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Playgamers.com / PC Windows / 2400 A.D.

Game cheat for: 2400 A.D.
Cheat:

Walkthrough :

The year is 2400 A. D. and the Tzorg Empire has enslaved the city of Metropolis

for a while in its quest for galactic domination. But wait! There's hope!

You, with the help of the Underground, a covert resistance movement, can stop

them.

I have asterisked out quests where you just need to find information. They are

not strictly necessary, but they are neat puzzles. Also alternative solutions

are labeled with "+." They may require knowledge found elsewhere in the game.

First, start with intelligence=agility=endurance=30, and affinity=9. If you

really need to improve affinity just talk to someone, cut off the conversation,

and talk again. That's one affinity point. For endurance, run or climb stairs-

-

lowers it short-term, raises the maximum long-term. Agility comes from fixing

or

using weapons, and intelligence comes from fixing or using items. NEVER, NEVER

use a booster pill. They're not worth it. Boost labs are too hard to get to

although they are a neat puzzle. Look for Fritz in the underground if you

really want to know.

The first thing to do is to go to Joe's Bar. It's a building north and two to

the east of where you start the game. Spider is in back, behind the bar. He's

lying down. Now, he'll ask you to go to Johnnie's Corner to see Reggie, who

will

tell you a password. It isn't necessary to get the password, but if you don't,

you'll need to get a loan off Brehm's Bank at loan-shark rates. Even Brehm

tells you the way you should be making money is by killing robots. Searching

for

and finding energy cells and selling them at 5 credits is another, but it's a

little more tedious. However, if you're out of credits and guns, this is

viable. If you're out of ammo, just reload, get killed, and pick up your gun

again in the authority center.

**At Johnnie's Corner: It's in the east sector. Run all the way east(to avoid

the checker robot and social demerits) and Johnnie's corner is to the south of

the end of the walkway. Johnnie's at the bar. He'll tell you Reggie's

upstairs

if you ask about REGGIE. Go upstairs and ask Reggie the PASSWORD. By the way,

the stairs up/down are a great way to improve your endurance. Most of the

places have tubes.

++An alternative way to get there is to enter the transporter just outside of

the check-in center and type "LETSGO" and then "01" which sends you to the

transporter just outside Johnnie's Corner.

Back chez Spider you'll get Plastiform(healing) and a hand blaster and a

passcard, which opens the door in the Novue Apartments, behind which you can

get

to the underground. Don't worry about getting energy, or that you can't load

from an energy node without attracting attention. In the underground there is

a

place with unlimited energy cells. There's also another place in the Megatech

warehouse that has lots of energy cells. Rudy tells you about them.

++If you don't have a weapon, Spider will give you another. This may be a

cheap

cheaty way to get credits. Talk to Spider, drop a weapon, talk to Spider, etc.

The first thing you'll want to concentrate on is buying a light shield. It is

500 credits and can be found in the underground. I'd advise picking off robots

guarding the borders first. To sneak behind them, either run on the walkways

or

use the transporters(type LETSGO and then at the second prompt type 01, 02, 03,

04 to send you to the restricted zones, and 00 sends you to the Public Tracking

Office!) The checker will follow you, and you will probably want to sucker him

into a corner. Then attack him. A recurring strategy for fighting robots is

to

arrange things so you take on one at a time instead of several.

By the way, if you get "killed," just search for the loose panel in the west of

your cell. Climb down to the first level underground, then go west and climb

back up. You'll be in administration(the west side!) Then go back to the

correctional center. That's the first building after you leave the western

zone, on your north. Your items are in a box in the southwest corner of the

first level. Items are put there whenever you go to jail, so this happens if

you Z(urrender) too! It's convenient and makes the game easier, but you can't

help wondering that security's a little lax. (Also, confiscated items go

here!)

After you get the light shield you can attack robots with a little more

abandon.

I'd wait until you have 1000 credits to buy stuff from Wes(i.e. a Laser

Cutter).

In fact, you might want to buy a lot from Wes and sell it back to Tim so that

he

will give(that's right, give!) you the plasma rifle. Of course, the rifle will

be broke, but we'll get to that later. Your next priority should be the

blueprints. If you've been "working out" your energy by climbing stairs at

Jonnie's Corner(or other stairs) it will be pretty high by now. Once it's over

50, you can break into the orange handled "heavy" door in Megatech. Behind it

is the blueprint room--there are some strange blueprints you should give to

Les.

Ask him to BUILD the blueprints, and he will charge the modest fee of 3500.

It's worth it. The field disperser is great armor(you can ignore attacks from

level 2 robots!) and will get you through force fields if you keep it charged.

It won't break, either! With the field disperser the robots can't bug you any

more above ground, unless you poke around in the upper levels of the

correctional facility. After this, you should concentrate on getting the very

best weapons with your credits. There's not that much else to buy, anyhow.

