Cheatbook

Insurgency Cheats, Codes, Hints and Walkthroughs for PC Games.

  Home   |   Cheatbook   |    Latest Cheats   |    Trainers   |    Cheats   |    Cheatbook-DataBase 2024   |    Download   |    Search for Game   |    Blog  
 
  Hints and Tips for: Insurgency 
  Browse by PC Games Title:   A  |   B  |   C  |   D  |   E  |   F  |   G  |   H  |   I  |   J  |   K  |   L  |   M  |   N  |   O  |   P  |   Q  |   R  |   S  |   T  |   U  |   V  |   W  |   X  |   Y  |   Z   |   0 - 9  
V Rising Cheats Tribes of Midgard Cheats Returnal Cheats Resident Evil 2 Remake Cheats
 

 Insurgency Cheats

 
   
 
 
Insurgency

Cheat Codes:
------------
Submitted by: David K.

Tips and Tricks You May or May Not Know:
----------------------------------------
Written by Kana

This guide will be my compilation of helpful tips and tricks for playing Insurgency.

-=Weapon and Equipment Handling Tips and Tricks=-
Recycling old magazines: if it is a risk you think you can take, try to shoot until 
your mag is empty. When you unload more than half of your magazine's capacity away, 
it is natural to reload back up to full in order to be ready for the next engagement. 
But always remember that the old magazines will be used again later once you've 
cycled through all the new mags, you don't want to load in an old magazine with only 
a few rounds left! 

Ammo check/chamber check: If you have a weapon mod that include a visually different 
reloading animations for when the weapon is empty and when the magazine still has 
rounds left, you are able to reload and quickly cancel by switching your weapons in 
order to determine if your gun still has rounds left in it or not. Alternatively, 
some weapon mods has a feature that shows the charging handle/bolt locking back once 
the gun is empty, such as the Kel-Tec RFB (old and unsupported now).

Sprinting reload: nearing the end of most fully empty reload animations you are able 
to start sprinting without cancelling the reload and having to do the entire thing 
again. The timing has to be precisely near the end, usually around the part where your 
hand touches the charging handle and is about to charge it or when you press the 
button to release the bolt locking back in its place (does not work with weapons that 
reloads rounds/shells individually). But always remember! This is mainly a movement/
traversal trick, not a combat trick. If you run dry while engaging, cover first then 
reload later. You are not supposed to reload first then slowly walk into cover, if a 
reload takes 4 seconds you still have 3 seconds for you to die first before you can 
use the 4th second to sprint away.

Creating a slightly safer area with smoke grenades: enemies closing in from multiple 
directions? throw a smoke grenade into the corner and get the jump on them (provided 
they don't blindl fire into the whole thing). Everyone is more confident in pulling 
the trigger if they can directly see the target they're aiming at, but if they have 
to put in more effort in finding you then that gives you more time to work. If you're 
outside the smoke and the enemy is inside then shining your flashlight into it will 
reveal silhouettes of the people inside, unless they're in the deep end or the 
opposite side of the cloud from where you're shining the light from. If you're inside 
the smoke, avoid the middle of the cloud (where the grenade is) as that will blind 
you completely. As you move further away from the center of the cloud it will be 
easier for you to see but it's also easier for you to be seen as well.

Grenades usage: left mouse click pull the pin without keeping the lever and throw,
 holding it down allow you to cook it. Middle mouse button does an underhand toss, 
can be used to roll the grenade foward but only a little bit. Right mouse click pull 
the pin while keeping the lever, can be held indefinitely. If you keep the lever 
(not using the left click) you can cancel the throw as long as you don't release the 
grenade by switching your weapon.

Readying your equipment: every time you spawn in you will ready your weapon by doing 
a slightly long but cool animation, this applies for primary, secondary and launchers, 
and only for the first time you equip that weapon. This will be done only when you 
pull out your weapon while in the re-supply zone indicated by the supply icon on the 
screen, moreover this area can be seen as a blue zone on the map with the symbol of 
the team you belong to. It is recommended you ready all your weapons to avoid doing 
the long animation in a situation where you capture a point and being in the re-supply 
zone dictates you take a few seconds longer for you to pull your sidearm out. 
Be careful, be vigilant, be ready.

Quick resupply instead of reloading: bind the resupply key into a key you're 
comfortable with using console commands and you can press that button to instantly 
resupply, it's the difference between using 4 seconds to swap mags and fully reload 
and using only a few seconds to just pull out and ready a new weapon.

