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------------------------------------------------------------------------------ ___ __ ____ ____ ____ ____ ______ ____ ___ __ ___ / _ ) / / / __ \ / __ \ / __ \ / __//_ __// __ \ / _ \ / |/ / / _ | / /__ / /_/ // /_/ // /_/ /_\ \ / / / /_/ // _, / / /|_/ / /____/ /____/ \____/ \____//_____//___/ /_/ \____//_/ |_|/_/ /_/ Complete Background History, Moves Reference, and Secrets Guide Including Programmer's Configuration Codes for ROM version 2.10 >>> PLUS NEW 2.20 SPECIAL FEATURES <<< Compilation (c) by James Elkinton (zio@netcom.com) FAQ Revision c25 (Internet Revision 3 FINAL) - January 18, 1995 Complete One-part 'via FTP' Version ------------------------------------------------------------------------------ NOTE: THIS GUIDE IS INTENDED FOR MACHINES WITH VERSION 2.10 ROMS INSTALLED. MANY MOVES AND DESCRIPTIONS IN THIS GUIDE ARE NOT AVAILABLE IN THE 1.x ROM RELEASES. ALSO, THERE ARE A FEW ITEMS (SPECIALLY MARKED) THAT ARE FOR 2.20 ROMS ONLY AND WILL FAIL SILENTLY ON 2.10 ROMS EVEN WITH THE EXTENSIVE RESEARCH THAT HAS BEEN DONE FOR THIS GUIDE, ERRORS MAY EXIST. THESE ERRORS WILL BE CORRECTED AS SOON AS REPORTS ARE RECEIVED AND THE INFORMATION IS CONFIRMED. HOWEVER, SINCE THE INFORMATION IN THIS FINAL GUIDE CAME FROM STRATA DOCUMENTS DIRECTLY, IT IS HIGHLY UNLIKELY THAT ANY ERRORS WILL EXIST. ------------------------------------------------------------------------------ This FAQ is also available via FTP thanks to the generosity of Andy Eddy of GamePro magazine. To access it, FTP to ftp.netcom.com and go to the pub/vi/vidgames/faqs directory. It'll be labeled quite obviously...I hope. I have also put it in my FTP directory: pub/zi/zio (same site) Also, you can always mail me directly at zio@netcom.com and I'll mail you a copy directly. However, this may take a few minutes....or a few days.... depending on when I find your request. If you have problems with braindead or crap gateways that eat large mail, **let me know!**... this thing is 90K+ in this form!!! ------------------------------------------------------------------------------ .-----------------. | C O N T E N T S | `-----------------' FAQ Revision History Story Definitions Fighter Moves Lists Hidden Agent Descriptions Trash Talk Codes and Programmer's Configuration Codes Explanations Area Strategies Big Head Characters Complete List of Trash Talk Message Codes Miscellaneous Stuff ------------------------------------------------------------------------------ .---------------. | H I S T O R Y | `---------------' C7 (IR1) First Internet Release C8 (IR1a) MAJOR corrections needed! <sigh> Had some codes mixed up, missed a whole section, etc. Whatta mess. I think I got this out in time to prevent many people from getting c7... C9 Mainly an aesthetic rearrangement. C10 This was going to be IR2, but just before I was ready to post... C11 (IR2) 2 new BIG HEAD characters confirmed, Ratchet bug found like Wraith bug, and a few minor details corrected. C12-C19 Another BIG HEAD, some aesthetic rearranging, and a vacation I decided to stick in there somewhere.... :) C20 This was going to be IR3...but a day before I was ready to release it, I got mail from Richard Ditton (that's God as far as BLOODSTORM players are concerned...) saying to watch my mail... C21 No mail....I added a few more touches to the FAQ, and was going to send it out, and suddenly... C22 WHAM!! I get this binhexed (argh) pile from Richard Ditton...unpack it with no less than 7 binhex handlers to find one that interpreted it right, found none, took the best one of the bunch, cleaned it up, and found the COMPLETE Strata Bloodstorm Codes Reference in my hands (electronically, that is... I edited for days... C23 And days.... (argh....too much stuff, and I'm creating a typeset version of this that needs to be 100% re-engineered. Aiiiieeeeeeee....!) C24 (IR3 - FINAL!) DONE! Finally!!! As far as I can see, I got everything in there! C25 Oops... the 2-part format was a bit too big for some gateways, and I saw a typo, so I fixed it. :) I decided not to split the thing up, because it just became a living hell managing the complete version and the split parts. So, I just labeled the TOC, and sent it out. Also, like an idiot, I didn't paste in the Elements Concept documentation for the nice new formatted Trash Talk List section (D). Fixed. Also, in a moment of genius (?) I realized that the Joystick Representation could use a little something extra... like the buttons. :) Fixed. (Why the hell did I never do this before?!?) ------------------------------------------------------------------------------ The Story... The Mega War, fought centuries ago, left the earth in global ruins. The destructive nuclear horrors unleashed upon the planet and its population created uncountable amounts of death and devastation. In the wake of this sweeping havoc arose the planet itself to retaliate against the violence forced upon it. Polar shifts and massive earthquakes swallowed entire continents. From seething seas and walls of water arose angry volcanoes, spewing flame and death into the sky. Hungry fires, searing blizzards, and brutal storms ran rampant across the planet's surface for years, in an attempt to wash away the man-made horrors that it was forced to endure. At last the earth settled into a new pattern, starting to find some semblance of balance and peace. The global changes had left a much harsher planet, and the remaining life forms adapted slowly to the new environment. The Earth's land masses, altered by man-made weaponry and ended through elemental means, had evolved into ten isolated provinces. The remaining populations within these new provinces found life difficult at first, but slowly evolution and natural selection allowed the human race to adapt and once again gain control of their destiny. Some of the provinces had strong natural forces, exposed through the abrupt upheaval, and the resourceful post-humans began to master these new powers. Other provinces continued to develop through the use of science and technology, creating elaborate life support systems and protection against the harsh environments. As the years progressed, eight of the provinces began to communicate and trade together. An alliance was formed and a global quasi-government was established. The social structure evolved into a mixture of medieval practices, hybrid technology, and barbarism and barter. Centuries have passed and the present day Earth finds mankind again at the brink of savagery and destruction. Life is now a series of hardships, deceptions, and lies for the members of the Provincial Alliance. The frozen tundra of Polaria and the volcanic Scorch are very close to all out war, halted only by the desolate, radioactive Death Zone that separates them. The Death Zone, once a founding member of the Planet Alliance, has remained silent for almost two centuries, hiding behind the mysterious and deadly red mists that define its borders. Obsel, the desert province, has been taken over by desperate and brutal female terrorists. The Ebony Coast, known for its trade and bartering systems, is now led by a mysterious and greedy leader whom no one trusts, yet all must tolerate. The people of Cyberia, a land inhabitable only through technological means, have re-engineered their population, and are losing their humanity to the machine. With tensions running high, the Planet Alliance is beginning to falter and the provinces are no longer considered allies. And now the High Emperor, the one guiding force that all provinces had agreed to abide by, has been mysteriously and horribly murdered. The ancient Provincial Agreement declares that a new ruler must be chosen through combat between the rulers of each province. Each province will come prepared for battle with their own Gauntlet of Ascension, a gloved weapon that only those in power may don. These ancient gauntlets are treasured and revered by their people, for they are the foremost symbol of power and honor each province can have. But it is painfully clear that this tournament will not have the honor of previous BloodStorm contests. There have even been rumors that the combatants will bring back the Sunder Attack, a brutal combat move that separated the opponent's legs from his body without killing him. This horrible and humiliating maneuver has never been officially banned from the BloodStorm contest, yet it is so brutal and degrading that no honorable combatant has used it for centuries. However, these champions from radically different provinces are blind to the mysterious evil that surrounds the High Emperor's death, and instead only see their opportunity for personal gain, provincial expansion, or race domination and will do anything to achieve their goals. The BloodStorm is about to begin! ================= BASIC DEFINITIONS ================= JOYSTICK AND BUTTON REPRESENTATION : This is based on player facing opponent to the right, as