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Читы для MDK 2

Чит-файл для MDK 2

MDK 2

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчики:BioWare Corporation и IdeaSpark Labs [Wii]
Издатель:Interplay Entertainment
Издатель в России:
Модель распространения:розничная продажа/цифровая доставка
ISO статус:релиз состоялся 26 мая 2000 года
Официальный сайт:Открыть русский сайт
Жанры:Action (Shooter) / Adventure / Arcade / 3D / 3rd Person
Похожие игры:MDK, Messiah
Multiplayer:Отсутствует

Даты выхода игры | Раскрыть все

вышла 9 мая 2011 г.
вышла 18 июня 2004 г.
вышла 26 июня 2001 г.

Solution [ENG]

Информация актуальна для
Mission 1: Kurt

The game begins as MDK began-with Kurt riding an energy stream down to the
surface. Dodge the missiles and lasers that come zipping at you en route to the
mine crawler. Keep moving-the missiles will lock on and target you if you stay
in
the same spot too long.

Checkpoint 1A

Once on the mine crawler, Dr. Hawkins helps you familiarize yourself with Kurt's
controls with a short tutorial. Stay and learn if you are a beginner. Otherwise,
snipe the lock ball in the door to open a passage. Move to the end of the hall
and drop into the room below. At the end of the next hall is a room barricaded
on
one side by a glass. Through a small hole is a lounging alien taunting you with
a
target. Sniping the target will shatter the glass. Smoke the now-exposed baddie
and proceed through the parting doors. Step through and drop into the next
hallway. Track forward to a small platform above a large, open room, snagging a
Dummy Decoy.

Look over the left side of the platform and explode the creature generator.
Float
down into the room (or ride the platforms down) and smoke the aliens that
spawned
before you destroyed the generator. Turn to face the wall with the two platforms
and snipe the lock ball under the lower outcropping. This will unlock the
passage
above. Ride the fan stream up to the lower platform, grabbing the Health if you
need it. Drop to the next hall and smoke the two Spheres of Death here.

Tip: In curved hallways such as this, you can get easy kills on enemies who do
not charge. In this case, creep to the right side of the hall and target the
sliver of enemy that shows. They won't be able to fire on you, but you can take
them out with a consistent chain gun stream. If they get the idea and start
pursuing, fall back and reset your shot.

Drop to the next hallway to reach Checkpoint B.

Checkpoint 1B

From the checkpoint, you'll see another set of circular sliding doors. Behind it
are a pair of Dogan Boys and a Sphere. Move forward enough to open the doors,
then, staying in the hallway, strafe back in the forth, peppering the three
baddies with chaingun spray. Use the door as a blast shield if the action gets
too rowdy. When the room is clear, collect the goodies from the alcoves on each
side of the room: two helpings of Grenades and two +25 Healths. Then snipe the
lock ball and step into the next hall, dropping to another corridor below.
Around
the corner are mounted laser cannons. Run straight ahead to dodge their fire.
This time, however, jump to the left before you drop into the hallway below.
Here, you'll find another +25 Health. Jump across the gap (the lasers can't
reach
you here) and claim a Sniper Grenade.

Drop into a room separated by large, curved columns. Be carefuls. There are two
Bifs here, armed with their signature energy staffs. Take them on one at a time.
In other words, hang out near where you dropped in. To make it easy on yourself,
use the cloak and set up a sniper shot on the first one.


Tip: There is a small eye that opens on each of the Bif's belts. Target and fire
in Sniper Mode to score a one-shot kill.

If you don't want to use up your Cloak (you can use it later in the Boss Fight),
strafe back and forth, firing on each Bif as you dodge his curving energy
blasts.
The second Bif will often get trapped behind the far pillar, his energy blasts
simply pumping into the stone. If he doesn't get caught up, move forward and
strafe back and forth until he drops. In the corner near the ramp, grab a Super
Chaingun (handy against the Boss).

Mount the ramp and follow the path around. There is a +50 Health here. On your
way back, locate the blue lock ball buried deep in the rounded rock. Snipe it to
open the door at the bottom of the ramp. Head through and drop down, eliminating
the Death Sphere that greets you in the ensuing corridor. Avoid the laser at the
other end of the hall and enter a large, spherical chamber. Take down the
Spheres
here, then focus on the lock balls scattered around the room.

There are three to the left, easily sniped from your position on the platform
and
another to the right. As you move down the stone path to the right, be wary of
the laser mounted behind you. Creep until you see the edge of it, then take it
down with a single snipe. Just past the first bend in the path, target the fifth
lock ball. Sniping the final central lock ball will activate a fan near the
entrance to the room. Before you return to the top, grab the two Homing Sniper
Shells in the bottom of the chamber.

Use the Ribbon Chute to float a looong way up. As you get near the top, you will
reach Checkpoint C.

Checkpoint 1C

When you float up further, you'll find yourself on a platform in the
stratosphere. Grab the Sniper Mortar and +25 Health from the platform. The goal
here is to explode the huge, amber pod in the distance while avoiding fire from
the alien craft that plague you.

Get into the center of the platform and enter into Sniper Mode. Strafe back and
forth, avoiding fire from the spacecraft as you line up a shot on the pod. The
object is to arch a Sniper Shell into the gap in the pod. Use the inset window
in
the upper right corner to measure the trajectory of your shot. Shoot one round,
then adjust accordingly.

Tip: If you run out of Mortar Shells, more regenerate on each of the subsequent
platforms, so don’t be bashful. Take your shots.

The money shot will shatter the dome, exposing the enemies there. A couple of
Dogan Boys will fall from the sky. Blast them before floating down to the
platform. Once there, grab the pack of Grenades and line up a new Mortar shot.
For this one, stand on the raised apron on the platform when you line up the
shot. If you stand on the stone path, you won't have enough arch on your shot.
As
before, slay the Dogan Boys from this platform before proceeding. When you've
taken them down, ride the air draft up and coast to the next platform. Use the
Mortar again to bust the next dome, then ride up and coast over. There is one
more glide to the weird-looking pipe structure in the distance.

Move around the perimeter of this platform, skirting the narrow pass as you move
to your right. Midway around, you'll reach an opening. Head in and snag the +25
Health here. Then track up the ramp, avoiding the laser cannons mounted on the
ceiling, as you move to a room mirroring the one you just left. Scarf the +25
Health and exit.

In the distance is a floating platform with a fan at its apex. Coast over and
use
the Chute to ride the draft up. This another long drift up, and this one leads
to
the Boss Battle.

Checkpoint 1D
Boss Battle:

This fight is all about the Sniper Mode. It seems pretty difficult at first, but
is simply a matter of staying on the move. The arena you'll battle in is on two
levels. If you have sufficient health entering the fight, you need not even set
foot on the lower level. There is a +50 ham near the Checkpoint, but wait to
grab
it until you've taken some hits. If you need more Health as the fight
progresses,
you'll have to contend with the Dogans who patrol the lower level.

Where did these Dogan Boys come from, you ask? The floating blue pod drops them
into the arena. Take it out with Sniper Mode. As long as the floating lock-pod
is
in the air, Dogan Boys will be part of the equation. However, if you don't want
to waste time on this baddie-generator, you can ignore it and concentrate on the
Boss. As long as you strafe (which you'll be doing anyway), the dropped D-Boys
can't touch you.

The large ship's attack consists of blasts from the rotating blue lasers. It's
shots are easily avoided while strafing. Take up a position just in front of the
pit you floated in from. Enter Sniper Mode and stay mobile. You can view your
position in the inset window in the upper right corner. Your first targets are
the four lock balls in the center of the ship. Snipe them while on the move.

Tip: Do not zoom in all the way. Keeping a medium distance allows you to see
more
of the target. Just keep shooting. There's no limit to your Sniper Bullets, so
there's no need to be frugal. Use them like crazy! Eventually you'll hit what
you
need.

After you smoke all four, the ship will transform. Now your target is the single
lock ball in the very center of the ship. You don't even need to get out of
Sniper Mode. Keep moving and zoom in further. One shot will send you to the next
phase of this fight. Snipe at the pilot of this bad boy until he leaps from the
cockpit.

Tip: If you still have your Dummy Decoy, now is the time to use it. The pilot
will focus his attentions on it and you can plug him at will. This is a good way
to deplete about 3/4 of his health without having to confront his attacks. If
you
haven't hooked up the Super Chaingun, now is a good time for that as well.

