Dream Chronicles: The Book of Air - Collector's Edition
Tournament of Legends
Pokemon - Fire Red Version for GBA
Sho Online
Sims3 - IST_AFF_001
Also see ...
Panzer Bandits
ered successfully. It seems the code cannot be input too slowly. If the chime doesn't ring the first time, just try again. This cheat needs to be entered every time the game is loaded; the bosses cannot be saved to the memory card unless the game is first beaten with the main 4 characters and then with each boss individually. 2) To select different character colors in the versus mode, simply hold either L1, L2, or R2 while selecting a character. Every character has three colors plus their respective default schemes.
ered successfully. It seems the code cannot be input too slowly. If the chime doesn't ring the first time, just try again. This cheat needs to be entered every time the game is loaded; the bosses cannot be saved to the memory card unless the game is first beaten with the main 4 characters and then with each boss individually. 2) To select different character colors in the versus mode, simply hold either L1, L2, or R2 while selecting a character. Every character has three colors plus their respective default schemes.
Armored Core: Master Of Arena
location. Note: Press Circle + X + Select in the Japanese version of the game. Return to default view To return to the default view, pause the game, then press Start to resume. For the Japanese version of the game, press Select instead of Start. Alternate emblem backgrounds Create an emblem in the "Edit Emblem" screen. Then, hold L1 + R1 + Select. Continue from Armored Core: Project Phantasma Insert a memory card with a saved game from Armored Core: Project Phantasma and the file should appear yellow at the loading screen. Load that file to start with the same parts and money that were obtained in that game. Energy Shooting Machine Gun Defeat Bibs in the Sub-Arena. This machine gun is very powerful but its ammo is a short 500 rounds. Flame Shell Defeat one of the earlier opponents in the Master Arena. The Flame Shell shoots a rocket that sets the enemy on fire and reduces AP slowly. Radar-12 head Defeat the third opponent in the Master Arena to get this head. The Radar-12 is the best head in the game but looks different. Mine Dispenser Successfully complete the Fromsoft Ex Arena to get a Mine Dispenser. This part shoots out floating proximity mines. Special Rocket Successfully complete the Guest Ex Arena to get a Special Rocket. This part shoots out a blue object that disables the opponent's FCS. Stealth unit Successfully complete the Master Ex Arena to get the stealth unit (back weapon). This item will take you off the radar. Enhanced Balancer Optional part Successfully complete the Champion Ex Arena to get the Enhanced Balancer Optional part. The Enhanced Balancer Optional part reduces recoil (the backwards motion) that occurs from firing a heavy weapon (grenade launcher, dual cannon, etc.). New laserbalde Get PROGTECH to sponsor you in the Sub-Arena. You will receive 50,000 credits and the new laserblade, which shoots a laserblade projectile on its own. New laser-powered sniper rifle Get PROGTECH to sponsor you in the Arena. You will receive 50,000 credits and the new laser sniper rifle, which does 3800 damage (more than twice that of the Karasawa laser rifle). Bonus Ex Arenas At the Ex Arena selection screen, you will see four sets of question marks at the bottom of the screen. These arenas are unlocked after you complete a certain requirement: FROMSOFTWARE is unlocked after you complete all leg-specific arenas. It features a series of ACs made by From Software employees. Guest and Champion are unlocked after you complete all of the missions (do not forget to save when prompted). Guest is an arena that contains Japanese magazine publisher's AC creations. Champion is a series of ACs made by finalists from a Armored Core: Project Phantasma Tourney held in Japan last year. Master is unlocked when you get 100% in the overall under System. Master is an arena that has extremely dangerous ACs. Hints Sword Wave Note: Plus or Reble is required for this trick. Have a lightsword equipped, then press X, Circle while the sword is still out. If done correctly, this will fire a very powerful crescent beam that can do over 2800 AP worth of damage with the Moonlight. Find Prize Parts