usual. UP UPAWAY | UPFORWARD \ | / BACK ARM FRONT ARM \ | / (O) (O) \ | / \ | / \@/ BLOCK AWAY -------@O@------- FORWARD (O) /@\ / | \ / | \ BACK LEG FRONT LEG / | \ (O) (O) / | \ DOWNAWAY | DOWNFORWARD DOWN CIRCULAR MOVES : Many special moves in BLOODSTORM involve circular moves not common in other fighting games. In order to differentiate between them, here are the definitions used in this guide: Quarter Circle : Curve from down to forward (down, downforward, forward) Reverse Quarter Circle : Curve from down to away (down, downaway, away) Upper Quarter Circle : Curve from up to forward (up, upforward, forward) Reverse Upper Quarter Circle : Curve from up to away (up, upaway, away) Half Circle : Curve from away to forward via down (away, downaway, down, downforward, forward) Reverse Half Circle : Curve from forward to away via down (forward, downforward, down, downaway, away) Upper Half Circle : Curve from away to forward via up (away, upaway, up, upforward, forward) Reverse Upper Half Circle : Curve from forward to away via up (forward, upforward, up, upaway, away) OTHER TERMS : rep <button> : Press a button fast and repeatedly. E.G. : rep FRONT LEG charge <direction/button> : Hold a direction or button for a certain length of time to 'charge it up' for use in a special move. hold <button> : Hold the specified button while doing the rest of the movements. =============== UNIVERSAL MOVES =============== These moves work exactly the same with all characters. GAUNTLET RELATED MOVES Throw Gauntlet : forward + BACK ARM + BACK LEG Pick Up Gauntlet : away + FRONT ARM Gauntlet Special Power : quarter circle, FRONT ARM THROWS Throw Enemy : Get close, forward + BACK LEG Throw Reversal : Spin joystick UPPERCUTS Backhand Uppercut : down + BACK ARM Gauntlet Uppercut : down + FRONT ARM TRIPS/SLIDES Z-Spin Trip : away + FRONT LEG Trip : down + FRONT LEG Slide Kick : down + BACK LEG HELLHOUND Home Province : Scorch Gender : M Gauntlet : The Phlogiston Height : 6 ' 0 '' Gauntlet Special Power : Flamethrower Weight : 224 lbs Passable Powers : Hellfire, Freeze Escape Special Death Move : CHAR DOG Life in the searingly hot Scorch Province is one of constant warfare. Located South of the Death Zone, Scorch is at the planet's equator strewn with volcanic activity. Over the years, the inhabitants of Scorch have developed an immunity to heat, and have the ability to store heat and release it at will. The Death Zone separates Scorch from Polaria, the frozen Province, and these two radically different races are consumed with hatred for each other. HELLHOUND is the fiercest fighter and most feared leader in the Scorch army, and has recently proclaimed himself as the official diplomat and spokesperson for the country. He has reluctantly agreed to a number of peace summits and trade conferences with the ritualistic Ice people, but has taken great pleasure in turning these talks into pure chaos and violence. HELLHOUND has sworn to lead his people to total domination over the Ice province. Hellfire : upper quarter circle Fireball : quarter circle, BACK ARM (may be done in air) Meteor : charge away, forward + FRONT ARM (may be done in air) Freeze Escape : Spin Joystick as you begin to freeze. Sunder: Scarlet Sunder : reverse quarter circle, FRONT ARM Decapitation: Boiling Point : quarter circle to reverse half circle, FRONT ARM CHAR DOG : close, two forward, reverse quarter circle, FRONT ARM + FRONT LEG Preq : MUST have Gauntlet FREON Home Province : Polaria Gender : M Gauntlet : The Geleed Height : 6 ' 2 '' Gauntlet Special Power : Ice-A-Rang Weight : 219 lbs Passable Powers : Ice Morph Special Death Move : BLOODY SLUSHY The fiercely cold Ice Province, Polaria, is North of the Death Zone. The people who inhabit this portion of the planet have become cold blooded and require no heat to survive. FREON is the sovereign ruler of the oppressed Ice people, and is convinced that he is destined to be the ruler of the entire planet. FREON's arrogant nature has demanded a great deal of pomp and circumstance in his life, and his subjects treat his wishes as Law. FREON has attempted many times to find his counterpart within Scorch, the Province that warms the south, to accept his offer of surrender and domination. However, his regal demeanor is lost on HELLHOUND, who has concluded all talks of subjugation with unpredictable chaos. This lack of respect for his nobility has pushed FREON to his limit. He will have respect from the barbaric Fire people if he has to destroy every last one of them. Ice Morph : three down Water Defend : three down, up Freeze : quarter circle, BACK ARM (may be guided, and may be done in air) Ice Shatter : uppercut (after freezing opponent) ShadowKick : reverse quarter circle, FRONT LEG Sunder: Brumal Sunder : reverse quarter circle, FRONT ARM Decapitation: Ice Pick : quarter circle to reverse half circle, FRONT ARM BLOODY SLUSHY : freeze, ice morph, up when directly underneath opponent. FALLOUT Home Province : Death Zone Gender : M Gauntlet : The Mephitic Fist Height : 5 ' 11 '' Gauntlet Special Power : Toxic Quills Weight : 205 lbs Passable Powers : E.R. Cannon Special Death Move : CRITICAL MASS The Death Zone is a desolate, radioactive wasteland that separates Polaria and Scorch. Little is known about the Death Zone, as those who enter its borders never return. Although a founding member of the Planet Alliance, the Death Zone has not been an active member for many centuries. When the call to the provinces went out announcing the BloodStorm Contest, the Death Zone was forgotten. As the contest day neared, a figure emerged from the toxic mists. FALLOUT, the most feared quasi-leader of the Death Zone, demanded his rightful place in the competition. Although his participation in the tournament is strongly protested by the rest of the Planet Alliance, FALLOUT is allowed to fight through a centuries-old document created at the inception of the Alliance. E.R. Cannon : hold block + upper quarter circle Slime Gun: 1x hi charge away, forward + BACK ARM 2x hi/hi charge away, forward + BACK ARM, two forward 1x lo quarter circle, BACK ARM 2x lo/lo quarter circle, BACK ARM, two away 2x hi/lo charge away, forward + BACK ARM, quarter circle 3x hi/hi/lo charge away, forward + BACK ARM, two forward, quarter circle 4x hi/hi/lo/lo charge away, forward + BACK ARM, two forward, quarter circle, two away Slime From Above: in air: quarter circle, BACK ARM Air Slice : charge away, forward + FRONT ARM Back Flip : two away Shadow Boot : quarter circle, FRONT LEG Sunder: Toxic Sunder : reverse quarter circle, FRONT ARM Decapitation: Meltdown : charge down, up + FRONT ARM CRITICAL MASS : close, away + BACK ARM + FRONT ARM Preq : MUST have Back Arm MIRAGE Home Province : Obsel Gender : F Gauntlet : The Aniglav Height : 5 ' 8 '' Gauntlet Special Power : Grenade Launcher Weight : 120 lbs Passable Powers : Grenades, Land Mine Special Death Move : OBICULARIS BOMB MIRAGE is the militant leaser of Obsel, a harsh desert world where life has become a continuous battle for survival. For years the troubled race waged fierce civil wars, until finally the male population was dangerously reduced in numbers. The female population, horribly oppressed by their male counterparts, banded together and overthrew the weakened male-dominated government. MIRAGE is the direct descendant of the leader of the Great Female Uprising. She continues to uphold the new laws that enslave men by cutting off their feet at birth and raised in pens to be kept alive solely for reproduction and nourishment. MIRAGE has plans to lead her cannibalistic women warriors and their terrorist lifestyles into the outer reaches of the world, proving dominance over all men. Grenades : reverse quarter circle, BACK ARM Land Mine : down + BACK LEG + FRONT LEG Jump Kick : charge away, forward + BACK LEG Wall Jump : In air, pull joystick away from the wall. Rez In : quarter circle, FRONT LEG Rez Out : reverse quarter circle, FRONT LEG Sunder: Phagitic Sunder : charge away, forward + FRONT ARM Decapitation: Power Strafe : reverse quarter circle extended to upaway, FRONT ARM OBICULARIS BOMB : close, reverse quarter circle, forward + BACK ARM Preq : MUST have Back Arm TEMPEST Home Province : Nimbus Gender : F Gauntlet : The Windigo Height : 5 ' 9 '' Gauntlet Special Power : Windshift Weight : 114 lbs Passable Powers : Storm Shield Special Death Move : EXORCISM TEMPEST is the daughter of the now dead High Emperor. TEMPEST's ancestry was controlled and crafted by the Royal Gene Matrix, to create the perfect human specimen. Her genealogy has also allowed her to develop the ability to control concentrated air masses at close range. Her early years were spent as a pampered and catered Princess, until she was seduced by the handsome and mysterious RAZOR. The Gene Matrix, violently opposed to the affair, convinced TEMPEST that RAZOR had secret plans to usurp the Crown and destroy the Royal Family. TEMPEST, her heart broken