KURT *You start out riding the energy stream down to the Minecrawler, much like
in the first game only you don't get any items or anything on the way down. Just
avoid everything^_^ The laser blasts are easy to avoid, but the missles can
track you so move around alot. This is pretty easy and was one of the best parts
of the first game(where you did it before each level). ==Level 1,Checkpoint A==
*Do what the Doctor tells you and get used to the controls, gameplay etc then
exit the room and go through the long tunnel. *In the next room, snipe the
target the alien is holding through the small opening in the barrier, the
barrier will fall. Use the CST to take out the alien and go through another
tunnel. *In this room, your first target should be the Alien Spawner down to the
left, then the leftover Bottrocks. You can ride the floating platforms for life
if needed. To exit snipe the lockball near where the Spawner used to be, then
rise to the exit by floating in the updraft of the fan. From Roman: *Now
directly behind where the key/globe was there is a hole or duct in the wall that
you can get into (usually by riding the fan and floating down into it). Inside
you'll see 9 boxes. Snipe/shoot these and you'll find(10)grenades, (10)sniper
grenades, and a cloak. There are also two 50% healths. *The next tunnel has some
Alien Orbs in it so take them out and proceed.
==
Level 1,Checkpoint B== *There's 2 Bottrocks and an Orb in this room, as well as
some Grenades and Health in the corners. Take out the enemies then snipe the
lockball to move on. *Just around the right bend of the tunnel are a couple
Laser Guns, you have to snipe them to take them out. It's possible to get in a
position where you can see them but they can't see you. Just face the guns and
slowly strafe till they come into view and shoot, be sure to strafe left and
right to dodge their fire. *In the next room, grag the cloak and use it right
away. Run to the steps on the other side of the room keeping close to the left
side wall so you run into the Super Chaingun(save it!). Go up the steps and
backtrack along the higher ledge till you come to a small hole in the wall,
snipe the lockball inside and run back to the exit. *The tunnel has an Orb and
Lasergun in it. *Blast the Orbs from the entrance in the next room, there are
two. Then snipe the 4 lockballs you can see from the entrance platform(3 on the
left and 1 on the right)then strafe a bit to the right and snipe the lockball at
the opposite end of the room, then take out the Laser Gun directly under the
platform, and finally, hit the last lockball at the bottom of the room to start
the fan. Drop down and collect the Homing Sniper Shells and follow the curling
path back up to the fan, jump over to the fan, and float upwards into the long
tunnel
==
Level 1,Checkpoint C== *Grab the Sniper Mortar(and 25 Health if needed). You
have to get a mortar shell in the open space on top of the next 3 platforms to
proceed. Alien ships will buzz by occasionally, firing at you. So be wary of
them while lining up your shot. *For the first one, stand at the edge of the
platform you're on and enter SniperMode. Center on the piece of tunnel that's
over all of the platforms and aim about 3 inches or so above it. Watch the
Display in the top right corner to see where your shell goes and adjust
accordingly if you miss (Don't worry about running out of ammo, you get more
when needed). Once the barrier is gone, 2 aliens will appear, you can take them
out from your current position or jump and glide over to the 1st platform and
get up close and dirty. *Once you're on the first platform, go to the very edge
and enter Sniper Mode, aim about 3 inches or so above the top of the opening in
the next platform's barrier. Once the barrier is gone, you can take out the
aliens from you current place again,then use the fan to get a lift and float
over to the 2nd platform. Again, go to the very edge of this one and enter
Sniper Mode, aim roughly 2 inches above the next platform's barrier opening and
fire. No aliens come on the is one though. Use the fan to get the height needed
to make it over to the 3rd platform. *From this platform, jump and float over to
the structure on your left and run around to the door and enter the steep
tunnel. There are a few Laser Guns in here. The 1st is near the center of the
tunnel right at the beginning. the 2nd is just after the slight right curve, and
the 3rd is on the right as the tunnel starts to descend. Exit the door and jump
over to the platform with the fan that's a bit to the left. Float up the long
tunnel and prepare for a Boss Fight. From Roman: *Ride the fan up and float over
onto the tube/tunnel that you just had to go through, and you'll find a Black
Hole Grenade. (I haven't been able to utilize it quite yet, but there is one
there.) Now ribbon chute back to the fan platform and ride the fan up to the
boss.
==
Level 1,Checkpoint D== Boss This boss may seem overwhelming at first, but it's
really very easy once you know the trick. Also, to make the fight a bit easier
stay at the back of the area to keep the aliens from bugging you. To defeat this
Boss, you have to snipe the first 4 lockballs near the center of the Boss, then
another lockball in the center, and then you have to hit the actual pilot of the
ship 3 or 4 times to get him out of the ship. Finally, you have to fight the
pilot up close style. *Once the little cutscene ends, enter Sniper Mode and wait
for the 4 lockballs to appear, center on one while they're still inactive, then
fire on one as soon as they activate. Now, stay in Sniper Mode even as
everything around you blows up, you just have to strafe left and right while you
center on the remaining lockballs. You have to hit the first 4, then the boss
will stop firing for a few seconds as it's next layer opens up. There's only one
lockball this time, but the boss starts shooting before it activates, again just
strafe left and right as you aim up your shot on the ball. After you've hit this
lockball, the pilot is open to exposure. Using the same method, shoot the boss 3
or 4 times to shut down the machine and eject the boss. *Now you have to
confront the boss up close, like a regular enemy. The items that will make this
much easier are the Super Chaingun(that's why you saved it) and the Dummy Decoy.
Use the Super Chaingun, and once the Boss lands near you, throw out the Decoy
and he'll go after it. Then just unload on him with the Super Chaingun till he's
dead. If the Decoy runs out you should still be ahead enough on energy to take a
couple hits and still kill the boss.
-----------------------------------------
LEVEL 2-Alien Orbiter,Earth Orbit 10:10am
-----------------------------------------
MAX The first thing you'll have to do is pilot your torpedo through some
asteroids to make it to the enemy ship. You can use the Analog Stick, D-Pad, or
Y and A buttons to move up and down. I find the buttons are the most repsonsive.
==
Level 2,Checkpoint A== *Listen to the Doctor *Shoot out the left wall to go to a
room with a Shotgun and 4 aliens inside. The right wall leads to a room with an
Uzi, Magnum, and an enemy Bif. Shooting at the window washers causes them to
fall, heheh. From doninss: you didn't mention the car batt. in one of the hidden
rooms.(one with the bifs i think) *To advance, shoot out the front wall(with
your ship crashed into it) and then shoot the lock off of the next door to open
it. Watch out for the little aliens that come at you quickly in the tunnel. *In
the next toom, grab the guns you need first, then blast out one of the glass
sides and destroy the thing on the ceiling inside the room where the aliens are
walking to, then repeat with the next side. After that, exit through the newly
opened area, shoot the lock off the door and run through the tunnel to
Checkpoint B.
==
Level 2,Checkpoint B== *In this part, just run and shoot the walls that block
your way and avoid fighting the individual enemies, they just keep coming so
it's not worth it. Shoot the lock off the door and enter the tunnel, watch out
for the 4 Laser Guns along the tunnel. *In the big room you want to take out the
3 Alien Spawners. There's one directly across from the entrance, and two more
way to the right side of the room. The Spawners are in little "bunkers" so look
for them. Once they're gone, pick up the guns you need then go through the
tunnel and shoot the lock on the other end of the tunnel and proceed. ==Level
2,Checkpoint C== *Grab the Jetpack and walk near the Gas Pump to fill it to 100.
If you need a gun or health, go to the doors on the left and right with the ?'s
behind them. There's a Magnum and AA Battery. You probably should practice
hovering at this Gas Pump since you'll need to know how later. To hover, just
tap L while in the air to stay near the Gas Pump. *Fly up to the Orange part of
the ceiling and when it opens, land on the outer blue edge of the next level and
take out 4 Laser Guns in this part to open the next level up. There's 3 levels
like this, with 4 Laser Guns each, where you have to hit all 4 of the Laser Guns
to advance. After you've gone through the 3 levels, I recommend dropping down
and refilling on fuel before advancing to the next part. *After the initial 3
levels of Laser Guns, you have to fly up to another large room like the first
one but without any floor in the middle. You should fly all the way up to the
platform in the center and take out the two Bifs first, then turn your attention
to the Alien Spawners and aliens below, and take them out one at a timeto make
it easier. *Once all the enemies in the room are gone, drop down to the platform
with the Gas Pump and refill. If you need guns, go to the other platforms.
Then,fly up through the orange section and get ready for the next set of 3
levels of 4 Laser Guns. Go through them the same way as before. *After these 3
levels of Laser Guns, refill and fly up to one of the ledges in the top room. 2
have doors with ?'s behind them(Magnum,AA Battery) and the 3rd has the exit.
Shoot the lock off and go through the tunnel, after the second door there's 5 or
so Laser Guns waiting. *Collect the guns and AA Battery at the entrance and get
ready for another "run-n-shoot" experience. The only enemy you have to worry
about is the Bif in the center of the room, kill it but don't worry about any
others. Shoot the lock off of the door and run through the tunnel. ==
Level 2,Checkpoint D== *This next section involves some jumping and you even get
an audience in the form of some aliens in a protected ship, they gasp when you
jump, cheer when you make it and boo if you miss. There's a couple more doors
with ?'s that give you health on the bottom floor if needed. *Wait for the
lowest platform to come down and jump on it, the alien ship will kind of tell
you where the next platform is going to be. Just wait for the two platforms to
get near level, then jump across to the next, there's about 6 in all. *Once you
get to the last moving platform in this part you'll have to jump across to a
floating Gas Pump and hover there as it fills your JetPack. Jump over to it and
as soon as your Jetpack starts filling, release the Y and L buttons till you
start to fall, then hold L again for a second and repeat until you're full. Then
fly up to the orange section of the roof and get ready to blast some more Laser
Guns. The first level also has a floating Gas Pump in the center you can use.
*There's 3 levels of blasting Laser Guns, then fill up on fuel to make it to the
top room. Once there, the Checkpoint is on one of the 3 platforms and the others
have doors with ?'s that each hold a Magnum. ==
Level 2,Checkpoint E== Boss Fight The tunnel before the boss has about 6 Laser
Guns in it so take them out on your way by strafing left and right as you shoot
them. *Inside the Boss room there's weapons and health on the outer edges, and a
Gas Pump on the floor. Be sure to refill on what you need as you fight this
boss. To kill the Boss: 1.Shoot all the glowing parts 2.Shoot at the main part
of the boss, it's broken up into 5 parts 3.Shoot at the boss, now just a glowing
orb 4.Shoot at the smaller boss until it's dead To Begin you have to blast all
the glowing spots on the boss to get rid of them, they fire out tracking
fireballs. Once a glowing spot is gone, light shines from it and can hurt you.
When all the glowing spots are gone you have to shoot the main part of the boss
itself and break off the "plates" there's about 5 different sections in all.
Then blast the exposed Boss. All this time the boss will be spinning in a few
different patterns. It'll spin with beams travelling vertically, making their
way across the whole chamber. It'll spin the beams horizontally either just
above the outer ledges or directly on them. You can't really avoid the vertical
spinning beams of light, but you can stay out of the way of the horizontal ones.
If they're above you, just stay on an outer ledge and blast away, if they're
lined up with the outer ledges then use the Jetpack to float in the safe area
between the beams. After you've taken down the exposed boss, it turns into a
small star or something and shoots light everywhere, but only the solid beams
hurt you. Don't bother dodging the beams when it's at this stage, just shoot it
till it's dead.
-------------------------------------------
LEVEL 3-The Jim Dandy, Earth Orbit 10:42am
-------------------------------------------
DR. HAWKINS ==
Level 3,Checkpoint A== *Listen to the computer *Grab the 2 MR. FIZZY in the
fridge, go left behind the bar and grab the DIRTY TOWELS and the 3 THE SAUCE,
then go through the double doors and the hall till you come to a room with 3
doors. *Go to the middle door(The Lavatory) and get the two other DIRTY TOWELS
and combine them with the 3 THE SAUCE to get 3 MOLOTOV. Then go to the stall and
take a pitstop, heh. After the "incident" collect the PIPES where the water is
leaking, and the HAND DRYER. Wash your hands, then leave. *Go to the door on the
right when you come out(The Bridge). Get the DUCT TAPE and leave. *Combine the
PIPES and HAND DRYER to make the LEAF BLOWER and use it. Then go to the door
across the way(The Lounge). *In The Lounge, use the LEAF BLOWER, by pressing the
R Trigger, to blow the aliens to the back of the green hallway and near the
Venus Fly Trap. Keep using the blower till they're all eaten. *After all the
aliens are gone, head towards the door and the plant will thank you by upgrading
your toaster. You can now use the ATOMIC TOASTER and LOAF to shoot enemies. ==
Level 3,Checkpoint B== *Walk out on the beam in front of you, jump over to the
left beam. Look down to the left and fall to the pipe, then turn and face the
big central pipe and look down to the left, you'll see a leak in the big pipe.