Magazine check: quickly swap weapons to check the hud at the bottom right corner 
of the screen for how many mags you have left.

Keep your distance: from the cover you're currently using and your teammates. 
Being too close to your cover means that you have to turn more before you can 
move foward back into cover cover, or if you decide to strafe sideways into cover
 while shooting your gun, it will be too close the cover and you'll have to lower 
your weapon which prevents you from shooting effectively. Avoid being near 
teammates when crossing open areas or when not in full cover, any enemy who's 
trying to hit your teammate can hit you if you're too close to them and it's 
unfortunate if you catch stray bullets that are not meant for you.

-=The Two Main Playstyle of Insurgency=-
When You're Alone

Advantages: less concern for friendly fire (as long as you know they're in a 
different area). You are your only limitation, there will no one to impose 
restrictions on you allowing you to move and act freely, weapons free. You advance 
at your own pace, kill as many as you want, go to the objective with the route you 
have in mind. 

Disadvantages: increased requirement for independency, spatial awareness, speed, 
reflex, reaction time etc. When you inevitably rejoin with the team you will have
to turn off your 'shoot to kill, free fire zone' mode, lest your teammate(s) 
suddenly pop out from around the next corner and your reflex take over. 

Tips: good positioning can help you out a lot, if you don't want to be aware of 
all 360 degrees around you then place yourself next to a wall and then you'll only 
have to worry about the 180 degree. Be aware of who's gonna come around the corner 
of the wall you're next to though. Having only a 180 degree arc for you to look 
at is a big difference between checking behind you as well and only having to 
check your left and right. Don't stay in one place for too long, or if you want 
to then keep roaming around that immediate area.

-=When You're With the Team=-
Advantages: less concern for other zones or angles of approach from the enemy, 
your team should cover and clear their own respective areas leaving you to focus 
on your own. With multiple team members working, covering, clearing the immediate 
area around your own position, you are relatively safer than being alone and that 
allows you more time for actions such as reloading. I usually imagine that I have 
a strict time limit when performing certain actions and if I take too long I will 
die, having teammates greatly increases that time limit until you need to be ready, 
of course you should strive to perform your best without relying on your team too 
much. What you receive from your teammates, you should be able to return to them 
the same benefits. 

Disadvantages: increased requirement for cooperation, possible bad teammates, 
higher chance for friendly fire and trigger discipline is recommended. If your 
teammates requires a higher level of performance from you for whatever reason, 
you may need to perform similarly to how you would while soloing while under
 restrictions from your teammates which can be tricky. 

Tips: use the map to determine which direction your teammates are covering and 
fill in the gap of the team. If every possible direction is covered you can patrol 
from place to place and be ready to provide support to whichever direction is under 
attack. Similary for offence, if most of your team are converging and moving into 
one area then look out for possible flankers from the side or behind. If you are 
behind the group let your frontline teammates handle the front, don't try to shoot 
past your teammate who are in front of you. If you want to go but they're too slow, 
go to the side and go around them. 

-=Individual Playstyle=-
Close Range Assault Type

Description: this style is essentially for people who likes the adrenaline rush or 
like being a speed freak. This is my favourite and main playstyle due to its fast 
pace. Fast assault, full auto, quick kills in rapid succession, moving and clearing 
areas quickly etc. It can be summed up to the faster you are, the longer you live. 
(When performing certain actions, this doesn't mean you rush off and hurry to your 
death.) 

Playstyle info: engagement range is as close as that of urban areas like Tell, 
Contact, District, Revolt etc. Weapons are fully automatic weapons with 30 or more 
rounds per magazine, relying on quick target acquisition and trigger pull to take 
down enemies before they return fire and kill you. 

Playstyle tips: when presented with multiple enemies, make a 'sweep' by killing 
from left to right or right to left. If you manage to lock on different targets 
and shoot them fast enough then that's good but if not then shoot the ones who's a 
threat to you i.e. aiming at you or notices you before the rest does. You can try 
to master how to hip fire effectively to increase your killing speed at extremely 
close range, shaving off a second or two for aiming down sights if you can hit 
without needing to. If you have less than 4 seconds before the enemy react, return 
fire and kill you, you need to consider if you can kill them all within 4 seconds 
or not; if not then kill as much as you can within a couple seconds before quickly 
getting back into cover. Take on as many enemies as you're comfortable with at any 
single time, never more than you can handle. Don't try to kill everyone at once, if 
you need take out 10+ targets, take them out in smaller groups of like 2, 3 or 4 
at a time. Try to guess how long you can stay out of cover to shoot for, if enemies
 return fire, don't keep shooting unless you know you can kill them before they 
kill you. 

