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Island of
Rejected Toys


Horribly Twisted Gifts... Like Baby's First
Table Saw


Grand Theft OTTO: Springfield

Snake... Wiggum... Homer... They're all here!


Episode 134

Lifeguard Opportunity at Bayview Beach


Rastafarian Homer

Pass the Dutchie on the left side, mon.


Episode 131

Dexter & Marley...
Forever borowing stuff that ain't theirs.


Star Whores

Looks like Han is sleeping solo tonight


Episode 128

Dexter takes a cheap shot at Presidential Candidate Mitt Romney


Episode 127

Mary & Dexter discuss the American flag


Episode 126

Dexter & Marley go shopping for female hygiene products


Episode 124

Marley goes Easter shopping


Bill Gates
Goes to Hell

Dexter's rant about
Windows Vista



TimeSplitters Future Perfect: Glitches

Written by Briton

Note: The first part is about mines, while the second part includes a few glitches that I found that have nothing to do with mines.



Floating Mines
There are quite a few of ways to make a mine float. Here are a few:
Stick a Remote Mine to a grenade box, remote/proximity/timed mine box or a health pack and then collect the box that has the mines all over them. The mines will now be floating.

Stick a Remote Mine to an ally, then pull out a gun and kill them without making the mine blow up. After they fall to the ground and their corpse disappears, the mines will either be floating, underground or partly underground, depending on where you placed the mines and how the person landed when you killed them.

Stick some mines to a second player on Zeppelin then place them on middle of the trap door in the middle of the level. Shoot the bomb with a Machine Gun or Rocket Launcher so that it falls down and opens the trap door, the player will fall through, but on his screen after he dies you can clearly see that the mines are just under the trap door. Open the trapdoor again and you can see them.

On the Zeppelin level, stick a few mines to the front of a second player then move him into one of the fans at the two ends of the ships that make you go high up in the air. Pull a gun out, and take careful aim somewhere that you didn't lay the mine. Don't move your gun up and down when the second player floats up and down. Take his health off in little bits, then when he dies his body will fall to the ground, but the mines will still be in midair, floating.


Spinning out
In the control panels on Training Ground, chuck a mine at the ones with the spinning discs behind some glass. The glass will shatter, and the mine will stick to the spinning discs, but not spin around.

Black out lights
Attach a few mines to a light and blow them up (stand back first). Move forward and there will be a black coating around the light where you placed and blew up the mine. Doesn't change the lighting though.

Mining Allies
Attach a mine to an ally and several different things might happen. Firstly, they might start to limp around randomly before walking back to you. Secondly, they might go on a suicidal run towards to enemy. Lastly, they will simply run in the direction they were facing when you mined them and then turn around and run back to you.


Mines onto Mines
Stick a mine to another mine and it will go through it. If you do this on a wall and throw lots of mines onto the same place it will create a weird blur effect.

Mining Blades
On the Zeppelin level, chuck a mine at the spinning blades on the top level and it will go through the spinning blade, even the one that is on fire. But, stick a few mines to people and when they run into the fan the mines will explode.

Floor Above Sea in Zeppelin?
Go to the Sky Lounge in Zeppelin with some of the floor missing. Chuck a mine down there, then wait for a minute or two and get out your detonator. Despite the fact that the mine must have hit the water, you will still be able to detonate it. A mistake? Or just a look at how the level was constructed?

Mars Prison Glitch
In the Mars Prison, head to the area just outside of the prison that is shown on this diagram:

If you walk towards the door shown by the red arrow, then you will walk through the door and into space. You will be able to see the place where you just came out of, and also little icons of allies and enemies, but not much else. If you experiment, you can travel around the level, without the level being there. Other players can see you, but you cannot see other players. Try it, as it is a little hard to explain.

Zeppelin Windows
On the Zeppelin there are several windows, 4 on the main deck in the middle, then 2 on each of the decks on either side of the main one. Yet if you have the first player standing facing the windows and the second player jumps off at exactly the correct point, you cannot see the second player. Likewise, if the first player throws a grenade out of the window and the second player is standing on the roof, player number 2 will not see an explosion, but player 1 will. Also, if you are standing on the roof and face the middle then walk backwards off the Zeppelin, then you won't see any windows. It is like they are not even there.

Mistake on Zeppelin
On the Zeppelin in the Sky Lounges, the walls have little signs next to the ramps up to the Hydrogen Storage and Bomb Release. However there is a mistake in the way that the signs are placed.
The Bomb Release must be in the middle, where the trapdoor is, and the Hydrogen Storage is the two big rooms that are on the ends of the Zeppelin.
A mistake by Free Radical? Almost certainly.








 

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