and trust betrayed, vowed never to be a victim again. She has dedicated herself to mastering all forms of personal combat and controlling her elemental powers. TEMPEST is a swirling mass of emotions over the mysterious death of her father, the High Emperor. She does not feel a tournament should be held until her father's death is avenged. Her contempt for the other BloodStorm contestants is obvious, as she feels strongly that she is the rightful heir to the throne. Storm Shield : hold block + forward, away, forward, away Tornado : quarter circle, BACK ARM (may be done in air) Flying Shadow : In air: down + FRONT LEG Thrust Kick : In air: two forward + BACK LEG Hand Spring Kick : Flail FRONT LEG after falling down Sunder: Mistral Sunder : reverse quarter circle, FRONT LEG + FRONT ARM Decapitation: Headwinds : reverse quarter circle, FRONT ARM EXORCISM : close, quarter circle, BACK LEG Preq : MUST have Back Arm RAZOR Home Province : Ebony Harbor Gender : M Gauntlet : The Natator Height : 6 ' 4 '' Gauntlet Special Power : Vorpal Disc Weight : 240 lbs Passable Powers : Optic Laser Special Death Move : MEAT GRINDER Years ago, the handsome and crafty RAZOR managed to seduce a young TEMPEST who is the daughter of the Emperor. The torrid love affair ended in scandal, however, when the Royal Gene Matrix accused RAZOR of plotting the deaths of the Royal Family as a means to attain the Crown. During his first year of torture in the Nimbus prisons, RAZOR was sold to TALON and taken back to Cyberia. There TALON experimented on RAZOR, replacing his arms and eye with cybernetic technology. Finally RAZOR managed a daring and desperate escape from the Cyberian laboratories. His escape led him back to the dark and gritty underground of Ebony Harbor, his home province. As the years went by, RAZOR has managed to gain power by creating the underground Black Market Network. The often shady trading and supply system has become an established necessity for all of the Provinces on the planet, and RAZOR, the enigmatic and hardened ruler of the Ebony Coast, has had dealings of many kinds with all of the leaders of the various Provinces. Optic Laser : hold block + two forward Grapple Arm : quarter circle + BACK ARM Maximillion : Flail BACK ARM Flying Jab : up + BACK ARM Close Shave : forward + BACK ARM Sunder: Serous Sunder : reverse quarter circle, FRONT ARM Decapitation: Over-Keel : quarter circle, away + FRONT ARM MEAT GRINDER : close, forward away forward away forward, BACK ARM Preq : MUST have Back Arm TALON Home Province : Cyberia Gender : M Gauntlet : The Cyber Claw Height : 6 ' 9 '' Gauntlet Special Power : Taser Weight : 350 lbs Passable Powers : Cruise Missile Special Death Move : THE VENTILATOR Cyberia is the technological capital of the planet, and for decades all new equipment and weaponry originated from there. Unfortunately, the pollution from the hundreds of manufacturing plants caused a horrible disease that destroyed cell tissue at an alarming rate. Having no medical experience, all of the technological resources were turned internally to find a cure for this affliction. The result is a race of cyborgs, who have replaced most of their biologicals with cybernetics. TALON is the cold, unfeeling cyborg ruler of the Cyberian Province. TALON's original bio-programming had him dedicated to finding a cure for the techno-virus. This led him to other Provinces, where he would kidnap healthy "bios" and perform unspeakable experiments in an attempt to find a cure. Among TALON's victims was RAZOR, who is the only survivor of these heartless tortures. Through his unfeeling and cruel experiments, TALON has deduced that cyborg physiology is superior to that of "bios", and that the Cyberian race must devote itself to converting the planet to unfeeling, unthinking technobots. For this reason, the rulers of all of the Provinces hate and fear TALON and what he will do if he gains the throne. Cruise Missile : hold block + [two back, forward] Hover Heli : quarter circle + BACK ARM Flying Heli : up+<Hover Heli> (controllable) Aerial Heli : upforward+<Hover Heli> (controllable) Power Surge : quarter circle, FRONT LEG Sunder: Cyber Sunder : reverse quarter circle, FRONT LEG Decapitation: Cyber Scratch : reverse quarter circle, FRONT ARM THE VENTILATOR : reverse quarter circle, forward + BACK ARM + BACK LEG TREMOR Home Province : Subterra Gender : M Gauntlet : The Galan Mantle Height : 7 ' 1 '' Gauntlet Special Power : Earth Blaster (see GSP) Weight : 426 lbs Passable Powers : Earthquake Special Death Move : AFTERSHOCK TREMOR is the strongest and wisest of the long-lived Earthians, from the Subterran Province. These creatures are few in number but have lived for centuries, nurtured by the mystical elemental forces that protect Subterra. For years the Earthians lived underground, oblivious to the destruction and waste that pervaded the other areas of the planet. TREMOR was the first to emerge from the mystical depths and become aware of the planetary strife and destruction. He traveled across the globe, offering ecological solutions to hunger, strife, and pollution. Unfortunately the rulers of the Provinces have become jaded and suspicious, and no one would change their destructive ways. TREMOR is completely frustrated by the blind resistance he has encountered, and has started to feel that the only hope for the planet is to force his changes upon the people of tthe world. TREMOR sees the BloodStorm contest as a chance to destroy the sickness and disease and bring a much needed cure to the planet. Earthquake : charge away, forward + FRONT LEG Shockwave : quarter circle, BACK LEG Rolling Boulder : charge away, forward + BACK LEG Avalanche : charge down, up + BACK LEG Shadow Punch : charge away, forward + BACK ARM GSP : Earth Blaster Small Stone : quarter circle, FRONT ARM Medium Rock : charge away 2 secs, quarter circle, FRONT ARM Large Boulder : charge away 3+ secs, quarter circle, FRONT ARM Sunder: Geo Sunder : charge away, forward + FRONT ARM Decapitation: Crag Smasher : reverse quarter circle, FRONT ARM AFTERSHOCK : close, three forward, BACK LEG Preq : MUST have Front Arm ============================================================================== .-----------------------------------. | The Hidden Enemy Agents of Nekron | | | | R E V E A L E D ! | `-----------------------------------' This section explains the special requirements for getting to the eight Secret Enemy Agents of Nekron hiding in BLOODSTORM. All of the Agents fight very well, and are tougher to beat than the regular fighters. The good thing is that even if you lose to them, you don't lose your game! (Except for Sin, who is really not hidden, and comes up when you beat all of the regular fighters). When you have beaten all of the regular fighters, and all of the hidden agents, you will get to see the credits, and at the end of the credits a code is given to you. Write down the code and the fighter you used, and the telephone number it gives. Ask for Leif, and give him the info. You may appear in BLOODSTORM 2 - NEKRON STRIKES BACK! Also, remember that you can only get to any of these hidden characters when you are playing a one player game. OK, Here we GO! ====== SHADOW ====== Origination Screen : Any Agent Location : The Shadows Accessibility : Easy (depending on skill w/o block button) Shadow is a special agent of Nekron, who has the ability to render himself invisible. Through techno-elemental means, Shadow has the ability to focus his mind, causing light to bend around his body, and become completely invisible to the naked eye. No one is sure who Shadow is, where he came from, or how he manifested his extraordinary abilities. The most popular theory is that Shadow was once a particularly warped and powerful demon bounty hunter. The demon was standing very near the spot where Nekron first appeared within the pocket dimension after the Mega Bomb was detonated. It is most likely that the bounty hunter's body was disintegrated by the blast, but it may be that the mystical energies that created Nekron also were absorbed by the powerful assassin. By sheer force of will, the demon was able to reassemble his form, yet not enough to make himself visible. Nekron's new powers, however, allowed him to see this wounded soldier, and trained him to control and master his new found abilities. Shadow now waits within the shadows, awaiting orders as to who to attack next. Shadow can be found from any background. All you have to do is defeat your opponent 2-0 (no round 3 allowed, folks....without using the Block button in any match, and do the fatality on BOTH rounds. You are then transported to The Shadow World to fight Shadow. Note that you cannot reach Shadow by defeating a secret character in this way, unlike Blood. Hint: Sending the opponent into the Toxic Marsh counts as a fatality, so be sure to work this into your battle plan... ===== GOLEM ===== Origination Screen : Subterra Agent