Other tips: I usually don't have time to extend my finger to the numbers so I key 
binded Q to switch between primary and secondary, this allows for grenade cancelling 
and switching weapons to be quicker. I normally don't use lean unless I know 
I won't have time to get back into cover if I peek out, I like to have my fingers 
on movement at all times. 

Factors affecting play style effectiveness: how prepared you are vs. how prepared 
your enemies are, this effects how much time you have to kill them before they 
react. Controlling your weapon efficiently, how many rounds per target is 
considered optimal? How fast is your gun's rate of fire, how many enemies can 
you kill with one magazine? How much time do you need to have in between each 
killing session if you need to reload a completely empty mag? What do you have 
to do to make sure you have the time you need etc.



Entity List (Console Commands & Scripting):
-------------------------------------------
Written by HATE AGENT

Unsorted list of insurgency entities, useful for ent_fire, ent_create and other entity 
console commands or scripting.

-=Part 1=-
Using "dumpentitysizes" in console; you can get a complete list of entities (classname) 
with the sizeof(data), units currently unknown.

grenade_anm14: 1584
grenade_c4: 1584
grenade_f1: 1576
grenade_flare: 1584
grenade_gp25_he: 1576
grenade_gp25_smoke: 1640
grenade_ied: 1584
grenade_m18: 1640
grenade_m203_he: 1576
grenade_m203_smoke: 1640
grenade_m67: 1576
grenade_m84: 1584
grenade_molotov: 1584
rocket_at4: 1552
rocket_rpg7: 1552
weapon_ak74: 18824
weapon_akm: 18824
weapon_aks74u: 18824
weapon_anm14: 18840
weapon_at4: 18816
weapon_c4_clicker: 18912
weapon_c4_ied: 18912
weapon_f1: 18840
weapon_fal: 18824
weapon_galil: 18824
weapon_galil_sar: 18824
weapon_gp25_he: 18816
weapon_gp25_smoke: 18816
weapon_gurkha: 18888
weapon_kabar: 18888
weapon_l1a1: 18824
weapon_m14: 18824
weapon_m16a4: 18824
weapon_m18: 18840
weapon_m1911: 18824
weapon_m1a1: 18824
weapon_m203_he: 18816
weapon_m203_smoke: 18816
weapon_m249: 18824
weapon_m40a1: 18824
weapon_m45: 18824
weapon_m4a1: 18824
weapon_m590: 18824
weapon_m67: 18840
weapon_m84: 18840
weapon_m9: 18824
weapon_makarov: 18824
weapon_mini14: 18824
weapon_mk18: 18824
weapon_model10: 18824
weapon_molotov: 18840
weapon_mosin: 18824
weapon_mp40: 18824
weapon_mp5: 18824
weapon_p2a1: 18816
weapon_rpg7: 18816
weapon_rpk: 18824
weapon_sks: 18824
weapon_sterling: 18824
weapon_toz: 18824
weapon_ump45: 18824
_firesmoke: 1128
_plasma: 1136
ai_sound: 1128
ambient_generic: 1256
base_vehicle: 4048
baseprojectile: 1456
beam: 1272
beam_spotlight: 1208
color_correction: 1424
color_correction_volume: 1784
cycler_flex: 2304
dynamic_prop: 1896
entity_blocker: 1104
entityflame: 1160
env_ambient_light: 1176
env_beam: 1424
env_beverage: 1112
env_blood: 1128
env_bubbles: 1120
env_cascade_light: 1144
env_credits: 1144
env_debughistory: 1281144
env_detail_controller: 1112
env_dof_controller: 1152
env_dustpuff: 1112
env_dusttrail: 1168
env_effectscript: 1480
env_embers: 1120
env_entity_dissolver: 1152
env_entity_freezing: 1328
env_entity_igniter: 1112
env_entity_maker: 1248
env_explosion: 1152
env_explosion_ins: 1136
env_fade: 1160
env_fire: 1232
env_fire_trail: 1112
env_firesensor: 1192
env_firesource: 1120
env_fog_controller: 1200
env_funnel: 1112
env_global: 1160
env_glow: 1184
env_gunfire: 1200
env_hudhint: 1112
env_instructor_hint: 1208
env_laser: 1312
env_lightglow: 1136
env_message: 1168
env_microphone: 1520
env_movieexplosion: 1104
env_muzzleflash: 1120
env_outtro_stats: 1136
env_particle_performance_monitor: 1112
env_particle_trail: 1152
env_particlefire: 1128
env_particlelight: 1136
env_particlescript: 1448
env_particlesmokegrenade: 1152
env_physexplosion: 1160
env_physimpact: 1120
env_physwire: 1112
env_player_surface_trigger: 1184
env_projectedtexture: 1440
env_quadraticbeam: 1136
env_ragdoll_boogie: 1120
env_rockettrail: 1184
env_rotorshooter: 1216
env_screeneffect: 1112
env_screenoverlay: 1240
env_shake: 1176
env_shooter: 1192
env_smokestack: 1272
env_smoketrail: 1184
env_soundscape: 1232
env_soundscape_proxy: 1240
env_soundscape_triggerable: 1232
env_spark: 1152
env_splash: 1112
env_sporeexplosion: 1136
