The Getaway Black Monday Ps2 Cheats
Left Stick - Moves your character. The camera view is usually behind your character (but not always), so it's pretty much a point and go kind of thing.L3 - Click this key to interrupt Mitch's ammo pick-up.
Find all our The Getaway: Black Monday Cheats for PlayStation 2. Plus great forums, game help and a special question and answer system. Getaway: Black Monday, The for PlayStation 2 cheats - Cheating Dome has all the latest cheat codes, unlocks, hints and game secrets you need.
He will drop the weapon and ignore it until you move over the ammo once more.Right Stick - Camera control. Make that limited camera control. You can tilt the right stick slightly to peer around corners and stuff, but not really.
Most of the time, you will be forced to either be a correct position or simply raise the gun to look around.R3 - Click this key to make Mitch swap his Crime Squad weapons. It's not all Secret Agents's Secrets, but sometimes you simply need to call on a second weapon when the first runs dry.Square - Fires current weapon. Mitch's two weapons - handgun and submachinegun.
The handgun is semi-automatic and fires as fast as you can pull the trigger. The automatic weapon is more wasteful and can also be fired 'semi-automatically' by tapping the key. As a last resort, Mitch may also throw a teargas grenade with this key, when he's braced for it.
Up close, this key makes Mitch hammer an enemy's head with a gun butt. Repeated bashing has proven lethal, so don't be afraid to use this on enemies who do not surrender.Cross - Stealth context action. There's nothing really to interact with in The Getaway Black Monday, but your characters will learn to stealth behind certain walls and objects. While stealthed, they are out of the enemies' line of sight (hence out of their weapon line of sight) and under hard cover. They may pop up from low obstacles to fire their weapons, or around corners to shoot enemies. For the most part, you will be using this key to force the uncooperative camera around doors so you can see what's there.Triangle - Environmental context action. OK, so cars and some switches are the few things you can interact with in The Getaway Black Monday.
Cars are entered and exitted using this key. Any rare instances where your character needs to hop a gap or mantle on something, press this key.Circle - Press this to have Mitch drop and arrest a perpetrator. It pretty much takes an enemy out of the picture, so don't be afraid to use this key when you have Mitch up close with an enemy.
He may be able to save on ammo by simply arresting a lone perp rather than using his guns and wasting ammo.R1 - Target capture. When no targets are available, Mitch will strafe. Target capture allows you to fire quickly while on the move.R2 - Aim mode.
This makes the game play more like a traditonal over the shoulder shooter. When this key is held, your character aims manually - note there's no reticule for your guns - rely instead on the iron sights of the weapon for aiming.
L1 - Toggles teargas grenade. The Square key throws one out. Mitch may ready a teargas grenade to help him get out of tough spots.
Enemies hit by teargas cannot fire back and retaliate. Note that Mitch does not wear a mask (since he's a dumb-ass). A teargas grenade in Mitch's vicinity will result in your screen being rather inoperable for a time unless you put distance between Mitch and the gas.L2 - Reloads weapon magazine. Very important to reload when not resting, firing or moving. It keeps your weapons in top form and allows you to retalitate without worrying about dying.Above, Mitch demonstrates how he can aim manually. You can use manual aim often but only behind cover! Notice Mitch's stance is different when he aims from behind cover.
While he is still vulnerable to being shot at, most of his body is behind hard cover - this means bullets cannot hurt him.While behind cover, enemies cannot attack your character, and in some cases, your protagonist cannot be seen by enemies either. Your character can them move whilst behind cover to another spot to snipe enemies. Enemies who run up to punch you however, are still a threat - press the Cross key to dislodge from cover and simply shoot them in the face.Around corners, your characters will need to wait for the camera to play catch up. Move them slowly to the edge so the camera peers down the hall for you. Pressing the stick out towards the open area will expose your character to detection and enemy gunfire, but is the only way for your man to pull his gun out.When your character is wounded, place them next to a solid (and smooth) wall so they may rest and regain their health partly. You can only do this once or twice (depending on the severity of the wounds).