Once Mr. Frog joins you on the dance floor, it's time for the loopedy-loo.
Circle
around him, plugging the beast with your Super Chaingun. Avoid his energy
blasts.
One direct hit will significantly deplete your health. Continue moving around
him, training the Chaingun at him until he drops. When he does, you will have
completed Mission 1.


Mission 2: Max

Mission 2: Max
Alien Orbiter, Earth Orbit, 10:10 am

Checkpoint 2A

To arrive safely at the Alien Orbiter, Max will have to take the controls of the
torpedo and maneuver this sensitive missile through an asteroid field. There are
fast and slow asteroids here, and they come in varying sizes. Since you cannot
move forward on the screen, the best tactic is to try to remain near the center
of the screen. The asteroids are randomly generated and often clog the screen.
In
addition, the torpedo's guidance systems are lacking in control. If an asteroid
is streaking toward you, move early to avoid a crash.

Once aboard the ship, learn Max's controls from Dr. Hawkins. Pick up the three
Magnums here to trigger his speech. Then blast the area above the crashed
torpedo
to open a passage. Shoot the lock on the next door and head toward it. Pause at
the door and blast the hopping bots here, running through this hall and taking
down more of the tiny aliens as you progress.

In the next room, shoot the Dogans that get in your way. Grab the guns around
the
central circular platform. Uzis are fun! Then head to each of the four side
rooms-
two have AA Batteries. In the others, destroy the glowing green glass chambers
on
the ceiling. This will open a path to a green, locked door at the back of the
room.

Tip: Make sure you grab all the Uzis you can carry. They regenerate infinitely
on
the central platter.

When you've got all the guns and health you need, blast the lock on the brown-
green door, grabbing the Car Battery as you exit. The next winding path leads to
Checkpoint B.

Checkpoint 2B

Take down the doors blocking your path with a steady stream of fire. As you
destroy each in this passage, a new wave of enemies will appear; some from the
front, others from behind. Unless you have serious bloodlust, you don't have to
stay and kill them all. Simply blast the one that get in your way, targeting the
doors from long distance and running through like a greyhound.

Eventually, you'll reach another locked green door. Blast it and enter a series
of winding hallways containing ceiling-mounted lasers.

Tip: The best way to get through corridors fraught with lasers is to use a
weaving, zig-zag running pattern. The lasers will lazily target you, but if
you're quick you can run through unscathed.

The passage will eventually dump into a large area crawling with enemies. As
before, kill only the enemies in your way. You real goal here is to find three
bunkers containing enemy generators. They are scattered through this large
crater, so stay on the move. When you locate one, don't get down in the bunker
with the baddies. Just stand at the top and strafe, popping until the generator
is destroyed. There are plenty of guns sprinkled around the area, so ammo is no
concern. Grab it when you need it.

When you've destroyed the third generator, a door will open at the end of the
right branch of the canyon. Run through the winding hall and shoot the lock door
to attain the next Checkpoint.

Checkpoint 2C

Directly ahead is the Jetpack, an integral part of the upcoming adventure.
Notice
the odd contraption straight ahead. That's a Jet Pack refueling station. Leave
it
for now. Grab the two AA Batteries on either side of the room, then head to the
doors directly ahead. Each of the mystery doors contains additional goodies…or a
pop on the nose. Accessing these doors may yield a Magnum or AA Battery.
However,
if you go back to the cookie jar too many times, you'll get punched in the face
and lose 20 Health.

Tip: Once you've collected the goodies from these doors and floated to the next
levels, you can almost be guaranteed of a punch. Likewise, if you return to the
door more than twice, you'll probably catch a palooka.

Return to the Jet Pack refueler and charge it up to 100. The next segment of
this
level is a laborious climb through several laser-heavy chambers. Look up and
locate the central blue platter. Jet up to it. Above is a hexagonal orange
hatch.
Jet through the hatch and touch down on the circular rim that runs around the
room. When you hit the platform, start circling. In the corners of this hex room
are several laser cannons. Equip a bouquet of guns and blast them as you circle
the room. If you stay on the move, it is unlikely that you will take serious
damage.

Once this first chamber has been cleared, check your Jet Pack fuel. If you are
low, return to the bottom floor to juice up again. Then float to the next room
and repeat the drill. There are three rooms like this in all. After you clear
the
third room, return to ground level to refuel.

Tip: Falling down too many levels will significantly injure Prince Max-about 10
Health for every level you fall. To avoid this extraneous damage, jump through
each orange hatch and pause on the perimeter before jumping again.

When you're filled up, float up through all of the hatches into a large chamber
sporting two Bifs (on a high, central platform) and several regenerating Dogan
Boys. This room has three perimeter outcroppings. You're shooting for the one
with a second Jet Pack Refueler. Destroy the generator on each of the platforms,
dodging the fire from the Bifs above. Grab the Car Battery, then refuel your
pack. If you need more guns, grab them from the other two platforms.

Now float above the central platform and pepper the Bifs with Uzi spray. Don't
float too high, or you'll end up in the chamber above. There is a Car Battery on
the Bif platform-grab it if you need it. When you run out of Pack fuel, return
to
the outcropping below to juice up. Then float back up and dust the Bifs. When
one
has fallen, you can land on the platform and strafe back and forth until the
other one drops.

After the Bifs are eliminated, make sure you have a full tank of Jet fuel and
float through the hatch in the ceiling. This is a repeat of the area below-three
chambers filled with four lasers apiece. Treat them the same: aim for the
corners
and stay on the move.

When you move through the last chamber, you'll find yourself in a room with
three
doors-two mystery doors and a locked one. The mystery doors will yield either
Magnums or AA Batteries. If you return too many times, as before, you'll get
socked. When you've collected the gear, blow open the lock and move through the
third door. This is another winding corridor replete with laser cannons. On the
other end are a bunch of power-ups: four Uzis and a AA Battery.

Following this is another long, enemy-filled corridor similar to the one you
encountered early in the game. As before baddies drop from the ceiling (Dogans
mostly), and you can easily run through them. The only enemy here who can cause
serious pain is the Bif halfway down the hall. Take him out with the four Uzis
while strafing. He won't last long with sustained firepower.

Tip: Don't be bashful about using ammo. There are plenty of Uzis placed in this
hall for your killing pleasure.

Run through the remainder of the Boys who drop from heaven, through a door and
another winding hallway to the Checkpoint.

Checkpoint 2D

The next room is a series of platform jumps to the top of the room. As you leap
from pad to pad, a Dogan boy audience in a floating pod cheers you on if you
jump
successfully, and jeers you if you miss. Missing a high platform jump carries a
hefty price tag. A fall from near the top of the room will rob you of 100
Health.

Tip: When you land safely on a new platform, look up to see where the next will
appear from.

There are six pads to leap to before you reach a floating Jet Pack Refueler. The
juicer will levitate in the air, and the object is to hover above it until you
are fully jucied. This is a difficult maneuver, but the best way to do it is to
jump, then tap on the jump button so that you don’t get too far away from the
life-giving pump. When you have reached 100, float into the above chamber.

This is another laser-packed hex room. As before, scoot around the perimeter,
smoking the lasers above. When you've eliminated them, you can refuel again at
the pump in the center of the chamber and hover to the next. There are more
lasers here. Eliminate and proceed. The next room is the Checkpoint. As soon as
you pass through the hatch, it will lock and you will not be able to access any
of the lower areas. Sad? I didn't think so.

Checkpoint 2E
Boss Battle: The Sphere

The room before the boss battle boasts two mystery doors containing AA Batteries
and Magnums. When you've collected these goodies, move to the door near the
lighted Checkpoint. Weave through the ensuing laser corridor to the Boss
Chamber.
Ahead is a Car Battery. Grab it and move to the edge of the ledge to trigger a
cut-scene.

A giant rolling disco ball of death, this Boss looks quite daunting. Luckily,
you've got the firepower for the job. Unlike the first boss, where Kurt needed
precision sniping, this Sphere can be taken down with good old fashioned
blasting. That's not to say the targets don't change as the fight goes on.

When the battle begins, the Sphere will fire energy blasts at you from the
green,
glowing nodes. Dodge the blasts as you move around the arena grabbing gear.
There
are Uzis above the Boss near the rafters if you want to use your Jet Pack, but
the ground guns should do if you saved guns from earlier in the level. Uzis and
AA Batteries are scattered between the blue barriers in the outer rim of the
room. There is one Car Battery here as well. Save it for when your health dips
below 100.

