Loading a Magazine

Hello. Here is a stupid question from a stupid newbie. Does anyone know where I can find step-by-step instructions on how to load bullets into a Tikka T3 rifle with a box-style .22-250 magazine, preferably with illustrations? It has been many years since I have used a rifle and I have never used a rifle with a magazine, always using single rounds. Thanks for the help!

Posted by AllanBoyce 3 years ago


wanted ammunition and antique revolvers

Wanted i pay cash for all most any kind of ammunition factory ammo reloaded ,hand loaded ammo  full boxes particial boxes loose ammo in good condtion i also buy cheep  antique revolvers if any body has any for sale please email me K_boltz2@comcast.net

Posted by happycamper122 7 years ago


Knex ammunition

Nearly all Knex guns fire rods or connectors that are only 1 wide and 1 height  the length varies, but why not fire rods which are 4 pieces taped together so they have more force behind them and you can tell if you've been hit unlike some single rod guns where they have great range but little force. Would anyone make a gun like this ?

Posted by Ojsmudge 6 years ago


Shotfun Updated: Ammunition Modification

I've just posted an update to my Double Barrel Shotfun Instructable - an ammunition modification! Go see the all-new Step 9. It's potentially very messy...

Posted by Kiteman 5 years ago


Knex gun calibre!

For a while people have been calling their guns white rod shooting guns, blue rod shooting guns ect...  Which in my opinion sounds rather poor so I am starting a calibre system. Here it is...                                                                        Green rods= 1cal             White rods= 3cal             Blue rods= 6cal             Yellow rods= 12cal             Red rods= 24cal             Grey rods= 48cal                    The calibre is based on how many connectors the rods can hold.                    If this has been made before I apologise. Please tell me and I will remove it.

Posted by PotatoCoffee 6 years ago


Help Making Digital Ammo Counter For Nerf Gun

I'm looking to make a digital ammo counter for my Nerf gun. Mainly, I want a digital display to countdown from "6" to "0" each time two contacts touch. Is something like this possible? I've searched all over the internet and I have no other resources I would really appreciate any help on this subject. Thank you for reading this and I'm sorry if I broke some "first Post" kind of ethics in your forums; I could just really use some help. Thanks again.

Posted by aloysius241 10 years ago


Need Specialty Ammunition and New Body Designs

Im bored with a project that has great boredom defeating potential but i ran out of ideas, inspiration and bandaids... I need ideas for ammunition, body design, and trigger configuration.. and if possible an alternate cheap/ghetto igniter for a mini spud gun using a bic barrel Heres the gun:https://www.instructables.com/id/E3NW5HIF2NOBSD3/?commentflag=1188606456703#CH8BP93F5Y3YQZI

Posted by Grim 11 years ago


coil gun ammo holder

I am currently creating a coil gun within a small nerf pistol. Everything is going well, it all fits within the gun quite nicely actually. But one problem I've realized is that there is nothing keeping the ammo within the barrel (a bic pen tube)  I would like to hear some ideas on how to keep the ammunition (which is currently undecided, if that helps. I'm considering either small steel balls or nails) within the barrel until the coil is activated. It is worth noting that because of the design of this particular gun, the trigger is not a lever, but instead a simple sliding mechanism that hits a button situated right behind it. One option I'm considering is using an electromagnet hooked up to a NC (normally closed) switch also hooked up to the trigger. The magnet would keep the ammunition in place, and pulling the trigger would turn it off. I have already added a sliding switch to turn on and off the gun, and I could wire the second magnet to that switch as well. The complication I foresee arising from that is that the electromagnet may still have residual magnetism for a few milliseconds, which could hold the ammunition in place for longer than it takes the capacitors to discharge. thoughts?

Posted by berky93 8 years ago


K'nex Sniper thoughts?

I'm drawing up some mental plans for a Sniper rifle. I posted some non-gun k'nex projects but they were never as popular as weaponry. I know there's a tonne of K'nex snipers out there already, but most of them underneath the body are just a basic gun with a blue rod mag, and a lot of the time the mag isn't actually removable. Of course there's nothing wrong with this, I myself have made guns with this setup. However, for my new Sniper, I want a removable mag with lesser-used ammo. I was thinking either orange-connector+grey connector ammo or yellow rods. Basically I wanted to see what the community wants the most, aside from Oodammo, because that's a tad awkward!  Also any suggestions as to what else I should add to my Sniper? I was thinking: Removable Mag, breach loading single shot chamber, rails (like ironman's), detachable scope and Bipod, rear monopod, true trigger (of course), pin guides and maybe a section where a small pistol can fit, probably TheDunkis' flat pistol or r3con's (spelling?) mod for it. Oh and maybe a heartbeat sensor for all the MW2 fans out there XD -Lowney

Posted by Lowney 7 years ago


Let's Do Some Testing for a 3-Month Pro Membership

One of the things that I have always wanted to do since I started "K'NEXing" (building with K'NEX) is to just sit down and start measuring, testing, and trying out new guns, different types of ammo, things like that. Then I realized something... I am way to lazy to do all that "work." So then I thought, well, maybe I could...*cough*... bribe other people to do it for me. So if you are at all interested in winning a 3-month pro membership, read the rest of this post. In order to win a 3 month pro membership (and a patch) you must do one of the following things: 1) Build a TR8 (no mods please) (only using 2 size #64 bands) and use it to shoot the following ammunition: Finned red rod Red rod Yellow rod Oodammo round White rod Fire all five of these ammunition types five times and take the average of each. It is preferred that you take videos proving the range, but this is not necessary for you to win the the pro membership. In order to enter your stats, you must have a picture of your gun, AND a picture of the ammo that you used. 2) Build a NAR (no mods please) (only using 2 size #64 bands) and use it to shoot the following ammunition: Finned red rod Red rod Yellow rod Oodammo round White rod Fire all five of these ammunition types five times and take the average of each. It is preferred that you take videos proving the range, but this is not necessary for you to win the the pro membership. In order to enter your stats, you must have a picture of your gun, AND a picture of the ammo that you used. In order to win you must present your pictures and stats in the most professional way possible in the comment section below. Happy testing! This forum post may be subject to change, and there is not guarantee that any one will win. Forum post expires September/30/2013.

Posted by The Red Book of Westmarch 5 years ago


Steampunk weaponry

Just to discuss all things related to steampunk weaponry (actually I am after some design insight) I'm building a steampunk longgun(micro-sniper) and It will shoot stuff, unlike all the other steampunk guns I can find here. It will be a functional piece, except not utilizing gunpowder ammunition. Anything relating to homebrew loading mechanisms, coils, design, etc would be awesome.