*Fall down to the girder next to the leak and use the DUCT TAPE to patch it up.
Jump down to the floor and grab the CORD that's plugged into the pipe. Combine
the PIPES and CORD to make the LADDER, then use the Ladder while standing on the
glowing square that's near the patched up leak. *From the pipe you're on, drop
back down to the glowing square that's on the girder(just above the 1st square)
and use the LADDER on it. Then walk to the opening at the edge of the room and
go through it to the next room *In this next area, walk onto the short girder
and jump to the one with the glowing square and use the LADDER. From the large
pipe, jump to the nearby girder then drop down to the lower one and head left.
Use the short girders you come upon to jump up to the the next opening and go
through it From IBF: *shortcut, instead of using the ladder out in the large
circular area after the duct tape room, step down(towards the center) turn left,
aim for the beam below, run off and you'll land on the beam. go to the end, make
the jumps up to the door. drop down to the checkpoint. (bypasses the room with 3
poopsies and the tough jumps) *This room has some aliens in it, so put the
ATOMIC TOASTER in your left hand and the LOAF in your right so you'll have
something to hit them with. Face the opening into the room and strafe left till
you see the first alien, he's a bit to the left in the room. Hit him with the
Atomic Toast shots and strafe right away form the opening to avoid his shots
when needed. The 2nd Alien is a little higher and on the opposite side of the
room, use the same method to destroy it. The 3rd, and last, alien is just to the
right of the opening and up high. *From the first girder, jump to the short
girder on the right, then to the one ones on the left to the next set of 4 long
girders, jump to the outer part of the room and walk around to the opening in
the wall. *Next area, walk on the small girder, carefully drop down to the long
girder directly below, then head left and jump up to the next opening on the
right. ==
Level 3,Checkpoint C== *On the outer edge of the room walk to the right side and
jump up on the small girder then jump to the one on the right protruding from
the central pipe. Then turn around and jump to the next one behind you, then to
the next one on the left. Wait for the elevator to come down and jump onto it.
*From the elevator(when it rises), jump to the pipe on the left and go to the
opening. In the next area, drop on to the short girder and carefully jump to the
longer one in front of it. Head left to the glowing square and use the LADDER,
then on the next girder carefully drop down to the small girder by the opening.
*Walk around to the opposite side of the next room and go through the door. ==
Level 3,Checkpoint D== *Go to the hall on the left in the big room, walk up the
hall to the smaller room and grab the lighter and fishbowl, then head back down
to the big room below. For some quick, but deadly, fun light one of the rockets'
fuses..heheh *Use the fishbowl on the small crate and you'll take control of
"Chuckleberry Finn" the fish. __ __ Analog Stick moves you up,down,left,right Y
Button moves you forward slowly L and R Triggers give you a burst of speed, but
you have to rest after each one *Just follow the right wall the whole way
through until you come to the goal, if you die at any point be sure to check
behind you as sometimes you start out at the end of the maze but facing the
other way. __ __ From IBF: hidden room, after regaining control of the
doc,(after chuck finn finds the red buttton underwater) hug the right wall,
there is a hallway where the security door met the wall. (2 fizzes, 3 molotovs)
the fizzes come in handy for 3e. *The far wall of the big room will now be open
and a bunch of aliens lie in wait, use MOLITOVS(combine them with the lighter)
and the ATOMIC TOASTER to destroy the Alien Spawner and clear out the remaining
aliens. Then get on the elevator and make your way to the door. ==
Level 3,Checkpoint E== *First, take out the Bif using the Circle Strafe
technique and the ATOMIC TOASTER *Head to the other end of the room and hit the
big switch to open the doors that lead onto the bridge. Once you get the MAGNET
in your inventory combine it with the DUCT TAPE, then use the FISHBOWL. *Walk to
the open doors and turn to the right to see the alien spaceship, it will fire
huge rockets at you as you make your way across the bridge (which spells out Jim
Dandy). The best way to avoid the shots is to strafe left and move forward and
backward as necessary. You want to have as much energy as possible for the
upcoming Boss fight. Make your way to the doors across the bridge and head right
to the set of double doors. From Segacide: It's easier to just walk in diagonals
alternating forward and left and right. The ship fires at your last position, so
when it fires, simply change direction. ==
Level 3,Checkpoint F== Boss Fight This boss a few energy draining attacks, such
as: -Drops huge bombs that bounce around -"Left Brain Attack" pieces of his
brain follow you around -"Right Brain Attack" a wave of energy makes it's way
across the floor *To defeat this boss you have to hit the big switches on
opposite sides of the room and then step on the red button when he's near the
energy stream. Tips: -Pick up the Mr. Fizzy near the entrace -You have to time
your jump over the "Right Brain Attack" almost perfectly, when you hear him say
this attack, turn to where he is and wait to jump over the wave -When you hear
"Left Brain Attack" start jumping like crazy, and jump in different directions
until the brain pieces explode -Use the Teleporter on the entrance side of the
room whenever you can
------------------------------------------
LEVEL 4-Alien Orbiter, Earth Orbit 11:50am
------------------------------------------
KURT ==
Level 4,Checkpoint A== *Turn around and grab the Sniper Shield, then shoot out
the window. *Go into Sniper Mode and activate the Sniper Shield, then search for
the Bifs in the wide open area. Take out as many as you can before the Sniper
Shield runs out, then exit Sniper Mode and utilize CST to take the rest down,
you want to only have 1 or 2 left by the time the shield runs out. In the open
area grab the Super Chaingun along the left wall and the 50 Health in the far
left corner if needed. Shoot out the window on the other end of the open area
and head into the tunnel From Segacide: *Go into sniper mode first, use the
shield, target a Bif then snipe out the window and continue sniping while still
in the cell. The flying enemies are easily avoided by strafing. Continue
shooting to kill both of the two Bifs up front, then turn left to snipe the one
in the back corner. Go back to the left of where your cell was and get the bombs
behind the girder, run to the chain gun then the ham. Then continue to the exit
window From Justumaru: *After the first room with the Biffs , while falling,
land on the first engine. Now, leap over to the second, but hang to the left to
get a Cloak. Then, quickly swoop over to the right and enter the second engine
from behind for a Grenade, a Decoy, and a Black Hole Grenade! I usually use the
cloak and snipe the generator and lockball, then run out of the room. *In the
next room you should snipe as many of the floating Alien orbs (not the lockball
ones) as you can from afar, it will make the next part much easier. *Go to the
center area and snipe the lockball under the middle platform to activate the
updraft. *Float up the updraft to the next ledge, find the 4 balls that are
close to each other and lead to another fan platform. Snipe the 4 balls
(starting with the closest)and quickly leap across all 4 to the fan platform to
activate the lockball under the platform. Then snipe the closest lockball, jump
to it and quickly snipe the lockball under the platform to activate it, then
jump back over to it. *Use the Fan to jump up to the nearby ledge just above
you(against the wall) and look up to the set of 3 lockballs leading to a 3rd fan
platform. To activate the lockball under the 3rd platform you have to land on
all 3 of the blue temporary platforms that appear when a lockball is sniped. The
easiest way to do this in my opinion is to Snipe 1 or 2 of the lockballs and
quickly jump into the updraft, then use the platform that is still active when
you make it up there to jump over to the 3rd fan. Then, once you are on the fan,
turn and snipe the 3 lockballs in order and jump on all 3 blue platforms and
float back down to the last ledge you were on. Then, snipe the now-activated
lockball under the 3rd fan and use the same method as before to get back up to
it. *From the 3rd fan platform, float up to the next center ledge and follow the
path to the door. ==
Level 4,Checkpoint B== *Think of the Lockballs in this next section as little
fans, they give you a boost when you float over them. You must use these
lockballs to make it up the cylindrical room to the exit. Watch out for the
Alien Orb at the very top, it will shoot at you and you can't hit it until
you're on the 3rd platform or so. *From the entrance, glide over to the first
ledge then snipe one of the lockballs at eye level, and another one just a bit
higher. The distance between the platform you're on and the next one up isn't as
great as it is for the next few platforms. *Float up to the next ledge and snipe
the frozen lockballs to get them moving again. On this ledge, snipe the closest
of the 3 so it's the lowest(low enough so you can jump over it but not too low),
then the left one should be next and the right one(closest to the next ledge)
should be the highest. Then jump and float over the first, to the 2nd, and
finally the 3rd and onto the ledge. This part is kinda tricky but keep trying
till you get it. *From this ledge you should be able to shoot the Alien Orb and
get it out of your life, then continue using the 3 lockballs to advance up the
room. The closest lowest, then the one on the right, then the one on the left
highest. *One more to go! This time the order should be right, center, then left
lockball the highest. Use them to float up to the exit on the left. There's a 25
Health above the exit as well. *In the tunnel there's 4 laser guns past the
door, get somewhat close to the door and snipe them as you strafe left and
right. Take out the closest first and then on back. The next part gets a bit
tough, so get ready. *After the tunnel you come to a room with a couple Bifs and
some grenades. Jump down and use CST to take out the first Bif, you want to stay
away from the center of the room or the Bif's shots from above will nail you so
stay to the left of the room, under the ledge the 2nd Bif is on. From Justumaru:
*A secret room is accessable if you kill the biffs near the stage BEFORE you
drop down, then chute to the elevated platform. I don't know what you get, but
you get some stuff. From Segacide: *Here's the easy way: Run into the room with
the black hole bomb, throw it to your diagonal left and !RUN! back to the door.
after about 30 seconds the bomb will be over and both Bifs should be dead.
Sometimes one or both survive, just go into snipe mode while still on the ledge
(use a shield)! and take them out, or lob a whole lotta bombs down at him. Now
parachute to your right and on the platform, it's an updraft and ride it up then
to the ledge where the Bif was. You end up behind the theater where you collect
bouncing bombs and apples. Leave quick because the enemies on stage will be able
to hit you without you being able to hit back. Now run down and through the
tunnel underneath where you exit, take out the enemies then dance and kill the
audience. Then run back to the dark room with secret doors to get "lifted-up"
*Once the Bif on the floor is gone you can deal with the 2nd Bif above rather
easily. Look up and fire until you start to hit it(it's energy bar shows up),
then stay in that position. When the Bif fires wait until the shot starts to
descend, then strafe left or right, the shot should hit the floor right next to
you but not damage you at all. Just keep doing this until the Bif is dead. *Once
the Bifs are gone head to the door on the right side of the room, there's a 25
Health inside the next room. The room will turn black and a bunch of doors will
appear. Look for the door with the little section of wall lighted above it, then
go to the door that's directly right of it, all the others are boxing glove
traps. The wall will explode and reveal a short tunnel with some Health inside,
the tunnel leads back to the first room where the Bifs were. *Now head over to
the other door on the left side of this big room. In this room you have to deal
with a Bif, a Bottrock, a Conehead, and a seemingly invincible robot. There are
a couple ways to go about handling this room. First, you can try to take out the
"invincible" robot quickly since it can be a nuisance. To do this you should
enter Sniper Mode right at the entrance of the room and try to snipe the orb
with the green sparks inside. You'll probably take some damage this way, but
it's worth it. The other way to handle this room is to leave the robot until all
the other enemies are gone, but if you do you'll still have to knock it down
from time to time as you take out the other baddies. Either way, this is the
order in which you should take out the other enemies. The Conehead should be
first, then the Bottrock, then finally the Bif. Rush into the room to get closer
to the enemies, since it's easier to dodge their shots that way(especially the
Bif's) and once inside DON'T STOP MOVING! You'll have to be pretty nimble to
dance around the barrage of shots and still center on the enemy you're currently
going after. Once all the enemies are gone and you've taken care of the robot,
head to the stage and you'll be ordered to "DANCE!" just hit directions and
stuff until the 3 Bottrocks get fed up with you and break through the shield to
attack you. Once they're gone go through the newly opened door at the back of
the stage. *In this next room there's 3 Spawners like in Max's stage, you can
take them out if you want or just run through to the door on the far right end
of the room. ==
Level 4,Checkpoint C== *Quite honestly, this room SUCKS! You're probably low on
health after going through the last Checkpoint, but you'll have to run through a
room with 3 Bifs to continue. Total bummer. I suggest going through the middle,
around the little "volcano" and then run like hell to the door on the other end
while strafing left and right. Just keep trying and you'll get it, there may be
an easier solution I'm not seeing for this room, but I don't know. From
Justumaru: *I tend to used the wall as cover while i snipe the Biffs. If you
strafe behind the wall, the shots will probally not hit you. OR, you could use
the Black Hole Grenade... Once the Biffs die, jump, INTO the volcano and open
your chute. Hot air rises, buddy boy. SECRET ROOM! Grenades and 50 health! *In
the next area there are Laser Guns under each of the four pieces of tunnel
around the top of the room, including the one you're in. The first one you have
to deal with is the one under the opposite piece of pipe, enter Sniper Mode and
zoom in to take it out with a few hits. Then do the same for the one on the
left, and then the one under the right tunnel. Use the good ol' strafe-shoot-
strafe method to take these guns out with minimal damage to you. *There's still
the Laser Gun under the tunnel you're in to deal with, but you have to handle
the two Bifs in the lower part of the room first. The first one you can shoot
from the tunnel and the 2nd you'll have to drop into the room to get at. For the
first, stand at the edge of the tunnel and blast away, the Bif's shots should
hit the bottom of the tunnel instead of you, if you are getting hit then back up
a bit. Dealing with the 2nd Bif is harder, but can be done easily with a little
positioning. Drop down into the room and into the little "bowl" area(but not the
lowest level with the lockball and 25 Health) right by the Bif so that it's
shots hit the fan platform and the Laser Gun can't see you. Then just snipe the
Bif till it's dead and run around to the other side of the bowl to deal with the
Laser Gun. It's possible to get in a position where you can see part of the Lasr
Gun but it can't see you. Next, snipe the lockball to activate the fan and float
up to the tunnels. Face the one you came from(where you destroyed the last Laser
Gun) and the tunnels are as follows: Left: Grenades Right: Roomful of Bifs
Behind: next Checkpoint *Go to the left and/or right tunnels if you want then
head to the rear one and beware of the Laser Guns en route to the next
Checkpoint. ==
Level 4,Checkpoint D== *The Bottrocks on the opposite ledge of this wide open
room keep coming from a Spawner just out of your view, so you'll have to be wary
of them while you go about your business. Glide to the left on the updraft and
collect the Bouncing Sniper Shells, then float back to the updraft. There are
two tunnels, one on each side, next to the entrance to this area. The right one
leads to 25 Health and the left leads to a Cloak. You;ll have to float out, grab
the item, then float back to the center of the area where the updrafts are. *To
move on you have to use the Bouncing Sniper Shells to hit the two lockballs.