Location : Golem's Lair (in Subterra) Accessibility : Difficult Golem was created from the rotting carcasses of the local demons slaughtered by Nekron. Through the techno-magical powers Nekron gained through high exposure to the Mega Bomb, he reconstructed and reanimated a terrible and menacing creature from the victims of his experiments. This single-minded monstrosity now stalks the limitless underground passageways within Nekron's lair, seeking an exit that will allow Nekron safe physical passage back to his home dimension. In Subterra (the background with the cliffs on either side), there is a spike hanging down from the ceiling, suspended over the cliff. If you can knock down the spike, it falls into the pit. Then you just jump into the pit and you will not get spiked, you will stand on top of the fallen spike and enter through the door! To knock down the spike, you need to hit it twice with either your gauntlet or a projectile. Simply jump into the air and do the normal gauntlet throw move or whatever your projectile move is. Usually your gauntlet will hit the spike and bounce back. Sometimes it misses and falls...bad news. Remember, to pick up your gauntlet again go near it and do AWAY+FA. Fireballs, ice freezes, slime shots, tornadoes and rocks work too (maybe more?) so you don't have to necessarily take a chance of losing your gauntlet (although the gauntlet is easier). Just remember to do them in the air so they hit the spike. Hint: It is FAR easier to hit the spike with a projectile if you can sunder your opponent. If you can get their arms off as well, even better! (just don't kill them in the process) Then, get them as close to the edge as you can, jump, and throw the projectile at the spike. A very popular approach is to fight someone who loses their arms easily - Razor loses arms with no trouble! Do a simple waiting game, perform a two hit combo (like D+BA and then standing FA) twice. This usually results in the loss of the back arm as well as putting the opponent in danger of stun. Then do the sunder. (This usually results in Razor losing not only his legs, but the front arm as well. In otherwords, he's helpless!) Push him to the end, step back one step, jump, throw your gauntlet, then go back, pick up HIS gauntlet, and throw it at the spike. Jump over the mess and off the edge. Easy.) ======== DIMENTIA ======== Origination Screen : Obsel Desert Agent Location : Triax Accessibility : Easy Dimentia is a demonic agent chosen and mind-bent by Nekron to do his bidding. Her natural psi-powers, including her potent third eye blast, combined with her superb fighting skills made her a perfect candidate for Nekron's army. Dimentia has been the main instrument with which Nekron has controlled events on Earth. Using her powerful psi-mind from within the portal of Triax, Dimentia has subtly altered decisions and perceptions of key events throughout the planet. These alterations have escalated tensions and suspicions between the provinces to the boiling point, causing irrational violence and a weakened alliance. In the Obsel desert, on the ground, amidst all those symbols, there is a circular figure with five lines in it, like dividing a pie into five even wedges. Once the round begins, throw your gauntlet. You can jump and ditch it away, even. You won't need it. Move to the circular figure, and do the move to pick up the gauntlet (BACK+<FA>). The character will bend down and touch the ground. When the character touches the circular figure, a portal is activated and the character is transported to Triax, to fight Dimentia. The portal isn't exactly on the circle. If you are facing right, stand EXACTLY on the circle and hit the left line of the birthday cake (?). If you are facing left, hit the circle. Hint: Of course, you may want to fight the opponent for a while, to weaken it enough that you can safely attempt the portal activation. However, the procedure should be no problem... ======= CRANIAC ======= Origination Screen : Black Armada Agent Location : Catwalk Accessibility : Moderately Easy When Nekron first tested his new power against the population of his prison dimension, he destroyed half of the demonic race, including their greatest leaders and toughest fighters. Nekron later used his techno-elemental power to graft the brain of a demon stealth assassin, whose body was destroyed beyond repair, to a techno-organic battle suit. The result is Craniac, a maniacal and dangerous warrior assassin. Craniac's assignment has been to subtly influence tensions and suspicions between Provinces by damaging and poisoning goods and services within the Global Trade Network and the Black Market Network. Craniac is a robot creature with an exposed brain that has a metal jaw attached to it. You get to him from the Black Armada background. (This background is the one with a catwalk in the distance.) Getting to the back platform is the key. Hold BLOCK and move UP two or three times to jump back to the far away platform. Moving left or right makes you switch sides, down keeps you still, and up or center makes you come right back to the front. To get to Craniac, jump back to the platform three times and hold down each time you get back there, in order to get as much time back there as possible. 5 seconds after returning from the third trip, a small Craniac will fly onto the platform. While he is there (he doesn't stay very long), jump back there again to be with him, holding down to wait there. The game will freeze and a message will come up stating that you will fight Craniac! The background then scales up and you fight full size! Hint: Do NOT go back to the catwalk after the third trip UNTIL YOU SEE CRANIAC ON THE CATWALK. Craniac MUST land on the catwalk before you. If you go back a fourth time before Craniac lands, you will have to come to the front and jump back again. Since Craniac does not stay very long on the catwalk, it is very possible that he'll leave before you can retry, and he will NOT come back that round. ====== WRAITH ====== Origination Screen : Scorch HQ Agent Location : Southern Abyss Accessibility : Very Easy (after victory at Scorch HQ, that is...) Wraith is clever and devious, and even Nekron cannot completely trust this unreadable assassin. Wraith was recruited from the small group of elite demonic rulers that governed the pocket dimension. When it became painfully obvious that Nekron would soon take control of their world, Wraith turned his back on his people, and offered his services to Nekron. Although Wraith has followed orders to the letter and has always been a loyal agent, his cold silence and stealth-like demeanor give the impression that he has ulterior motives all his own. Wraith monitors the ongoing tensions between the Fire and Ice people, and in countless subtle ways has helped to escalate the bad blood between races. Wraith is found from the Scorch HQ background. You get to Wraith by entering a 'trash talk' password (more on those in Appendix A) after you win a match on this background. The password is UP UP UP Block. When you enter the correct password, WRAITH SUMMONED appears on the screen. You will be taken to the Southern Abyss, a screen where you fight Wraith on a wooden bridge over lava pits. Hint: Do NOT enter a "Travel Code" after summoning Wraith, unless you like the idea of fighting Wraith on the Character Selection Screen with a 10 second time limit instead of 90... === SIN === Origination Screen : After completing all 8 main battles Agent Location : Chamber of Pain Accessibility : n/a Sin is the only agent to be virtually unchanged by Nekron's ascension to power in her home dimension. Even before Nekron's arrival, Sin was doing what she does now...killing. Sin is completely uninterested in politics or power, and cares not who is giving the orders, as long as she has victims to torture and kill. Rarely if ever leaving her cherished Chamber of Pain, Sin waits for her daily ration of victims that will satisfy the blood lust within her. Nekron, amused by this single-minded, cold-blooded killer, keeps Sin happy and satisfied by giving her the weak and the traitorous from his kingdom to do with as she pleases. It is said that no one will ever combat Nekron, for they must face Sin first. Sin isn't really hidden, but she is listed in the handbook as an Agent of Nekron, and she is also on the Agent screen at the end of the game. When you beat all of the regular eight fighters, you will fight Sin in the Chamber of Pain. The Chamber of Pain has moving walls that slowly close in on you as you fight. Sin has a whip that is very long, and she is VERY quick. She is wearing a skimpy black leather outfit and a leather mask. Also, if the walls get close enough together, spikes will shoot out of the walls and run you through! Sin is not hurt, but YOU die. The clock is at about 20 when the spikes come out. ======= RATCHET ======= Origination Screen : Nimbus Agent Location : Eye of the Bloodstorm