Posted by The Ideanator 9 years ago


What makes a gun? An elements of a gun lesson

Since this is a group that likes to break it down a little, I decided to give you guys a good start. First you have to ask yourself, How do you break down a knex gun? Every time you design a new gun (not basing on looks first), this is how you define each element: - Trigger:   This is quite obvious; a system that will lock the trigger back and release when activated. (examples: true trigger, a single pin, crossbow trigger, motor (for turret designs), etc.) - Ammunition feed:   This is the system that will pull a single bullet from the ammunition storage, and put it in place for firing. (examples: gravity, spring (from a clip on the bottom of gun), lever system, etc.) - Ammunition Storage:   A simple device in theory, but sometimes quite complicated due to the fine tuning involved; a place that stores your ammunition not in use. (examples: hopper, chain-fed, clip, chamber (like a revolver or a pseudo Gatling gun), etc.) - Reload:   One of the hardest systems to design in knex yet very crucial to the gun; the system that reloads the gun for firing again. (examples: semi-auto, full-auto, pump-action, etc) - Firing pin:   The system that obviously fires the bullet loaded. - Barrel:   This has always been an iffy in knex. This is completely optional, but here are the results for it: If you add one, it can increase accuracy of shooting - but can lead to jamming and friction. If you don't, your shots can (most likely will be) quite inaccurate at medium to long ranged. -  Safety:   This feature is nice, but not necessary at all and should defiantly be thought of after the gun is fully made or the firing system / ammunition system is completely done. This system of course allows users to lock their gun while not in use to prevent mis-firing. For larger guns, I tend to go full out on this feature as larger guns can be more user-friendly and dangerous in the wrong hands (or the right hands!); and I've even created a key-lock system to enable the gun (like a car engine). (yes, the key lock was designed similar to that of a house lock, it had changeable teeth that could only be opened when the appropriate key was turned in) I highly recommend this feature, but please leave it to the end! - Other features / handles:   other features such as how the gun is held or mounted should be thought of at the very end, otherwise you would end up trying to work around that, not the other way around. BUILDING I highly suggest designing these systems separately and puting them together after they work. The only thing about this is that you build all the systems one at a time, but be sure to add the next piece on AS you're building it. Otherwise you would end up with a variety of systems that work, but not together. PLEASE feel free to post any systems designed (or built) in this group so we can work as a team to put these pieces together. For an example please check out the gun I've posted on this website (I've only posted one so far), it's a great example of building and designing systems separately but to work together. HAPPY BUILDING!

Posted by SNIPERDUDE 10 years ago


Knex Mp5 (Gen.3) Video

This is my third generation Mp5, many of its parts are from the generation 2. Mostly all internals have been changed from the generation 2. In my opinion, this is my best Mp5 yet. Specifications: -Shoots 30-40 feet. -Grey connector ammunition type. -Holds 5 rounds. -Removable magazine with release lever. -True trigger. -Ram guide with easy pull back system. -Rear and Front sights.

Posted by DELETED_Blue Mullet 2 3 years ago


Are you looking for a KNEX gun/gun-related IDEA???

I was looking at the gatling/machine guns on this site and I thought: hey! if you want to build something cool and incredibly useful, you should try and build something that helps to reload these guns, or makes more ammunition for them! it doesn't have to be automated at first, just a crank that takes a rod and/or rubber band and reloads a spent ammo belt from your favorite automtic knex weapon would be a good start!! Happy hardware hacking! -dmt

Posted by dmt 11 years ago


True Shotgun

If anyone has been around knex guns for any period of time, you'll notice there are an amazing amount of misnaming going on. For instance, just because something has a pump does not make it a shotgun! A shotgun is a gun that fires little pellets of ammunition called shot. After looking at all the supposed knex "shotguns", I only found very few that actually fired shot. So I set out to make my own, and this is the result:A true, pump action shotgun that fires three green rods at a time from a shell.EDIT: Now an instructable

Posted by DRADIS 10 years ago


K'NEX Gun: RSEC (Red's Shell Ejecting Carbine)

Hey guys! Well, here is my most recent project, the RSEC (Shell Ejecting Carbine). The title really explains it all, it is a shell ejecting carbine... of sorts. Technically, the definition of a carbine is a gun that is in rifle form, but shoots pistol / SMG ammunition. This gun does not EXACTLY fit that definition, as it shoots blue rods, which is the K'NEX equivalent of a rifle round, but, all the same, I'm gonna call it a carbine. The thing that perplexed me about this gun is it's pin pull-back length. You see, the pin pull-back length on my K'NEX Gun: Reliable (R3) outdistanced the RSEC's pin-pull length, but I'd bet you that the RSEC would get better range, even without shells. I couldn't really tell you why that is, but, more likely than not, it is a result of the barrel. The R3 has a long barrel, which may mess with the rounds, but this, the RSEC, has no barrel (I.E. the rounds are shot right out of the magazine into the open air). Let that be a lesson to us all, K'NEX barrels are pretty much useless (which may be part of the reason why K'NEX bullpups are no good). Features: Great range: 50 - 70 ft. (even without the shells) Comfortable Everything in the gun is well situated (IMO) Nice 'n short, just like I wanted it Heavily modifiable True-trigger operated Good pull-back-length Hand guard Shoots shell ammunition OR non-shelled ammo -The Red Book of Westmarch

Posted by The Red Book of Westmarch 4 years ago


Knex TAR 21

Hey, nothing new here besides the TAR that everybody has seen before. As you remember it looks very good and smooth. It is a truly bull pup design that makes it very realistic. It shot white rods in its 15 round magazine. More info: 1. Working Bull pup design. 2. Folding front sight. 3. Shoots 40 feet. 4. Ammunition is an orange con. 5. True trigger. 6. Ram rod powered. 7. Very comfortable cheek rest & design. 8. Solid seventh layer coating. 9. Removable magazine. 10. Holds up to 15 rounds. 11. Measures 30 INCHES! (Real TAR- 21 is 29). 12. Looks very well. 13. Ram rod is a red rod.

Posted by Blue Mullet 5 years ago


No patent on this one.