env_sporetrail: 1144
env_sprite: 1184
env_sprite_clientside: 1184
env_sprite_oriented: 1184
env_spritetrail: 1240
env_steam: 1144
env_steamjet: 1144
env_sun: 1176
env_texturetoggle: 1104
env_tilt: 1120
env_tonemap_controller: 1152
env_tracer: 1120
env_viewpunch: 1120
env_wind: 1736
env_zoom: 1112
event_queue_saveload_proxy: 1104
filter_activator_class: 1184
filter_activator_context: 1184
filter_activator_mass_greater: 1184
filter_activator_model: 1184
filter_activator_name: 1184
filter_activator_team: 1184
filter_base: 1176
filter_damage_type: 1184
filter_multi: 1304
fish: 1648
fog_volume: 1144
func_areaportal: 1128
func_areaportalwindow: 1152
func_breakable: 1344
func_breakable_surf: 2736
func_brush: 1128
func_button: 1528
func_button_timed: 1624
func_buyzone: 1496
func_carry_reset: 1488
func_clip_vphysics: 1120
func_conveyor: 1128
func_datazone: 1496
func_detail_blocker: 1104
func_door: 1672
func_door_rotating: 1680
func_dustcloud: 1152
func_dustmotes: 1152
func_elevator: 1432
func_fish_pool: 1192
func_guntarget: 1272
func_illusionary: 1104
func_instance_io_proxy: 2064
func_ladderendpoint: 1104
func_lod: 1112
func_monitor: 1136
func_movelinear: 1360
func_nav_avoid: 1152
func_nav_avoidance_obstacle: 1120
func_nav_blocker: 1144
func_nav_prefer: 1152
func_nav_prerequisite: 1512
func_occluder: 1112
func_physbox: 1672
func_physbox_multiplayer: 1688
func_plat: 1280
func_platrot: 1304
func_precipitation: 1112
func_precipitation_blocker: 1104
func_proprrespawnzone: 1104
func_pushable: 1344
func_reflective_glass: 1128
func_rot_button: 1528
func_rotating: 1232
func_simpleladder: 1120
func_smokevolume: 1408
func_tank: 1840
func_tank_combine_cannon: 1904
func_tanklaser: 1864
func_tankmortar: 1888
func_tankphyscannister: 1856
func_tanktrain: 1416
func_teamblocker: 1136
func_trackautochange: 1368
func_trackchange: 1368
func_tracktrain: 1384
func_train: 1304
func_traincontrols: 1104
func_useableladder: 1256
func_vehicleclip: 1104
func_wall: 1112
func_wall_toggle: 1112
func_water: 1672
func_water_analog: 1360
func_weapon_lower: 1488
func_weight_button: 1176
funCBaseFlex: 1992
game_end: 1120
game_gib_manager: 1168
game_player_equip: 1536
game_player_team: 1120
game_ragdoll_manager: 1120
game_score: 1120
game_text: 1168
game_ui: 1704
game_weapon_manager: 1160
game_zone_player: 1248
gear_base: 1448
gear_nvg: 1456
gib: 1488
gibshooter: 1176
hammer_updateignorelist: 1232
handle_dummy: 1104
handle_test: 1112
info_camera_link: 1120
info_constraint_anchor: 1112
info_elevator_floor: 1136
info_game_event_proxy: 1120
info_intermission: 1104
info_ladder: 1120
info_ladder_dismount: 1104
info_landmark: 1104
info_mass_center: 1104
info_null: 1104
info_overlay_accessor: 1112
info_particle_system: 2272
info_player_deathmatch: 1112
info_player_start: 1104
info_player_teamspawn: 1144
info_projecteddecal: 1112
info_remarkable: 1120
info_target: 1104
info_target_instructor_hint: 1104
info_teleport_destination: 1104
info_vehicle_groundspawn: 1176
infodecal: 1120
ins_blockzone: 1496
ins_explosion: 1136
ins_foliage: 1472
ins_objective_resource: 2856
ins_player_manager: 5016
ins_player_nbot: 55544
ins_ragdoll: 1672
ins_rulesproxy: 1584
ins_spawnpoint: 1160
ins_spawnzone: 1544
ins_viewpoint: 1112
instanced_scripted_scene: 2248
item_sodacan: 1440
keyframe_rope: 1208
keyframe_track: 1184
light: 1128
light_directional: 1128
light_dynamic: 1128
light_environment: 1128
light_glspot: 1128
light_spot: 1128
logic_achievement: 1160
logic_active_autosave: 1136
logic_auto: 1352
logic_autosave: 1120
logic_branch: 1208
logic_branch_listener: 1368
logic_case: 1800
logic_choreographed_scene: 2096
logic_collision_pair: 1128
logic_compare: 1240
logic_eventlistener: 1168
logic_lineto: 1152
logic_measure_movement: 1152
logic_multicompare: 1192
logic_navigation: 1120
logic_playerproxy: 1336
logic_proximity: 1104
logic_random_outputs: 1432
logic_register_activator: 1240
logic_relay: 1176
logic_scene_list_manager: 1328
logic_timer: 1224
logic_training: 1104
logic_training_timer: 1112
material_modify_control: 1912
math_colorblend: 1152
math_counter: 1312
math_remap: 1160
momentary_door: 1360
momentary_rot_button: 1752
mortarshell: 1200
move_keyframed: 1248
move_rope: 1208
multisource: 1408