in the Arena/Sub-Arena If you have played Armored Core: Project Phantasma, you will know that you will get a free part when you defeat a certain ranking Raven. However, unlike Project Phantasma, Master Of Arena will throw more ranking Ravens at you even after you defeat all of the Ravens listed. Keep checking back in the Arena/Sub-Arena to make sure that you have fought everyone to be sure that you do not miss any prize parts. Prizes in the Leg Specific Ex Arena If you go into the Ex Arena, you will see that there are four arenas that are leg specific. This means that you cannot take a caterpillar (tank) style AC into the humanoid arena. The good news about these leg specific arenas is that as you conquer each one, then you will get a leg part that is from the arena type you just completed (humanoid-humanoid, four leg-four leg, reverse joint-reverse joint, caterpillar-caterpillar). Find a FCS part In the level that you help your MTs there are three yellow ones and six gray enemy ones. There is a building in one of the corners with columns in the front of it. Blow it up. Enter the hole under where it was located. There will be three dead ends in there, one of which can be destroyed. Search inside to find a part of an FCS. Cavern Invasion level There is a hole in the ceiling at the top of the first room. Fly up to it and take a left. There will be a very large room with guns mounted in the ceilings. Do not shoot at the guns. Instead, go directly to the left corner in the back, where an item will appear on the ground. This is the shoulder mounted disc shooter. Destroy Berserk MTs level Get past the first locked gate and find the door on the left side that follows it. Follow the corridor until you find a room full of gray crates. Do not shoot the crates or you will blow up the item. Maneuver around the crates until you find a corner with a head part on the ground. Destroy The Giant Tank level At the start of the mission, go directly above the tank. After reaching the top of the tank you will see a missile launcher. Destroy it immediately, then the rest will be easy. Defeating Ultimate 9-Ball To defeat the Ultimate 9-Ball use a combination of Large Missiles and a Karasawa.
location. Note: Press Circle + X + Select in the Japanese version of the game. Return to default view To return to the default view, pause the game, then press Start to resume. For the Japanese version of the game, press Select instead of Start. Alternate emblem backgrounds Create an emblem in the "Edit Emblem" screen. Then, hold L1 + R1 + Select. Continue from Armored Core: Project Phantasma Insert a memory card with a saved game from Armored Core: Project Phantasma and the file should appear yellow at the loading screen. Load that file to start with the same parts and money that were obtained in that game. Energy Shooting Machine Gun Defeat Bibs in the Sub-Arena. This machine gun is very powerful but its ammo is a short 500 rounds. Flame Shell Defeat one of the earlier opponents in the Master Arena. The Flame Shell shoots a rocket that sets the enemy on fire and reduces AP slowly. Radar-12 head Defeat the third opponent in the Master Arena to get this head. The Radar-12 is the best head in the game but looks different. Mine Dispenser Successfully complete the Fromsoft Ex Arena to get a Mine Dispenser. This part shoots out floating proximity mines. Special Rocket Successfully complete the Guest Ex Arena to get a Special Rocket. This part shoots out a blue object that disables the opponent's FCS. Stealth unit Successfully complete the Master Ex Arena to get the stealth unit (back weapon). This item will take you off the radar. Enhanced Balancer Optional part Successfully complete the Champion Ex Arena to get the Enhanced Balancer Optional part. The Enhanced Balancer Optional part reduces recoil (the backwards motion) that occurs from firing a heavy weapon (grenade launcher, dual cannon, etc.). New laserbalde Get PROGTECH to sponsor you in the Sub-Arena. You will receive 50,000 credits and the new laserblade, which shoots a laserblade projectile on its own. New laser-powered sniper rifle Get PROGTECH to sponsor you in the Arena. You will receive 50,000 credits and the new laser sniper rifle, which does 3800 damage (more than twice that of the Karasawa laser rifle). Bonus Ex Arenas At the Ex Arena selection screen, you will see four