I have an idea. It could be a good one, and it could be a useful one. It could even be a money-spinning one, but I want to spread it instead of earn from it.What I'm thinking of was inspried by potato cannons:Imagine a combustion chamber of reasonable size, say a gallon volume. Cylindrical, it is domed at one end t withstand internal pressure, but the other end tapers to a narrow outlet.The idea is that an explosive mixture in the chamber (anything handy, but gasoline/air, ethanol/air and butane/air are the most likely) is ignited by a spark, just like a potato cannon. There is no ammunition, though.The tapered pipe (I hope) concentrates the blast to release a "bullet" of rapidly-moving gases.The whole cannon points down at the ground, the muzzle only a few inches from the ground. The detonation is triggered via a long cable (metres long). The "gas bullet" hits the ground with a large enough force to simulate the step of a human or animal, or the passing of a tyre. This triggers the landmine left months ago under the soil.My idea is, in effect, a low-tech device, capable of being built and repaired by semi-skilled locals, from scavanged materials, in war-torn areas. With a bit of training, a small team could use one to safely pound a mine-field hard enough to trigger the mines and make the area safe to live in. The cannon would be damaged by explosions, but not so badly that it would need repaired after every use, and it could be easily fixed with scrap from the nearest wrecked landrover.Would this work? Or would they need solid ammunition, say lumps of timber or rocks wrapped in rags to make a seal? That would need a staight (not tapered) barrel, but it's the same idea.I don't have the space or equipment to make one myself, and land-mine charities won't tell me how much force is required to trigger a mine, but most of you reading this are in the US, and it seems you have an easier time finding this kind of thing out.Run with the idea, chaps. Build one if you can, and ship it to somebody who needs it, or come up with better plans than my rough idea, and post them to those who need them.

Posted by Kiteman 11 years ago


No patent on this one.

I have an idea. It could be a good one, and it could be a useful one. It could even be a money-spinning one, but I want to spread it instead of earn from it.What I'm thinking of was inspried by potato cannons:Imagine a combustion chamber of reasonable size, say a gallon volume. Cylindrical, it is domed at one end t withstand internal pressure, but the other end tapers to a narrow outlet.The idea is that an explosive mixture in the chamber (anything handy, but gasoline/air, ethanol/air and butane/air are the most likely) is ignited by a spark, just like a potato cannon. There is no ammunition, though.The tapered pipe (I hope) concentrates the blast to release a "bullet" of rapidly-moving gases.The whole cannon points down at the ground, the muzzle only a few inches from the ground. The detonation is triggered via a long cable (metres long). The "gas bullet" hits the ground with a large enough force to simulate the step of a human or animal, or the passing of a tyre. This triggers the landmine left months ago under the soil.My idea is, in effect, a low-tech device, capable of being built and repaired by semi-skilled locals, from scavanged materials, in war-torn areas. With a bit of training, a small team could use one to safely pound a mine-field hard enough to trigger the mines and make the area safe to live in. The cannon would be damaged by explosions, but not so badly that it would need repaired after every use, and it could be easily fixed with scrap from the nearest wrecked landrover.Would this work? Or would they need solid ammunition, say lumps of timber or rocks wrapped in rags to make a seal? That would need a staight (not tapered) barrel, but it's the same idea.I don't have the space or equipment to make one myself, and land-mine charities won't tell me how much force is required to trigger a mine, but most of you reading this are in the US, and it seems you have an easier time finding this kind of thing out.Run with the idea, chaps. Build one if you can, and ship it to somebody who needs it, or come up with better plans than my rough idea, and post them to those who need them.

Posted by Kiteman 11 years ago


Oodammo Light Assault Weapon

Well I built this one in a couple hours, i tried making a reliable Oodammo assault weapon that would use a minimum of pieces, because I am starting to run out, and I need a good assault weapon. It uses a slightly modified version of s0lekill3er's Oodammo Shotbow's magazine, so the mag is horizontal,I tried making it vertical, but it wouldn't work with the amount of ammo and the style I wanted in it. It gets decent range, I got it to shoot Oodammo about 25-30 feet, and it is very accurate. The magazine is removable, it isn't all that practical, but it will come off in a few seconds. The standard magazine capacity is 15, but that can we made bigger or smaller by replacing a few rods. Any criticism is appreciated and wanted, as long as it is constructive, I just tried making a small assault weapon, using Oodammo as a primary form of ammunition, and without using any black rods. The stock was thrown together rather quickly, and is only there for the firing pin guide

Posted by ShadowChaosControl 9 years ago


KWR1 V.1 + "The More Bands, the Better" Myth

The KWR1 (K’NEX War Ready gun #1 Version #1) V.1 came out of my idea to build an entirely “mod-able” slingshot sniper weapon that you could rely upon in any outdoor K’NEX war (hence the name). You could make this gun longer; you could make this gun shorter. You could add a nonadjustable stock; you could make the stock longer, you can do practically anything to this gun (other than change the mechanism and the handle position).   Features: Good range: 60 ft. (1 band) – 100 ft. (5 bands, 45 degree angle) Can shoot: Oodammo (1 band: 60 ft.), Large K’NEX wheel (5 bands: 30 ft.), Small K’NEX wheel (5 bands: over 80 ft.), Lego bricks (5 bands: 50 ft.), NERF darts (5 bands: 50 ft.), and size #117 bands as a RBG (30 – 40 ft.) 10 point adjustable stock (see pictures 8 -11) with “Stock lock” (see pictures 13 - 15, 17) Totally customizable Safety (see pictures 15 - 16) Cheek rest (see picture 9) Not too piece consuming   Now, with all of that out of the way, I want to talk about ammo sizes and the “the more bands, the better” myth. So to do that, let’s look at the stats (shooting with three size #117 bands):   Red Connecter Ammunition: No rod attached: 62 ft. Green rod attached: 55 ft. 4 in. White rod attached (oodammo): 42 ft. Blue rod attached: 35 ft. 5 in. Yellow rod attached: 40 - 45 ft. Red rod attached: (got caught in the bands) Grey rod attached: (got caught in the bands)   Grey Connecter Ammunition: No rod attached: 64 ft. 9 in. Green rod attached: 59ft. 4 in. White rod attached: 50 ft. Blue rod attached: (got caught in bands) Yellow rod attached: 40 ft. Red rod attached: (got caught in bands) Grey rod attached: (got caught in bands) As you can see, the larger the round got, the lower the range you would receive. I think that this is a direct proof that bigger bullets are not necessarily good ammunition. For example, the ZKAR uses yellow rods? Might it get better range if it shot blue rods? Now, admittedly, the instances may be different with different guns, but I highly doubt it.   Conclusion: Stick with ammo sizes between blue rods and white rods (including both the blue rod and the white rod).     Now I want to talk a little about the “the more bands, the better” myth.   I took the KWR1 out to my backyard, grabbed some oodammo (growing in our garden, mind you), and commenced shooting from a prone position. Then I got this idea… what if I was to shoot with only 1 band, and not all 5? So I started to do that, leaving the bullets where the fell after having been shot. Then I decided to go back to shooting with 5 bands, to see how much better the range would be. So I fired a couple rounds… and got no better range than I did when I shot with only 1 band. I did this a couple more times, and found it to be true.   There is a myth (myth = a traditional story) pervading instructables that you will always get better range with more bands. Now, it is my personal opinion that if a gun can’t get 50 ft. with two bands, it’s no good, but that is irrelevant.   Conclusion: More bands does not necessarily mean better range.     Now, I am not stating these subjects as fact, for that would seem arrogant and presumptuous, but I do believe they are, to some extent, true.   -The Red Book of Westmarch