But what about puzzles? Stop off in the south subway to find the transporter

guidance device. Make sure you don't get hit by a train! There are some tough

level 4 monsters there so you may be best off to wait until they lose their

"charge." This is a surprisingly effective strategy at any point. Robots have

to recharge a lot, and they die out. Just walk past them then. Behind them in

the second room, you find the TGD. Don in the hospital gives you the

transporter

combination, 18-09-12-15. I'll tell you what this means later.

**Off to the west there's another part of the underground. For a superquick

walkthrough you don't need to do this, just copy the deactivization codes, but

the puzzles are rather fun, and I recommend trying them before "copping out."

There are access terminals that give deactivization codes so you can win the

game. Asking around at administration tells you they're behind Marion's

office.

It's one of those doors you need 50 endurance to break down, but don't worry.

There are no robots in this part of the underground, so you'll get your

endurance back with no trouble. Once you follow the hall and go downstairs,

you'll have to climb over some pipes to get down to the second level. Again

climb over some pipes to get to the first access terminal. As Jimmy told you

in

the west underground, "ACCTRM"(level minus 2) gives "ACCTRM0" as access code.

Type CODES to avoid the humorous error messages, giving you the first

deactivization code, CHLOBU. The tube to the second level reveals a bunch of

conveyor belts. If you don't feel like mapping them out, here's the shortcut.

Take the one to the east and follow it until it turns south. When you branch to

the south and west, go west and then take the next turn to the north. Beyond

the belt is an access terminal. Type ACCTRM1 and then CODES to get the second

code, PERABR. For the third terminal go south and then east. You will find

transporter 05(read when you're around the transporter!) A wild guess, or

"seeing" the transporters beneath the garbage dump on the north side, might

make

you try LETSGO and 06. Voila! Level 4. Now there are a bunch of bins you

need

to push around. Basically, you can only push a bin onto an empty space. You'll

want to get to a 2x2 room over on the west side, and on top of it, if you go

over there, the disk may re-load and re-shuffle the bins to their original

position, leaving you trapped. Don't worry about being trapped--you can push

your way back out or even Z(urrender) if you must. The pattern to get to the

third terminal is below("go W" means go all the way west):

2W, 3S of terminal 6. Push W 2x.

Go N, Go W, Go S. Push W 5x. N. Push E 2x. N. W. Go 2S, W. Push W. S. E.

Push E. S. W. S. W. Push N. Open door to W, go W twice. Talk W,

"ACCTRM2"

and "CODES" gives you EDDONE, the third and final code.

Getting to the Tzorg complex is tricky--go to the waste dump in the north, but

you might want to make sure you have two weapons loaded before you enter.

Enter

the dump from the north and go to the east. There is a maze, not too tricky,

but you will swing around to the southwest corner where you'll find stairs

down.

Here's where you hit the "funny" transporters. If you don't have the

Transporter Guidance Device, you won't be able to complete this part.

Basically, you want to enter transporter 7. Teleport to transporter 18(type

"LETSGO" and "18") and then 09, then 12, then 15, like Don told you in the

hospital. Go east and take the stairs down. Then you'll encounter four

teleporters. Doesn't matter which one you enter. They're teleporters 19-22.

The one on the other side is, logically, 23. "LETSGO" and "23" gets you there.

From there, don't enter any side rooms but go south. Then off to the west is a

heavy-duty door. There are robots behind there but let the robots plug up the

doorways, so you'll only have to take on one at a time. After opening three

"heavy" doors there is a north-south hallway. Skip by the hallway, and don't

go

out until your endurance is high enough to take a few hits before you make it

through. Most of the guard robots are stationary but they're not guarding

anything. Just keep going west through the doors. There's only one way to go

after that. You'll find yourself in a narrow hallway going north. Don't exit

it--just fight the robots one at a time. There's also a possibility they'll

need to recharge--in that case, to the east of the passage's end and the south

is a place to recharge. If you keep going east, behind a heavy door you will

find some much less difficult robots. Get rid of them, and then look for

bookcases along the north wall. Behind one of them is a flight of stairs.

Each

time you go up, there'll be more stairs close by. Always take them. At one

point you'll have a choice between a conveyor belt and the stairs. Take the

stairs. The conveyor belt is a convoluted one-way ticket back to Metropolis,

away from the secret entrance. Climb up the stairs again and note a heavy door

to the right. If you enter the Authority Complex directly you can break that

door open but couldn't climb over the garbage to get to where you are now. Go

north through the force fields and save the game--just to be sure, as typos

will

send you to the correctional center--before you type in CHLOBU, PERABR and

EDDONE to shut down the robots. You win.
Letter used for this cheat: 0-9




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