Float over to the tunnels again, but this time turn around at the entrances and
enter Sniper Mode, choose the BSB and zoom in on the little targets with alien
writing near them. On the left side, it's in the 3rd block on the wall from the
column. On the right side you have to stand on the little ledge jutting out from
the tunnel then aim at the target, it;s on the 2nd block from the exit at your
level. Once both lockballs are sniped two platforms extend from the entrance and
exit area. You can now make the jump over to the exit area. ==
Level 4,Checkpoint E== *Use the Cloak in the next tunnel to avoid the Super
Laser Gun fire, then run around the next room collecting the Health, Sniper
Shield, and Super Chaingun before entering the chamber in the center of the room
and fighting Schwang. BOSS FIGHT-Schwang Schwing *For the first part of the
fight, you have to hit Schwang in his shades 3 times. Just keep shooting and
watch where you're hitting him to direct the fire towards his glasses. The boss
attacks two ways during this part of the fight. He slams the ground with his
hand and shoots fireballs from his eyes. The pattern is usually 3 pounds and
then some fireballs. Jump and float as you shoot to avoid the ground pounds and
then strafe to dodge the fireballs. This part shouldn't take you too long. *Once
you've hit him 3 times the chamber around you crumbles and you move on the 2nd
part of the fight *First thing you want to do is free Max from Schwang's
clutches, to do this you have to snipe Schwang's hand 3 or 4 times. During this
time Schwang has 3 methods of attack. First, he shoots lasers from his eyes as
he runs around the outer area, just strafe to dodge these. 2nd, he throws a
couple of those little screaming aliens at you every now and then, use you
chaingun on these.And 3rd, he will jump to the center area you're on, to dodge
this just jump up and float away from the platform then float back once Schwang
jumps away. You should activate the Super Chaingun now to deal with the aliens
the boss throws quicker, then you can get in a quick snipe at his hand more
easily. The best times to hit Schwang are after he throws(and you've killed) the
little aliens, and after he lands from jumping. *Once you've hit his hand four
times, Schwang will toss Max to the center area with you. A couple things change
for this last part of the battle. First, instead of throwing little aliens at
you, Schwang summons them from under the platform which makes them harder to
deal with. But, secondly Max is there to help deal with them(you shouldn't give
them much thought though really). And 3rdly, there are a couple generators
around the outer rim of the room that are now active. There's a lockball in the
center of each generator you can snipe. When you do it charges an energy beam
and shoots in the general vicinity of the generator. Obviously, you want to nail
Schwang with these blasts of energy. Schwang's pattern is pretty much the same.
Run-enemies-run-enemies-jump, repeat. This isn't exact, but close enough.
Activate the Sniper Shield if you haven't already and get ready to snipe the
closest generator when Schwang gets close. It should only take 4 hits or so from
the energy blasts to take Schwang down. A couple tips: -Just stay in Sniper Mode
with the Sniper Shield once you've freed Max. You won't have to worry about the
little aliens that come running at you. -There are a couple ways to deal with
Schwang's jump. First, you can jump away from the center platform. 2nd, you can
just stay in Sniper Mode and let the shield take the damage, and lastly, you can
snipe one of the generators when Schwang takes off. You don't take any damage
while the little "cutscene" of the energy blast plays.
------------------------------------
LEVEL 5-Jim Dandy,Earth Orbit 2:47pm
------------------------------------
MAX ==
Level 5,Checkpoint A== *You start out flying a spaceship and have to make your
way through asteroids coming from both sides of the screen. You can use the
Analog Stick, D-Pad, or buttons to move. I prefer the buttons. Y-Up X-Left B-
Right A-Down (*See Secrets section for a little Easter Egg) *After crashing into
the Jim Dandy, grab the 2 uzis on the left and shoot at the grated floor then
drop down. Look for the grate and shoot it out, watch for those little screaming
aliens as you're down there. Go through the tunnel and shoot the grate on the
other side. *There's two rows of four spinning lasers below. You have to drop
down and shoot the 4 computers around the edge of the chamber as you jump to
avoid the bottom row of lasers. Once you hit all 4 there's a grate on the floor
that opens and you can drop down. Some fire aliens drop when when the lasers are
gone as well. Go through the first grate and look for another on the floor
below, shoot it and do the same for the next few floors. *After shooting out the
last grate take out the Alien Spawner and then take care of any remaining
Bottrocks in the room. Next,blast the little grate in the center of the room of
drop through. There's a AA Battery if needed, then look for the grate in the
wall and shoot it out to move on. *In the next room, take out the Bird Brain
then run down the hall to the right, those little screamers will attack you now.
At the end of the hall there's a Bottrock with a large gun and another Bird
Brain. Take out the Bottrock first then the Bird Brain, keep an eye out for the
screamers as well. *Go down the next hall, again watch out for the little
screamers, and you'll come to another room with a Big Gunned Bottrock. Take care
of it then grab the AA Battery by the door if you need and shoot out the grate
in the wall to continue. ==
Level 5,Checkpoint B== *Shoot the first couple grates you see for some Uzi's,
then continue down the hall to the last grate and shoot it to move on. *This
next room can get rough. There'll always be 3 or 4 Bird Brains attacking you as
you make your way up the room, so don't worry about shooting them until you
really need to. What you have to do in this room is find the tank on each level
with the control panel on the back and blast it to activate a moving platform
that will (slowly) take you up to the next level. When you blast the control
panel on each level you also cause the tanks to open, each one has a Bottrock
inside. It's a good idea to blast these guys as it makes the section
easier(which is good!). When you're on the floating platforms keep moving in
small steps to avoid the Bird Brain fire. There's an Uzi on each level as well.
*Once you get to the 4th floor there's a grate you can shoot through to get out
of this room. You can blow up the tanks on this level for a AA Battery, Shotgun,
and an Uzi before you leave though. From IBF: if you get to the center when
riding the discs up(in the room with the geenish incubators, and birdbrains and
poopsies) the birdbrains can't seem to hit you. *In the next room there are a
couple Gatguns up high you can reach by dropping onto the first pipe directly
below, then jumping back up to the outer edge of the room near the entrance,
then dropping on the beam on the left side and walking to the center pipe of the
room, then jump up to the pipe on the left, and finally drop down onto the beam
with the guns. Then drop down and you'll be attacked by fire aliens. You'll
recognize this room from Level 3. *The only room you can enter of the 4 is the
one to the Lavatory. Take out the 2 Bottrocks inside then shoot at the wall
between the stall and the urinals, it's the wall that broke in Level 3 when you
picked up the PIPES as the Doctor. You have to keep blasting the wall as it
breaks in small pieces. Once it's gone go through the opening and drop down to
the next checkpoint. ==
Level 5,Checkpoint C== *There's a AA Battery down the one end of the hall.
You're facing it when you drop down, but it's to your back when you restart from
this Checkpoint. Grab the Battery then turn back and go the other way. This part
is like a maze. Make a left then when you come to a fork in the path go right.
There's 2 Shotguns behind a cracked wall. There's another AA Battery down a
little hall to the right, go down the hall backwards as a couple Fire Aliens
will drop down and come at you. Grab the Battery and continue to the right. Keep
an eye out for Fire Aliens for the remainder of the maze. After the left turn,
take the next left and then continue down the hall until you come to a hall on
the right with a few Gatguns and is a bit brighter than the rest of the maze.
*Get the 3 Gatguns as the floor give way. You will be in a room full of
Bottrocks and crates. The Bottrocks respawn when you kill them so there's always
5 or so in the room. In this room there's a grate you can reach at the back left
wall. It's in a darkened area and you have to climb up a couple crates to reach
it. Shoot it out then go through to another room full of Bottrocks and crates.
In this room you can leave right away by shooting the cracked panel along the
left wall when you enter, or you can go for the Guided Rockets that will help in
the Boss Fight coming in the next two Checkpoints. To get the Rockets, run to
the area where the grate was in the first room, but this time you have to climb
a stack of crates. Climb the left most stack to the top then shoot out the grate
and drop into it and collect the Rockets, then turn around and leave the tunnel
the way you came and make your way to the cracked panel in the wall near the
first grate to exit. *Shoot out the panel in the wall then stand at the end of
the girder that extends into the cylindrical room. Drop down to the girder on
the right(ignore the guns, they're a trap) near the edge of the room. The next
one down is across the room, jump over to it then face the nearest wall and drop
down to the girder directly below it. The next one is down to the right when
facing the center of the room, the next is also to the right. This last one has
a AA Battery on it. From here you have to drop down to the floor, you'll take
about 10 points of damage from the fall. *Once on the floor, enter the opening
and pick up the Uzi, Gatgun, and Jetpack. At the end of the tunnel there's a Car
Battery and a Fuel Pump to fill your Jetpack. This next part requires you to
hover near the Pump as it moves about the room. If you touch the goop on the
floor you instantly die. *The Pump starts out travelling along the near wall and
then travels in a snake like pattern across the room, it also moves up and down.
TIP: You want to be above and behind the Fuel Pump rather than below and/or in
front of it. It's easier to see where the Pump is going and adjust accordingly
*There's a tunnel at the other end of the room that the Fuel Pump comes to a
rest under. Hover and fill up your Jetpack, then fly up the tunnel to the
hallway with the next Checkpoint. ==Level 5,Checkpoint D== *There's an easy way
and a hard way to go through this next room. If you have at least 15 or Fuel
left in your Jetpack you can take the easy way. When the "bridge" falls away ,
just use the jetpack to float to the next part of it with the Car Battery. Then
shoot out the other end and drop onto the large pipe and exit the nearby door.
*If you don't have enough Jetpack Fuel to go the easy way, you'll have to go the
hard way. This is much more involved, as you might have guessed^_^ First, walk
backwards onto the "bridge" and when it gives way, drop onto the large pipe. Use
up any Fuel you have left to make the jumping easier. Once you're on the pipe,
jump down to the piece of debris to the left when it gets close. When you make
it on the piece, a Bottrock will appear on the next piece you have to jump to.
This happens all the way through this room. Just shoot the Bottrock as it
appears then jump onto the next piece when they're close enough. After 4 pieces,
you have to jump onto the first piston thing in the center of the room. To jump
from the 1st to the 2nd, just wait until the 1st one is above the 2nd and walk
onto the 2nd. From here, jump to the next few pieces, then another piston, then
the last large piece of debris. From this last piece, jump to the tube in the
goop. Once you're on it, 2 Bottrocks will appear and start turning the tube. You
have to strafe to the right as you blast the Bottrock in front of you. Once it's
gone, run to the ramp that leads up to the other large pipe and take out the
other Bottrock. Then go through the door to the next level. This is alot of
work, so you really want to keep enough Jetpack Fuel to go the easy way. Get
ready for the Boss fight ==Level 5,Checkpoint E== BOSS FIGHT-Bad Max *The easy
way to win the fight with Bad Max is to control the Car Battery that's in the
small area inside the "rocket." Shoot Bad Max as you go there, he usually gets
the 1st one but after that it's all yours. Just stay in that little hall with
the Battery as Bad Max comes and goes. It doesn't matter how much damage you
take from B.Max as long as you keep getting the Car Battery. Do this until Bad
Max's energy is in the red and he'll run back to the platform you started on.
