconds, two seconds of your
bonus will have been wasted.
That said, it's quite difficult to run out of time.
Such a scenario is only likely to arise in the final
level OR during a poorly executed BOSS fight.
Bonus points - At the end of each level, you will be awarded bonus
points. In addition to getting a score for each item
you have picked up (see above), you will awarded
points that are proportional to your remaining HEALTH
and TIME.
Game over? - If your health drops to nothing OR you run out of
time, then it is effectively GAME OVER. However,
you do have a choice. You can let the CONTINUE
countdown reach the end and you will be able to
enter your final score into the HI-SCORE table (if
the score was good enough!). Alternatively, you
could CONTINUE with the game, although your score
thus far will be reset to ZERO and you will have to
restart the game on the current level.
Walls (part one) - Pin your enemy against a wall and administer a
sound thrashing. If you hit a guy, he's going to
hurt; but if you smash him into a wall, he's
going to hurt even more.
Walls (part two) - Try not to get trapped against a wall or in a
corner. If you find yourself trapped, there is
a special switch move that will get you out of
trouble.
SQUARE and CROSS together will see your character
grab an opponent and switch places with him.
Combine that move with a directional button to
perform variations on the switch move.
Walls (part three) - When the camera moves to certain points of view,
a wall or other barrier (including an enemy) will
become transparent allowing you to see what is
going on. The downfall of this is that you can
sometimes be fooled into thinking you have more
space to move around than is actually the case.
Multiple hits - It is possible to take down (or at least damage)
several of your assailants at the same time. You
sometimes encounter your enemies lining up one
behind the other. Are these guys stupid? A sliding
tackle will take a decent chunk of their health bars
away from them, leaving you with less work to do.
There will also be times when a powerful strike
against a single enemy will do damage to others in
the immediate vicinity. Use this to your advantage.
Walls can also assist with multiple hits....
Dead bodies - You've beaten some guy to a bloody pulp and he's now
on the floor in a small heap. Is he really dead?
Well, I don't know; but what I *do* know is that
if you strike the body, you'll be awarded TEN whole
points. Sure, it's not much, but (to borrow the
slogan of a popular UK supermarket chain) "every
little helps."
READER SUBMISSIONS - I have included some contributions on the subject of
pickups below. I have NOT verified any of the details
listed.
1. "OLD MAN"
Hey, just wanting to email you saying that i found out what the little s-
flag thing does (the icon that appears in the last stage of tekken force,
right before the rude interruption of 5 flying kicks to the head). i was
busy pluging my way through tekken force on level one, and i'm not sure how
or why this happened, but when combot dropped in at the end of the level,
there were two charge drinks and one s-flag icon beside him. i thought "YES!
now that i have the s-flag-thing i will be INVINCIBLE! entire galaxies will
fall before my uh... s-flaginess!" well, i throw combot and while he's down,
go over and pick up the ALMIGHTY S-FLAG... and all it does is just make the
word "BOUNUS!" in big fruity pink and yellow caps letters pop up on the
screen. oh well. there goes my plans for conquering the universe... oh yeah,
and after finishing off combot it gave me 7600 points. whee... i dunno what
it does other than the points though... maybe it gives you... an... EXTRA
CONTINUE! WOOT! now i have infinite continues... +1!! yeah baby! It's no
replacement for omnipotent power and ruling the universe...but i'll take
what i can get. :)
2. FRANO McNEIL
The "Special Item" does appear on other levels, but you have to meet certain
conditions. What those conditions are I don't know, but I do know I got it
on the first level twice and it stayed on screen as long as the other power
ups do, unlike the item on the last level.
Further more, I do not know how many points I got for it when I picked it
up, but at the end of the level, it was worth 7600 points. It was the US
version if that matters any.
3. ALEX KASTNER
Hey, I just wanted to say that you can find the 200 bonus point icon thingie
in all of the other levels. I have only seen them sitting next to the boss,
but they are in the other levels. Just wanted to point that out.