Accessibility : Difficult Ratchet is a mechanical construct designed by Nekron to be the perfect killing machine. His artificial life force has been programmed with only thoughts of death and destruction. Having the ability to think, but with limited free will, Ratchet is jealous and hateful of the soft mortals that surround him. He is fortunate that his programming calls for the eventual destruction of all mankind, for that is what he longs to achieve. Although completely loyal to Nekron and his schemes, Ratchet is secretly impatient and longs for the day when he can execute his prime directive. Ratchet has been stationed within the Eye of the Bloodstorm, a place where no mortal can withstand for long. On Nimbus, note the far left side of the platform...there is a line that separates the small edge part from the rest of the platform. This is the key. On the winning round, you must defeat the opponent so that either you or your opponent stays fully to the left of the line, in the edge part. Then, you enter a 'trash-talk' code. The code is: while holding joystick left, ( 4 FRONT LEG , BLOCK ) When you do the code, the clouds will turn red - You have been teleported to the Eye of the Bloodstorm and will fight Ratchet soon. Hint: Do NOT enter a "Travel Code" after activating this teleportation, unless you like the idea of fighting Ratchet on the Character Selection Screen with a 10 second time limit instead of 90... ===== BLOOD ===== Origination Screen : Any Agent Location : n/a - Agent teleports to your current screen Accessibility : Easy (but variable, depending on skill w/perfect) Blood was created as a result of an experiment performed by Nekron to create a living robot with all organic components. The result is Blood, a robot made completely from living tissues and organs grown and cultivated within a laboratory. Because of the strange nature of these living organisms, an inordinate amount of blood is needed to keep the creature functioning properly. Blood has been programmed by Nekron to fight and kill and has no mind of his own. He is the only special agent who can withstand a direct transportation jump from Nekron's lair to anywhere on Earth. Blood, like Shadow, can be found from any background. The difference is Shadow takes you to his world, and Blood is fought on the background you are currently on. To fight Blood, you need to have a perfect round, and then win the match. Note that if you get a Perfect in the first round, Blood will not appear until the match (win 2 out of 3) is over. If you do this, the dead opponent explodes and Blood comes alive! He is all red and has a blob of oozing blood for a head. He has Nekron's gauntlet, and therefore a very extended reach. He also shoots fireballs, like Hellhound. ============================================================================== THE BOSS: =========== N E K R O N =========== Location: Unistat Height: 12' 0'' Weight: Unknown Gauntlet: The Hand of Death Unknown to any of the Provincial population exists a hidden land, cloaked by technology and protected by a dark elemental force. NEKRON, the evil entity who rules this hidden kingdom, is responsible for the death of the Emperor and has forced the strife and tensions on the planet to the boiling point. Centuries ago, during the Mega War of the 30th century, NEKRON was the techno-scientist who created the Mega Bomb. This device attempted to combine technological weaponry with elemental forces, allowing its user complete control over the planet. As NEKRON was making his final adjustments to his creation, an allied attack bombed his laboratory and set off the Mega Bomb prematurely. The power that was unleashed caused such destruction and planetary upheaval that the human race was nearly destroyed. NEKRON, who was at the epicenter of the blast, was somehow transported to a pocket dimension that kept him alive. There the techno-elemental forces transformed him into a bizarre and frightening creature of immense power. Trapped in this pocket dimension for centuries, NEKRON has plotted for the day when he will escape his hidden lair and rule the entire planet. NEKRON has created ten mysterious agents that have helped him to orchestrate events across the planet for centuries, causing tension and suspicion to build between the various races. He plans to let the world's leaders kill each other off in the BloodStorm contest, knowing that their petty hatreds and personal desires will keep them from looking for the truth about the High Lord Emperor's mysterious death. When the Provincial leaders at last destroy each other, the winner will be spirited to NEKRON's hidden lair. NEKRON will defeat the final world leader and the provinces will be left helpless before his power. Then NEKRON can use the corpse of the dead champion as a gateway that will allow NEKRON to re-enter the world and conquer the planet. ============================================================================== .--------------------------------------------------------. | Appendix A - Trash Talk and Special Programmer's Codes | `--------------------------------------------------------' YOU REALLY GEORGED THAT ROUND. WAS YOUR JOYSTICK WORKING? I COULDN'T TELL... MOST PATHETIC. SORRY BUDDY, THIS IS A REAL FIGHTING GAME. NO STYLE NO CLASS GRONK YOU EAT MY SHORTS ROTFLMAO MOST IMPRESSIVE ... NOT As if it weren't enough to have all this nonsense happen in the arcade between the players themselves, now it is possible to have the game itself spew messages like these to the now-defeated opponent. However, this isn't all that the feature does...hidden among all the possible messages are things that actually DO something besides talk trash. These special codes are explained here. "But what is all this? How do I make it an integral part of my game?" Well, if you have actually completed the game (in other words, gotten ALL the goodies, defeated all the secret agents, got the end-credits, etc...), then you have already done this in two places. When you battled at Scorch HQ, in order to get to Wraith, you had to enter UP UP UP BLOCK after the battle. When you battled at Nimbus, the code was LEFT+(4x FRONTLEG , BLOCK). These are two very special parts of the set of Trash Talk codes...in that these only work at these specific places. The rest of the trash talk codes work any time. (or at least, we haven't found any other site-specific codes...if we do, this will be updated) For starters, let's get comfortable with four very simple codes: UP UP BLOCK LEFT LEFT BLOCK RIGHT RIGHT BLOCK DOWN DOWN BLOCK In simpler terms, two hits of a direction, followed by block. The block key is used as an ENTER key for all codes. This cannot be stressed enough...ALL CODES MUST END WITH BLOCK. Anyhow, the four example codes put up four different messages. I won't mention them here...you can quite easily see them for yourself in the complete Trash Talk codes section...they are in the [2 elements] section...the easy ones. :) The reason I mentioned these easy codes is: If you ever make a mistake, and a code does not result in something, IMMEDIATELY do one of these codes. If you make too many mistakes, you will be locked out of the Trash Talk system and will have to wait until the end of the next battle. If you had one of the special codes that needed to be put in as the last code, it is too late. Entering an easy code 2 or 3 times resets the mistake sensor and lets you work with things for a while longer. "Ok, so how about explaining the purpose of some of these Special Codes?" Taxi Codes: Have you ever thought...'Damn...if I could just get to the Obsel Desert, I could get to Dimentia...but I'm four screens away from there, I only have two fighters left, and I STILL need to get Shadow!! I'm screwed...' How would you like to, in effect, wave your hand at the end of a battle and yell, "YO! TAXI!!", and a taxi pulls up and takes you to Obsel Desert to fight the next battle? Now you can...with a special set of codes which we'll call the Taxi Codes just for reference. Taxi Codes are all an easy-to-remember standard form, and can take you to any of the 15 battle screens. Note that you cannot use the travel code for Triax in order to immediately battle Dimentia. Rather, you would combat the next fighter on your agenda there! Imagine...fight Tremor in the Shadows, or Mirage on the CatWalk... But even more important, you can go to the screens that contain the necessary elements to complete the game! Example: You have 2 fighters left, and still need to defeat Wraith in order to have completed all eight secret agent battles... but Scorch HQ is 4 screens away! You'll never make it!! Unless......YO! TAXI!! Enter the code for Scorch HQ, and you are on your way via the express lane! Now you have it made in the shade... You can even do this in 2 player games - when you defeat your opponent, you can select your favorite screen to do battle in. You can even play the 'Hometown Kid' style, and always pick