Tip: You can engage the Sphere from any point in the room. Often, taking a
position near one of the blue columns will provide some shelter from the
incessant storm. Once in a while, you will find a fairly safe pocket here and be
able to blast at will. If you don't the best place to fire from is the ledge
where you originally came into the room. Grab all the goodies and use the Jet
Pack to return to this level.

The first target in this skirmish are the green nodes. Strap yourself with four
Uzis at all times. Whenever you destroy a node, a huge shaft of light will emit
from the hole. This will damage you, so avoid it by strafing and jumping. The
boss spins on two axes-horizontal and vertical. It is not always possible to
avoid all of the light, and if you are sufficiently healthy, you won't have to
worry about taking the occasional hit.

Once all of the nodes have been destroyed, focus your fire on the Sphere itself.
Each piece of the Sphere's shell has its own damage meter. Plug at it until it
falls away, the whole time avoiding the Sphere's deadly attacks. After all of
the
shell pieces have sloughed off, the Boss will be a glowing ball of light. Keep
shooting, pooch. When you've worn down the orb, it will turn into a small, star-
like energy ball. Now its attacks are more frenetic (and less accurate). If you
have sufficient Health, stand in one spot and fire on the small ball of light.
Keep drilling it until the fight is over.

Mission 3: Doctor Hawkins

The Jim Dandy, Earth Orbit 10:42 am

Now that Kurt and Max have been kidnapped by Schwang Schwing and it's up to Dr.
Hawkins to pry them from alien clutches. Dr. Hawkins is a treat to play. His
Atomic Toaster is one of the more unique in recent memory.

Checkpoint 3A

If you start this level from the previous level, you'll begin in the Lounge. If
you begin from a saved game, you'll start on the Bridge.

In the Lounge, listen to the short, computer-driven tutorial. This will teach
you
to make toast. Then snag the Bunch of Dirty Towels from the bar, along with
three
bottles of The Sauce. In the kitchen, grab the Loaf and Toaster from the counter
and a pair of Mr. Fizzies from the refrigerator. Before you leave, go dance a
jig
near the jukebox. This does nothing, but it's good for the mental health. Exit
and head down the hall until you reach a small atrium with three colorfully-lit
doorways.

On the Bridge, snag the Duct Tape, admire the space view, then exit. Head down
the hall until you enter a small atrium with three other doors. Go up the white
stairs to the right. This hallway leads to a lavatory. Grab A Bunch of Dirty
Towels from both sinks. Head into the stall and do your duty. Your stall
activities will cause the pipes to rupture and the Hand Dryer to fall from the
wall. Move out of the stall and pick up the Pipes and fallen Dryer.

Tip: Before leaving, be sure to wash your mitts. If you attempt to leave with
grubby paws after being warned, you will get shocked and take a Health hit.

Another Tip: Combine the Dirty Towels with The Sauce to make three Molotovs.
These explosive bad boys are good for clearing out groups of enemies.

Return to the four-door atrium and head through the green door. Just through the
door, combine the Hand Dryer with the Pipes to make a Leaf Blower. Equip the
Leaf
Blower and walk through the next door into a garden room. On the far side are a
bunch of unsuspecting Dogan Boys. Use the powered up Blower to shepherd the
Dogans into the waiting jaws of Kermit, the flesh-eating plant. Don't worry
about
the Dogan Boy's blasts-even these will deflect off of the turbo-charged air-
stream emitting from the Leaf Blower.

The only thing to worry about in this fight is letting the Dogan Boys get behind
you. If you keep them in front, you'll have nothing to worry about. If one does
get behind, strafe and blow the others into the plant, then go back and clean up
the last one. You may have to stop blowing the Dogans for a second to allow
Kermit to eat them. Bouncing around in the jet-stream, they are tough for him to
get his lips around. Simply hold off with the blast for a moment and the Dogan
Boys will be plant fodder.

Once he's had his fill, Kermit will thank you for the wonderful cuisine and
modify your Toaster to an Atomic version. Now you can shoot bouncy, atomic
toast.
Head through the door Kermit unlocks and on to an elevator. This will take you
to
the first Checkpoint.

Checkpoint 3B

This is the first in a series of rooms full of difficult jumps along precarious
girders. Inch forward on the girder straight ahead. Then jump to the crooked
pipe
to the left. Your goal is to get to the short girder jutting out of the center
pipe. The jump is tough but can be made. If you fall into the electrified water,
get out as soon as possible, heading quickly to your destination.

Once at the central pipe, use the Duct Tape to seal the leak in the pipe. This
will cause the water in the room to drain. Once it has, pluck the Cord from the
central shaft and combine it with the Pipe to form a Ladder. Move to the red X
on
the floor and use it to anchor the ladder. Climb to the next pipe.

Once there, look toward the outer wall and down. There is another short girder
with a red X on it. Leap down to it and use the ladder again. This will take you
to a high girder. Move toward the outer wall, then make a short jump up and edge
left until you reach the doorway. Jump into the grated hall, following the
passage around and down.

Drop to the short girder jutting straight out from the doorway. Make a
controlled
leap to the girder perpendicular. Move to the red X near the end and place a
ladder. Climbing it will take you to a high pipe. Jump to the short girder to
the
left. Inch ahead until you reach another I-beam crossing underneath. Turn left
and drop to it, inching ahead until you reach a clump of short girders jutting
from the central cylinder. Jump to the first, then the higher second small I-
beam. From here, leap into the grated exit. Drop down and follow this passage
around to another girder room.

This is your first opportunity to use that Atomic Toaster. There is a Dogan
hanging out on the central cylinder in this room, another to the right and one
to
the left. Target with the toast (don't worry, it's unlimited). In this case, you
don't need to deflect any of the toxic slices. Using trial and error, line up
your shot and pop. Use the walls as cover and strafe as you shoot.

When the three baddies have been eliminated, step into the room. This chamber is
series of challenging jumps up the various girders that spoke out of the central
cylinder and the walls. The girder you're aiming for is just to the left of the
entrance (facing into the room). Use either of the lower-lying I-beams to reach
it. You'll need to do a sort of semi-circle jump up to it, and the controls are
very touchy. Take your time, there's nothing harassing you here. When you reach
this girder, face the outer wall and leap to the jutting beam to the right. Aim
for the very tip of it when you jump. It may take a few tries.

When you reach this beam, turn to look at the central cylinder. The next girder
you need is up and to the left. Again, aim for the farthest point. After this,
turn around and leap to the short beam jutting from the center. Then hop to the
collar beam and scoot around the pipe until you reach the girder that leads to
the exit. Scoot along the pipe until you reach the outer wall. Then, edge along
the ledge until you are below the grated exit. Jump up and follow the path to
yet
another girder room.

Edge out on the short girder jutting from the exit. Look below. See that girder
way below? That's the one you need. You'll take some damage dropping down. Once
there, track left toward the exit. Hop to the small beam below the exit. Drop in
to reach the Checkpoint.

Checkpoint 3C

Check it out! Another room of girders. Edge along the right wall until you reach
the small beam barring your path. Hop onto it and then to the next, central beam
to the right. The next jump is toward the outer wall, and another one step up to
the right. From here, you can access the lift to the right. Turn to face the
center of the room. As the lift raises high enough, leap to the curved pipe to
the left.

Tip: Aim at the open end of the pipe when the platform is even with it. This
will
make this jump a lot easier.

Move toward the wall and into the exit. Drop down and follow the path to… yet
another girder room! Edge out onto the small beam and jump to the crossing beam
ahead. To the left is a ladder anchor. Use the Ladder to reach a small, high
girder with another anchor. Use the ladder here to reach another high beam. Once
atop it, the exit is directly below and to the left. Take a short leap and then
hop up to the left to the exit.

Miraculously, there is… another girder room! This one ain't bad. Just drop to
the
rim that circles the room. Skirt the room to the left until you reach the
stairs.
Take these to an elevator and the third Checkpoint.

Checkpoint 3D

You're in a large hangar with a mysterious grate. Leave it for now and head into
the hall to the left and up a ramp. This leads to an observation deck. Grab the
Fishbowl and Lighter off the table in the middle of the room. Return to the
center of the room and go to the grate. Equip the Fishbowl to dump the fish
inside into the murky water below. Are you ready to play as Chuckleberry Fin?
You
best be.