Save the Guided Missles for this last part of the fight. *Once Bad Max's energy
is in the red he'll run back to the starting platform. Get your energy to 200
and head back that way along the upper ledges, grabbing any guns you need along
the way. Activate the Guided Missles as well. Blast him as he shoots fireballs
at you, but stop when he raises his force shield and shoots the tracking shots.
Once it's down continue blasting until he's dead. The best way to kill Bad Max
is to stay on a ledge,near the platform and strafe as you shoot. If you need
energy, run back to the little cove with the Battery when the boss' force field
is up.
Dr. Hawkins ==Level 6,Checkpoint
A== *You start out with the ATOMIC TOASTER in the left hand, and the LOAF,
LADDER, LIGHTER, and 5 MR. FIZZY'S in the right. In this level you'll have to
disable a bunch of bombs that the BFB leaves for you. To disable them you have
to check the generator where the wires come from, and hit the button that has
the red section of the generator. Do this until all the buttons have been hit
and the bomb is disabled. *Walk down the hall and the 1st Bomb will activate,
you have two minutes to disable it. Enter the familiar room and go to the blue
steps on the left. From there jump onto the closest piece of pipe in front of
you. >From this pipe jump over to the one on the right with the button right in
the center of it, at it's apex. Now you have to jump over the button to get to
the other part of the pipe. The easiest way is to start a little to the left of
the button and jump straight ahead so you're only jumping over half of the
button or so. From this pipe jump to the next one with the glowing square on it.
Use the ladder on the glowing square to get up to the girder. From this girder
jump up to the outer edge of the room and walk around to the button on the
girder to the left and step on it. The next one you have to hit is the one on
the apex of the 2nd piece of pipe you jumped on(the one you had to avoid
earlier). Jump back up to the outer edge and walk around to the girder just
above that pipe, then drop down and hit the button. Then jump across to the pipe
with the glowing square and hit the button on there, then finally hit the button
on the floor to Deactivate the bomb. *Take the blue steps to the Bridge and use
the ATOMIC TOASTER and LOAF to take out the farters. Then pick up the BAQUETTES
and MR. FIZZY then head back to the room that had the bomb. The door to the left
is broken and the one on the right leads back to where you began the Level, so
go to the one on the opposite side from you to the next Checkpoint. ==Level
6,Checkpoint B== *For the first section of this Checkpoint you have to jump from
chunk of floor to chunk of floor. You have to lineup and jump quickly before the
piece you're on tips over. In all there are 5 jumps. Just line them up and jump
from the edge of each platform and you'll be fine. *Next you have to disable
another bomb, but this time all the buttons are on one platform. Just use the
LADDER on the glowing square and hit the one to your left, then the one that;s
opposite the first, then turn around and hit the left then the right one to
Deactivate this bomb. Then go to the right towards the Big Plant "Kermit" and
he'll give you some Plutonium to drink. *Get closer to the Bottrocks and use the
Plutonium to change into Hyde Hawkins. Use the R Trigger to punch the Bottrocks.
When they're all gone a new passage will open up to the next Checkpoint. ==Level
6,Checkpoint C== *Oh...boy, another bomb. This one seemed random at first but it
fell into a pattern after a few tries. This order should work when the first red
section on the generator is at the top. *Drop down into the center area and use
the LADDER on the glowing square that's near the beginning of the curving path
to the platform above, keep using the LADDER to make your way up to the platform
with 3 Buttons. Hit the furthest button first, then turn around and hit the left
button, then last one on the platform. Make your way back down to the ground and
stand near the generator facing the wires that go up to the platform you were
just on. From here, hit the button on the ground to the right, then the other
one on the ground. Next, use the LADDER on the glowing square that leads to the
last button on the raised area on the outer edge of the room. Once the bomb is
Deactivated a Bird Brain will appear and attack you. Just go through the new
opening that appear and onto the next Checkpoint. ==Level 6,Checkpoint D==
*Guess what? That's right, another bomb. Unfortunately this is the hardest one,
that also happens to be random each time you start the Checkpoint.
Joy...Hopefully in the future revisions I'll have some better info on this part,
but for now here are a couple tips to help you out: TIPS: -Don't walk directly
on the wire you're following, walk next to it instead. It's easier to see this
way. -Be sure to pause and turn the lighter off every now and then so the Doc
doesn't get hurt by the flame. -Don't walk too fast. -Use the ATOMIC TOASTER and
LOAF to hit the Button that you can't reach From Mason Jackson: Here is some
bomb help for the final bomb in the doctors level. X 5 X 3 X 1 X 2 X 6 X 4 X 8 X
(Wall) 7 This is a mark of all the buttons (X) and the light on the detenator is
the number next to it. Counting down. Such as to deactivate the 7th light down
hit the button on the wall. Hope this helps. *When you're done, go to the door
on the right side and get ready for the Boss ==Level 6,Checkpoint E== BOSS FIGHT-
BFB *Use the Plutonium to turn into Hyde Hawkins then climb the tallest stack of
crates. Then, when the BFB gets close enough jump on top of it and you'll slap
it around. After 3 times doing this, the force field will be gone. *The BFB
unleashes a barrage of "Left Brain Attacks" as soon as his force field is gone,
so use MR FIZZY'S to restore health when needed. Use the ATOMIC TOASTER to beat
the BFB once and for all.
-------------------------------------------------
Level 7-The Upper Reaches, Swizzle Firma, 2:40pm
-------------------------------------------------
==Level 7,Checkpoint A== *You have to run from the big ship
that's chasing you for the first part of this level. Run away from the ship,
then go right at the fork in the path and run to the door. Go through the tunnel
then wait at the entrance to the next room. *In this room, step in then back out
again to get the attention of the robot to the left, snipe it then take care of
the 3 Laser Guns by sniping them as well. Two of them are right at the entrance,
and the third is along the right wall. *Now, take out the Coneheads and any
enemies in the lower part of the room, then stand on the grate in that lower
section to activate the first Lockball. It's in the right-most "afterburner"
looking thing, snipe it and the left-most "afterburner" thing's lockball will
activate. Run back to the higher section of the room and snipe that lockball.
Different enemies will keep spawning from above as you are doing this, so keep a
watch out for them. Now, with these two lockballs taken care of, go back to the
grate in the lower part of the room and the fan under it will now be on. Float
up to the ledge above and snipe the lockball that's near the next fan, then drop
back down to the lower room and snipe the final lockball in the middle
afterburner thing. This will turn on the fan that's in the ledge area above. So
float back up and go to the next fan and then float up again. From IBF: *there
is a false wall(on the right) in the room with the two pink glass domes in the
floor.(homing sniper shells, sniper grenades, cloak) *In this room, grab the
Grenades then use them on the "bubbles" in the floor, then go under the the
little awning on the left side of the room and snipe the lockball under there.
After that, drop down into the left hole in the ground and snipe the Laser Gun
as you strafe left and right to avoid it's shots. There's two more in the next
little hallway. Grab the Sniper Mortar and float back up, there'll be two Robots
waiting for you when you get back up so deal with them the usual way. Now you
have to use the Sniper Mortar to blow up the pink glass stuff that's under the
awning on the right side of the room. To do this stand just in front of the
right hole in the ground and aim for the blue part of the column about a half
inch above the top of the awning. Once you get a Mortar Shell in there, run over
and snipe the lockball underneath, this opens another door in the hallway
beneath you. Again, drop into one of the holes and this time you'll pick up the
Bouncing Sniper Shells. When you come back up there'll be two more Robots
waiting for you, so dispose of them then find the little pink hexagon on the
floor. It's just to the right of the entrance(if you're facing the entrance).
Stand on the hexagon and enter Sniper Mode, then aim for the larger pink hexagon
that's on the back wall of the room. Aiming near the center should do. Pick the
BSB and fire, the explosion from the BSB should trigger the last lockball in the
middle. Drop into the hole and go through the little hallway again, but this
time you can move on! *Float up to the various ledges and you'll come to the
next Checkpoint. ==level 7,Checkpoint B== *Run out into the open area where
you'll once again get shot at by Schwang's ship. Grab the 50 Health then jump
down onto the green path and go to the right. When the floor is blown away,
float to the next piece down and jump over to the next door. *In the next room,
take care of the three robots then turn your attention to the 3 "pods" above
you. Each one has a lockball and 3 Laser Guns inside. You can take care of these
in any order by shooting out the barrier on the bottom of each pod then sniping
the lockball that gets released. The tricky part is that now the lockballs
bounce around when they're released from the pod things. To make this part
easier, just do one at a time and try to lead the lockball as it bounces. Don't
worry about the Laser Guns all that much, just keep an ear out for their fire.
After all 3 lockballs are taken care of, go to the back-right(from the entrance)
pod and snip out the Laser Guns, then float up to the next ledge. Snipe the
Conehead then the two Robots, then go up the ramp and grab the Sniper Mortar.
Next, shoot out the pink glass on right thing that looks like a telescope or
something and then snipe the large lockball inside to release a small one that
bounces around. Snipe this small one then move to where you can see the pink
glass on the other telescope thing, this time it's facing up. Shoot out the
glass then stand against the wall to your right as you face the opening, then
enter Sniper Mode, select the Mortar, and aim about an inch or so above the
opening. This will release another small lockball that bounces around, snipe it
to activate a 3rd one. To get this one go back up onto the ramp and zoom in just
above the right telescope doodad. Snipe it and a group of 4 Robots will come
charging in. If you're quick you can snipe all 4 in row right at the beginning.
If not, just take them down one by one, stepping away from the edge of the ramp
when they fire. They usually stay under the ramp so you'll have the advantage.
Once they're all gone, drop down into the hole in the ground that was previously
grated off. *Grab the 25 Health then use the fans again to make your to the next
Checkpoint. ==level 7,Checkpoint C== *Run out into the open again and jump as
the ship fires at you. When you reach the end of this section just float to the
left and look for the large platform below. Float down to it and pick up the
Black Hole Grenade, Laser Chaingun, and some health then step into the portal
and run into the door you appear by. *In this next creepy looking room, you go
through a pattern. You have to snipe the lockballs in the columns one by one,
then deal with the enemies that appear after each one. When all the enemies are
gone in each "round" a stream of energy will shoot our from the column to the
center area, and the next lockball in the line will activate. Each time you
snipe one of the lockballs some items also appear on the ledge near the
entrance. To get through this room you have use these items wisely. If you fall
down to the lower area in the center of the room, just use the fan in the center
to float up to the enclosed portal and you'll warp back to the entrance area. If
you're ready for some fun, let's get started! 1. Snipe the lockball in the
column just to the left of the entrance. When you snipe it, two Bottrocks and
two Bird Brains appear. They're pretty easy to take out, so deal with them then
collect the items. 2. Go to the next column and snipe the lockball. As soon as
you do, use a cloak. 6 or so Robots appear now, including a couple of those hard
to see, "phantom" ones. Just snipe and move, snipe and move and try to get the
phantom 'bots first. Be sure to drop down into the center area to look for any
Robots that fell down there, also check for any fallen but not killed phantom
robots. Then Collect the items and health and get ready for the next round of
fun. 3. When you snipe the 3rd lockball a bunch of Alien Orbs will appear. This
time use a Super Chaingun and stand near the edge of the ledge and strafe out to
blast a couple Orbs, then strafe back to avoid their fire. This is one of the
easier rounds in this room. After all the Orbs are done with, collect the items
and health and move on to the next lockball. 4. Snipe this lockball and 3 of the
Level 1 Bosses will appear. As soon as you hit the lockball, throw your Dummy
Decoy into the center area and use a Laser Chaingun. 2 of the Boss guys should
follow the Decoy down into the lower area, and the 3rd will be to your
right(when you're facing the center of the room). Run up and blast this guy as
quickly as you can so you can do some damage to the other 2 guys while the Dummy
Decoy is still around. If you need to use two Laser Chainguns then do it, the
quicker you take care of these guys the better! Once they're gone, you know the
drill. >From Justumaru: *Using the Black Hole Grenade WILL kill the level 1
bosses... Try to save a cloak for when you've sniped out the last lock in the
next zone. 5. Sniping the next lockball brings a bunch, about 10 or so, of the
stronger Alien Orbs. The way I do this is to take it slow and not use any items.
Some good ol' sniping will take care of these Orbs, but it will take a little
bit of time. Stand near the edge again, but this time you only want a couple of
the Orbs in view, then zoom in and snipe. Remember to strafe away from the edge
when they start to fire. A mix of sniping and chaingun blasting will bring these
Orbs down in due time. Once they're all gone, you should know what to do by
now^_^ 6. This time around, the room will fill with Coneheads. I;ve found the
best way to deal with then is to use the Cloak and Super Chaingun as soon as you
snipe the lockball,then when you're surrounded by all the Coneheads just jump
and float over them so they're all on one side of you. Then just strafe left and
right as you advance on them cloaked with the Super Chaingun roaring. You'll
take some damage but it shouldn't be anything the Health in the platform can't
fix. Once all the Coneheads on the upper ledge are gone, drop down and look for
any stragglers below. Then...bah, you know. 7. This is the last one, hooray! But
you have to take on about 6 Bifs, nooo! It's not as bad as it seems though. You
should have about 4 or 5 Sniper Shields in stock, and you're going to need them!