-=Part 2=-
obj_destructible: 3840
obj_destructible_vehicle: 3832
obj_terminal: 3824
obj_weapon_cache: 3824
path_corner: 1144
path_corner_crash: 1144
path_track: 1184
phys_ballsocket: 1192
phys_bone_follower: 1120
phys_constraint: 1192
phys_constraintsystem: 1120
phys_convert: 1152
phys_hinge: 1272
phys_keepupright: 1168
phys_lengthconstraint: 1240
phys_magnet: 1600
phys_motor: 1200
phys_pulleyconstraint: 1240
phys_ragdollconstraint: 1232
phys_ragdollmagnet: 1128
phys_slideconstraint: 1224
phys_spring: 1184
phys_thruster: 1216
phys_torque: 1216
physics_cannister: 3720
physics_entity_solver: 1128
physics_prop: 1952
physics_prop_ragdoll: 3776
physics_prop_statue: 2000
play_team_manager: 1288
player: 9488
player_manager: 2912
player_speedmod: 1104
player_weaponstrip: 1104
point_anglesensor: 1272
point_angularvelocitysensor: 1352
point_broadcastclientcommand: 1104
point_camera: 1152
point_clientcommand: 1104
point_controlpoint: 1344
point_devshot_camera: 1120
point_enable_motion_fixup: 1104
point_entity_finder: 1176
point_flag: 1944
point_gamestats_counter: 1120
point_hurt: 1136
point_message: 1128
point_playermoveconstraint: 1184
point_posecontroller: 1176
point_proximity_sensor: 1144
point_servercommand: 1104
point_spotlight: 1240
point_teleport: 1128
point_template: 1328
point_tesla: 1176
point_velocitysensor: 1160
point_viewcontrol: 1248
point_viewcontrol_multiplayer: 1208
point_viewproxy: 1224
postprocess_controller: 1168
predicted_viewmodel: 1584
prop_door_rotating: 2592
prop_dynamic: 1896
prop_dynamic_glow: 1896
prop_dynamic_ornament: 1904
prop_dynamic_override: 1896
prop_explosive: 1504
prop_foliage: 1472
prop_hallucination: 1456
prop_physics: 1952
prop_physics_multiplayer: 2000
prop_physics_override: 1952
prop_physics_respawnable: 2008
prop_pumpkin: 1960
prop_ragdoll: 3776
prop_ragdoll_attached: 3824
prop_sphere: 1952
prop_sprinkler: 1576
prop_talker: 2328
prop_vehicle: 1832
prop_vehicle_driveable: 2128
raggib: 1440
scene_manager: 1200
scripted_scene: 2096
shadow_control: 1128
simple_bot: 3696
simple_physics_brush: 1104
simple_physics_prop: 1440
sky_camera: 1240
skybox_swapper: 1112
soundent: 7776
spark_shower: 1104
spotlight_end: 1136
spraycan: 1104
sunlight_shadow_control: 1408
tank_destruction: 1464
tank_vehicle: 4304
tanktrain_ai: 1168
tanktrain_aitarget: 1136
target_cdaudio: 1112
target_changegravity: 1112
te_tester: 1184
team_manager: 1224
test_effect: 1408
test_proxytoggle: 1112
test_traceline: 1104
theater_director_proxy: 1104
trigger: 1488
trigger_auto_crouch: 1488
trigger_brush: 1208
trigger_capture_zone: 3224
trigger_cdaudio: 1488
trigger_changelevel: 1592
trigger_fog: 1576
trigger_gravity: 1488
trigger_grenade_extinguisher: 1496
trigger_hierarchy: 1536
trigger_hurt: 1616
trigger_impact: 1568
trigger_look: 1584
trigger_multiple: 1520
trigger_once: 1520
trigger_playermovement: 1488
trigger_proximity: 1544
trigger_push: 1512
trigger_remove: 1520
trigger_rocket_suppress: 1888
trigger_serverragdoll: 1488
trigger_soundscape: 1536
trigger_teleport: 1504
trigger_tonemap: 1504
trigger_transition: 1104
trigger_vphysics_motion: 1232
trigger_wind: 1200
vgui_movie_display: 1544
vgui_screen: 1144
vgui_screen_team: 1144
vgui_slideshow_display: 1488
view_team_manager: 1256
viewmodel: 1568
vote_controller: 1504
water_lod_control: 1112
waterbullet: 1440
weapon_ballistic: 18824
weapon_base: 18808
weapon_grenade: 18840
weapon_melee: 18888
weapon_remote: 18912
weapon_rocket_base: 18816
window_pane: 1440
world_items: 1448
worldspawn: 1192
 