Chuckleberry Fin

Chuckleberry Fin's epic performance in MDK2 boils down to this: finding a button
and pushing it. To do this, he must navigate through hostile sewers past Spiky
Mines and Killer Pike. Use the directional buttons to move from side to side and
the shoot button to boost Chuckleberry through the water. The Mines are easy to
avoid. Just point where they aren't and boost. The Pike are a little trickier.
If
they see you, they'll eat you. Wait until they float past, then go behind them.
If one gets in front of you, you can follow closely behind without being
detected.

Making all right turns from the starting point should take you to your goal.
You'll know when you're about to reach it, because the area just before the
button glows pink, then red. Swim into the button to trigger it.

After the button is pressed, you'll return to being Dr. Hawkins. A large door
will open and several Dogans will begin to attack. You don't have to fight these
guys. Just head to the far right corner of the room and get on the hydraulic
lift. Jump off at the top and follow the catwalk around to the door. This will
take you to another elevator, and ultimately, another Checkpoint.

Checkpoint 3E

There is a Bif lurking behind the crates here. Now you'll be able to use that
bouncy toast to its full potential. Standing on the Checkpoint, turn to your
right and equip the Atomic Toaster. Step forward off of the Checkpoint and aim
at
the bottom left edge of the right crate. This should bounce a nuclear slice at
the Bif. It may take a bit of tweaking, but you don’t have to face this guy
face-
to-face, which is good news. If you're positioned correctly, his energy blasts
won't be able to touch you. You can chip away at his health from a position of
complete safety.

When the Bif has been vanquished, head to the large switch at the rear of the
room. Before tripping it, get the Fishbowl in your left hand. Throwing the
switch
will cause the hangar doors to open, letting the space atmosphere in. Dr.
Hawkins
will begin to be sucked out of the craft. Quickly equip the Fishbowl and Hawkins
will wear it like a helmet, thus protecting himself from the hostile
environment.
Midway to the door, Hawkins will pick up a Magnet. Quickly combine it with the
Duct Tape to create Magnet Boots. That will stop you from flinging out of the
bay
doors.

With more of a grip on things, trudge to the open hangar. As soon as you reach
the great outdoors, a space cruiser will begin firing on you. Sustaining a
direct
hit from it will likely kill you, so avoid that at all costs. When you step out
into the open, the ship's blasts will begin to track you. The best thing to do
is
watch the blast as it's fired, confirm it is headed toward you, then haul bootie
down the field.

Tip: Stay off of the large letters in the center of the field. If you are on one
of these when it is hit, you will sustain serious damage.

As soon as you see a flash indicating that the shot has hit, stop moving and
look
back at the ship. Staying still confirms that the ship will fire directly at
you.
Then, run away. Being on the move when the ship fires is a bad idea, as the
craft
will lead you and usually score a brutal hit. Be disciplined. Simply running is
quite tempting, but almost always results in early death.

Checkpoint 3F
Boss Battle: BFB


Taking down the BFB is a three-part ordeal. Right off the bat, sneak forward and
grab the Mr. Fizzie. Drink it immediately if you need to, otherwise arm your
Atomic Toaster and focus your attention on the flying BFB. It takes a little
practice to hit this moving brain, and you can often lose him in the rafters,
especially when dodging one of his nasty attacks.

Three Attacks = Three Times the Fun

The BFB has three separate ways to stop you. He hovers high overhead, so the
only
way he can get at you is by throwing everything but the kitchen sink.


Dropping Bombs. The most common form of attack that the BFB employs is dropping
bombs that bounce around the arena. These are the least threatening of all the
attacks. A direct hit from one of the bombs is quite damaging, but also easy to
avoid. Moving quickly around the arena is key to avoiding these explosives. When
a bomb is heading directly toward you, side-step it. If you can, hit the BFB's
bombs just as he releases them to create a damaging explosion in the air.
Right Brain Attack. Piranha brains. The right brain attack is announced by the
BFB actually saying "Right Brain Attack!" The floating sweetbread tosses three
chunks of rabid cerebellum down and they dog you around the arena until finally
glurping into non-existence. The easiest way to avoid them is by pogo-ing around
the joint like a maniac. That's right jump, jump, jump! Eventually the bad
brains
will stop nipping at your heels.
Left Brain Attack. This is your standard wave-of-energy-sweeping-along-the-floor
attack. Avoid the electric tide by jumping straight up and down when the wave is
nearly upon you. Attempting to jump forward over it nearly always results in
damage. This attack usually sweeps from one side of the arena to the other, but
sometimes, a wave lands in the middle and splits to cover both sides
Tip: Mr. Fizzies appear around the arena as the fight progresses. Collect them
whenever you see them, and use them when you are down around 10 Health.

Dance around the BFB's attacks, always looking up to keep him in your sights and
blast mercilessly with the Atomic Toaster. Constantly lay on the fire button.
You
never know when a fortunate carom will find the napping brain. When a quarter of
BFB's health has been taken, he will activate a shield. Forget using the
Toaster.
Now's the time for that doctorly ingenuity.

Flip the switches at opposite ends of the room, then jump on the red button to
activate the laser. Near the entrance to the arena is a portal that zaps you to
the opposite end of the room. In a perfect world, you should trip this switch
first, head through the portal, flip the other switch, then hop on the button.
The BFB will be caught in a nasty laser crossfire. Two hits from the laser will
sap his shield.

When his shield disappears, he will be nasty mad, and start hurling attacks at
you left and right. Often, there will be more than one Left or Right Brain
Attack
happening at the same time. Dodge the attacks as best you can, focusing your
fire
on the BFB with the Atomic Toaster. Heal with Mr. Fizzies whenever you need to.
When the BFB's damage meter hits zero, you'll be victorious.

Mission 4: Kurt

Alien Orbiter, Earth Orbit 11:50 am

Checkpoint 4A

You begin this level facing an inaccessible door. Turn around and claim the
Sniper Shield in the corner. Move to a position across from the glass door and
enter Sniper Mode. Equip the Shield and zoom in on the Bif in the distance,
lining up a belt-eye shot. Shoot the glass once to break it, then pop the Bif,
taking him down with a single shot. There are two more Bifs outside, one to the
left of the first and the other deep in the left corner (you'll need to enter
the
courtyard to take him on). Engage them with the Sniper Shield on to save health.

Then sprint around this open area, dodging fire from the patrolling Mantas. Grab
the Super Chain Gun near the final Bif and the +50 Health near the door on the
other side of the area. Shoot out the glass to access a blue tunnel leading into
the heart of the orbiter. As the tunnel turns down, use your Ribbon Chute to
coast down and avoid damage. Land on the large, floating alien pods.

Tip: At the end of the first pod, you can see a doorway to the right. Floating
to
it will yield a Sniper Grenade. However, you won't be able to get any of the
other goodies the subsequent pods have to offer.

Float to the second pod. Off to the left is a Cloak. If you choose this
power-up,
you will not be able to get to the third grouping. To get to these, go to the
end
of the last pod, and face back the way you came. Move backward until you fall
from the pod, then drop and glide forward into the blue tunnel. Grab the
Grenades, Dummy Decoy and Black Hole Grenade.

Now drop into the arena and prepare for a fight. There are a pair of Super Dogan
Boys patrolling this area, and a generator spewing out Samsmites. Arm the Super
Chaingun and take down the Super D-Boys as quickly as possible. Energy blasts
from their hand cannons will hunt you down and do some damage, so make short
work
of them. Then destroy the generator to reveal a lock ball in the floor. Snipe it
and move through the door it opens.

The ensuing hallway will dump into a large chamber patrolled by a small army of
Spheres. Enter the room and grab the Sniper Shields on either side of the
entrance. Then take a look into the center of the room. Your goal is to snipe
all
of the floating Spheres to clear a vertical path as you move further into the
room. Do not skimp here-there are a series of quick maneuvers to performed ahead
and you don't want a Sphere plugging you at every turn.

Take up a position to the left or right of the entrance. When you have cleared
all of the Spheres you can see, move to the opposite side. Some of the Spheres
are tough to see. They weave in and out of the circular walkways, and are often
obscured from view. Be patient. You may have to track each Sphere for awhile to
learn its movements.

Tip: The Spheres float in specific patterns. Look for them to stop at specific
spots and blast them there. It is nearly impossible to hit a Sphere on the move.