Snipe the last lockball, then use a Sniper Shield, then Cloak yourself. Float
down to the center area with the fan and the Bifs will come out of little rooms
in the walls. Lock on to one and use Sniper Grenades until you run out, then
just use regular sniper shells the rest of the time. When you're Sniper Shield
is about to run out, use another. Stay in Sniper Mode the whole time and find
the other Bifs and take them out. You want no more than 2 left when you're
Sniper Shield runs out. When they do use a Laser or Super Chaingun and CST to
take care of the rest. No items this time, but your DONE with this room. *Drop
into the newly created hole in the ground and make your way to the next
Checkpoint. ==Level 7,Checkpoint D== *In this room, take out the 2 Robots on the
same level as you, then snipe one of the lockballs that bounce around to
activate the fan. Use the fan to float up to the next section of the room and
take out another two robots. Get the 50 Health and Laser Chaingun by walking
along the tubes up to them. *Next, snipe a lockball again to activate the fan on
this section of the room. Up here there's a couple of the "phantom" robots that
you can't see too well. The best way to deal with these guys is to back away as
they come at you and enter Sniper Mode and take a few shots at them, you have to
hit them in Sniper Mode to do any damage. You'll either kill them, or at least
bring them down so you can finish them off. Snipe the next bouncing lockball to
activate the next fan, and you'll float up to another section of the room with a
couple more phantom 'bots. Take them out the same way as before and then, once
again snipe the bouncing ball to move on. Before floating up though, use a Cloak
and Laser Chaingun. Then go up and take out the two big Bottrocks with the huge
guns first. Then, go and grab the items on the tubes, this will(should) cause
the next few phantom 'bots to fall down to a lower level so you don't have to
deal with them. Now just float up the remaining fans and exit the door to the
next Checkpoint. Which is a Boss, I guess. ==Level 7,Checkpoint E== BOSS FIGHT
(*See Secrets section for a secret area) *Collect the 50 Health and run along
the path to the large round platform with the two hubs on it. Inside one of them
is a Sniper Shield and the other has a Super Chaingun. Grab and use both. Leave
the 50 Health in each until you really need it. *What you have to do here is
snipe all the glowing round parts of the ship that has been following you the
whole level. There are about 11 or so in all, and some of them you have to hit a
couple times to completely destroy them. As you're doing this though, the ship
will be firing at you as well as dropping off Bottrocks and Robots. This is what
the Super Chaingun is for. Quickly dispose of the enemies the ship drops then
turn your attention to the ship itself. After each "wave" of enemies the ship
will fly below the platform and come up near the back of it. This is the best
time to snipe at the vulnerable parts of the ship. Snipe until the enemies are
dropped, then blast them and return to shooting the ship. This shouldn't take
too long. *If you want to get away from the enemies, there are some items on the
large crashed ship to the right of the platform. Once you're on this ship though
you can't float back so you'll have to snipe the ship before it realizes you're
over here. There's not much room to manuver away from the ship's shots over
here. From Don: the item on the roof at the entrance to 7e can be had by gliding
to the low end of that roof from the highest point on the "crashed ship" you
mention in your walkthru. >From RSilveram: You asked about how to get the item
positioned above the entrance in the level 7 Boss fight. It's a little tricky
but here's how. Remeber the "crashed ship" you talked about where the items are
located? First, float down there (you can make the "float from just about
anywhere, including the walkway leading to the main platform). Then work your
way all the way to the top of the ship, where it comes to a point. And I do mean
THE VERY TIPPY TOP! Kurt needs to be right at the very tip! Then do a nice
jump/float toward the entrace roof, right to the item (which, btw, is a dummy
decoy) Note: You must start your "float" to the item with a solid jump, and then
fly in a very straight line. If you veer too far to the right (toward the rear
of the entrance) Kurt will plummet. Give it a few trys, you'll make it
eventually. Also, you can always jump off the the crashed ship and make it to
the main entrance. This allows you to make a long "circuit" of sniping, without
having to engage all of the enemies being dropped by the mother ship (ie, first
snipe from the platform, then from the crashed ship, and then from the entrance
or entrance roof). Sniping the ship (or even the enemies) from so far away looks
damn cool, too.
----------------------------------------------
Level 8-Lower East Side, Swizzle Firma 4:23pm
----------------------------------------------
MAX ==Level 8, Checkpoint A== *All the Coneheads will disappear and a squadron
of 3 ships and a Carrier that drops Bottrocks will begin chasing you. Run
straight, then to the right when you can't go straight any more. Shoot the metal
box to get a Gatling Gun. Then go right then make a quick left an you'll see 4
of the metal boxes stacked up and jutting out from the left side wall. Blast
them, ignoring any enemies, and go through. Grab the two guns inside them shoot
the grate on the right part of the little room, jump in and shoot the next one
as well. >From IBF: go straght to the end of the street. turn left, and near the
frowny face sign is an area with recuring weapons. load up. *In this room you
have to kill about 8 Bifs, two at a time. The first two are near the exit, and
the rest appear near the entrance and the near-side wall. Make sure you're
always firing 4 guns, and use CST to defeat the Bifs two by two. After the Bifs
stop coming, collect the AA Battery and any guns in the room and go through the
new opening, grab the Shotgun on the way to the next Checkpoint. ==Level 8,
Checkpoint B== *Grab the Car Battery then enter the next roomm staying along the
right wall and looking along the opposite wall at the little opening. Alarms
will go off and the room will lock up. You have to destroy the two Laser Guns,
then the 4 things near the exit that fire the white rings. Strafe left and right
while keeping your back near the wall and take out the first Laser Gun that's in
front of you, then turn around and deal with the one behind you(they're in the
dark openings in the wall, below the Sirens). After they're gone, take out the 4
blue tips that are firing the white rings. You can shoot the Sirens if you want
but it's just a waste of ammo. *Once you take care of the 6 guns, the opening to
the next room will open. You have to hit the Chandelier type thing on the
ceiling of the room to advance. The easiest way to do this is to stand by the
entrance to the room and blast it. It;s possible to shoot alot of the
surroundings in this room and grab a couple guns, but it's not worth it with the
2 respawning Bottrocks. Even if you end up with only your Magnum, stay behind
the entrance and blast away till the Chandelier is destroyed, then run through
this room dodging left and right to avoid any shots that may come your way.
You're about to get plenty of guns so don't worry. *Run through the tunnel and
grab the Car Battery at the entrance of the large, round room. *Your goal here
is to shoot the 3 Connecters that hold the large pipes to the ceiling, they're
the pipes that are coming out of the computer-type deal in the center of the
room. There's 3 total, green, red, and blue(or purple, I'm kinda color blind so
I can't really tell^_^). First things first though, if you need guns then take a
lap around the upper ledge you're on to pick up some Gatling Guns. They respawn
so you'll always have plenty. Unfortunately, there's 3 Bird Brains in the room
that respawn as well. They aren't much of a bother though, until you start
riding the little lifts. *Once you have all the guns you want, go to the little
platform that's to the left of the entrance a ways. Wait there for the lift to
come near and hop on. When it gets near the center area, jump off and onto the
center area then head left(when you're facing the wall) and you'll see another
lift that's just starting to float upwards. Wait for it to come back down and
jump on it(it has blue lights on it). From this lift you can take out the blue
connecter to your left and the green one a bit further away to your right. Just
stay on this lift until it floats back down to the center area, and hop back to
the center area. Now, run to the right and look for the entrance on the outer
part of the wall. Wait facing it for the green-lighted lift to float down, then
jump on it. From this one you can hit the red connecter on your right, and the
central computer thing will fall through the middle part of the floor. *If you
need to restock on guns, drop to the upper ledge and make another lap around.
Then drop to the floor below(but NOT through the center opening yet). Grab one
of the two Car Batteries, or both if you need them) then look for the part of
the center opening that still has some of the green floor attached to it. You
should take out the 3 Bird Brains now to give yourself some time to manuver this
next part. *Run out to the edge of the green floor and jump to the tunnel that's
jutting out from the wall below, it's in front of you from the green floor. Land
on top and grab the AA Battery, then carefully walk out on one of the little
antennas sticking out form the edge of the tunnel. Walk out about half the
length of it, then turn around and jump to the opening of the tunnel. Run
through the tunnel, picking up the Car Battery, and you'll come to the next
Checkpoint. ==Level 8, Checkpoint C== *Continue down the tunnel and you'll drop
into a room with 3 docked ships that fire at you, and a Spawner that makes
Bottrocks. Drop down to the floor and take care of the Spawner first, it's near
the exit door. Then run to one side of the ships, so that they're all in front
of you. Now, run at them while strafing left and right to avoid their fire and
blast away. Each one can take a large amount of damage, but with 4 Gatling Guns
going they'll fall quickly. Once all three of the ships are gone, the Carrier
from 8a flys in and starts dropping off Bottrocks. There's 7 or so total, just
blast them all. If you're running low on guns there's a couple Gatling Guns near
the force field you can grab. Once all the Bottrocks are gone the ship will
lower and you'll be able to get inside. Jump onto the ramp, then at the top turn
around and hop onto the left ledge. From the ledge hop through the window into
the cockpit and step on the red button in the center. You'll blast the door down
with the ship. Exit the ship, grab guns if they're still there and go through
the door. *Grab the Car Battery and Atomic Jetpack at the other side of the
tunnel. The Atomic Jetpack refills when it's not in use, a feature which you'll
have to use wisely to get through this next room. Also, there's a few Alien Orbs
in here that stay far enough away so you can't hit them, but they can hit you.
Ignore them for the most part, just listen for their incoming fire. (*See
Secrets section for an easy way to complete this room!) TIP: Most of the jumps
you have to make in this room force you to refill in flight, the best way to do
this is to get a good starting jump then use the Jetpack till it's fuel is down
to 15-25 fuel, then let off the jump button to let it fill some, then use it,
then refill, and so on. Practice this with the first part of room where the
jumps aren't that critical. It's much less frustrating to mess up at the bottom
than up near the top. *For the first part of this room you have to use the
lighted "rungs" that stick out from the large column in the center of the room.
The first one is near the Atomic Jetpack, so jump and fly up to the top of it.
From this one, jump up to the higher one on the right, it has Rockets on it.
Now, you have to continue working your way right(when you're facing the center
column) to the next rung. This is the pattern of the whole room, but you'll be
jumping to and landing on different structures the higher you go. From the first
rung jump and fly to the right, over the single steam vent, to the next rung
that has a Raygun on it. From here, jump and fly(remember to use the refill
tactic for these jumps, and the rest of the ones you make on the room) to the
right, over the two steam vents, to the next rung. This one also has a Raygun on
it. From here, jump and fly to the right, over the 3 steam vents, to the next
rung. This one is the bottom rung of a set of 3 that are right on top of each
other. *Once on this "bottom" rung, look at the center column and up. There's a
steam vent directly above you, and two more on either end at the top of the next
rung. So jump to one side and fly up past the first steam vent, then manuver
back to the center so the next rung is in front of you. Land and let your
Jetpack refill, then do the same thing for the next couple rungs until you're on
the top one and there's an antenna just above you. *Now, you have to use the
little platforms on the end of the antennas to continue making your way up the
column. Move in the sam direction you did to hop across the rungs, right when
you're facing the center column. If you try to go the other way, the first
antenna will shatter. Make your way around all the little platforms till you see
one of those platforms that move in and out of the column that's lower than all
the others. It's above and to the right from the last antenna. TIP: To make
dealing with the moving platforms easier, it's best to hover above them till
you're sure you can land on them for a second to let the Atomic Jetpack refill
and also get a good jump off to the next one. Land on the platform as it is
coming out from the wall and jump as it starts moving back in, or sooner if your
Jetpack is full. *Jump as the first, lowest platform is receding back into the
wall, you want to get above it so again use your Fuel till it's near the 15-20
mark, this should get you above the platform you're aiming for. Hover over the
platform then land and jump off and fly up to the next one that's just above and
to the right. Again, you have to make your way around the column to the right,
this time using the moving platforms. Continue using the refill strategy and
hovering above the platforms until you can get a solid landing on them to make
your way across them. >From the last moving platform you'll see the bottom of
another rung, so fly up to the top of it and land. There's a diagram up there as
well, that clues you in on what you have to do next. *Now you have to land on
the next set of antennas above you, when you do you'll cause them to shift down.
When all the antennae are down a set of 3 moving platforms will be triggered.