Posted by The Red Book of Westmarch 5 years ago


Competitor Rival III AMR Contest gun

Alright, since my orangeboard has decided to revolt against me posting pictures on it I will post them here. Unlike the Springbreaker, this gun is fully functional and working perfectly. The Competitor Rival III is an Adaptive Magazine Rifle meaning you can shoot more types of ammunition with one gun. I made it so magazine well is adjustible so it can shoot sizes ranged from gray connectors to yellow rods. I have pictures here of it's blue rod magazine and it's yellow rod magazine. Why do I have pictures here you may ask. Well, I haven't built a rifle since, hmmmm....., Springbreaker? Anyway I want to know what you think of it and if it really does look as good as I think it does. Also how to take better take pictures of it (I'm so use to making handguns and submachine gun sized guns!). What angles should I try, so it shows off the most detail because as you can see it was kinda hard. Anyway thanks for looking and commenting, this will be posted in the contest with Competitor III so good luck! JonnyBGood ------------------------------------------------------------------------------------------ V2 Pics Posted after the guy and ball gif

Posted by JonnyBGood 5 years ago


Full Auto K'nex Gun Idea (Seriously)

To anybody interested in creating a fully automatic k'nex gun: Take a simple method of propulsion: splodies grenades or something of the like. Not a complicated ram-rod mechanism or anything like that. Find a way to make them a bit smaller and more stable (splodies are very unstable) via some sort modification. Then find a way to stack them, one by one, in a magazine. Find a way to release one end while using the other as a launching point inside the chamber of the weapon. Once the first end is fired, the second end is pushed up and out of the right side of the gun, mimicking shell ejection on automatic weapons. After the shell is ejected, the next piece of ammunition is fired and ejected, and so on. If anybody can figure out how to create this mechanism AND find a way to control it via a trigger, they will have created the first magazine fed, shell ejecting, fully automatic knex gun. And to whoever claims that it wouldn't be considered fully automatic, think again. Loading the gun would be a painful process, yes. But it would be fully automatic, because a fully automatic weapon fires continuously while the trigger is pulled, no matter the circumstances. And with the option of removable magazines, the possibility is certainly there. If anybody can actually succeed in this idea, all I ask is that you post it so we can build it as well.

Posted by Ikedog1995 6 years ago


Using LiPo batteries in coil guns

Hello all, this is my first post! I have been theorizing for a while about coilguns, and have been doing calculations. here is how it goes: A single Lithium polymer battery can hold up to 3.3 Ah and discharge at about 30c (safely). We multiply 3.3Ah by 30c and get 99 A of continuous discharge. That’s a LOT of current, but, it is still not enough to fire a good projectile. So, I’m planning on having four of these hooked up in parallel to give out 396A. This is quite a bit of dangerous current, so my wiring will have to be gauge-perfect. The magnetic field that this produces is about 9.9 teslas, as  twice much as your average MRI machine. Yes, I’m utilizing a miniature MRI to shoot stuff. If you want to know how much force an MRI puts out, here is a great video to show you https://www.youtube.com/watch?v=6BBx8BwLhqg. I am planning on having a 2,000 turn coil, with the average distance from the projectile being 1cm. The ammunition is going to be BB bullets, which means our cross-sectional area is at least 7.65*10-4m2. Using those numbers, the initial force on the BB is 3,015,030N. This is enough to lift up 25 semi-trucks. On paper, this seems magnificent. However, I’m accounting for about 2% efficiency, taken into account at this step, giving us 60,300N. This is still an enormous force to take to a .5g BB I’m implementing the Impulse to be .05s using standardized E = F * t,  this gives us 3,015 joules of energy. Huh. that’s way more than we should expect. Let’s take into account the 2% efficiency rating again, and we get a more realistic number: 60 joules. 60 joules is ridiculous for a BB pellet. We’ll use Ek = 1/2*m*V2 to solve for V. I got about 1,553 m/s. This is faster than most guns shoot regular bullets. I will be using a 2-stage setup, and will make sure to  use proper electrical equipment. My question to you is; How accurate are these calculations? if I build this thing, what can I excpect?