Submit your codes! Having Codes, cheat, hints, tips, trainer or tricks we dont have yet?

Help out other players on the PC by adding a cheat or secret that you know!

PC GamesSubmit them through our form.

Insurgency Cheat , Hints, Guide, Tips, Walkthrough, FAQ and Secrets for PC Video gamesVisit Cheatinfo for more Cheat Codes, FAQs or Tips!
 
back to top 
   
     
 
PC Games, PC Game Cheat, Secrets Easter Eggs, FAQs, Walkthrough Spotlight - New Version CheatBook-DataBase 2024
Cheatbook-Database 2024 is a freeware cheat code tracker that makes hints, Tricks, Tips and cheats (for PC, Walkthroughs, XBox, Playstation 1 and 2, Playstation 3, Playstation 4, Sega, Nintendo 64, Wii U, DVD, Game Boy Advance, iPhone, Game Boy Color, N-Gage, Nintendo DS, PSP, Gamecube, Dreamcast, Xbox 360, Super Nintendo) easily accessible from one central location. If you´re an avid gamer and want a few extra weapons or lives to survive until the next level, this freeware cheat database can come to the rescue. Covering more than 27.700 Games, this database represents all genres and focuses on recent releases. All Cheats inside from the first CHEATBOOK January 1998 until today.  - Release date january 7, 2024. CheatBook-DataBase 2024

 
 
Games Trainer  |   Find Cheats  |   Downloads  |   Walkthroughs  |   Console   |   Magazine  |   Top 100  |   Submit Cheats, Hints, Tips  |   Links
Top Games:  |  Cities: Skylines II Trainer  |  Dead Island 2 Trainer  |  Octopath Traveler 2 Trainer  |  Resident Evil 4 (Remake) Trainer  |  Wo Long: Fallen Dynasty Trainer