Start with the antenna right above you, fly up and out to the little platform
but only land on it for a second or so to let the Atomic Jetpack refill. From
here go the opposite way you;ve been going around the column(left if you're
facing the column, right if you're facing the outer wall). Fly and land on all
them using the same tactics you've been using and try to land on them all
quickly as they'll start shifting back up after a little while. Once they're all
shifted back up the 3 moving platforms will stop working. *Make your way across
all of the antenna and from the last one fly over and above the first of the new
platforms. It's just above and to the right of the rung that had the diagram.
Land on this one for a second then fly up to the next one that's a bit higher up
and just slightly to the right. Hover above this one till you're sure you can
land on this 2nd platform for a good second or two so you can fill the Atomic
Jetpack completely and get a good jump to the next platform because the 3rd one
is pretty high above the 2nd. Land, then jump for the 3rd one that's close but
way above you. You may want to take a couple cracks at this platform. The first
couple can be test runs to find out exactly where the platform is, and then you
can go for it the quickest way. Hover above then land on the 3rd platform then
jump and fly to the little platform that's on the end of the vertical "stem"
that's nearby to the right. From here,jump and fly over to the opening in the
center of the large tunnel with the five pipes all around it. *Once inside
follow the tunnel to the next Checkpoint, picking up the Car Battery, Gatling
Gun, and Guided Rockets. ==Level 8, Checkpoint D== More jumping and flying! Yay!
*In this room you can't touch anything except the llittle green platforms you
reveal by shooting out the top part of the columns with the electric bolts
running through the middle of them. Bird Brains and ships will attack you in
here but don't play much attention to them. They only get in the way when you're
trying to figure out which way to go next, and with this FAQ you won't have
to^_^ *Fly to and shoot out the first column in the center and land, then head
to the next one on the left. It has a Raygun on the platform. Now head to the
one in front fo you, the left-most column of the next set. From here, head to
the next one in the center, from the center one head to the next one on the
left, from this left one head to the next one in the center, from this center
column head to the next one to the right, then to the next one on the right.
From here go to the next one in the center from the center go to the one on the
left, then head to the last column on the left. From the last column fly to the
tunnel to exit the room. *The tunnel leads to the last Checkpoint and a Boss
battle. ==Level 8, Checkpoint E== BOSS-Schwang Schwing *Schwang's only real
attack is the beam he shoots every now and then, but you don't want to let him
hit you himself either. *This battle can be really easy if you pull off the
pattern just right. You have to hit the 6 traps(4 buttons and two you have to
shoot) when Schwang gets near them, don't worry about hitting him yourself
unless it's when you're on a button watching him get hit with the trap. Then
feel free to blast until he turns toward you. There's also a time limit of three
minutes for this fight, but it doesn't even come into play if you follow this
guide step by step. *First, run straight towards the gun and jump up and head to
the button on the left. Hover above the button till Schwang gets close then land
on it to bring out a huge drill to hurt Schwang. Blast him as he gets drilled,
and keep on blasting till he turns to face you again, then jump and fly away
from Schwang towards the next button. Between the two buttons though, there's an
important trap to hit. The big tank on the wall can be blown up by shooting it,
so hover nearby and high enough to make it to the next button, then blast it
when Schwang gets close to it and he'll take more damage. Now, fly over to and
hover above the next button until Schwang gets close then land on it. This
button causes some lights to flash and hurt Schwang. Again, blast him as he's
getting hit with the trap and keep doing so until he starts to turn towards you
again. Then fly over to and hover above the 3rd button until Schwang gets close,
then land. This time a couple compacters come out and smash Schwang, blast him
until he turns toward you then fly to the last, 4th, button and hover above it
until he gets close. Land when he is and a giant saw will come out and hit
Schwang. Blast him till he faces you then fly over to the valve and just to the
left and above it. When you see Schwang coming near, blast the valve and it will
fall off causing a jet of steam to shoot out and it'll be Goodbye Schwang
Schwing! *If you mess up any part of the cycle, or fall to the ground. Just
start over and give it another try. This Boss fight isn't too hard.
-----------------------------------------------------
Level 9-Swanky Swizzle Heights, Swizzle Firma 7:19pm
-----------------------------------------------------
*First, you have to dodge some Asteroids again. This time you're continually
being pulled forward so you may want to hold back on the D-pad or X. The glowing
white things warp you to another area on the screen, which is usually bad. *Once
you make it through the Asteroids you'll find yourself in a large room filled
with Coneheads milling about. DON'T ATTACK THEM! Run up the ramp to the higher
area of the room and collect the PUMPERNICKEL, BAQUETTES, and MR.FIZZY's on each
end. *You can the next part in any order,taking the different exits. This is
just the way I did it, and the Checkpoints reflect that. I'm not sure if they
change in lettering depending on how you go thought the level or not. First
thing we'll do is get the PALATIAL LOCATOR by dropping back down into the lower
area of the room, and going down the Lower Ramp to Checkpoint B.
====================
LEVEL 9,CHECKPOINT B
====================
*Grab the BAQUETTES near the first column, then take out the three Bottrocks
(ignore the Coneheads), then go through the door on the right side at the end of
the room. *This next part is a huge maze. You want to get to the center area
where the Bottrocks are. I had planned to do an ASCII map for this part but I
kept f'ing it up, so I dropped that idea. Luckily "doninss" a map up for this
section. It's not to scale, and not too detailed but we'll take what we can get
right? http://63.77.1.71/~doninss/maze2.jpg Drop him a line of gratitude won't
ya? *Inside the maze there are buttons that you can hit, but I'm not sure what
the result of hitting them all is. From doninss: if you hit all the switches, a
short cut scene will show a hidden door open on the back of the large pillar at
the end of the level. bunch of goodies inside. *You'll also encounter a number
of hazards inside the maze. These include: Electric Rope-These rotate in a set
area. The best way to get by them is to stand right where they stop coming at
you then run when they lift up. Damage=10 points Steam-Steam vents in the floor
where geysers of steam shoot from. Just stand near the edge of them, then when
they die down run past them. Damage=5 points From Mr. Poopy Face: *You almost
don't have to think about this one. It's one I learned navigating the halls of
the game Wolfenstein 3D. Once you enter the maze just follow the wall on the
right. It leads you to all the things on the floor to light up and you never get
lost; unless you veer off the right wall. *When you make it to the center area
of the maze, take out the Spawner and the Bottrocks, grab the PALATIAL LOCATOR,
and teleport back to the Checkpoint A area. *Run around and collect the
PUMPERNICKEL, BAQUETTE, and FIZZY's again. Then go though the opening in the
upper area of the room, where the items are. Take the tunnel to Checkpoint D.
=====================
LEVEL 9, CHECKPOINT D
=====================
*In the first room you have to cross the red bridge. The trick is that the
sections of the bridge dissappear in order. Only one section of the bridge is
gone at once, but that's all it takes! Stand at the edge of the bridge and wait
for the 1st section to go blank, then run to the first set of ledges on the
side of the bridge. There's a ledge on each side, but stick to one side all the
time. You don't have time to run zig zags. Stand at the first set of ledges and
wait for the "blank" to go by again. Now scoot to the next set of ledges.
Again, wait for the blank to go by, and run to the next set of ledges. The
distance is a bit greater this time, so you may need to jump at the very end to
make it. Do this one more time, then run to the end of the bridge where a
couple Puker aliens are waiting for you. Take them out and go through the door.
*In this area you have to hit the correct button to raise the section of wall
that's blocking your way. If you mess up, you have to hit the first button near
the entrance, but of course you won't mess up with this guide ^_~ *Hit the
green button that's near the wall, then hit the right one of the next pair.
Take out the Bottrocks that are in wait from now on using CST. This time
there's three buttons, hit the middle one. Now there's four buttons, hit the
2nd one from the right. Next, there's a set of five, hit the one on the very
left. Beyond this wall are 3 Pukers, so deal with them then exit through the
door on the left side of the room. Go through the tunnel and you'll come to the
next Checkpoint. >From IBF: hidden door, right side, after all the fences are
raised. (2 pumpernickels, 1 fizz, 1 baguette)
=====================
LEVEL 9, CHECKPOINT E
=====================
*You'll see another bridge, like the one at the beginning
of Checkpoint D, only now there are two "blanks" that run across the bridge. The
first one is about 5 sections long, then there's 4 or so sections between them,
and the 2nd blank is about 3 sections long. It's still the same basic premise
though. *Stand at the edge of the bridge and wait for the two blanks to go by,
then run to the first set of ledges. Wait for both blanks to go by again and
quickly run to the 2nd set of ledges. Again, wait for the blanks to by and make
the big dash to the 3rd set of ledges. You may need to jump at the end of this
one to make it. Next up is the longest run of the bridge. As soon as the 2nd
blank goes by jump out and run, hugging the wall(but not too much so it slows
you down) and jump again at the end to barely make it. Now just go to the end of
the bridge when it's safe. *Two more Pukers lie in wait for you here, dispose of
them and go through the door and tunnel to the next room. *There's another
bridge in this room. At first it seems as if you've got it easy this time. But
once you get close to the 3rd set of ledges the middle section of the bridge
blanks out. Jump to the ledges and wait till the middle section reappears. As
soon as it does, run to the 4th set of ledges and wait. *Once the _whole_ middle
area of the bridge is back, start running. You'll see a section up ahead that's
blank, you have to get to within 3 or so bars of this section before the whole
middle part of the bridge goes blank again. Wait on this small section till the
area in front comes back, then go to the last set of ledges. Wait here until the
small area near the end of the bridge goes blank and comes back again, then run
to the end. Two more Pukers are waiting here. Kill them and go through the
tunnel and you'll come to Checkpoint F
====================
LEVEL 9,CHECKPOINT F
====================
*As soon as you walk in this next room a trio of Pukers and a Bird Brain will
appear. The Pukers respawn, but the Bird Brain doesn't. Kill the Bird Brain and
ignore the Pukers(not their shots though). *Grab the BAQUETTES and run to the
other side of the room, up the little ramp, and hit the glowing button to
activate all the buttons on the floor. Watch the light on the ceiling when you
hit the button, as they tell you the correct order in which to hit the buttons.
The sequence only flashes for a second so watch carefully. If you mess up, just
go back to the glowing button and hit it again to get a new sequence. Once
you're done, the door near the glowing button opens. *Get the DIMENSIONAL
DESTABILIZER and head into the teleporter, run through the tunnel to the next
teleporter and you'll be back at the Checkpoint A area. *Run around and grab the
items again, then go to the area where you teleported back into this area. Step
into the Up teleporter and you'll make it to Checkpoint C(my lettering anyway,
just go by the looks of things if your's is different)
====================
LEVEL 9,CHECKPOINT C
====================
*A Bird Brain
will come out of the space in the center of the room, destroy or run from it and
make your way to the next Up teleporter across the room and teleport to the next
area. *Grab the BAQUETTES then run straight ahead till you come to the 2
Spawners, one on each side of you. Destroy them and any Bottrocks, then continue
forward till you come to the elevated maze. Use the LADDER on the Ladder Square
in the floor to climb up to the maze. But wait a sec! *I suggest you use some
BAQUETTES or the regular LOAF to take out the six Orbs from the ground, you'll
be happy you did^_^ *Once you're on the first section of the maze, go to the
very left end of the 1st piece and use the LADDER on the square there. *Go to
the other end of this next piece and use the LADDER *Go left on the next piece
and use the LADDER on the first Ladder Square you come to, it's in the middle of
the curve. *Go to the right on this piece and jump to the next one, approach the
wall and a secret room with 3 FIZZY's and some PUMPERNICKEL will open. Then go
out and jump back to the large piece and follow it to where it juts out far to
the right. Go right and use the LADDER at the very end. (Thanks to IBF for the
location of the secret room) *Now you'll be on a curvy "L" piece, use the LADDER
on the square at the other end. *You'll be on another "L" piece, follow it and
jump to the one in the center. Follow that one to the square at the other end
and use the LADDER. *Enter the teleporter *Now you're in a room with three
square buttons, a tube, and a clear wall with some ledges inside of it. In this
room a Conehead will walk out on the top ledge and you have to use the buttons
to make it drop down into the fan at the bottom. When it hits the fan, it'll get
chopped up and fill the tube with some Conehead liquid. It takes about 3
Coneheads to fill the tube and move on. If a Conehead escapes, an alarm sounds
and a Bottrock will enter the room from the left hand side. *As soon as you
enter the room, go and stand on the left-most button. If a Bottrock is already
in the room destroy it with BAQUETTES. Stand on the left button until the
Conehead falls into the small gap in the floor. Once it does, run to the right-
most button and stand on it. You have to do this before the Conehead bounces off
of the right wall and steps over the section where the gap opens. Once the
Conehead falls, run to the middle button but DON'T stand on it yet. Let the
Conehead rebound off of the left wall, then quickly stand on the button. Stay on
it until the Conehead is on the section that opens so it won't turn around.
*Repeat this sequence 2 or 3 more times to fill the tube. Once it's full a chime
will sound and a teleporter will appear in the right corner of the far wall.
Enter it for the next Checkpoint. From IBF: *hidden door in the room with the
conehead "blender"(room with 3 square switches) add an extra conehead to the
blender to open. (1 fizz, 3 baguettes) *bug. you can walk thru the exit door(in
the blender room) without opening it.
