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Gunman Clive 2 Cheats

Gunman Clive 2

Hints and Tips:
---------------
Submitted by: David K.

-= Learn Routes on Easy =-
Easy keeps the same stage layouts and gimmicks, but gives you more health and
respawns you nearby after many pit or spike mistakes at the cost of some health. On
Normal and Hard, the same mistake can send you back to the start of the stage.

-= Short Stages Still Have No Checkpoints =-
Lives are unlimited, but losing all health restarts the current stage. Most stages
are deliberately short, so learn one dangerous section at a time instead of playing
as if deaths consume a limited stock of lives.

-= Keep Special Weapons Until the Boss =-
Clive and Ms. Johnson can find Spread Shot and Explosive/Rocket Shot upgrades. They
have unlimited ammunition, but one hit removes the special weapon. A clean route into
a boss is therefore more valuable than detouring for a risky extra pickup.

-= Choose the Character Before the Run =-
Your character choice is locked for the entire playthrough; there is no mid-run
switch. Clive is the balanced ranged choice, Ms. Johnson trades speed and the ability
to fire while moving for safer jumps, and Chieftain Bob trades range for a stronger
spear attack.

-= Watch the Boss, Then Shoot the Weak Point =-
Bosses are pattern fights rather than damage races. Read the attack cycle first, then
hit the colored weak point when a safe opening appears. Spread Shot is especially
useful when several projectiles can connect with a large target.

-= Duck Mode Is the Secret Unlock =-
Clear all 25 stages once with any of the three standard characters to unlock Duck
Mode. The Duck cannot attack, but repeated flaps give it exceptional air control.
Boss stages are skipped because the Duck has no way to fight them.

Characters:
-----------
-= Gunman Clive =-
The baseline character: normal movement plus ranged fire. Use him when you want to
learn the stage geometry and enemy patterns without another character-specific
limitation.

-= Ms. Johnson =-
Ms. Johnson moves more slowly than Clive and cannot move while firing. Her advantage
is the float: keep Jump held after takeoff to slow her descent and extend the jump,
then release it when you want to drop normally. Fire from stable ground and use the
float to make long or awkward platform gaps more forgiving.

-= Chieftain Bob =-
Bob has no ranged weapon. His spear has short range, deals more damage than the
normal gun, and can reach through some walls. Bait an attack, close the gap, strike,
and back away instead of trying to trade hits at gun range.

-= Duck Mode =-
Duck Mode unlocks after one full clear. The Duck cannot attack at all, but repeated
flaps cover large gaps and bypass many normal platforming routes. Boss stages are
omitted, so this route is shorter and ends without the standard final boss sequence.

Difficulty and Stage Rules:
---------------------------
-= Easy, Normal, and Hard =-
* Easy: the most health, plus forgiving recovery from many pits and spikes; you
  reappear near the mistake with health lost instead of automatically restarting the
  whole stage.
* Normal: less health than Easy; lethal falls send you back to the beginning of the
  stage.
* Hard: the least health; lethal falls also restart the stage.
The stage layouts and gimmicks stay the same across difficulties. Difficulty mainly
changes how many mistakes you can absorb and how severely a fall is punished.

-= Death, Restarts, and Checkpoints =-
There is no finite life stock. If your health reaches zero, the current stage
restarts. Regular stages do not use mid-stage checkpoints, which makes consistent
execution more valuable than risky shortcuts.

Combat and Power-Ups:
---------------------
-= The Two Gun Upgrades =-
* Spread Shot: fires several projectiles in a wide spread. It is excellent against
  large bosses and groups because more than one projectile can connect.
* Explosive/Rocket Shot: replaces the basic bullet with a high-damage explosive
  projectile. Use it when a direct hit is easy to line up.
Neither upgrade uses ammunition. Taking damage removes the upgrade and returns the
character to the normal weapon.

-= Health Pickups =-
Cake slices restore health. They appear at fixed points in some stages and can also
drop from enemies. Plan your route to avoid unnecessary damage instead of counting on
a random enemy drop to rescue a damaged run.

-= Riding and Behind-the-Player Stages =-
* Horseback and similar behind-the-player sequences auto-scroll forward; you still
  steer and fire. Horseback sections also let you adjust speed, and you must steer
  through turns instead of simply following a fixed straight path.
* The flight sections work as on-rails shooters. The stage carries you forward while
  you move around the screen, shoot targets, and dodge incoming fire. Prioritize safe
  projectile lanes over lining up every enemy.

Campaign:
---------
-= 25 Stages and Seven Boss Fights =-
The campaign contains 25 stages. Boss fights occur in Stages 4, 8, 12, 16, 20, 24,
and 25. In Duck Mode, those seven stages are skipped entirely; the game does not
replace them with pacifist versions of the fights.