For the most part, use the 2X formula - your character has enough 'reserve life' to refill his entire life-bar. Once that runs out, start seeking medical attention. It looks like wall mounted medical kits only refill the character's current (not reserve) life - so you may want to keep them around after you've exhausted your character's natural healing tendencies.Low obstacles, in Mitch's case here a dormer window, can be managed by pressing the Triangle key. Not every object is navigable in such an easy fashion, but when it looks like you're stuck, press Triangle while near a low obstacle and you may be able to move on. IGN will naturally point you out in the right direction, but occasionally, these darn things are rather obvious and you might miss it even if you are reading the walkthrough word-for-word.Basics - Eddie O'Connor (The Boxer)Left Stick - Moves your character. The camera view is usually behind your character (but not always), so it's pretty much a point and go kind of thing.L3 - Click this key to interrupt Eddie's ammo pick-up.
He will drop the weapon and ignore it until you move over the ammo once more.Right Stick - Camera control. Make that limited camera control.
You can tilt the right stick slightly to peer around corners and stuff, but not really. Most of the time, you will be forced to either be a correct position or simply raise the gun to look around.R3 - Click this key to make Eddie swap his weapons. Unlike Mitch, Eddie is ambidextrous and can use dual pistols in some instances. Eddie is also more powerful in terms of physical strength, so he can put away his handguns to grapple with an enemy (this prevents him from dropping his weapons).Square - Fires current weapon.
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Eddie is more of a grab and gun kinda guy, so unless he finds the exact same ammo for his current weapons, he will constantly change weapons when ammo runs out. Eddie can box better than Mitch, so don't be afraid to smash in the head of anyone who looks at Eddie the wrong way.Cross - Stealth context action. There's nothing really to interact with in The Getaway Black Monday, but your characters will learn to stealth behind certain walls and objects. While stealthed, they are out of the enemies' line of sight (hence out of their weapon line of sight) and under hard cover. They may pop up from low obstacles to fire their weapons, or around corners to shoot enemies. For the most part, you will be using this key to force the uncooperative camera around doors so you can see what's there.For Eddie, the Cross key has an infinitely more useful role when he comes to grips with an enemy.
When Eddie grabs a non-boss enemy, he can press Cross to flip them around so they face him either face first or back first; when Eddie has them facing back-first, he can proceed to snap their necks instantly by pressing the Square key. This lets Eddie kill enemies quickly and save up on ammunition to use on enemies he cannot get near.Triangle - Environmental context action. OK, so cars and some switches are the few things you can interact with in The Getaway Black Monday.
Cars are entered and exitted using this key. Any rare instances where your character needs to hop a gap or mantle on something, press this key.Circle - Press this to have Eddie grapple an enemy. Unlike Mitch, Eddie has boxer and wrestling training, so once he holds an enemy by pressing this key, you can press Square and flatten the chump in three easy hits to the face. This tactic lets you save Eddie's ammo for multiple enemies and prevents an enemy from firing back at you (since they are grappled). However, any weapons in Eddie's hands are dropped during the struggle (you can pick them back up later).R1 - Target capture.
When no targets are available, Eddie will strafe. Target capture allows you to fire quickly while on the move.R2 - Aim mode. This makes the game play more like a traditonal over the shoulder shooter. When this key is held, your character aims manually - note there's no reticule for your guns - rely instead on the iron sights of the weapon for aiming.L2 - Reloads weapon magazine. Very important to reload when not resting, firing or moving. It keeps your weapons in top form and allows you to retalitate without worrying about dying.Basics - Samantha JohnsonLeft Stick - Moves your character. The camera view is usually behind your character (but not always), so it's pretty much a point and go kind of thing.Right Stick - Camera control.
Make that limited camera control. You can tilt the right stick slightly to peer around corners and stuff, but not really. Most of the time, you will be forced to either be a correct position or simply raise the gun to look around.Square - Makes Sam enter and exit tunnels and crawl spaces. Sam carries no weapons, but is slimmer and more agile.
Her stealth is home-grown, but effective. To enter tunnels and crawl spaces, she needs to first crouch near the entrance of the crawl tube first. Press Cross to kneel near the tunnel entrance.Cross - Stealth context action.