====================
LEVEL 9,CHECKPOINT G
====================
*Take the next Teleporter up and you'll be in a large room with a lot of Orbs
and Bottrocks. First things first, take out the Spawner that's in front of you
and a bit to the left, hit the button underneath to activate the exit
teleporter. Now, you can just run from the enemies. *There's an opening in the
far end of the right wall to run through. Go through and down the ramp and make
a hard right. A couple Bird Brains will float up from the lower section where
the teleporter is. Head to the ramp that leads down into the lower section, and
get the BAQUETTES and MR FIZZY on either side of the ramp. Then run to the
teleporter. *In this next area you're faced with a couple Bird Brains, 4 or so
Orbs, and a couple Bottrocks right away. Use BAQUETTES to take them all out for
a little piece and quiet. *Now, you have to use the 3 buttons on the little side
ledges to stop the lights in that circle on the floor. Each button stops a
different light, and you want to stop them when they're on the blue lights. It
doesn't matter what order you stop the lights in. *Just go up to a button, face
the circle in the center of the room, and step on the button to see which light
stops. Once you've got it step slightly off the button and keep track of the
light. When it appraoaches a blue light, step back on the button. Simple,eh? Do
this for all 3 to open the exit. *Once all the lights are stopped, go to the
edge of the large platform and wait for the small moving platform to make it's
way close to you. Jump over to it and stay in a good position to make the next
leap. You want to jump to the little area to the right. Once you're on, grab the
POSOTRONIC DOOHCIKEY and enter the teleporter to the Checkpoint A area again.
*Pick up the PUMPERNICKEL. Now you have to shoot a PUMPERNICKEL inside the Phone
Booth when the 3 Pukers open the door. Naturally you have to do this 3 times to
get them all. Just get semi-close to the Booth and stay a bit to the side. Once
the door opens, strafe past the front and fire a PUMPERNICKEL inside, then back
away. You'll send a Puker flying each time you successfully get a PUMPERNICKEL
in the Booth. Once all 3 are out, approach the Phone Booth. END OF LEVEL 9
==============================================
LEVEL 10-Imperial Palace, Swizzle Firma 9:01pm
==============================================
MAX,DOC,or KURT *Now you get to choose which character you want to take into the
final battle. The ending is a little different for each, but nothing major. It
all depends on your personal preference and style of play. But certainly you
want to beat the game with all 3 for "completeness" sake, right?^_^ Level 10 is
just a small pre-boss area and then the final Boss: Zizzy Balooba
-----------
DR. HAWKINS
-----------
*From the start, head left and you'll see a Ladder Square near the palace wall
eventually. Use the LADDER on it, and repeat for the next 3 squares till you're
on top of the palace. Then turn left and drop down inside the palace and follow
the the large hallway to the left. *You'll come across an open area with a Bird
Brain and a Puker, dispose of the Bird Brain first, then the Puker. Grab the MR
FIZZY in the corner and continue down the hall. *There's another Puker and a MR
FIZZY nearby. Dispose, collect, continue. *You'll see another Puker and
BAQUETTES down further. Kill ther Puker, grab the BAQUETTES and turn right. On
the other side of the next left turn is a Bird Brain and a Puker. I just strafe
out, fire a few shot, then strafe back to safety. Repeat until they're gone,
then move forward and grab the PUMPERNICKEL and BAQUETTES. *Around the next turn
is another Bird Brain. Strafe left and right as you fire to kill it. *Go through
the door at the end of the hallway *There's a Ladder Square to your left as you
walk in the next room. It's near the top of the stairs. Use the LADDER on it,
then follow the red floor around the upper part of the room to the blue doors
near the fountain. Go through the doors. *Go through the first small passageway.
In the next, larger one there's a couple large Orbs waiting for you. Usually you
can take one out before they start to fire, then just strafe left and right as
you shoot at the 2nd one. Then go through the doors to face Zizzy Balooba.
---
KURT
---
*From the start, go to the right to
the updraft. Float up, shoot out the grate and fly in the opening *Don't grab
the items just yet, face to the right and enter Sniper Mode then strafe out
slowly until you can see the tip of the Laser Gun. Snipe it then strafe out a
bit more so you can see the other end of the tunnel. Snipe the Robot and the
next Laser Gun, and the Laser Gun next to it you can barely see. Grab the 25
Health and Grenades and go down the tunnel. *There's another Robot around the
turn, so enter Sniper Mode when you get near, strafe out, and take of it. Around
the next corner there's a couple more Laser Guns, snipe the closest one then the
further one, then the one that you can barely see around the next bend. Continue
through the tunnel to the 25 Health. Don't grab it just yet though. Grab the
Super Chaingun and get ready for the onslaught of Robots that's around the next
turn. There's about 6 or 7 Robots and a couple Laser Guns in the next portion of
the tunnel. Take out the closest Laser Gun first, then any Robots you can before
they get too close. Keep switching in and out of Sniper Mode to keep the Robots
pinned down until you can snipe their vulnerable spot. Strafe to safety when the
robots start firing or too many of them get too close. It shouldn't take too
long to take these guys out. Grab the 25 Health when all the Robots are gone,
then snipe the other Laser Gun and continue. *Around the next set of turns
there's about 7 Laser Guns and a Robot. Strafe out carefully and take out the
first two Laser Guns. This should give you enough room to strafe out just enough
to get the Robot before he get "riled" and starts running around. Take out the
Robot then snipe the remaining Laser Guns and continue down the tunnel. You'll
see and opening up ahead that leads into a large room. *In this room there's 3
Bifs and 2 Bird Brains. To make this room easier, approach the opening slowly
and enter Sniper Mode, you should be able to see the first Bif's head just over
the opening. Snipe it until it's dead, then keep slowly moving up towards the
opening. Hug the right wall and look to your left a bit, enter Sniper Mode and
look for the 2nd Bif. Hopefully you'll find it before it sees you. If you do,
line up a shot at it's belt and wait for the eye to come out. If you can get the
quick kill, go for it. If you don't kill it right away, just keep sniping until
it runs up and starts shooting. If it starts shooting, hug the left wall and
inch out until you can get some of the Bif in your Sniper Scope, then continue
sniping it till it's dead. Once the 2nd Bif is gone, drop into the room and stay
near the right wall where the Cloak is. Look to the far end of the room and
search for the Bif with your Sniper Scope. Snipe it until it starts running at
you and shooting, then exit Sniper Mode and run towards the Bif as you fire.
Strafe to the left or right just as it's shots get near you. If you get close to
it and the Bif is still alive, use CST until it's dead, then turn back to where
you came in and grab the Cloak. Ride up one of the updrafts and land on the
upper ledge, take out the Bird Brain with your Sniper Scope, then look for the
other one on the other side of the room. Snipe it, then go towards the door on
the far end of the room, collect the Homing Sniper Shell that's next to the exit
door, then go through the door. *Grab the 50 Health on the left then go to the
right, through the various turns and doors, till you come to another large area
with some columns in it. *Enter the room and grab the Grenades to your immediate
left. Follow the bending path around, grab the 50 Health when you see it, and
continue till you come to the blue doors. You'll be in the room with the large
fountain. Go up the stairs on the left, to where the Ladder Square is, and jump
over to the red ledge. Follow the ledge to the blue doors near the fountain and
go through. *Go through the small passageway and into the longer one. Around the
bend at the other side there's a couple Phantom Robots waiting for you. Enter
Sniper Mode when you get close to the turn and snipe them till they're both on
the ground(or dead. Keep sniping them if you need to keep them pinned until
they're gone. Go through the next door and small passage to face the final boss,
Zizzy Balooba.
---
MAX
---
*Go through the front doors and grab the 2 Shotguns
and Rayguns. Save the Rayguns for later. *Go to the end of the next room and
collect the three Uzi's, leave the two Batteries until you need them. Now pairs
of enemies will appear for a while. Just use CST and the non-Raygun guns that
you have to deal with them all. The order is: 2 Bottrocks 2 Bottrocks 2 Bifs 2
Bifs 2 Bifs 2 Bifs *Once the last pair of Bifs is gone, grab any Health you need
and go through the now-open door. There's a couple more AA Batteries in the next
small hall- way if you need. Go through it and enter the fountain room. In the
fountain room, go up the steps on the left to where the Ladder Square is and
jump over to the red ledge. Follow the ledge around to the blue door and go
through. In the longer hallway, there's a pair of Bifs waiting for you. Stay
near the left wall as you approach the Bifs and you should be able to take one
out without the other's shots getting to you. Just strafe in a small pattern
till the 1st Bif is gone. Then face the other one and blast away as you strafe
from it's shots. Even if you end up with only your Magnum, don't use the Rayguns
yet. Once the Bifs are disposed of, make your way to Zizzy.
-------------------------
FINAL BOSS-ZIZZY BALOOBA
-------------------------
*There are two parts to the final battle of the game. The first is fighting
Zizzy on the outside, and the second is fighting Zizzy from the inside. *When
you're outside, Zizzy has 4 attacks that he can use. The first one is a regular
laser he shoots from his staff. The 2nd, Zizzy shoots large energy fields from
his hands. In the 3rd attack, Zizzy unleashes streams of lightning around the
room. The final attack, Zizzy will raise his hands and a few seconds later the
screen will center on him and he'll chant. When this happens you'll be dizzy and
the screen will turn around for a few seconds. Check each character's section
for specific tactics on avoiding these attacks. *In the second part of the
fight, you have to destroy Zizzy's organs while inside of him. While inside,
organisms like the BFB's Left Brain Attack will constantly come at you and snot
or something will periodically shoot out from the orafices along the walls. If
you fall into any of the holes in the ground you'll "fall" out of Zizzy and have
to wear him down a little again to get back in. You'll occasionally just get
thrown out from time to time as well.
-----------
DR. HAWKINS
-----------
*The Doc has it the easiest when it
comes to fighting Zizzy, he doesn't get knocked down by his outside attacks,
doesn't have to destroy the eyes, and can hit the Brain from the ground. Here's
how to deal with Zizzy's outside attacks. LASER BEAM: Just stafe to one side and
jump ENERGY FIELDS: Just take the damage and keep shooting LIGHTING: Strafe and
jump constantly DIZZY ATTACK: Look away when his hands raise For the 1st part of
this battle, use whatever BAQUETTES you have left first and just stay near(but
not too close) to Zizzy as he flys around the room. No matter what, always keep
shooting. Once the BAQUETTES are gone, switch to regular LOAF and keep shooting
till the Boss' energy is gone. Once it is gone you'll be sucked inside of Zizzy.
First thing to do in the Boss is to take out the Lungs. There's one on the left
and right walls, and they each have an opening in them with a couple veins
coming out. Fire a couple pieces of Atomic Toast into the holes to blow up the
Lungs, after doing so a couple Eyeballs will be released into the "room." You
want to get the Eyeballs into the 2 holes on either side of the room. There's a
Leaf Blower outside of Zizzy(Thanks to doninss) you can use to blow the Eyes
into the holes, or just use the Atomic Toast. Once you have them in there it's
time to deal with the heart. The heart is in the center of the room. You'll need
the Plutonium to break the Heart. It can be found on the thin ledge running
around the room, it's usually on the left or right side of the Heart itself. If
it's on the left side, you can reach it with no help, but if it's on the right
side you need to jump up on the right eyeball then to the ledge and make your
way to the PLUTONIUM. Once you have the PLUTONIUM, drink it and become Hyde.
Then jump up and hit the Heart 3 times to break it into 2 smaller pieces. Now
you have to ride the Bubbles coming out of the center hole up past the smaller
pieces, then drop down and punch them as you fall. To get on the Bubble, jump on
the right Eyeball again and jump to the Bubble when it gets close. Once the
heart is completely gone you can focus on the last organ, the Brain. There are a
couple ways to attack the Brain. You can ride up the Bubbles, to get close to it
or you can bounce LOAF shots from the ground. I usually bounce shots from the
ground because you seem to fall out more if you ride the Bubbles up near the
mouth. The best position to bounce LOAF shots from is between the left Eyeball
and wall. Look up and aim for the little notch in the opening to the Brain.
Adjust your aim until your shots are ricocheting up and into the Brain. Now just
stay here and keep shooting till the Brain's energy is gone, and you've defeated
Zizzy. Be sure to use your MR.FIZZY's when you need. It;s best to use 2 or less
in the first part of the battle, so you'll have the rest for the tough fight
inside of the boss. CONGRATULATIONS! You've beaten MDK 2 with Dr. Hawkins!