Replay and Completion:
----------------------
-= No-Damage Bonuses and Star Clears =-
Completed stages can be revisited for cleanup runs. Each stage records your clear
time, and finishing without taking a hit awards the No Damage bonus. A sufficiently
fast clear earns a star. These are stage-mastery goals and do not affect the campaign
completion required to unlock Duck Mode.

Do not treat community par-time tables as exact cutoffs. Use the star shown beside
the recorded clear time as the final check that a run was fast enough. For cleanup,
Easy keeps the same layouts with more room for error. Duck Mode can simplify non-boss
cleanup, but its route omits all seven boss stages, so use one of the three standard
characters for those stages. Taking hits also costs time. In the horseback stage,
stay on the track and ease off for the sharp turn rather than losing more speed by
running off course.

Cheats and Secrets:
-------------------
-= Unlock Duck Mode =-
Finish the standard 25-stage campaign once with any of the three standard characters.
Duck Mode then becomes the fourth playable option.

-= Standard Ending and Duck Route =-
The standard route ends at Stage 25 with the giant robot and its final reveal. Duck
Mode skips every boss, including the finale, so its campaign ends without the
standard final boss sequence and does not open a separate secret ending.

PC and Save Notes:
------------------
-= Controls and Display =-
* The Windows release supports keyboard input and full controller support.
* Fullscreen and windowed display modes are supported.
* The Steam release is single-player only; there is no co-op or multiplayer mode.

-= Steam Cloud and Local Save =-
Steam Cloud is enabled for one save file. The local save is stored at:

\steamapps\common\Gunman Clive 2\SavesDir\gc2.sav

Back up gc2.sav before experimenting with files or replacing progress. Steam Cloud is
useful for syncing, but a separate manual copy is safer when you deliberately roll
back a save.

-= Official Support Contact =-
Steam lists beril@beril.se as the official support email for Gunman Clive 2. If a
technical problem persists after file verification and the community shader
workaround below, include the symptom and the game-folder log.txt when it exists.

Solutions:
----------
-= Stage 10 - The Panda Keeps Getting Caught by the Saw =-
1. Treat the saw as an escape timer, not an enemy to fight. Hold forward from the
   start so the panda stays at its fastest pace.
2. Jump early at ramps and obstacles. Aim to land near the top of the next obstacle
   instead of hitting its vertical face; the panda climbs slowly, and the saw gains
   ground while you climb.
3. Favor a clean route over pickups or last-second corrections. Enemy hits, a bad
   landing, or stopping to recover height can erase the small lead you have over the
   saw.
4. At the final gap, commit to the jump from the edge and keep Jump held long enough
   to carry the panda across. A short or mistimed jump can fail even after the chase
   itself is under control.

-= Stage 25 - Final Boss and Ending (Spoilers) =-
1. Climb the giant robot and destroy its exposed parts until you reach the head and
   cockpit area. This is a traversal fight, not a single weak-point damage race.
2. For the diagonal mouth beam, watch the robot's head angle before it fires. The
   angle telegraphs where the beam will travel; move out of that line before the shot
   starts.
3. Once you are on the head, use the shoulder as your safe setup point. When the head
   angles slightly downward, jump to the nose, then to the edge of the cockpit pod
   and fire rapidly before the gun attack forces you away.
4. After the giant robot explodes, shoot the duck that ejects from it. That final
   shot completes the standard ending and starts the credits.

-= Shader Compile Error or Broken Stage 3 Graphics =-
1. Use this only for the matching symptom: the game reports at launch that one or
   more shaders failed to compile, and Stage 3 may show inverted colors or invisible
   oil fountains.
2. In Steam, right-click Gunman Clive 2 and choose Manage -> Browse local files. Back
   up the existing data folder before replacing anything.
3. Open the game's Steam Community Hub and find the discussion about shader
   compilation errors. Extract the linked archive directly into the game folder and
   allow it to overwrite the data folder.
4. If the archive link appears dead when clicked, copy the displayed address from the
   discussion and paste it into the browser manually; this may still open the file.
5. Relaunch and check Stage 3. The workaround is community-made, not an official
   patch. If it fails, keep the game-folder log.txt for diagnosis.
6. To undo the workaround, restore the backed-up data folder or use Steam file
   verification, then contact official support if the shader failure remains.

-= Back Up or Restore the Steam Save =-
1. Exit Gunman Clive 2 and close Steam before copying the save so nothing writes to
   it during the backup.
2. Copy \steamapps\common\Gunman Clive 2\SavesDir\gc2.sav to a
   separate backup folder.
3. Before restoring an older copy, make another copy of the current gc2.sav under a
   different name or outside the game folder. Then place the desired backup at the
   original path.
4. Start Steam and the game, then confirm that the intended progress is present
   before allowing Steam Cloud to resume syncing. If Steam shows a sync conflict, do
   not choose blindly; keep the restored local copy if that is the version you want
   to preserve.

Reference:
----------
-= Boss Stages =-
4, 8, 12, 16, 20, 24, 25.
 
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