Posted by bjohnson45 4 years ago


Zombie RPG / D&D Style Game

For ZSDW: I've been in the zombie hype for awhile, (about a year ago,) and after finishing a couple of Zplans, I decide it would be fun to kill some zombies with dice and statistics. Alas, this is quite the beta, and it generally uses d6's, as well as some skewed grammar and stats. First things first. You are not a specified character. You have no character sheet, you have no special abilites. The following few paragraph will explain a few confusing things, and give hints on how your location will affect your game. Then, there will basic weapon stats. Later, there will be about how zombies affect you, and what kinds of zombies there are, and their health. You will also learn how you can scrounge for stuff from bodies.  Subdivide means to roll for what section it is applicable for. Say your about to go into a room, you would roll for SURVIVOR and ZACH Room check. Say you get a four(4). That means there is something in the room. You would then decide if it was locked. (Unnecessary, but for extra gameplay, most are going to be locked. Hit the lock with something, and roll for it's regular attack. If the attack is successful, you broke the lock. If not, well, you may have to literally blow up the door, or say that you cannot go into the room.) Let's say no lock for times sake. Now, you know something/someone is in there. Subdivide by rolling what it is. Second line of Survivor and Zach Room Check shows this. Luckily, you roll a one(1). That means a Military person is in the room. They can have Assault Rifles, Submachine Guns, Rifles with Scoped subclass, And Scatterguns with the Breacher Barrel subclass. You can only find them in Military bases, Start Variable Location:Warzone, or ALERTNESS Yellow or higher. When moving through a house, roll for room encounters. You may roll for how many rooms you must go through,( If I roll 5, I need to go through 5 rooms before getting out, or to destination around/in house) so you must roll for encounters/room searches while in those rooms.(You would roll 5 times in this case for People and Zach Room check rolls.)  In a house, you may roll for RUN, so 1-2 success, and go to the next room. 4-6, unsuccessful, roll for Scratch. (1-3 Scratched, 4-6 safe.)   ALERTNESS is just a guide for what zombies are available to kill. The ALERTNESS bar is unnecessary; however it adds another angle to the game. It is at the back of this guide.  Ideas, Tips and Otherwise: Tanks, APCs, Pickups, convenience stores, Molotov Cocktail, Improvised weapons, have some fun, and add to this game! Make up some weapons, apply variable splash damage, and just make sure you kill some Zach!   Your start variables should be placed on a separate sheet, for reference. Say for location you picked rainforest/jungle, (your geography, weather, and season fits that description.) you will need/want to roll for Scratches more. (For realism, generally, there will be more crawlers, same with Aristriked Urban.) Same for Urban, and Airstriked-Urban, (Broken buildings, rubble, etc.) or Warzone. (More military personnel. Tanks? Have some fun! :)  START VARIABLES (At the top of the game sheet.) Location: Geography: Weather: Season: # Zach's: Zach's Location: Population Density: Specialized Setting: Attack Rolls: Locks (Y/N): Scratch (Y/N): Alertness Level (Y/N): Supplies (Y/N): Leg Break (Y/N): Travel Days (Y/N):   Supplies is a form of food, ammunition, and other necessary items for a single day. Each survivor in your current group takes 1 supply per day. Supplies can be found by subdividing if your preceding ROOM SEARCH roll is 1-2. If Travel Days is active/applicable, your group takes only 4 supplies per day, individual people in your group do not take any supplies, and you cannot be attacked by Z's. Travel Days are good if you have more than 4 people in your group, and have low health, or need to get somewhere. BITES are fatal, you take 3 supplies when bitten, then the following day you become a Z. Your group can take your weapons. SCRATCH'S are non-fatal; you take 2 supplies for 3 days. (7supplies, because of the one you took the day you were bitten, then the 6 you will take for the following days.) For all melee attacks, roll for bone breaks. 1-2 break, 3-5 Scratched, 6 safe. Scratch disables RANGED and FIREARMS attacks. For disabled, or failed melee attacks, 1-2 = arms, or arm, 3-4 =legs, or leg, 5-6 = chest or neck break. A Neck Break Disable turns Zach melee attacks to 2 bitten, 1 and 3 scratched, 4-6 safe. Arms/Legs breaks decreases that zombies fighting ability to 2 bitten, 1 and 3 scratched, 4-5 safe, 6 breaks leg of human.  When a human has a leg broken, he/she takes two supplies per day, and halves the amount of current PTD. (Play Time per Day)   To determine the time a day takes to complete, roll for the PTD, or Play Time per Day. This is found by rolling a 6 sided dice, then multiplying the number on the dice by 3. This is approximately how long a "day" is in the ZRPG, in minutes. You will need a watch or timer to play this game, if you want to apply PTD.  FIREARMS Scattergun(Shotgun) = 1-3 hit, 4-6 miss, Melee 1-4 hit, 5-6 disabled. RANGE:3 This affects a maximum of 3 Zs. Roll for 1-2 1 Zach affected, 3-4 2 Zach affected, 5-6 3 Zach affected. Sub-Class: Breacher Barrel, 1-2 hit, instant death upon Z's, breaches locked doors/drywall (Apartments, this happens if you like to shoot stuff, or the lock you just suck at opening wont unlock,). Pistol = 1-4 hit, 5-6 miss. RANGE: 4 Melee 1-3 hit, 4-6 failed, if failed, roll for scratches, Z is disabled if successful hit. Subdivide for disable type. RANGE: 1 Sub-Class: Laser, 1-5 hit, 6 miss. RANGE: 5 Rifle = 1-4 hit, 5-6 miss. RANGE: 10 Melee 1-2 hit, instant kill, 3-5 disabled, 6 scratched. RANGE: 2 Sub-Class: Sighting-Laser, 1-4 hit, 5 miss, 6 disable. RANGE: 12.  