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[c] - L E V E L O N E : M I L I T A R Y I N S T A L L A T I O N
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The opening level offers little more than a chance to become acquainted with
the controls, the targetting system and the feeling of being surrounded by
many assailants.
The path comprises a number of enclosed corridors. There will be a lot of
running up and down as new assailants appear at different ends of each
corridor.
BOSS:
Combot
STRATEGY:
This encounter takes place in a very confined space, and it is all too easy
to get trapped. Start with a sliding tackle (or flying leap) as soon as you
enter the room. Combot is the TEKKEN 4 equivelant of Mokujin (and Tetsujin
and TEKKEN TAG's Unknown): the sooner you can identify whose moves are being
pulled off, the sooner you will be able to provide a more effective
attacking strategy. Remember: if you get pinned against a wall, use the
switch command to swap places.
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[d] - L E V E L T W O : T E M P L E R U I N S
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Again, a mostly straightfowrard level and set on the edge of a forest. The
path is barred at intervals by fallen masonry which must be attacked (and
smashed) in order to proceed. However, the rubble cannot be cleared until
all of your attackers have been done away with.
Arrival at the temple offers a branching path. You may (having rid the area
of bad guys first) continue past the temple, into a sub-area on the same
path and on to the end-of-level BOSS; or you may break through the rubble to
the left and enter the ruined temple to fight some extra baddies before
reaching the BOSS.
The final enemies encountered at the junction are used to determine which
way you will be allowed to proceed: killing a specific one of the two allows
you to take the shorter path past the Temple; killing the other takes you on
a longer into the ruined Temple itself.
Whichever way you go, a sub-area will be missed and cannot be visited during
that particular game.
Watch out for the pathway next to the temple: it is very narrow. Remember
that some attacks can damage or destroy multiple enemies.
BOSS:
Kuma/Panda
STRATEGY:
In this area, you will find other enemies in addition to the BOSS. Ignore
them unless you need a health boost. Kuma/Panda will unleash devastating
attacks and needs to be taken down quickly. You'll need to anticipate every
move because they're going to hurt. There is more room to move around, but
the troops at the back can get in the way.
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[e] - L E V E L T H R E E : C O R R I D O R
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The most straightforward (literally) of all the levels is the most
frustrating. You find yourself in a wide corridor - there are two rows of
pillars running the entire length of the corridor, effectively dividing the
arena into three parts across the width of the corridor.
Upon completion of a sub-area, you must move on to the next (remembering to
run) where you are likely to be ambushed. Be VERY wary!
The enemies encountered here are not just Heihachi Mishima's punchbags: they
have tactics and some nasty attacks. Upon arrival at a sub-area, you will be
met by five or so enemies who will each perform a rolling or flying attack
in turn - that hurts! Fortunately, they will drop large amounts of health
which you will NEED to collect.
Much of the action takes place between the columns in the centre of the
corridor, but a couple of sub-areas begin to the sides, by the walls. Again,
an ambush is likely.
In one sub-area, attacking your enemy will cause him to run away! Your
attack will fail. The only way to stop these guys so you can fight them is
to run into them and knock them over: only then do they start fighting back.
TIP: an enemy will NOT attack you unless you have run into him and forced a
fight - this can save your ass getting overpowered.
BOSS:
Kazuya Mishima
STRATEGY:
There is a LOT of space to play with here: almost too much! The encounter
begins with Kazuya alone, but he is soon joined by some reinforcements.
Unlike at the Temple Ruins, they are not just hanging around, joining in the
fray when it is absolutely necessary: these guys are actively trying to hurt
you! Try and remain focussed on Kazuya and defend against his blistering
attacks. Eventually you will wear him down and enter Heihachi's domain.
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[f] - L E V E L F O U R : M I S H I M A F O R T R E S S
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The final level is fairly straightforward with a few bonus areas. You could
take a moment to observe the nicely-designed Japanese decor; or you could
get down to the dirty business of breaking faces.