sets of question marks at the bottom of the screen. These arenas are unlocked after you complete a certain requirement: FROMSOFTWARE is unlocked after you complete all leg-specific arenas. It features a series of ACs made by From Software employees. Guest and Champion are unlocked after you complete all of the missions (do not forget to save when prompted). Guest is an arena that contains Japanese magazine publisher's AC creations. Champion is a series of ACs made by finalists from a Armored Core: Project Phantasma Tourney held in Japan last year. Master is unlocked when you get 100% in the overall under System. Master is an arena that has extremely dangerous ACs. Hints Sword Wave Note: Plus or Reble is required for this trick. Have a lightsword equipped, then press X, Circle while the sword is still out. If done correctly, this will fire a very powerful crescent beam that can do over 2800 AP worth of damage with the Moonlight. Find Prize Parts in the Arena/Sub-Arena If you have played Armored Core: Project Phantasma, you will know that you will get a free part when you defeat a certain ranking Raven. However, unlike Project Phantasma, Master Of Arena will throw more ranking Ravens at you even after you defeat all of the Ravens listed. Keep checking back in the Arena/Sub-Arena to make sure that you have fought everyone to be sure that you do not miss any prize parts. Prizes in the Leg Specific Ex Arena If you go into the Ex Arena, you will see that there are four arenas that are leg specific. This means that you cannot take a caterpillar (tank) style AC into the humanoid arena. The good news about these leg specific arenas is that as you conquer each one, then you will get a leg part that is from the arena type you just completed (humanoid-humanoid, four leg-four leg, reverse joint-reverse joint, caterpillar-caterpillar). Find a FCS part In the level that you help your MTs there are three yellow ones and six gray enemy ones. There is a building in one of the corners with columns in the front of it. Blow it up. Enter the hole under where it was located. There will be three dead ends in there, one of which can be destroyed. Search inside to find a part of an FCS. Cavern Invasion level There is a hole in the ceiling at the top of the first room. Fly up to it and take a left. There will be a very large room with guns mounted in the ceilings. Do not shoot at the guns. Instead, go directly to the left corner in the back, where an item will appear on the ground. This is the shoulder mounted disc shooter. Destroy Berserk MTs level Get past the first locked gate and find the door on the left side that follows it. Follow the corridor until you find a room full of gray crates. Do not shoot the crates or you will blow up the item. Maneuver around the crates until you find a corner with a head part on the ground. Destroy The Giant Tank level At the start of the mission, go directly above the tank. After reaching the top of the tank you will see a missile launcher. Destroy it immediately, then the rest will be easy. Defeating Ultimate 9-Ball To defeat the Ultimate 9-Ball use a combination of Large Missiles and a Karasawa.
Darkseed
stairs bedroom thru the door on the rightof the bathroom.You'll detect the Library Card in the pocket of the raincoat(activate the examine icon and click on the pocket afew times).Mike should take the card.You may view it if you wish. Go downstairs.On your office desk you'll find plans to mike's new home and they do show a secret passage in both the study and bedroom where Mike sleeps.Now that you know there is a door here,you can use the hand to open it.It has a tendency to close behind you,s0 go backand open it.Climb the ladder.On the second floor you'll find some rope;TAKE IT.Exit the passage but make sure it remains open.If either of the secret doors close,they can cause problems for you on the darkside. Depending on how much time you've taken,the doorbell may be ringing.If so,run downstairs and answer it so it will stop.Surprised by the package?Now head back upstairs and go straight to the attic.There's a watch under the largest trunk; you can move the trunk using the hand icon on the lower corner of the trunk. Take the watch and wind it .The ancient timepiece will help you keep track of game time.Now that you've moved the chest,you can step out onto the balcony.Tie the rope to