While stealthed, they are out of the enemies' line of sight (hence out of their weapon line of sight) and under hard cover. They may pop up from low obstacles to fire their weapons, or around corners to shoot enemies. For Sam, this skill is vital in staying hidden and undetected.
She can egress into tunnels and crawlspaces only if stealth near an object.Triangle - Environmental context action. Cars and some switches are the few things you can interact with in The Getaway Black Monday. Cars are entered and exitted using this key.
Any rare instances where your character needs to hop a gap or mantle on something, press this key. Sam can get on top of flourescent light fixtures and such by pressing this key when near a wall she can kick-off from. No momentum is necessary, so keep pressing the key when you're doubtful where to get up on.Circle - Press this to force Sam to creep-walk. Normally, simply walking by using the analog stick will keep her undetected; however, by toggling creep-walk, you can full tilt the stick and not worry about Sam speeding off and making noise. Don't forget to toggle this key off when you really need to run - as in if Sam's been detected and you need to flee!R1 - Sam will strafe. Somewhat useful, but it's better to wall-stealth to the corner and have the camera swing over, if possible.R2 - When this key is held, your character aims manually - in the case of Sam, she merely lets you free look around her surroundings.Sam Johnson demonstrates the various vehicular positions your characters can be in for a car in The Getaway. Remember that this is England - fries are called chips, elevators are called lifts, and first floor is really second floor.
Cars also drive on the left side of the street. Therefore, the driver's seat is on the right side of the vehicle - not the left. Remembering this can save you precious seconds from being shot at.Stationary cars can be used exactly like obstacles and cover. Depending on how you park your vehicle, you can use it to shield you from gunfire while you advance or escape from enemies.The R2 and L2 shoulder keys are pressure sensitive - the harder you press on them, the more your view will shift to the left or right of the car. This can help you when you make sharp turns while following an enemy or when escaping from enemies at high speed. Pressing both L2 and R2 will make the view look behind the car - useful if you hear gunfire and need to know if you have someone tailing you (and how far back they are).Here're two examples of what to expect in terms of signals (aside from the brake lights). On the left, Mitch's motor vehicle is signalling he needs to make the first available left turn to reach his objective.
Turn signals are explained fully in the manual, but if you bought this game used, you may not have the healthy explanantion - the turn signals tell you which turn(s) you need to make to reach your next objective. If the blinker is flashing quickly, the objective is not only on one side of the car, but it is also behind the car. If both lights flash (emergency lights), then the objective is either too close (if you are following an enemy car), or you are at the destination.On the right, Sam's racer has its white reverse light on (this car only has one reverse light). This will help you know if your car is in proper gear - if you race using the right stick, sometimes your thumb will tire enough that you'll be accidently pulling down instead of pushing up.Basics - Vehicle ControlsLeft Stick - Steers the vehicle left and right.L3 - Sounds the horn or toggles the siren (on Metropolitan Police vehicles). When the siren is on, some vehicles slow down and move to the side, but rarely.Right Stick - Accelerates or decelerates/reverses a vehicle.
Use the right stick when speed control is necessary to maintain distance between your vehicle and a car you're following. The cross key is best used when you're trying to catch up to a car or making several quick turns.Square - Brake. Unlike the circle key, this key only stops the vehicle and prevents movement.Cross - Accelerate. The key is pressure sensitive, but better used for all out racing when high speed is the top concern.Triangle - Exits and enters a vehicle.
If a car is on fire or belching a lot of black smoke, ditch the car and procure another one.Circle - Brake and reverse the vehicle. Use this key to slow down faster for sharp turns. Hold it at full stop to reverse direction.R1 - Handbrake. Less powerful than a full set of brakes, this allows you to make power slides around corners.R2 - Look to the right of the vehicle. Remember that in England, the driver seat is on the right. Hold this key with L2 to look backwards.L1 - Fire weapon(s). The driver may only fire out the right side (remember this is England) of the door.
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Any persons near the front and right side of a car will be struck by gunfire. Reloading is possible while driving - this is done automatically when the gun's magazine is empty, but ammunition is impossible to replenish unless you leave the car and search for it.L2 - Look to the left of the vehicle. Remember that in England, the driver seat is on the right, not the left. Hold this key with R2 to look backwards.