The ultimate goal is to infiltrate Hon-Maru, a room of some significance in
the STORY mode of TEKKEN 4.
The enemies that populate this level are particularly ruthless and numerous.
A great many will drop a lot of healing items along the way and there are
big time bonuses to be had. They will, however, conspire against you in an
attempt to eat away at your health and whittle down the time available to
you. If you are going to fail miserably, this will be the level where it
will happen.
BOSS: Heihachi Mishima
STRATEGY:
Much like the previous BOSS encounter, Heihachi has his minions out in force
to protect him and divert your attacks. Make sure that Heihachi is targetted
at all times - this will help maintain your focus. Unleash your deadliest
combos to dispense with the old man with the silly hairdo.
** UPDATE **
The following strategy for beating HEIHACHI was submitted by Bruce Pollock.
I happened to be bored one day and decided to check to see what faqs where
up for Tekken 4 when I saw your Force Mode faq, so I checked it out. Not
bad. Well, the reason I'm mailing you is to let you know about a trick I use
that you could include in your faq.
During the final battle with Heihachi I like to thin out the herd before
fighting him. I do this by entering the room just enough to activate the
"intro" sequence where Heihachi speaks to you. Then I side step to one side
(usually the left) while focusing on the far left "grunt". Side stepping far
enough and approaching slowly will cause one or two of the henchmen to break
formation and attack while the rest of the enemies stand and watch. This can
be done for both sides and I'm usually able to take out 4 of the 6 guards
with Heichachi before he even moves.
While not a "cake walk", it certainly makes the battle easier. Anyway, hope
you find this a useful trick. Happy Hunting.
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[g] - T H E E N D
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Upon completion of the game, you will be shown a list of all the enemies in
the game (including the BOSSes). The enemies you encountered and killed are
listed with the combo responsible for their deaths. Also listed are the
enemies you did not encounter - the ones to be found in areas you did not
manage to visit and those found with BOSS characters who didn't need to be
killed.
While all of this is taking place, Heihachi is holding a seminar for some of
his military underlings. Once he's finished speaking, he takes them all on
in a never-ending fight.
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5 - C R E D I T S
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Thanks to NAMCO for producing as fine a fighting game as anybody could ask
for. It's a shame the buttons aren't analogue; and it's it's a pity they
felt the need to do away with the hidden sub-games (but how do you possibly
top TEKKEN BOWLING?)
Thanks to THE OLIVIA TREMOR CONTROL whose CD "(music from the unrealized
film script) DUSK AT CUBIST CASTLE" was the soundtrack to this guide.
Thanks to GameFAQs for giving and receiving.
Thanks to "OLD MAN," FRANCO McNEIL, ALEX KASTNER and BRUCE POLLOCK for their
contributions.
Thanks to TYLER, my cat, who is curled up on my bed (actually, she has just
woken up and appears to be looking at the monitor: probably just making sure
that she gets a mention!)
Thanks to YOU for reading, wherever you may be and and whoever you are.
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6 - V E R S I O N H I S T O R Y
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1.0 - Got the core of the Guide written - a few key elements are missing,
but that will be fixed in time. So, aside from the usual everyday
stuff, I wrote GENERAL TIPS and the LEVEL overviews.
(20th September 2002)
1.1 - A few minor alterations and tweaks to the main text in lieu of the
main update (hopefully done by Sunday.... fingers crossed)
(23rd September 2002)
1.2 - The big update was not forthcoming owing to work commitments. Oh
well. This update includes some READER CONTRIBUTIONS and I have
added their names to the CREDITS section. (25th October 2002)
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7 - Previous FAQs, Walkthroughs and miscellaneous guides
(posted at
http://www.gamefaqs.com unless stated otherwise):
Gran Turismo Concept (PAL) -> FAQ -> July 2002
Onimusha Warlords (PAL) -> In-depth FAQ -> August 2002
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Walkthrough/Guide Content (C) 2002 Paul Wilson - aka RONNIE BADGER
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