Since you are so far away, the Spheres rarely fire on you. If they do, it isn't
difficult to avoid their fire. Remain in Sniper Mode and strafe to dodge the
blasts. When the room has been cleared, move down the central path to the center
of the chamber. Snipe the lock ball under the fan in the circular ring to turn
on
the air flow. Now ride the air draft up to another ring. Grab the +50 Health
here
if you need it.

Near where you grabbed the dripping Ham, you'll see four floating lock balls.
Sniping each of them activates a temporary platform. To climb the platforms,
snipe the first, jump to it, quickly snipe the second, and so on up the four
steps. This maneuver can be tricky, because it calls for a lot of quick aiming
and mode-switching. Eventually, you'll develop a rhythm and the jumps will
become
easier.

Tip: If for some reason you fall, immediately activate your Ribbon Chute. Coast
to the central fan and ride up to the top ring. If you really lose your
bearings,
there is a second fan draft even further down. You should be safe if you float
to
the safety of the updraft.

Once you reach the top platform, snipe the final lock ball under the floating
fan
and leap up to it. Ride the air shaft up and take a look at the next three lock
balls you'll have to snipe. Return to solid ground and look up.

Tip: There are a couple of +25 Healths to the right (when facing the center of
the arena) that can be gotten by floating down from the top of the air draft.

Snipe the middle lock ball, then quickly ride the draft up and sail to the
temporary platform. Snipe the lock ball under the dormant fan to activate the
air. Quickly coast to the activated fan and ride the flow up until you reach
another walkway. Touch down and collect the health around the doorway (two +25s
and a +50). Step through the doorway to a winding hall leading to the
Checkpoint.

Checkpoint 4B

The next area is a cyclone chamber. Stand at the door and take in the scene:
there are three lock balls caught in the swirling wind tunnel. Each of them has
its own air current blowing around it. Your job is to snipe them into a position
where you can use the Ribbon Chute to ride the air currents to the next level.

Tip: Make sure you snipe the nearest one at or slightly below your level. If you
jump and miss the air flow, it will be very frustrating to go back and do all of
the work again.

Tip 2: Take your time lining up these balls. There's no time limit and only a
single S.O.D. to contend with. If you miss a jump or the draft does not carry
you
as high as expected, return to the previous platform and correct your mistake.
If
you try for a high ball and do not make it, you could end up falling further
than
you wanted to. Sometimes, this will put the lock balls impossible to reach with
a
Sniper shot.

The first platform is directly across the chasm. You need only snipe the middle
lock ball at eye level to make it across this gap. Leave that ball where it is,
and turn to face the opposite side. Snipe the left lock ball a bit higher than
the first and the third distant ball higher still.

Return of Tip: You'll have to edge out to get a good shot to reactivate the
balls
below. Be careful when you do this, as you'll invariably draw fire from the
S.O.D. Strafing back and forth while in Sniper Mode will take care of this
problem, but watch the edge. There's nothing more frustrating than lining up the
same jumps over and over.

The next platform is up and to the right. Position the balls like steps leading
from left to right. The one after that is a high niche up across the way. Before
you set up your shots, destroy the annoying Sphere that's been dogging you. Then
snipe the middle ball at your level directly in front of you, the right ball
near
the apex of the first's draft, and the third only slightly higher than the
second. This should provide the necessary floating steps needed.

The final climb is to the jutting platform on the left. Snipe the right ball at
your level, and the next two in significant steps to the left. Float up and head
through the door. The next hallway is filled with laser cannons. Weave your way
through, using the columns as cover. When your emerge from the corridor, inch
forward and grab the Grenade. Be careful. There is a Bif sentry waiting below
and
one above to the left. As soon as you snag the grenade, enter Sniper Mode (make
sure you have the shield on) and pop them each in the belt.

Before dropping down to the game below, float to the right and take the corner
fan up. Glide to the area on the left. At the end of a winding hallway is a room
containing a Homing Sniper Shell, a Sniper Shield and two +25 Health. Return to
the previous hallway and float to the area below. Head through the door to the
right. This leads to a chamber with five mystery doors and a +25 Health. The
door
furthest to the left leads to a hall containing two +25 Healths. Takinf the next
hallway dumps you back into the room you first encountered the Bifs. Head to the
door on the far right.

After a short hallway, you'll find a room with a Bif, Grunt, Dogan Boy and a
Conehead. Stand in the doorway and strafe in Sniper Mode until you drop the Bif,
then switch out and clean up with the Super Chaingun.

Tip: When fighting a Grunt, the easiest way to eliminate it is by pumping it
full
of lead until it drops, then quickly switching the Sniper mode and shooting it
once in the fishbowl. Shooting its globular head is the only way to take it down
for good.

When you've cleaned out the baddies, run to the stage at the front of the room.
Turn to face the Dogan Boys in the balcony. When you stand in the light, you'll
be instructed to dance. Fame! I'm gonna live forever. Do your best Mexican two
step, remaining in the light until the entire ditty plays. When you have danced
effectively (by staying in the overlapping light), the glass will burst and the
Dogans will join you on the dance floor. Kill them all, then exit through the
door that opens behind you.

Weave through the next corridor to another wide open crater area rife with Dogan
Boys. As before, destroying the three generators here will unlock a door. Make
sure you run to collect all the Grenades here. You don't have to try to kill all
of the aliens here. It's a waste of time and energy. Just keep moving and the
Dogans will not be able to touch you.

Tip: The door at the far end of this area is originally a mystery door that
gives
up a bundle of Grenades when accessed. Later, when all three generators have
been
destroyed, it becomes the exit.

Head through the exit to the next Checkpoint.

Checkpoint 4C

In the next room, take out the three Bifs in Sniper Mode (shield enabled, of
course). There is one on either side of the room and another hiding behind the
central fire pit.

Tip: Use your Ribbon Chute to hover above the central fire. This will take you
to
a room stocked with goodies: a +50 Health, Cloak, and pack of Grenades.

Go through the door on the far side of the room. The next hallway leads to a
stone tunnel. At the end of this passage is a room loaded with lasers. Below are
two Bifs. If you have your Cloak, now is the time to use it. Activate it just as
you step into the stone pipe. Then float down into the room, drop down under the
fan to collect the +25 Health, then shoot the lock ball in Sniper Mode and haul
butt back up to the fan. (If you didn't save the Cloak, you'll have to do this
the old-fashioned way, Sniper Mode with Shield). Open your Ribbon Chute and
float
to its highest point. Pick any of the tunnels and float to it. Each hallway is a
laser-fest. Weave through it and emerge on the other side to reach the next
Checkpoint.

Checkpoint 4D

Just past the Checkpoint is a ledge overlooking a gorge. Kurt can't make this
jump, so you'll have to resort to other tactics to get him across. Watch out for
the aliens on the opposite platform-there is a generator just out of sight. Each
time you kill the baddie on the other ledge, after a few moments, another will
appear. Do what you need to in between enemies.

What do I need to do, you ask? On either side of the ledge you're on is a jet
stream. At the top of each stream is a pack of Bouncing Sniper Shells. Coast
over, grab the shells, then float to the small tunnel nearby.

By the time you do all this, another alien will have likely spawned, so take it
out before proceeding. Move to the edge of the tunnel. See that purple spot on
the opposite rock face? Aim for that to bounce a shell into the lock ball on
your
side of the canyon. Enter Sniper Mode, enable Bouncing Shells and let one rip.
If
you fired correctly, the screen will flash momentarily.

To be sure you've knocked out the ball, float to the air draft and have a look-
see. Repeat the process on the other side of the main entrance and a bridge will
extend.

Use the bridge to get to the opposite side of the canyon. Run past the generator
to the door. On the other side, you'll find a Checkpoint.

Checkpoint 4E
Boss Battle: Schwang Schwing

The path to Schwang Schwing is fraught with lasers. This hallway is even more
frantic than the last couple you've had to run through. This time, it is even
more key to draw fire into the wall-bound columns as you zig-zag down the hall.
When you make it through, you'll find yourself in a large chamber. Grab the +25
Health directly ahead and the Sniper Shield to the left (on the base of a
support). Further around the perimeter is another +25 Health. Grab it and head
to
the central chamber, taking the +25 Health and Super Chain Gun. Enter the door
on
this structure to find Max hanging by his ankles, captured by Shwang. Midway
through your conversation, Schwing disrupts the party by tearing the lid off of
the hut and grabbing the pooch. Get ready to fight.