your home screen. (Talon would always pick Cyberia, Tempest would pick Nimbus, etc.) Add a whole new dimension of fun to competitions. "OK! Sounds great! Now what are the codes?" My, my....impatient, are we? :-) Fine, Here is the code format. The Taxi Codes have 4 parts to them: 2 or 3 RIGHT UP or DOWN An Attack Button ...and BLOCK to enter it. (of course) So, a combination such as: RIGHT RIGHT DOWN BACKLEG BLOCK is a travel code. In fact, this is the travel code for Subterra, the access point for Golem. All 15 Taxi Codes are on the next page. The codes are in list form, as well as a handy chart format. Developing a good battle plan with your travel sequence planned out is the key to an easier victory. Example: Tempest has devised her battle plan as follows: First, take care of the three secret agent battles that do not require the defeat of a fighter. These are Craniac, Dimentia, and Golem. Also, achieving Blood via Golem is not too hard, so try to work this sequence in as often as necessary. Then, take Wraith and Ratchet in no particular order. Finally, get Shadow via the Toxic Marsh. Sin follows soon thereafter. Take special note that Fallout will make getting to Golem a pain due to an annoyance in the 2.1 programming, and Mirage makes life in the Toxic Marsh far too annoying. Deal with these annoyances elsewhere on the planet if possible. And now...the Taxi Codes! REGULAR SCREENS R R .------------------------. .------------------------. | U BA: Black Armada | | U FA: Obsel Desert | |------------------------| |------------------------| | D BA: Nimbus | | D FA: Scorch HQ | `------------------------' `------------------------' .------------------------. .------------------------. | U BL: Cyberia | | U FL: Toxic Marsh | |------------------------| |------------------------| | D BL: SubTerra | | D FL: Polaria | `------------------------' `------------------------' SECRET SCREENS R R R .------------------------. .------------------------. | U BA: Catwalk | | U FA: Bloodstorm Eye | |------------------------| |------------------------| | D BA: Triax | | D FA: (Scorch HQ)* | `------------------------' `------------------------' .------------------------. .------------------------. | U BL: Golem's Lair | | U FL: Chamber of Pain | |------------------------| |------------------------| | D BL: Southern Abyss | | D FL: The Shadows | `------------------------' `------------------------' Note: Scorch HQ is listed both as R R D FA and R R R D FA, because the only the last two R's are noted in this case. There is no true location for R R R D FA, since there are only 15 destinations, and they had to turn one code off. (Ed.- I would have invented THE VOID - no background at all...that would have been interesting! Or how about THE ARCADE...have a bunch of generic (or maybe even STRATA) videogames, with players all around, cheering wildly? Maybe in BLOODSTORM II...) By alphabetical order of screens, with useful activities for completion noted: STANDARD SCREENS: Black Armada R R U BA Path to Craniac Cyberia R R U BL Uppercut opponent into fans, otherwise useless. Nimbus R R D BA Path to Ratchet Obsel Desert R R U FA Path to Dimentia, repeatable Polaria R R D FL Throw opponent on spikes, otherwise useless. Scorch HQ R R D FA Path to Wraith Subterra R R D BL Path to Golem, repeatable Toxic Marsh R R U FL Send opponent into marsh, easy path to Shadow. SECRET SCREENS: Bloodstorm Eye R R R U FA Catwalk R R R U BA Chamber of Pain R R R U FL Golem's Lair R R R U BL Shadows R R R D FL Southern Abyss R R R D BL Triax R R R D BA The seven secret screens are marked (useless) because they are totally devoid of activities. What's more, many of the screens are of fixed width and position. Whether this is of any interest depends on your intentions. However, they will not help you in any way to complete the game. Morph Codes: Another scenario: You start a game, and....@*&^%#!!! You chose the wrong character! You entered your password with all your powers (and if you have defeated Nekron before, you have his gauntlet) but you are (for example) a Tempest player, and you just accidentally selected Talon! Aiiiieeeeeee! But wait! All is not lost. You struggle through the first battle using Talon, then immediately after the battle go backstage and confer with some fantastic makeup artists and trainers. PING! You are now Tempest!! Life is wonderful again. Sound crazy? Well, that's debatable, and besides....is it any more crazy than yelling for a taxi? :-) It's here, and it can really save your a$ets, and the freaky part is: You can even morph to six of the special agents!!! By now, you are surely familiar with the fact that every Special Agent is an alteration of a regular fighter. This plays a vital role in remembering how to work with the codes. Each Morph code consists of three parts: Either Left/Right, or Right/Left 4 buttons in circular order ...and BLOCK to enter it (of course) The circular order thing is very important. Note the positions of the attack buttons. You must press each button in a circular pattern for each of the codes. Example: BA FA FL BL, FA BA BL FL. Another very useful way to think about this is by letters of the alphabet which the patterns resemble. If you trace a line from the following points: BL BA FA FL . . . you will note that it looks like the lowercase 'n'. I have called this the 'N' code in the list. Reversing that list results in the same shape, just drawn in reverse. I called this 'revN'. (Yes, I DID include the buttons for you too.... :-) ) Shape Buttons L R R L (Secret Agents) (Regular Fighters) ------------------------------------------------------------------------------ N (BL BA FA FL) Sin Mirage revN (FL FA BA BL) Golem Tremor U (BA BL FL FA) -------- Freon revU (FA FL BL BA) Ratchet Razor D (BA FA FL BL) Craniac Talon revD (BL FL FA BA) Dimentia Tempest C (FA BA BL FL) -------- Hellhound revC (FL BL BA FA) Wraith Fallout Note that Blood (derivative of Hellhound) and Shadow (derivative of Freon) are NOT available via this method, nor are Gargoyle/Chainsaw and Nekron. Golem has become the local favorite to play....that horn-rush move has the rolling ball beat hands down, being fully combo-able. NEW: -STARTING- as a Secret Character WITHOUT using a Morph Code: Yes, you can start the game with one of the REAL secret character entries now! However, these codes are PASSWORD codes...you can't do this with your own code. They are done like the Big Head Codes that are explained later. Dementia h:UP + (<BL> <BL> <BL> <BA>+<BL>) Golem h:UP + (<BA> <BA> <BA> <BA>+<BL> Wraith h:UP + (<BL> <BL> <BL> <FA>) Sin h:UP + (<FA> <FA> <FA> <FA>+<FL>) Craniac h:UP + (<FL> <FL> <FL> <FA>+<FL>) Ratchet h:UP + (<BA> <BA> <BA> <FL>) Blood h:LEFT + (<FA> <BA> <BL> <FL>) <----- 2.20 ROM ONLY Gargoyle h:RIGHT + (<BA> <BL> <FL> <FA>) <----- 2.20 ROM ONLY Nekron 2x(top2, left2, right2, bottom2) <----- 2.20 ROM ONLY I -know- that Nekron one is going to cause EVERYONE some problems! Hit the top two buttons at the same time, then the left two buttons, then the right two, then the bottom two, and repeat that sequence again. Each pair counts as an element, and this is an 8 element code. Got it? I hope so. (All these are 8 element codes, really. For an explanation on the elements concept, go to the Trash Talk Compendium in the final section.) Unfortunately, though, you can't be Shadow, even in the 2.20 ROM...but Gargoyle? (aka Chainsaw) This should be interesting! Gauntlet Codes: Have you ever, for some strange reason, felt that the gauntlet your beloved people gave you, well, to put it in the most polite way possible....sucks?? Now there is a way you can do something about it.....borrow someone elses gauntlet! How? With a Gauntlet Code, of course. Simply walk backstage at the end of a battle, deposit your gauntlet, and press the buttons of the gauntlet you want. PING! A fresh new perspective on life! Tempest with a Mephitic Fist Slime Gun, Freon with a Cyber Claw Taser.....the possibilities are endless! And yes, if you are a secret character this works too! Simply do the Gauntlet Code after the Morph Code. (If this is starting to look like Design-A-Character to you, you are not alone. :-) ) All of the Fighter gauntlet codes start with FRONT ARM. The Secret Gauntlets of Nekron and his Agents are both 'do stuff while holding BACK LEG' style. Gauntlet codes, in alphabetical order by Owner name and by group: ------------------------------------------------------------------------------ Fallout's Gauntlet: <FA> DOWN LEFT RIGHT <FA> Block Freon's Gauntlet: <FA> <BA> <BA> <BA> Block Hellhound's Gauntlet: <FA> LEFT DOWN LEFT <BA> Block Mirage's Gauntlet: <FA> RIGHT RIGHT LEFT LEFT <FA> Block Razor's Gauntlet: <FA> RIGHT DOWN RIGHT <BL> Block Talon's Gauntlet: <FA> RIGHT DOWN RIGHT <FA> Block Tempest's Gauntlet: <FA> DOWN RIGHT LEFT <FL> Block Tremor's Gauntlet: <FA> (hold <BA>) DOWN DOWN (release <BA>) Block Agent's Gauntlet: (hold <BL>) DOWN DOWN <FL> (release <BL>) Block Nekron's Gauntlet: (hold <BL>) UP DOWN <BA> (release <BL>) Block ------------------------------------------------------------------------------ For information on the names of the Gauntlet Special Powers for each gauntlet, consult the Information Sheet of the owner of the Gauntlet. ------------------------------ Instant Power...just add code! ------------------------------ Have you ever walked up to a new machine and thought, "Damn...I have to start ALL over again, and get all my powers....what a pain." How does getting all powers in one battle sound? That's right....ALL powers. All 8 powers, and all 3 secret upgrades. Just remember this magic formula: U R D L D R U (Block) This code at the end of any battle gives you everything you need. Then, just enter the code for Nekron's Gauntlet, and you are ready to shred!! VULGARITIES! (Hide the children! Alert the censors!!! :) ) The following three (rather difficult to do in my opinion, but I did them, and yes, they work on 2.10 ROMS) Trash Talk Codes, all result in the word VULGARITY displayed on the screen. However, listen closely...instead of the >BONGGGG!!