the gargoyle you find there,thus providing another means of access to the house. Now exit the balcony again,climd down the rope and enter the garage from the rear.Open the trunk of the car and examine the area.You should find a crowbar. Take it.Climb inside the car and take the glooves from the gloove box. Head around the front of the house and read the paper that's lying there. Go back inside,run to the attic and open the trunkon the right with the crowbar.You'll find some interesting reading there.Go back outside and move right towards the heart of Woodland Hills. Once in town you'll need to visit the library and the grocery store.In the library you must find the bobby pin on the floor infront of the Librarian. Look hard;IT'S THERE.Give the young lady the card you found earlier.She then tells you to go to isle C.Once there ,click on the green book to recieve an important message.Read the message.There is nothing else to do here for the moment. Next go to the grocery store and purchase a bottle of scotch.Delbert shows up and hands you a GET OUT OF JAIL FREE card and asks you over to his place tomorrow at six. Go home and open the clock case to find the JOHN MCKEEGAN name plate.You should still have plenty of time left for snooping.So look about the place until the librarian calls.After she calls run back into town and pick it up.Now go home again and go to bed. DAY 2: Take your aspirin,shower.If you haven't heard the ethereal voice yet then go to the garage and listen to the radio.The missing fragment to the palour mirror arrives and you need to slip it into place.This completes the portal to the darkside.Cross over. Take some time to get adjusted to the new colour sceme.You'll notice 2 doors. Take the right one to the room with skulls.Enter the room on the left.On the table you'll find plans for embryo implantation.Now you know what's causing your headaches.Go thru the door on the right.This corresponds with the secret passage door downstairs back home. Step into the recessed turbo lift.Go left to the observation deck.On the wall between the 2 doors(you just excited via the left door)you'll find a switch. Use the glooves to activate it.If you don't use glooves you could get a nasty shock.Return to the turbo lift and then the room with the skulls.There should be a new door open now.Go thru.Go left until you find the shovel. Return to the mirror portal and cross over. Go to the graveyard and exhume john Mckeegan.Read the journal extract. The Police will then throw you in the lock up.Leave the glooves,money and pin. Stick them under the pillow and grab the tin cup on you cot.Rattle it on the bars.When the policeman comes hand him the get out of jail card.Before leaving steal the gun. Go to Delberts,he won't be there so go to your garage and meet him there. Debert invites you over and begins to play with his dog.Offer him the scotch. After delbert leaves take the stick. Now MOVE QUICKLY!!!! Cross the portal.take first door on the right and then the door that you opened by pulling the lever.Follow the road on the right until you encounter Fido.Throw the stick into the abyss.Continue to the right until you reach the Dark Sargeant,he takes you into custody and also takes the gun. Grab the items under the pillow.Use the bobby pin on the door;you might have to do this a few times.Acroos the way,Sargo asks you for aid.Swap the pin for the headband.If you have'nt put on the headband,do so now.Exit the building and continue right.Walk past the guard and enter the archives to meet the keeper of the scrolls.Activate the machinery and she appears then gives you a roll of microfiche.RUN HOME !!!!!!!!!! DAY 3: Take aspirin and shower.Wait for a package.Within the box you will find an axe handle.Go to the library and head to the microfiche reader,it's in the periodicals room.Use film on the reader. On the way out get another bottle of scotch.Go around the back of Mike's place.Don't use the front door.Go to the cellar and locate the loose stone. Take the stone and look again.Take the keys. Take the stone back to the darkside nexus and energise it.Use the stone with the axe handle.Return to the real world and go to the garage.Pour the scotch into the fuel tank and start the car. Cross the portal again and enterthe spacecraft.Use the glooves on the lever. Run outside. Return to earth and smash the bloody mirror.