Bayonet, see knife attack roll. Scope, 1-9 successful on 12 sided die. RANGE: 16 Assault Rifle = 1-4 hit, 5 miss, 6 instant kill or disable, you pick. RANGE: 14 Sub-Class: Grenade Launcher, 1-4, instant 4 Z's kill, when applicable. 5-6 miss Blows open walls/doors, when you fail  assault rifle as a prerequisite to use a grenade launcher. Sub-Machine gun: 1-4 hit, 5-6 miss. Has a three round burst, you can hit a Z 3 times, or 3 Z’s 1 time each, or any combination thereof. Sub-Class:   BLUNTS Crowbar = 1-4 hit, 5-6 miss. Sub-Class: N/A 2x4 = 1-4 hit, 5-6 miss. Sub-Class: Additional Spike/Nail 1-4 hit, 5-6 miss, roll for instant kill, or instant disable. Sheet Metal Tipped, instant disable 1-4, 5-6 miss. Bat = 2-5 hit, 1 and 6 miss. Sub-Class:Aluminum Bat, 1-3 and 6 hit, 4 bat bends (You cannot use the bat anymore)                                        5 miss, instant disable if hit is successful.                    Steel Bat 2-5 hit, 1 and 6 miss, instant kill if hit is true. Sledgehammer = 1-3 hit, 4-6 miss, roll for Scratch if hit is false, insant disable/kill, subdivide for odd/even. You cannot attack next round, but you can use a secondary. Sub-Class: Industrial size, 1-5 hit, 6 miss, instant kill, Scratch if miss. You can only use this once per battle, however at the cost of a Scratch, you may use it again.   SHARPS Axe = 1-2 hit, 3-6 miss, instant kill. You can only use this once per battle, however at the cost of a Scratch, you may use it again. Sub-Class:Double Sided axe, 1-3 hit, kills 2 Z's. You may use this twice on your turn, You can only use this once per battle, however at the cost of a Scratch, you may use it again. Hatchet = Melee, 1-4 hit, 5-6 miss, Thrown, 1-2 hit, 3-6 miss, if hit, roll = 1-3, disabled, 4-6 instant kill Sword = 1-3 hit, 4-6 miss. Instant disable, or roll for instant kill, 1 and 6 instant kill, 2-5 disable. Sub-Class: Knife =1-2 eye stab, instant kill. 3-4 disable. 5-6 miss. If miss, roll for 1-4 scratched, 5-6 bitten. Thrown 1-4 hit, instant disable. 5-6 miss. When you successfully instant kill or disable a zombie, you lose your knife. Sub-Class: Improvised weapon w/ rifle. 1-4 instant kill,  5-6 disable.   RANGED Bow and Arrow =1-3 hit, 5-4 disabled, 6 miss. Sub-Class: Bomb Arrows,1-4 instant death. Fire Arrows 1-4 hit, roll again, 1-3 immolates Z's, 4-6 damages torso. See Molotov Cocktail effects. Molotov Cocktail = 1-5 hit, 6 immolated, dies 3 days. Buildings burn 3 days. Sub-Class:Alcohol Bomb, 1-6 hit, no misses. 2 Alcohol Bombs kill a Z, 2 days. Starts building fire.   Room Search Rolls: WEAPON SEARCH: 1 = FIREARMS, Subdivide for type, pistols and scatters only 2-4 = SHARP, 5 = BLUNT,  6 = RANGED, no Crossbows/Archers Bow. ITEM SEARCH: 1-2 = Supplies, when applicable. This is probably CVS's Walgreens, SURVIVOR and ZACH ROOM CHECK: For a room check, use a d20.  1-4 Z-Encounter, 6-9 survivor, 10-15 nothing, 16-20 supplies. If you roll 16-20, roll a d6. You gain supplies equal to the number on the d6. For a zombie encounter, roll a d6 for number of Z's   AWARENESS LEVELS L. Green = Near None                                   Civilian Known Only Green = Slight                                                  Civilian Known Only, possible Police help. D. Green = LOW                                              Slight Media Coverup,                  L.Yellow = Less than medium                     More Media, Local Police Intervention Yellow = MEDIUM                                         Full Media, Government Denying D. Yellow = Less than HIGH                         Supressed Media By Government L. Orange = slightly less than HIGH         National Crisis Orange = HIGH                                              Class 4 Outbreak, Zero Government, nearly full world infected. Black = Finished game                                             The world is destroyed and there are zero humans left on earth. Zombies are the dominant species now. They will walk the earth, scrounging, trying to fill the hole that can never be filled. Good job, how could you let this happen?   Z's or Zach Types   These zombies are put where applicable. Normal Zachs, and Fat Zachs are found everywhere.   If you miss while attacking a Z, subdivide if they hit you. If you are hit by a Z, you become one in 1 day. You take 3 supplies for that day, if applicable. 1-4 Z bites you, 5 they Scratch you, 6 is miss.   Normal Zach’s = 1 hits to kill apply infection normally.(Found in AWARENESS level: Near none) Fat Zach’s = 2 hits to kill, lower bite rolls to 1 bitten, 2-6 safe.(Found in AWARENESS level: near none) Mil Zach’s = 4 hits with FIREARMS and RANGED, 3 hits melee. (Found in AWARENESS level: Less than medium) Martyrdom Zach’s = 2 hits to kill, only found in churches, monasteries, temples, etc. (You may pickup pistols and knives only from these. Subdivide, 1-4 none, 5 pistol, 6 knife) Quislings = 2 hits kill, if bitten, do NOT roll for infection! If you are hit by a Quisling, you use 2 supplies for 1 week. PD(Police)Zombies = 4 hits kill, You may pick up Pistols and Scatterguns from them Subdivide, 1-3 pistol, 4 none, 5-6 scattergun. 