< sound you usually hear on a code, you hear the phrase listed below: Burn In Hell [L+(<BA+BL> <FA+FL>) rel, R:(<FL>), rel] You Suck [U D L+(<FL>) rel R+(<FL>) rel] Bitch [Hold R, add BL, press BA twice, rel BL, rel R] See? I told you they were complex. :) I'll go through them step by step... Burn In Hell: Hold L, and press BA and BL together, then release the buttons (STILL HOLDING LEFT) then press FA and FL together. Then, hold R and press FL. Release all, and press BLOCK. You Suck: U, D, hold L and press FL, release everything, hold R and press FL, release everything, BLOCK. Bitch: The most difficult of them all, I'll break this down completely: Hold R Add BL to the hold Press BA Twice Let go of BL Let go of R BLOCK If you make sure you do the holds and then release them in proper order, you'll get it. Programmers may note it sort of looks like nested loops. Think of it that way, and you're sure to get it right. I hope. :) ============================================================================== .--------------------------------------. | Appendix B - General Area Strategies | `--------------------------------------' General Strategies on Screens: The special screens (where the secret agents are) are all totally useless so we shall only concentrate on the standard eight areas. BLACK ARMADA ( Taxi Code: R R U <BA> ) The main feature of this stage is the big catwalk in the background. It can be used as a means of escape and repositionment. To go to the catwalk, the move is: BLOCK+two UP. (It is best to hold block and just keep hitting UP until it works) Once there, if you do nothing, you will immediately bounce back. However, if you hold DOWN, you will stay there for a couple seconds. If you move LEFT or RIGHT, you will jump in that direction and immediately jump to front in that new position. This screen is the access point for reaching Craniac. To reach him, you must go to the catwalk three times, holding DOWN each time in order to stay there as long as possible. You may move left or right back there as well, but only after having held down to stay there for a while. After returning from the third trip, WAIT! Craniac will appear on the catwalk 5 seconds later. Then, go back to the catwalk immediately, holding DOWN again while you are there. You will then battle Craniac on the catwalk. Remember, if you don't succeed in defeating Craniac, return immediately to Black Armada via the Taxi Code. Since getting to Craniac does not result in the death of a fighter, you can return as often as needed until you have defeated Craniac. Once you have defeated Craniac, however, the Black Armada screen is useless. Go on to bigger and better things... CYBERIA ( Taxi Code: R R U <BL> ) At first glance, this looks like a totally useless stage. In fact, if you look at the big picture, it is. However, hidden in this stage is an entertaining set of ceiling fans. Uppercut a stunned opponent into the ceiling fans for some serious carnage. Unfortunately, as of version 2.1, this no longer gives you full credit (head+arms). It now only gives you credit for the head. Strata apparently thought it was giving the players easy stats. They were right. :-) However, the bugs that they allowed to slip into 2.1 make for even more sickeningly effective stats-building opportunities... NIMBUS ( Taxi Code: R R D <BA> ) Nimbus has only one purpose: pathway to Eye of the Bloodstorm, where Ratchet is. To achieve this, you must make sure that on the winning round, either you or your defeated opponent has fallen COMPLETELY to the left of the line at the far left edge of the stage. Then, enter the following secret code: While holding LEFT, press FL FL FL FL BLOCK. Ignore any double clicks on the buttons...this is normal, and was apparently added to confuse us. The clouds will turn red, and you will be transported to Eye of the Bloodstorm, to face Ratchet. If you fail to defeat Ratchet, return here via the Taxi Code, but be warned: you killed a fighter to get to Ratchet. Failing again may very well ruin your chances of completing the game. When you have defeated Ratchet, this screen becomes useless. Go on to bigger and better things. Speaking of which... OBSEL DESERT ( Taxi Code: R R U <FA> ) This screen is very dull. Or so it may seem. All it looks like is an endlessly long platform in both directions. However, the writing is on the wall...or in this case, the ground. Take note of the circle that is cut into five wedges. If you are not carrying your gauntlet (HINT: get rid of it!!) and do your pickup move so that you hit the circle, a portal appears, and you take the portal to Triax, in order to fight Dimentia. If you fail to defeat Dimentia, you can return to Obsel Desert via the Taxi Code and activate the portal again. Even better, due to a bug in the programming, you can return and redo this even after you have defeated Dimentia. Take advantage of this and your stats can be stratospheric (or is that STRATA-spheric? <rimshot>) in no time. POLARIA ( Taxi Code: R R D <FL> ) Another useless screen with an entertaining diversion. On each side of the screen there is a demon head with horns sticking out. You can stun your opponent at the edge of the screen, get between your opponent and the end wall, and throw your opponent backward into, and onto, the horns, complete with screaming, twitching, and all that. Sound like fun? Maybe...except for the fact that you get absolutely NO credit for this in the heads and arms stats. Stay away from this stage if at all possible. (If it sends you here in the first screen, try for Blood or Shadow...) SCORCH HQ ( Taxi Code: R R D <FA> ) Another totally featureless screen, except that the path to Wraith starts here. Defeat your opponent any way you like, then enter the following secret code: UP UP UP BLOCK. You will battle Wraith in the lava pits of the Southern Abyss soon. If you fail to defeat Wraith, you can return here via the Taxi code, but just as with Nimbus and Ratchet, this stage requires killing a fighter, and having to return too often can ruin your chances for completion. Once you have defeated Wraith, this screen is totally useless. Go on to bigger and better things. SUBTERRA ( Taxi Code: R R D <BL> ) The first thing you will notice is that there is a nice long drop on the sides with a nice large pointy stalagmite sticking up. Fall over the edge and you are a kabob. Unless, of course, you activate the secret path to Golem. To do this, note that there is also a stalactite hanging down from the ceiling... Hit it with a projectile twice, and it falls. You can then jump into the pit and you will land on the platform created by the knocked-down stalactite, and go inside the passage to fight Golem. If you fail to defeat Golem, return to Subterra via the Taxi Code and try again. Even better, like Obsel, you can activate this secret again even after you have defeated Golem. It is well known that Dimentia is easier to get stats from. However, Tempest can dart back and forth with well timed jumping front-leg kicks and get Golem stunned without being damaged herself, then go in for the easy kill, thereby qualifying for Blood if she hadn't already. Since Golem is infinitely accessible, it is just a matter of repeating the procedure until successful. WARNING: If Fallout is your opponent in Subterra, then things get REALLY annoying. It is IMPOSSIBLE to get a projectile past Fallout, unless he is sundered with BOTH arms gone. (he has a 100% block with his front arm gauntlet and we do not know why) This is a known bug in the programming. TOXIC MARSH ( Taxi Code: R R U <FL> ) See platform. See slime. See fantastic opportunity. Drop a mine onto the gap line in the middle of a bridge segment, and it disintegrates. Next person there falls in and....ick. This is an easy round to get Shadow on. No blocking necessary...just drop mines and wait for the stupid computer to fall in. WARNING: If Mirage is your opponent, you could have big problems. Not only does she have mines, she can teleport to the other side of you and send you into the hole you OR she just made. Be EXTREMELY careful. ============================================================================== .