stairs bedroom thru the door on the rightof the bathroom.You'll detect the Library Card in the pocket of the raincoat(activate the examine icon and click on the pocket afew times).Mike should take the card.You may view it if you wish. Go downstairs.On your office desk you'll find plans to mike's new home and they do show a secret passage in both the study and bedroom where Mike sleeps.Now that you know there is a door here,you can use the hand to open it.It has a tendency to close behind you,s0 go backand open it.Climb the ladder.On the second floor you'll find some rope;TAKE IT.Exit the passage but make sure it remains open.If either of the secret doors close,they can cause problems for you on the darkside. Depending on how much time you've taken,the doorbell may be ringing.If so,run downstairs and answer it so it will stop.Surprised by the package?Now head back upstairs and go straight to the attic.There's a watch under the largest trunk; you can move the trunk using the hand icon on the lower corner of the trunk. Take the watch and wind it .The ancient timepiece will help you keep track of game time.Now that you've moved the chest,you can step out onto the balcony.Tie the rope to the gargoyle you find there,thus providing another means of access to the house. Now exit the balcony again,climd down the rope and enter the garage from the rear.Open the trunk of the car and examine the area.You should find a crowbar. Take it.Climb inside the car and take the glooves from the gloove box. Head around the front of the house and read the paper that's lying there. Go back inside,run to the attic and open the trunkon the right with the crowbar.You'll find some interesting reading there.Go back outside and move right towards the heart of Woodland Hills. Once in town you'll need to visit the library and the grocery store.In the library you must find the bobby pin on the floor infront of the Librarian. Look hard;IT'S THERE.Give the young lady the card you found earlier.She then tells you to go to isle C.Once there ,click on the green book to recieve an important message.Read the message.There is nothing else to do here for the moment. Next go to the grocery store and purchase a bottle of scotch.Delbert shows up and hands you a GET OUT OF JAIL FREE card and asks you over to his place tomorrow at six. Go home and open the clock case to find the JOHN MCKEEGAN name plate.You should still have plenty of time left for snooping.So look about the place until the librarian calls.After she calls run back into town and pick it up.Now go home again and go to bed. DAY 2: Take your aspirin,shower.If you haven't heard the ethereal voice yet then go to the garage and listen to the radio.The missing fragment to the palour mirror arrives and you need to slip it into place.This completes the portal to the darkside.Cross over. Take some time to get adjusted to the new colour sceme.You'll notice 2 doors. Take the right one to the room with skulls.Enter the room on the left.On the table you'll find plans for embryo implantation.Now you know what's causing your headaches.Go thru the door on the right.This corresponds with the secret passage door downstairs back home. Step into the recessed turbo lift.Go left to the observation deck.On the wall between the 2 doors(you just excited via the left door)you'll find a switch. Use the glooves to activate it.If you don't use glooves you could get a nasty shock.Return to the turbo lift and then the room with the skulls.There should be a new door open now.Go thru.Go left until you find the shovel. Return to the mirror portal and cross over. Go to the graveyard and exhume john Mckeegan.Read the journal extract. The Police will then throw you in the lock up.Leave the glooves,money and pin. Stick them under the pillow and grab the tin cup on you cot.Rattle it on the bars.When the policeman comes hand him the get out of jail card.Before leaving steal the gun. Go to Delberts,he won't be there so go to your garage and meet him there. Debert invites you over and begins to play with his dog.Offer him the scotch. After delbert leaves take the stick. Now MOVE QUICKLY!!!! Cross the portal.take first door on the right and then the door that you opened by pulling the lever.Follow the road on the right until you encounter Fido.Throw the stick into the abyss.Continue to the right until you reach the Dark Sargeant,he takes you into custody and also takes the gun. Grab the items under the pillow.Use the bobby pin on the door;you might have to do this a few times.Acroos the way,Sargo asks you for aid.Swap the pin for the headband.If you have'nt put on the headband,do so now.Exit the building and continue right.Walk past the guard and enter the archives to meet the keeper of the scrolls.Activate the machinery and she appears then gives you a roll of microfiche.RUN HOME !!!!!!!!!! DAY 3: Take aspirin and shower.Wait for a package.Within the box you will find an axe handle.Go to the library and head to the microfiche reader,it's in the periodicals room.Use film on the reader. On the way out get another bottle of scotch.Go around the back of Mike's place.Don't use the front door.Go to the cellar and locate the loose stone. Take the stone and look again.Take the keys. Take the stone back to the darkside nexus and energise it.Use the stone with the axe handle.Return to the real world and go to the garage.Pour the scotch into the fuel tank and start the car. Cross the portal again and enterthe spacecraft.Use the glooves on the lever. Run outside. Return to earth and smash the bloody mirror.