----
KURT
----
*Fighting Zizzy with Kurt can be frustrating once you get inside, on
the outside though Kurt can dodge Zizzy's attacks the easiest. LASER: Strafe
left and right as you make small, quick jumps ENERGY FIELDS: Back away from
Zizzy as you strafe to one side, when he starts to overshoot you, change
directions. LIGHTNING: Strafe and jump constantly DIZZY: Look away when Zizzy's
hands go up *From the start, use the Super Chaingun and stay just far enough
away so that you can hit the Boss but still dodge his attacks. Once your first
Super Chaingun is gone, run around and collect some items, like the Mortar Shell
and another Super Chaingun. It's good to have some Super Chaingun left once you
get inside Zizzy, but if not it's no biggee. Continue the pattern of shooting,
dodging, and collecting. Get the Health when you need it, but don't take the 50
Health yet. The two 25 Healths regenerate every so often, but the 50 Health only
shows up once. (The next part details how to destroy Zizzy from the inside, but
there's no way you'll do it all without getting spit out a couple times. Just
follow these directions when you're inside Zizzy and look at the paragraph after
it to see what to do when you get spit out) *Wear Zizzy down completely and get
sucked inside. If you have another Super Chaingun activate it, or use any you
have left and blast the heart in the center of the chamber you're in. You have
to kill 5 different pieces of the heart to get rid of it completely. Once the
Heart is gone, use the Cloak if you have it and turn your attention on the Lungs
that are on the left and right walls. You have to get a Mortar Shell in the hole
in each of the Lungs(where the veins are coming out). The best place to stand is
near the center of the room, and aim a little above each hole. If you have the
Cloak on, you won't need to worry about the little organisms that fly around,
otherwise run around a bit when you hear them chomping before standing to take
out the Lungs. When both Lungs are blown up, ride one of the updrafts coming
from the holes and float up to the ledge near the Eyes and Brain. Don't float up
when the chomping things are flying around after you, run from them till they
blow up or get you, and then float up. Next you have to deal with the Eyes.
They're connected to the sockets at first. Shoot one so it falls out, now it
will act like a large Alien Orb. The quickest way to dispose of the floating Eye
is by sniping it. Snipe it till it's gone, then shoot out the next Eye and snipe
it, too. When the Eyeballs are gone the only thing left is the Brain. To kill
the Brain you have to snipe all the little lockballs that are orbiting it. Take
it one lockball at a time. Track one and see where it goes, each lockball slows
down at some point and gets real fast at one point. They usually slow down near
the edges of the Brain. Get near the very left or right edge of the platform
you're on and enter Sniper Mode, aim at the edge of the Brain and track one ball
at a time. There's about 6 in all. When you hear the chomping things coming,
exit Sniper Mode and strafe akk the way to the opposite end of the platform then
all the way back. You should be able to avoid the little S.O.B.s most of the
time with this tactic. Continue sniping the Lockballs until they're all gone and
Zizzy's dead. *You'll get spit out ALOT when sniping the brain, there's not much
you can do about it. When you do get spit out, if you need Health be sure to
grab some of the 25 Healths that regenerate every few times you're out of Zizzy.
Use the 50 Health in an emergency or when you're almost done with the Brain.
Just grab what you need and wear Zizzy down again until you can get back inside.
From IBF: the outside of zizzy is a lot like doc, shoot, avoid damage, collect
the weapons.(and life when needed) inside anything works on the "hearts", sniper
mortar for the lungs.(aim for the holes that the arteries go in, this will start
the updrafts to the eyes and brain (only one goes clear to the top)) anything
works on the eyes,(sniper rounds are faster but make it harder to avoid the
brain attacks) the brain will have to circling blue orbs. shooting the brain
will slow them for just a moment, making it possible to snipe them with normal
rounds, but the best way is to save all the sniper grenades and just pepper the
right side where the orbs come together as they approach that area.
CONGRATULATIONS! You've just completed MDK2 with Kurt Hectic!
---
MAX
---
Max has a so-so time against Zizzy. His regular guns don't do much damage on the
outside, but the Rayguns absolutely rip him apart on the inside. There's no
special manuvers or skills you have to use to take out Zizzy's organs with Max.
Just blast them. You NEED to have 4 Rayguns to have a chance at killing Zizzy
from the inside. LASER: Fly up to one side with the Atomic Jetpack LIGHTNING:
Float in the air till it's gone ENERGY FIELDS: Strafe(or fly) to one side as you
back away DIZZY: Look away At the start, run around and collect some guns and
the Atomic Jetpack at first. Save any Rayguns you pick up till you're inside
Zizzy. Once you have the Jetpack, you can float up to avoid most of Zizzy's
attack. Just dodge his attacks and keep a constant stream of fire on Zizzy till
he's worn down. The guns in the room regenerate every so often so pick up as
many as you need. There's a couple AA Batteries and a Car Battery scattered
around the room. The AA Batteries regenerate as well, so pick them up when you
need. The Car Battery can only be picked up once though. Remember to save the
Rayguns(am i saying this enough?^_^) till you're inside Zizzy. When you get
thrown out of Zizzy(and you will), de-equip your Rayguns and use other guns to
wear him down again. Once you're inside Zizzy you just have to shoot the organs
in any order. The trick is that they regenerate when not taking damage, so you
want to keep constant fire on the organ you're aiming for. You can do these in
whatever order you want: HEART: Strafe left and right as you fire, jump from
time to time LUNGS: Face them one at a time and strafe jump as you fire at them
EYES: Fly up to the platform using the Atomic Jetpack, then fire at them one at
a time. Just take the damage from the chomping organisms if you're not low on
energy. BRAIN: Strafe left and right on the platform as you fire at the Brain
Once all the organs are gone, you'll have defeated Zizzy Balooba. From IBF: max
is definately the hardest. save all ray guns for the inside of zizzy. (4 ray
guns are almost mandatory for success) the type of weapons that appear in the
throne room seems to be random. finding a ray gun the first time around the room
is a good sign, more will appear regularly.(using up the regular weapons and
picking up more will sometimes bring out some ray guns) practice at getting in
and out of slow mo quickly. use slow mo inside zizzy always. the organs
regenerate fairly quickly, so concentrate on one at a time. move constantly and
fly. at the brain, position the camera down slightly(to see the brain attacks)
and strafe back and forth while firing all 4 ray guns. Max doesn't get a lot of
life in here so only take the batteries when needed. CONGRATULATIONS! You've
just beaten MDK 2 with Max
-----------
END OF GAME
-----------
Yes, it's over.
It's really, over. That game and the WalkThru, are over.
===========
6. SECRETS
===========
----- CODES ----- All codes come courtesy of CheatCC and Cheat Codes
2000, and are used by permission Kurt in Boxers: Hold L+R, then hit X,X,Y,X at
Main Menu (Outof555@aol.com) Panning Camera: Pause, then hold L+R then hit
B,A,B,A (Outof555@aol.com) Slow-Mo Mode: As Max, hold R and hit Up 4 times No
Pause Menu: Hit X+Y while paused (MrShowBP@aol.com) Game Music: Listen to track
2 or higher in CD player Extra Stuff: Put GD in PC and look in MDK2 folder ------
- SECRETS ------- From Greg Gonnerman: (Joshua Dallman 8C) 5A - After navigating
several rooms and passageways, Max ends up in the telescope room. After dealing
with the Bott Rock aliens, and the chute, take a few shots at the viewing end of
the telescope to knock it down. Now jump up and have a look. The picture is of
Russ Rice, the art director at BioWare, and a few of his friends. 7E - There's a
hidden castle in 7E. As you get out into the open after leaving 7E, turn left
and fly off to the structure protruding from the clouds. Walk to the very top of
it, then glide back to the top of the structure you just left, where the dummy
decoy is located. Walk over to the edge, and look for the blue area in the sky
below you. It will be just to the right of the setting sun. Start shooting to
the right of that blue area until you see your shots reacting with the solid
surface of the hidden path. Once you've identified its location, glide out to
it, being careful not to overshoot it. Once you landed safely on it, use your
chain gun to determine the direction of the foot path. This path will zig-zag,
but will eventually lead you to a yellow square. Jump directly up to open your
chute. An invisible updraft will take you into the stratosphere. As you reach
the highest point, start shooting again to find the second hidden path. This one
will lead you to the hidden castle. The picture on the far side of the castle is
the only reward for all of this work. There is no way to get into the castle. 8C -
There's an elevator in 8C. Before you start looking for it, you really should
pick up the two ray guns and the guided missile gun atop the first few vertical
structures on the reactor. With that done, head over to the side of the reactor
that's brightly lit. This is the one area where Max casts a pretty strong
shadow. It's also the side of the reactor where the passageway leads from the
top of the reactor to the outside wall. Once you get there, look up. Facing the
reactor, you'll need to line up the the single platform at the very top with the
arm directly below it on the lowest set of arms. With this done, and Max
positioned slightly closer to the outside wall than the reactor, you should be
very close to the elevator. It is completely hidden. There's no way to spot it.
Just take small steps and pause for a couple of seconds each time. Max needs to
stand on the elevator for several seconds before it will activate. This elevator
takes Max all the way to the top. From BLKBRDxx: 7A - On level 7a after you
activate the fans and advance to the upper room with the three lockballs. if you
stand in the entrance to the upper room and look to the right side. where the
wall meets the floor. you will see black oval ring (on the wall) with a grayish
center, this is the entrance to a hidden room. in it you will find some sniper
grenades, a cloak, and some homing sniper shells. you cannot see any hint of the
entrance.
================ 7. NEXT REVISION ================
Well, the WalkThru is done so that will probably be it for ahwile, unless I get
around to doing that enemy list thing. I'm really getting sick of playing MDK 2
at this point^_^ I hope this FAQ has helped you in some way, it was really fun
to do(for the most part). I'm still open to any contributions anyone wants to
send in, so feel free to mail me with whatever little piece of info you may
have. Also, I'm pretty delirious as I write this(again) from staying up for too
many hours straight(again), so some of the grammar may be a bit...spacey, to say
the least. I'll shore up the writing a little in the future, but for now this
FAQ is D-O-N- E Also, about the Interplay Board Folks stuff. If you feel that
you're the one that found any particular hint or tip, mail me and I'll credit
you with it.
============= 8.THANK YOU'S =============
CJayC-------------For creating and running GameFAQs
Justumaru---------For the correct description of the Black Hole
Grenade, ---------and for the tips for sections 4A,4B,4C, and 7C
(darshu@hotmail.com)
Rsilveram---------For the item name and tips for 7E (Rsilveram@aol.com)
Don---------------For the item name in 7E (dmljc@nvbell.net)
Cheat CC----------For posting the FAQ and letting me use their codes
(www.cheatcc.com)
Cheat Codes 2000--For putting the FAQ up and for the codes as
well (www.fookes.clara.net)
Al Amaloo---------For posting the FAQ, and a few others of mine (http://vgstrategies.about.com) S
egacide----------For the tips for sections 3E,4A,and 4B (segacide@segacide.com)
Greg Gonnerman----For the secrets in sections 5A,7E,and 8C (gregmg@eng.mcd.mot.com)
Joshua Dallman----For finding the elevator in 8C Psycho Kirby 13---For the easy way to kill Bifs and
Bottrocks (PsychoKirby13@aol.com)
BLKBRDxx----------For the secret in 7A (1024zhp@concentric.net)
Roman-------------For the tips in 1A and 1C (Roman_Edgington-CRE019@email.mot.com)
doninss-----------For the map of 9B,sending in the IBF stuff, the -location of the Leaf Blower when fighting
Zizzy, -and what happens when you hit all the buttons in 9B (dmljc@nvbell.net)
IBF---------------For the numerous tips in a bunch of sections and Zizzy (http://feedback.interplay.com/mdk2/index.html)
Mr. Poopy Face----For the quick tip for 9B (mister_poopy_face@excite.com) Min'na domo arigato!
================== 8.ABOUT THE AUTHOR ==================
This is just one of a few FAQs I've written, all of which are available at
GameFAQs and my personal site. A few my FAQs are on various other
websites(usually with proper creditO_o) as well. I hope this or any of the other
FAQs I've written help you in some way, or allow you to enjoy a game more than
before, or maybe just get a good read out of it. If you have any questions about
this game, or any other I've written a FAQ for, feel free to drop me an E-Mail.
BUT keep in mind a few things: 1. Please don't ask when the next revision will
be out, or if I can send it to you. I don't really have a set schedule for these
things,and you can pick up the FAQ(s) at GameFAQs or my site. 2. Please don't
ask about something already covered in the FAQ. Usually once a FAQ comes out I'm
swamped with E-Mails and skip ones that are covered in the FAQ. If it's really
desperate I may answer, but otherwise everything I know is in the FAQ. 3. Don't
mail asking for codes, I don't have a Gameshark or keep track of cheat codes or
anything. Other than that, I try to answer every single E-Mail I get and am
usually pretty good at getting back to people quickly, but sometimes I lose
letters in my computer or forget to keep them as new. If I don't answer in a
week or so it's safe to say I screwed up somehow^_^
My E-Mail Address: ProfRev777@aol.com My Site:
http://members.aol.com/profrev777/index.html The site hasn't been updated
forever since I got a new computer and don't have an HTML/Web Page proggie
anymore. I should get one soon though, so updates will continue at that time.
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