----------------------------------. | Appendix C - Big Head Characters | `----------------------------------' Ok...unless you are totally clueless, you have seen how Strata has poked fun at Midway's MORTAL KOMBAT games, and in many cases 'borrowed' ideas from it. Pit screen from MK1, form of death on Polaria spikes just like Baraka's StabLift fatality, Portals, and of course, let's not forget the Trash Talk message: WHO CARES WHERE GORO IS? Well, they've zapped Midway again, this time with an idea from NBA JAM: Big Head Characters!! From information given by a programmer on the Bloodstorm team, there are 18 Big Head characters. Each of the normal characters apparently have a counterpart in the roster with a Big Head (in more ways than one?). Some characters have multiple entries (see chart). You achieve a Big Head character by inputting a special Character Select password after selecting a character. It does not matter which character you select because the Big Head Character password you enter does a special override of the character you selected. What I want to know, is that if this is true, why the hell are there only 17 of the 18 Big Head characters listed in the master file? Oh well. Here are the 17 that we know, and be warned: Some of them are VERY complex, and show obviously why we never found them before!! Just be thankful I transcribed all this stuff into an easy-to-read format!! The format I was given was how the MACHINE thought of the moves...element by element. Very informative, but IMPOSSIBLE to just look at and understand. All have been FULLY VERIFIED on 2.10 ROMS The [E] column is how many elements are contained in the password. This is IMPORTANT, especially if it is less than 8! Any code with less than 8 elements that involves a held combination requires you to HOLD that last element combination until the character appears This will be noted with an asterisk (*) next to the number, as well in the special notes below. Name [E] Derived from Password ------------------------------------------------------------------------------ ED7 8 Fallout 6x<BLK> 2x<FA> SKULL 8 Fallout U L R D <BLK> <BA> <FA> <BLK> NAGEL 7 Fallout <FA+FL> <BA+BL> U D U D <BLK> TURBO 7 Fallout U D R L R L <BLK> DR. POISON 7 Freon U D <BLK> <FA> <FL> <BL> <BA> CHAINSAW 6* Hellhound <BLK>+[<BL> <BL> U] (keep holding <BLK>+U) SENLEIB 8 Hellhound L L L L L L L <BLK> (that's 7 lefts...) KELLEY 6* Mirage D D D D <BLK> hold:(<BA>+<FA>) ORION 8 Razor <BA> <BL+addBA> <FA> <FL+addFA> <BLK> <BLK> DALE 7 Razor <BLK> R L <BLK> U D <BLK> CHRIS 7 Talon U D <BLK>+[<BL> <BA>] BENJAMIN 7* Talon D D D D D <BLK+addFA> HOLD! MR. MURDER 8 Talon <BLK>+[L L L L] CHAINSAW JR. 7 Talon U D U D <BLK> U D RADBO 6 Talon R R R R <BL> <FL> QUEEN BEE 8 Tempest U U U <BA> U U U <FA> LEIF 6* Tremor <BA> <FA> <BL> <BA+addFA> <BL+FL> HOLD! ------------------------------------------------------------------------------ Notes, in alphabetical character order: BENJAMIN Head of: Benjamin Ditton Fighter: TALON Not complex, but requires a HOLD and an ADD on the last element combination. 5 downs, Hold Block, add FA, and don't let go of these two buttons until BENJAMIN appears. CHAINSAW Head of: Scott Morrison Fighter: HELLHOUND This is a complex code that requires a HOLD on the last element combination. The breakdown: While holding block, do BL BL U, but DON'T LET GO OF UP! If you let go, it will put a 7th release element in...bad news. CHAINSAW JR. Head of: Scott Morrison Fighter: TALON Quite easy. U D U D, BLK, U D. No problem. CHRIS Head of: Christopher Ditton Fighter: TALON Not hard, but needs to be done right. U, D, Hold block and hit BL then BA (individually, not together!), and release block. DALE Head of: Dale Kerkman Fighter: RAZOR Very very simple... :) DR. POISON Head of: Ralph Melgosa Fighter: FREON Simple one...think U, D, BLK, rev:U (see Morph Codes for explanation on rev patterns) ED7 Head of: Kyle Johnson Fighter: FALLOUT Fairly easy here... 6 blocks, 2 FA's. No problem. KELLEY Head of: Kelley Marwede Fighter: MIRAGE 4 downs, block, and then hold BA and FA until KELLEY appears. DO NOT let go of BA+FA, or it won't happen! LEIF Head of: Leif Pran Marwede Fighter: TREMOR A complex code, involving holds, adds, and a held element combination at the end. Whew! To break it down: BA, FA, BL, then press and hold BA, add FA, release them. Finally, press and hold BL+FL together until LEIF appears. DON'T let go of BL+FL, or you have blown it. MR. MURDER Head of: Alan Noon Fighter: TALON Hold block while doing the four lefts. You will notice that when holding BLOCK, the joystick movements click TWICE - once when activated, and once when let go, as they are individual elements...but since the code ends on the 8th element with a left, you really don't need to think about this code at all. Just hold BLOCK, do a bunch of lefts, and it will change to MR. MURDER easily enough... NAGEL Head of: Bob Nagel Fighter: FALLOUT Not too hard, just note that the paired buttons must be hit at EXACTLY the same time and let go EXACTLY together. Mess that up, no NAGEL for you. ORION Head of: Orion Derose Fighter: RAZOR A very complex one, involving additions to hold sequences. To break it down: Press and release BA. Press and hold BL, add BA, and release those two together. Press and release FA. Press and hold FL, add FA, and release those two together. End it all with 2 blocks. QUEEN BEE Head of: Elaine Ditton Fighter: TEMPEST Easy. 3 up, BA, 3 up, FA. No problem. RADBO Head of: Richard A. Ditton Fighter: TALON Utterly simple. 4 rights, BL, FL. No problem at all. SENLEIB Head of: Senator Lieberman (Hello, Senator... :) ) Fighter: HELLHOUND 7 lefts and a block. Easy. Just don't do 8 lefts... SKULL Head of: Luis Mangubat Fighter: FALLOUT Just do it. :) Nothing hard here... TURBO Head of: Jeff Morrison Fighter: FALLOUT Again, just do it. U D, R L R L, block. Even easier. NOTE: If you don't like any of the derivatives of the characters we have on the list, you can always use a Morph Code (from Appendix A) and the Big Head will be automatically transferred to your new torso. This only works in one player games, though. In two player games the image system is reset upon character selection. ============================================================================== .--------------------------------------------. | Appendix D - COMPLETE Trash Talk Code List | `--------------------------------------------' To truly understand the codes system of BLOODSTORM, the 'elements' concept must first be examined. Any time a joystick switch or button switch changes state (on or off), the system scans to see what exactly is on at that time. If there is anything on, this is noted by the system as an element. For example, pressing a button signals a change, the system senses what is on, sees that it is that one button, and puts that in its element list. However, it is not always that simple. Note some of the codes that you have done in the process of completing the game, particularly the ones that have you hold something while you are doing something else...these register more elements than you may think. Take the following example of a password I once used for saving my character: Format: L+[<BA> <BA>] <FA> <FL> <FA> Process: While holding left, press BA twice, release L, then FA, FL, FA. You might think of this as a 6 element code: L BA BA FA FL FA... It is actually a full 8 elements. Here is the breakdown of how the system treats the adds and releases of this password in its code handler: METHOD ACTION STATUS While holding left... ADD L L (1) Press BA Twice... ADD BA L+BA (2) REL BA L (3) ADD BA L+BA (4) REL BA L (5) Release left... REL L ----- --- Press FA... ADD FA FA (6) REL FA ----- --- Press FL... ADD FL FL (7) REL FL ----- --- Press FA. ADD FA FA (8) REL FA ----- --- Every change is noted, except for changes that result in no active switches. This adds a greater need for being careful with codes, but also results in extreme versatility in code construction. A truly sick combination code that involves multiple add-ons and releases of certain buttons at certain times makes for impossible-to-guess codes, as you have no doubt seen with a few of the Big Head codes. Most of the Trash Talk codes are simple, but a few are this complex style. I have grouped the complex codes at the end, to bring their special nature to the attention of the player. Note: ALL Trash Talk Codes are completed with BLOCK at the end. ---------------------------------------------------- Simple Codes (No holds, adds or double-button stuff) ----------------------------------------------------