Stage 1
There are three stages to this fight with Schwang Schwing. In the first, you are
sealed within the small circular room you're in. Enter Sniper Mode and look up
at
Schwang. The goal is to snipe his goggles three times. Stay on the move as you
do
this, and make sure you use the Shield. Schwang will fire lasers from his eyes
and attempt to pluck at you from above. As long as you're strafing (preferably
to
the right), you'll make it hard for him to get you.

Tip: Don’t get too far right-this will cut your angle and his red shades will be
hard to hit. The best strategy is to get a quick shot in right off the bat, then
track back and forth with relatively few steps.

Stage 2
After three hits, the chamber you're in will shatter, and you'll find yourself
alone on a circular platter. Schwang has a hold of Max, but this doesn't stop
him
from attacking. SS has three ways to get at you. He blasts lasers from his eyes,
flings flaming Samsmites at you in the center of the arena and hops over to the
middle circle to stomp you.

Tip: You're suspended above a void, so be sure to keep track of where you are on
the platform. While in Sniper Mode, follow your position in the upper right
corner.

If you have enough Sniper Shields, you'll want to stay in this mode the entire
fight. Stay on the move to avoid the laser blasts and Samsmites. When you see
Schwang jump toward your circle, side step until you are out of danger. If you
are near his foot when he lands, you'll be hurt by a small shock wave. The
attacks go in a sequence: laser, Samsmites, jump. Know what's coming to stay a
step ahead of Schwang.

The object is to shoot Schwang's hand until he drops the pup. Five or six direct
hits should do it. He'll be throwing everything he can at you. Just remember the
order of his attacks and be prepared to deal with them. Never stand still. When
you've shot his hand enough, he'll drop Max.

Stage 3
Max will join you on the central platform and thankfully help to keep the
Samsmites off of your back. Schwang will continue to attack in the same order.
Now the goal is to hit the lock balls on the switches around the room to trigger
the massive lasers that line the arena. The trick here is to make sure Schwang
is
standing under the one you are sniping. If he is, he'll be bathed in the ultra-
damaging electron blast.

Tip: Memorize Schwang's movements. If you can snipe a laser lock ball as he's
running toward the switch, you have a much better shot at nailing him. A good
time to do this is right after he jumps back to his outer ring after harassing
you in the middle.

Make sure you keep moving the entire fight. Use your Sniper Shields like they're
going out of style. After three or four laser blasts, Schwang will fall. Good
job, Kurt!

Mission 5: Max

Jim Dandy, Earth Orbit 2:47 pm

Checkpoint A:

Like the previous Max mission, this one begins with Max having to navigate
through an asteroid field. This time, however, asteroids are coming from the
front and debris from the destroyed spacecraft is approaching from behind. The
escape pod Max is in can maneuver forward and backward as well as up and down.
Move in circles around the faster-moving pieces and try to stay near the center
of the screen. When you pass this area, you'll find yourself on the Jim Dandy.

Grab the Uzis around the perimeter of the room, then shoot out the center grate.
Drop to the hub just below this. Then hop to a pipe and down into the room.
Watch
out for the rolling Samsmites here as you scoot around looking for an exit. When
you see a vented grate, shoot it out and hop into the corridor. Follow the path
until you reach another grate. Shoot it out and drop to the girder below.

You'll notice the a grid of oscillating lasers below. Time to play laser jump
rope! Before dropping into the room below, carefully hop around the girders
until
you reach the two Gatling Guns. After you've collected them, skirt the perimeter
of the room, destroying the computer terminals on brackets.

Tip: You'll have to be jumping the entire time. Hop just high enough to get over
the bottom lasers. If you jump with too much zeal, you'll be cut down to size by
the lasers sweeping overhead.

When you have eliminated all of the terminals, the lasers will shut off and
you'll be attacked by a crowd of Samsmites. Run past them and find a hatch in
the
floor. Drop in, then head down the hall, grabbing a AA Battery on your way.
Shoot
out another hatch in the floor and drop down a level. There are two more
corridors like this. Then, drop into a two-tiered room with a couple of
patrolling Dogan Boys.

Tip: Take a look through the telescope here. You may get a surprise!

You needn't fight the D-Boys. Just head to the circular grate on the floor and
blast it.

Drop into the large chamber below, snagging the AA Battery here. Shoot out the
grate on the opposite side of the room and follow the tunnel to another grate.
Blast it and hop into the warehouse below. A Birdbrain will fire on you as you
make your way through the room. Don't bother with him. Grab the uzis and head
down the path to the right.

Blast the Samsmites that get in your way. Otherwise, continue down the path that
weaves through piles of crates. There are a couple of Super Dogan Boys here.
Keep
running until you reach the final Super Dogan. He is standing in a room with
white steps at the far end. At the top of the stairs is a AA Battery. Grab it,
then blast the grate on the adjacent wall and hop into the passage. Checkpoint!

Checkpoint B:

This corridor is clear of enemies. Be sure to shoot out the grates and collect
the Uzis there. The last grate leads to another perforated tunnel. Blast the
door
on the other side to find yourself in a vertical lab. This room is filled with
green tubes holding cocoons in stasis. Several Birdbrains patrol this room. If
you keep moving, you can dodge their blasts. If you kill them, they regenerate
anyway, so it isn't worth the trouble… or ammo.

Move around the perimeter, grabbing Uzis. Look at the backside of each cylinder.
When you find a control panel, destroy it.

This will shatter all of the tubes, bringing several Dogan Boys out to play. In
addition, it will set a floating platform in motion. Do not ride it yet.
Instead,
run around the ring, killing the D-Boys that have busted out of the glass tubes.
When they've been eliminated, keep moving. Find where the platform reaches its
lowest point and jump to it.

Tip: The Birdbrains are relentless, but not to be feared. While waiting for the
platform, simply strafe back and forth to avoid their fire. Once you reach the
platform, you can almost forget about them. They rarely come close to hitting
you
when you're floating.

When you reach the next level, hop off and repeat the process from below. There
is a single Uzi to be gained on this level. Go up another floor and destroy the
next terminal. Smoke the Dogans and collect the Uzi here, then float to the next
level.

Tip: If you need more ammo, break the computer terminal on this level as well.
Several of the tubes contain ammo. When they burst, smoke the Dogans and collect
the goodies.

Find the grate around the perimeter and blast it to find another tunnel. Shoot
out the grate on the opposite side, head through the corridor to another grated
door. Blast it and move to the next area. Looking down, you'll see one of those
pipe-and-girder rooms we all know and love. Aim for the pipe below and drop to
it, then drop to floor level. Beware the overheated Samsmites. Head to the white
steps and through the doors.

Head to the Lavatory. Near where the pipes ruptured, there is a weak spot in the
wall. Shoot it until it falls away. Then step through and drop down to another
Checkpoint.

Checkpoint C:

The next set of corridors is maze-like, but don't let that worry you. Turn
around
and follow the hallway around to a AA Battery. The return to the Checkpoint and
track ahead, going straight through the first intersection. At the next hall,
take the right path and follow it to the as it turns. Directly ahead is a
cracked
wall.

Blast it and grab the two Shotguns here. Return to the previous corridor and go
right. Grab the AA Battery in the small alcove to the right. Then turn and wait
for a Samsmite. Smoke him and leave, heading right. Follow the hallway as it
weaves. When you get to a hall with Samsmites spawning at the far end, blast
them
and duck into the hall to the left. Follow the hallway as it winds. After a long
stretch of hallway (with a number of locked green doors), take the first right,
grabbing as many Gatling Guns as you can (three total) at the end of this hall.

As you get near the end, the floor will fall away and you'll be in a warehouse
with a bunch of nasty Dogan Boys. The exit you want is in the right corner of
the
room. Don't worry about the D-Boys. Just scamper over the crates and look up,
scanning for a high grate. Blast it and mount the crates to reach its level.
Blow
out the grate in the next room and hop into it.

Tip: To get some Guided Rockets, head around the crates and to the left in this
room. See that towering pile of crates in the corner of the room? Climb all the
way to the top to find a high grate. Blast it and jump through. The Guided
Rockets are halfway through the tunnel.