Posted by PKTraceur 8 years ago


Stick Rpg CompleteCheats

Stick RPG CompleteSubmitted by: RMCheat mode:Enter HEYZEUS!!!! as a user name to get 555 Stats and 10,000 to start the game.Save money:Start with your intelligence at maximum, then get a job and keep getting promotions until you are the CEO. Do not increase anything else or do anything else until you are Ceo with an intelligence level of 250. Then, stop increasing intelligence until you get a penthouse with a television. Watch the news until you have about 330 intelligence. You can then hot wire the car. The car is like the skateboard except faster and cooler.Easy money:First, start a bank account. You do not need much, but the more the better. Next, go into your apartment and sleep for a few days. The interest in the bank will earn money slowly. The more money you have, the more you will receive. This is very useful if you are trying to get a few stats. Buy the items that raise all of the stats when you sleep. Each night you sleep, you will get better.When you have 999 Intelligence, Charm, and Strength, get to -100 Karma by doing a lot of Drug deals and bar fights. Notice that you will receive an invitation in your home to join in an Election. Click on the 50,000 Election and you should win it. After that, sleep and you will get $5,000 a day.Save the game, then play blackjack. Bet all your money. If you lose, refresh and try again. Save the game each time you win more money.Note: While playing blackjack is an easy way to get money, it takes a long time to click the chips to bet. Instead, do not click them. Press [Tab] until the 500 chip is selected then hold [Enter] for a faster method.Red car:If you get over $500 you will get a new car.Commodities:While doing Commodities, before you leave the bus station to sell, make sure you have agun with 99 ammunition. Also make sure that you pump up Strength and Charm and lower your Karma for extra safety.Darts:When doing the darts, go for the lighter dart board. Convertible:Start out with unlimited intelligence and get the job of the CEO. Follow the first car cheat and get to day 381. Then, press C and you should be in a red convertible.President or Dictator:When it is 2,000 days and you have a castle and lots of money (200,000), you should be invited to have an election. For Dictator, have $200,000, Karma -100, 850+ Stats, CEO, and a castle ($500,000).For President, have $200,000, Karma 100, 750+ Stats, CEO, and a castle ($500,000).Funny messages 1:Whenever your stickman gets run over by a car, he will get one of three messages. One is from Sticknews, another from You Hit, They Run law agency, and the final one is is from Cash for Skidmarks' Inc.Funny messages 2:Give the boy who wants smoke exactly ten of them. He will die and you will get a message from a detective.Red Stickman:Keep robbing places.Kill kid on the corner:Keep giving the kid on the corner of the street cigarettes. He will eventually die from too much smoke inhalation.Sleeping:If you are trying to sleep very quickly, press [Tab] twice, [Enter], [Tab], [Enter] and repeat.Hint:Submitted by: Brandonto wake up at 12:00 am everyday, get a job or the HEYZEUS!!!! and purchase an alarm clock. this should wake up a little earlyer, next buy as many nicatinue pills as possible because every pill used + alarm clock will wake you up at 12:00 amHint:Submitted by: nathanstart the game enter HEYZEUS!!!! get 999 of charm intellagence and streinth get castle check email erace it you will get a lottory if its not when you leave the castle is in the bank choose 50000 you win go to bed you get 5000 each day hey you deserve it for all your hard work im still getting my presidensial account byeEasy money:Get an alarm clock ($200) and caffeine pills. You will be able to work four times a day.For a CEO this results in $2,400 per day. Note: This is also how you get a bus ride.Good karma:Go to the bum by the bar and keep giving him money. You will get good karma in return. Hint:Submitted by:adamif you start a new game and keep working as a CEO and dont rob any places you will get a white stick man. Hint:Submitted by: Daniel Householder to get a red stickman you can either kill the kid on the block and make a lot of deals in las vegas, you can also get into some barfights or you can rob places a lotHint:Submitted by:tim get some money then go to the bank and deposite all but 1 dollar. then go to casino and play black jack click on the token that says 0 on it and a 0 will be added to your money. you can repeat this as long as you want.Very Easy money:Submitted by: davidfirst become presedenant then sleep for 50 days put all your money in the bank and keep doing this.Hint:Submitted by: BoabaDO YOU NEED MOR MONEY? Buy 10 cocain or beer and travel to NJ or LA by bus. Make sure you have a cell phone and a gun with atleast 90 ammo. Sell your comidates and you will get a BIG profit.Hint:Submitted by: PManHi i have just found out a new hint for Stickman RPG:When you get your intelligence up to 330 you can steal a car but if you already have a yellow/red car go to sleep untill day 364 and you should get a message saying Congratzyou have been playing for a game year and you will recieve A BRAAANNNDD NEEEEWWW SPOORRRTTTSS CCAAARRRRbyeMoon walk:So to do the moon walk you hold up left right then you look like you walking forward but your going backwards Sports Car:After 365 stick days you should wake up and get some mail and a sports car!Changing colors:Purple - Win a lot of bar fightsWhite - Become PresidentRed - Rob banksBlue - Start of gameHint:Submitted by: ya mumto get easy money get all your cash out of the bank exepet for 1 doller and go to the casino and bet all of it al if u loose get out of it then back in to iit then u should still have all your cash. and if u win go save it then do it all over again keep doing this until u have alot of cashMoney Trick:Use the following trick for easy money and decreased Karma. Buy 20 pieces of cocaine from the person besides the pawn shop. Make sure every time you wake up it is midnight so you could catch up to the bus. Go to Los Angeles and sell the cocaine you bought for easy money. It is possible that your stick will be red.Cool car:To get a cool car get unlimited time and sleep until the number says like 365 which is a year. If you slept for a year in stick RPG then you get a cool car I guess. It happened to me. Take a bus:Get a alarm clock then get caffine pills go to sleep then go to the bus station and pik anywhere u want to go but its not wat u think it is.Wake Up Car:After you have hotwired the car by your home, enter it and go to your inventory. Press the go home button and go to sleep. After you wake up the next day, save your game and leave your home. You should start off inside your car.Hint:Submitted by: keithMake your car do the moon walk press up left and right together it you'll moon walkHint:Submitted by: hubfirst, buy a computer. the stocks can not go below 1 dollar. Buy as much of it as u can at 1 dollar than wait till it doubles or triples, easy & fast money. Hats:Go to twilly in Falconreach and put minigame prises.win big:If your new to this game listen to me. first make sure you are playing stick rpg complete. Now make your name HEYZEUS!!!! make sure you typed all of the !!!! marks and its all in caps.Now youy shold be playing. If you want to be prez or dictator follow this: prez=999 in all stats, 100 karma, a castle, a convetable, a ceo, and your stick figure has to be white. Dictator= 999 in all stats, -100 karma, a castle, a convertable, a ceo, and your stick has to be red. p.s. you have to wait 2000 days to have election and you need $20000.Skateboard tricks:When you have a skateboard and want to do a trick, hold [Shift] and press [Left], [Right], and [Up].Easy Money:Use the following trick for easy money and decreased Karma. Buy 20 pieces of cocaine from the person besides the pawn shop. Make sure every time you wake up it is midnight so you could catch up to the bus. Go to Los Angeles and sell the cocaine you bought for easy money. It is possible that your stick will be red.Hint:Submitted by: JoshTo get a red stick, just rob the bank a whole lot. you dont have to get away with money to turn red. you just have to have a gun with ammo, and click "Rob the place" when your at the bank and eventually, you will turn redHint:Submitted by: josephcomplete cheats:codes,HEYZEUS!!!! Tips,Sleep for 365 days(1 year) you will get a messege and press c and you can drive a hot rod or to get the yellow car neer apartment and hotwire it by geting 370 intelegence,become CEO evrey day do job and when you get enogh funds you can by a mansion tv satlite (for tv) computer bed!!more information email me at jprgameboy@hotmail.comHints:Submitted by: willeversteps for ultimate gameGOOD1 HEYZUES!!!! improtant (!!!!) 