There is a cracked section of wall near where you first dropped into this room.
Shoot it to reveal a treacherous shaft containing several girders. That's right!
Time to jump. The first leap is straight ahead. Move your way from girder to
girder down to the final girder. Make sure you take a look before you leap-go to
the edge of the beam and really check things out. Sometimes it helps to put the
game on pause and see the whole area as it rotates. The two middle girders are
the toughest-they are almost blind jumps.

Tip: When jumping, aim at the place where the girder meets the wall. It is
easiest to judge distances this way. If you miss a beam, move to the perimeter.
Hopefully, you'll get lucky and land on a girder. If you fall the entire length
of the shaft, you will likely die.

The final girder has a AA Battery on it. Grab it, then move to the lowest in and
drop (don't jump) down to the floor. You'll take a bit of damage doing this, but
help is on the way. Go through the opposite doorway and grab the Uzi, Jet Pack,
Gatling Gun, and Car Battery. At the end of this hall is a Jet Refueler hovering
above an atomic lake. Looks nasty, doesn't it? It is. If you touch the surface
of
this green muck, you'll be done.

The idea here is to charge up your Jet Pack and follow the Jet Pack as it makes
a
course through the huge chamber above the toxic lake. This is a very tricky
proposition and will take even the most experienced gamer a few tries to figure
out. Start by letting the Refueler get a bit of a head start. As it gets nearly
out of the doorway, jump above it and begin to use the Jet Pack.

Tip: You may want to stay in the doorway and watch the Refueler's path through
the room. It will take quite a while to see the entire course, but will pay off
in the long run.

As long as you stay close to the Refueler it will keep your Jetpack running
smoothly. The best way to do this is to hover above and a bit behind it, pumping
the gas button to remain nearby. It is easy to rise way above the Refueler,
which
will cause problems when you try to rejoin the floating pump in the air. The
pump
weaves through the entire chamber, rising and falling and coming precariously
close to the huge, churning beams inside. Keep the pump in sight at all times.
It
is very easy to lose your bearings. In addition, it is tough to tell how high
above the toxic lake you're hovering.

At the end of its course, the pump will come to rest under a long vertical pipe.
Stay here for a second and fully recharge. It's a long way up, and you'll need
nearly your entire supply of hover juice. At the top is the next Checkpoint.

Checkpoint D:

There are two ways through the next area, and they are based on how you did at
the end of the last checkpoint. Track forward through the hall until you come to
a bridge extended over another lake of green goo. Everything looks copacetic.
But
as you move slowly forward on the bridge, it collapses beneath your feet. The
second you see it break, pull back. If you have at least 15 left in your
Jetpack,
you can hover over the gap to the remote section of bridge. Grab the Car
Battery,
move to the other end, blast it and drop to the pipe below. Boo-ya.

If you don't have 15, you'll have to get ferry your way through this chamber on
pieces of broken bridge. Let the bridge collapse, then back off of it. When you
begin to fall, immediately press forward to stay on the pipe below. If you are
too low on the pipe, you'll slide off into the muck. Otherwise face the large
room. To your left is the first piece of debris you'll have to jump to. Move to
the row of rivets near where the pipe bends. Wait until you can only see a
sliver
of it to the left, then leap down.

Warning: As you touch each new piece of debris, a baddie will drop from the
ceiling and land on the next piece you have to jump to. They are easy to
eliminate, especially if you have a lot of ammo.

The next piece is much smaller, but comes near the arrow-shaped point of the
piece you're on. Hop to it, then smoke the next baddie. The next piece is even
smaller. Hop to it and smoke the Dogan. Face perpendicular to the stripe at the
edge of the debris and you'll be ready to make the next leap. Now move to the
arrow-point of this piece. A D-Boy will appear on the first bobbing barrel. Take
him down. This piece moves fairly near to the bobbing barrel, so the jump
doesn't
cover much distance. Leap when the barrel sinks down, then blast the next enemy
and leap when the next barrel is down. Leap to the next big piece and the next
until you reach the pipe that is nearly submerged lengthwise in the goop.

Make sure you have several fast-firing weapons selected and hop to it.
Immediately a Dogan will drop from the sky. As he runs on the pipe, he will turn
it. Strafe to the right until he's dead. When he falls, the pipe will stop
spinning. Move to the end and hop to the piece of debris leaning on the massive
pipe. Walk to its apex and exit, finding another Checkpoint. Time for the Boss
Fight.

Checkpoint E
Boss Battle: Bad Max

The BFB has whipped up a beastie to counter Max. The result? A huge, menacing
cur
known as Bad Max. The battle between Max and Bad Max is about as straightforward
as it gets-blast until the other pooch dies. Max has three forms of attack: he
fires either a fire cannon or tracking energy blast at you, or attempts to run
you over. These attacks can be dodged by strafing or (more easily) by jumping
and
hovering over them. The majority of this fight takes place on high walkways,
where strafing is hardly an option. Luckily, there is a Jetpack Refueler near
where you dropped into the room.

The floor of this cavernous chamber is ribbed with large pipes. Bad Max will
stick to the walkway for the most part. As soon as the fight begins, follow him
up the ramp, plugging him with whatever you can. The faster the weapon the
better. Follow him as he makes his way around the catwalk, dodging his attacks
with the Jetpack. Only return to ground level to refuel. Otherwise, stay on his
tail. If you damage him a lot, he'll use a Shield and attempt to heal.

Yep, a healing boss. Hardly seems fair. However, you too can benefit from
healing. At the far end of the walkway, there is a small maze leading to a Car
Battery. This regenerates throughout the fight, so don't be bashful about
grabbing it more than once. However, be cautious. Bad Max is deadly back in
these
corridors. His attacks are even stronger at close range. Take what you need and
get out.

Tip: Remember those Guided Rockets you picked up earlier? Now's the time for
them. Launch a bunch and let him feel the pain.

As the fight progresses, Bad Max will use his shield several times. When he
does,
he'll head for the Battery. If you know he's in there, wait at the corner of the
walkway facing the path to the Battery and plug him with a four Gatling spray as
he reemerges. Soon, he'll be one hurting canine.

Tip: Once in a great while, Bad Max will get caught in the gap between the
walkway and the wall. If this happens, load up and plug him-he's not going
anywhere. It's a bug, kid. But if it happens to you, just grin and bear it.
You've avoided a tough fight.

When he's down to a quarter of his health, Bad Max will often return to the
platform where it all started (where Dr. Hawkins is in stasis). At this point,
just let him have it with everything in your arsenal, circling and firing until
he drops.

Mission 6: Doctor Hawkins

Jim Dandy, Earth Orbit 4:23 pm

This time around, Dr. Hawkins has to use his brain to shut down a slew of bombs
that the BFB has scattered throughout the Jim Dandy. You'll remember most of the
level from your previous trip through.

Checkpoint A:

Follow the hallway until you meet the BFB. He explains that he has set a few
bombs around the ship. When he disappears, a timer begins to tick down on the
upper right corner of the screen. You have two minutes to disable the first
bomb.
Track ahead into the next room. You'll find it littered with explosives. The
trick is to follow the cords on the central generator to buttons scattered
throughout the room. Deactivate the button that is lit to move to the next.

This generator has four levels, beginning at the top with "1":

On a short girder suspended above in the perimeter of the room.
In the center of the curved pipe nearest the generator.
At the top of the bent pipe.
The button on the floor near the generator.
The order usually follows from top to bottom, but is ultimately random. To make
sure you don't make a mistake that will cost you the ship, always look back to
the generator to be sure which light is glowing. To do it top to bottom, find
the
beam lining the wall near the blue staircase. Leap to the nearest pipe, then
carefully walk to the opposite end. Jump to the bent pipe near the yellow steps.
Hop over the button near its apex, then leap to the next pipe. From here, use
the
ladder on the anchor point to get to the small girder overhead. Leap to the lip
lining the wall and edge around the room until you see the button on a short
girder below. Drop down to it and deactivate it. Move around the room until you
are above the bent pipe. Leap on to it and deactivate its button. Then hop to
the
curved pipe with the anchor point and step on its button. Finally, step on the
button on the floor near the generator. Bomb deactivated!

Head through the blue door and use the Atomic Toaster to eliminate the four
Hosers on the bridge. Pick up the Mr. Fizzy on the left and the Baguette on the
right, then return to the hub room. This time go through the green door to the
first Checkpoint.