4=555 all stats, $100002 go to the house click on the car at your house hotwire it. 3 go to the bar out side is a bum click on him give him 10 dolars4 go to the pawn shop and buy a almarm clock 5 go to the school and use the gym till u have 999 strenth6 go back to the school with 5000 dollars and do `go to class`7 after u have finished th 5000 dollars if your not at 999 intelagence go to `study` 8 go to the big building beside the bank and ask for promptions till your ceo9 work till you have 600,000 dollars 10 buy the caslte at the bank11 go the bar and drink beer untill you have 999 charm12 make shure u have 100 karma13 go to your castle and sleep untill u get a letter asking to run for presedent 14 say yes 15 play as u wish u are presadent what more could u want u get 5000 dollars a night EVIL1 HEYZUES!!!! improtant (!!!!) 4=555 all stats, $100002 go to the house clic on the car at ur hose hotwir it. 3 go to the bar out side is a bum lick him and giv im 10 dolars ( holly shit ive never accidentally done something that funy)4 go to the pan shop and buy a alarm cock (lol) and knife5 go to the bar and bar fiht till u hav -100 karma6 go to the scool and go to clas until u hav 0 karma7 repet step 5 and 6 til u have 999 strengh and intelgense as well as -100 karma8 go to the bulding beside the bank and become ceo9 work until u have 600000 dolars9 drink ber until u hav 999 charm10 bar fite until u have -100 karma11 wait til u got an emal sain u can be dick-tater ( who wold wana be a dick made of taters) 12 say oui13 play as, want sorry for my BAD spellingHint:Submitted by: tjIf you start out with the name HEYZEUS!!!! you will get money and to get money get the ceo job and then you save to buy castleHint:Submitted by: DillanGet the car and get in and then press the direction pad and press c and the car raves its engineHint:Submitted by: wronTo get lots of money put 10,000 dollars in bank and sleep for 365 day you will wake up check your messages you will get a new car and in your bank is tons of cash, i got a castle fron doing this with money left over!!!Hint:Submitted by: JAKEIf u want a totally black screen while playing, hold "c" and the right arrow key at the same time.Hints:Submitted by: Jordy Give the bum by the bar lots of money until you turn white.Kill the kid that asks for smokes (10 smokes) then go by some coke then go to LA.Hint:Submitted by: mathewplay the game get at least 700 intelligence steel the car then get promotions until u r ceo the get a clock and caffeine pills the sleep go t work u should get $2,400 the go home save game then go to the casino bet all your money if u win u get lots if u8 lose close window and re-open it the keep repeating it and ull beHint:Submitted by: tomfirst put your name as HEYZEUS!!!!second when you have your stats and money save your file then go to the casino.next go to the blackjack table and bet all your money.if you win go to your house and save.if you lose quit the game and go to continue.keep doing this until you have 640,000 dollars.now go buy a castle.go to the furnishing store and buy everything.now go to your house and get on the computer.now buy all the stocks that are at 1 dollar.because the stocks cant go bellow 1.spend all your money.now sleep and next morning the stocks should go up.wait till they are about 2-4 dollars or more. then sell them you should make alot of money.if you get good at stock managing then you can make alot of money.this doesnt take long. about 1-2 hours depending on how good you are.i made over 1.2 mil in 15 mins. so give it a try.Cheat:Submitted by: ZaneGet mega money by either going to the casino and betting all it may take long but if you win save (also save before you go) press tab till its on the 500 and hold enter for faster betting also you can put all your money in the bank then wait untill the intrest is high then make a lot of money and put it in the bank and you will sky rocket up in money i did and got over 5 mil and im still going up.Hint:Submitted by: j&b;If you you are president or dictator get 1million$ and put it in bank. sleep till you get 1million with you. the keep with drawing 1million you should be very richHint:Submitted by: RobbieSave then get 1 mil then bet it all on blackjack. If you don't win then close down the game then log back on and do it again but when u do win save strait awayHint:Submitted by: Sidow21st get a lot of money(no loan)2nd go to Fine Line Furnishings3rd buy every thing there4th go back the next day5th buy every thing again (it has new stuff)6th if you bought every thing you should get more intelligence, Strength and charm everydayHint:Submitted by: Sidow2You need 200 charm 1st you need a gun ($400)2nd get money (CEO is best)3rd deposit money4rd rob the bank4rd-B or go to jail for 5 daysCheat:Submitted by: cODYFirst you must have a health lvl of 560. Use HEYZUES!!!! as your name at the start of the game your health will be at 560/560. go towards tthe edge of the area and fall off you should then have 560/570. Go home and sleep BANG extra hpChanging color:2 become white, u just go 2 work. 2 become red, u smoke, drink, rob, fight and buy cocaine.Hint:Submitted by: JulioHeres a good tip...buy alll the exercise things...and then sleep all the time...your strength will go up with your charm and intellgence...just from sleeping!!! ALSO! Do that Zeus thing from other tips...and you will get so much money fast...after you get 999 of all skillzHint:Submitted by: keaneto work at mcsticks you have to type in HEYZUES in capitals as password.to get are scateboard you have to buy smokes and give them to the blue person on the corner of path.Hint:Submitted by: rexxarWhen u get to one thousand days and when u get $200,000 -100 karma and a castle and ceo u get to become a dictator and its not 2,000 days its 1,000 days.Hint:Submitted by: SETHyou must play complete version of stick rpg you will have a car outside your house click on it to hot wire the press c to drive then hold c to make the screen blink black makes stickman like hes in a invisable car.Easter Egg - Back Wards Cars:Sometime when u put Heyzeus!!!!. U might see a car driving backwards.(It doesn't realy have to be HEYZEUS!!!! as ur name but thats a different code)Cocaine:Dont go to a place with to much cocaine the cops find you and your sent to jail u lose your gun and your stuff.Gambling win:Take out a loan at the bank,then click repay loan.type minus and then the amount that you want(repeat this as many times as you like).then gamble it at the casino and hope you win.if you dont then start a new game and try again.Hint:Submitted by: freddydavebobsmithgrayomif you are in a bar fight and it freezes instead of clicking it froze just click the done button on the fighting bar and it should come back to life... do this every time it freezes and finish off your enemy =]Cheat:Submitted by: Shawn JTo become prez all u have 2 do is have a castle be ceo and haf 200,000$ because that is the best chance to win election and you don't have to wait 1000 days,i was prez at 400 days.Hint:Submitted by: CazzerTo become dictator you have to have been playing for 1000 days, On the 1001 day you will get an answering machine message asking you to become dictator of sticks, the more money you put in the more chance you have of winning the electionHint:Submitted by: EvaWhen you have a lot of money, take it all out of your bank acount and save the game. Then go to the Casino and bet it all on blackjack. If you win, save your game and you will get double money. If you lose however, just dont save, exit, and go back and all your money will be returned to you.Hint:Submitted by: AndrewIf you want to sell stuff in other citys but don't want bad karma sell beer insted of cocain.Bank Glitch:Submitted by: CamerantGet some money. Then go to the bank and put a 0 before it than deposit. Might only work with even number like 02000, 01000 etc. You'll deposit that much and keep half. Email gnicol116@aol.com Bye! hope it helps it did for me.Easy Strength + Charm:Submitted by: brodyAn easy way to build strength and charm is to buy the mansion and the treadmill from the furniture store. Next, go to the convinience store and buy a whole bunch of smokes. Then, go stand one pace away from entering your mansion. Then all you have to do is smoke until your health is too low to smoke any more (you will be prohibited to smoke automaticly, so don't worry about dieing) then enter your house and sleep whickh will raise you health and strength. Continue this until desired.Cheat:Submitted by: shaun when you have a castle + $200,000 + the job as a CEO + 100 karma and have played for a virtual year you should be invited to have an election, accept and choose the $200,000 campaing and you should become presidentnote: when you are president you can not work and you get $5000 when you sleepCheat:Submitted by: BOOBhold forward and backwards in the car put your bonet over the edge near the mansion and make sure u just start the game or i wont work btw u can fall thogh ground why u on the road and went u respawn u start with 999 everthing and preisdent and castle and 9000,00000 money.Here are some cheats for stick Rpg CompleteCheat:Submitted by: samto be director get 999 on every thing but karma, a castle and 200,000 dollars and sleep till 999 days egzactly and you have a messeage read then erase then you get another message and choose the 200,000 dollar option (if u kill people you cant be presidant).

Posted by Bartboy 10 years ago