Checkpoint B:

The first challenge is to get across the chasm in front of you. To do this, you
must leap to each piece of the destroyed floor that is still clinging to the
pipes. You have approximately three seconds to leap to the next platform before
it gives out under your feet. Most of the jumps require the good doctor to cover
significant distance, so make sure you are at the very edge of the piece before
jumping. Do not be afraid to hold the jump button longer than you normally
would.
You may just need that extra boost to make it to the next platform.

Tip: Although you can land on the pipes, it is not recommended. They are very
narrow and easy to slip off of. Aim for the pieces themselves and go quickly.

When you reach the opposite platform, the BFB reappears and tells you he's set
another bomb. You'll have 2:30 to shut this one down. It's atop the platform
directly in front of you. To reach it, you'll first have to jump to the small
girder jutting from the edge to the left. Hop to it, then jump up to the room
slightly above. Use your ladder on the anchor point near the edge to climb to
the
platform.

The generator is hidden around the corner, so you'll just have to wing it.
Facing
away from the ladder, hit the button directly to your left. Then jump on the one
in the far right corner. Then, hit the right one in the first row (facing away
from the ladder) and then the final one. Bomb deactivated. Jump down to ground
level and follow the room around until you reach Kermit the flesh-eating plant.
Kermie needs some help with a bunch of mangy Dogans, so he tosses you a jug of
Plutonium. Taking it turns you into Hyde Hawkins.

Hyde is a hulking beastie that attacks with his huge meathooks. Down the
Plutonium and lope after the D-Boys, pressing the R-trigger to punch and scrap.
Don't worry about the aliens' fire. It will barely hurt Hyde (who begins with
200
life). The Hyde transformation doesn't last the rest of the level. After about
30
seconds, good old Dr. Hawkins comes back. If you need to polish more Dogans off,
use the second Plutonium. You'll get more when you need it later.

Note: For some reason, the Plutonium has healing effects on regular Dr. Hawkins.
When he reverts back to Doctor form, he will likely have more health than he
went
into the fight with.

When the skirmish is over, Kermit points Hawkins in the direction the BFB went.
It is a new passageway on the wall adjacent to the carnivorous plant. Head down
the rusty corridor until you reach the Checkpoint.

Checkpoint C:

Head down the hall to the blinking transporter. When you are zapped through,
you'll find yourself in a room with (guess who?) the BFB. This is a more
complicated bomb than you've seen yet, and you have seven minutes to disable it.
Notice that the generator is sunk in the floor.

1) Middle button on high platform.
2) Button on floor to the right of generator (facing away from wires)
3) Right button on high platform (facing from walkway).
4) On floor to the left of the generator (facing away from wires).
5) On the raised area on the outer edge of the room.
6) Left button on high platform (facing from walkway).

The progression is normally from the top down, starting with the top level of
the
generator. To rocket through the buttons, follow these steps. Stand near the
generator and look for two ladder anchor points. Plant a ladder on the one
closest to you.

This will take you to a spiraling walkway that coils around the room. Follow it
around and up. When you reach another anchor, use the ladder. Follow to another
anchor and then up. At the end of this walkway, look to your left. Jump to the
platform. There are three buttons here. Hit the one directly in front of you,
then turn around and get the one to the left, then the final button on the
platform.

Return to the floor and stand near the generator. Hit the button to the left of
the generator, then get the last one on the floor. The final button is on the
raised area circling the room. Use the ladder on a perimeter anchor to climb to
the level, then drop onto the button. The bomb is deactivated.

Once the bomb is deactivated, a couple of Birdbrains will come pester you. Avoid
their fire as you drop down into the room. The exit is on the same level where
two Hosers patrol. Use your Ladder on the anchor nearest them, then blow by the
honkers into the new passage. Soon, you'll discover the next Checkpoint.

Checkpoint D:

Once again, the BFB appears and drops a doozy on you. This bomb is the worst
yet.
The wires are severely tangled and most of them pass through darkness. You'll
have 7:30 to complete this puzzle.

Tip: If you're going to attempt this puzzle without hints, you'll have to use
the
Lighter to track the wires as they move through the shadows. Don't keep it lit
too long, though, or you'll burn your fingers.

If you don't want to brave this puzzle alone, here is a list of the generator
levels and their corresponding buttons (all directions are facing from generator
to back wall of room):

Button in back left corner of the room.
Left of Button #3.
Button furthest to the right near the last row of crates.
Button furthest left near the first row of crates.
Furthest button back on the right side.
On the far right near the first row of crates.
On a high wall. Go to the back of the room and turn around. Use the Atomic
Toaster to trip the switch.
To left of the middle crate in first row.
To successfully navigate this puzzle, return to look at the generator after you
press each button. Unlike the other puzzles, this one rarely follows a set
pattern. Just count the level on the generator (from top to bottom) and use the
list above to locate the button.

When you have hit all the buttons and disabled the bomb, a Birdbrain will show
up
and start firing on you. Grab the Plutonium near Button #1 and head to the white
sliding door, into an elevator and to the Checkpoint.

Checkpoint E
Boss Battle: BFB

This fight with the BFB is a little easier than the last, simply because you get
to attack him as Hyde Hawkins for part of the battle. The BFB brings the same
skills he had last time: bombs, and the two Brain attacks (from the first Boss
fight, Mission 3, Checkpoint F). Use the same tactics to dodge them. At the
beginning of this brawl, he has that annoying shield around him. You'll fix
that.

When things kick off, drop into the room and head for the tall stack of crates
on
the opposite end of the room. If you have some Plutonium, down it to turn into
Hyde Hawkins. If you don't have any, you'll find some behind the crates. Once
you're Hyde, climb the crates. When the BFB comes close, jump on top of him.
Hyde
will pimp slap the overgrown cerebellum, then drop to the floor. Grab another
Plutonium and swallow it. Repeat the process twice more and the BFB's shield
will
melt.

Turn back into the Doctor and load up the Atomic Baguettes. It's time for a
little skeet shooting. Point up and fire the Baguettes one at a time, depleting
the BFB's health. He'll mainly attack with the gobbling brains, and those are
easily avoided by jumping. When the Baguettes run out, switch to regular atomic
toast. Plug the BFB as he spits brains at you. Soon, he'll sink to ground level.
When he does this, pound the fire button like there's no tomorrow. You'll be
able
to explode most of the brains he chucks at you and get him too.

Tip: Don't forget to use those Mr. Fizzys! You should have at least three by the
time the fight begins.

When you have filled the BFB with enough toxic toast, he will fall for good.
Rejoice and watch the cutscene.


Mission 7: Kurt

Checkpoint A:

When the level begins, you will be followed by Schwang's battle cruiser. Get
running! His ship will cut sections of floor out from under you if you don't
move
quickly enough. Take the right fork of the path, then right again. As you see
the
door in the distance, Schwang's ship appears around the corner of the building.
Run right under it to the end of the walkway. Jump over the gap at the end and
glide to the door. Hit the ground running and tear through another door. Now you
are safe from the ship's fire.

Continue down the path until you reach a chamber with several steaming jets in
it. Do not enter. Simply peek in the door to trigger the Grunt to come near you.
Fall back and switch to the Sniper Scope. Pop him in the noggin. While in the
doorway, zoom in to see several Conheads milling about in a lower section of the
room on the far end. Take them down from here (even though it takes some
patience). When they drop, creep out and look to the left and right. Snipe the
cannons here, then zoom in to the right corner of the room and take out another
cannon.

When you step into the room, a Grunt and Dogan Boy will appear in the lowered
area. Clear the area, then drop in. Baddies will continue to drop from the vent
above, so be on your toes. Stand on the grate to activate a lock ball in
underside of the right-most vent. Snipe it quickly, then move forward and snipe
the lock ball under the left vent. Waste any enemies that may have dropped in,
then float up the jet stream you activated under the grate. Glide into the
hallway and snipe the lock ball there. Drop back into the room below and snipe
the middle lock ball.

Return up the vent, go through the hall and to another fan. Float up it into
another chamber. Head to the left of the room. Under a semi-circular overhang is
a lock ball. Snipe it, then head across the room and grab the Grenades. Toss
them
at the bubbles in the floor to open new areas below. Jump into the left hole,
clinging to the right wall. Immediately upon landing, snipe the patrolling
cannon. From the next doorway, snipe another cannon. There's one more cannon in
the next hall, so creep cautiously until you see a sliver of it, then snipe it.
Grab the Sniper Mortar from this corridor.

When you grab the Mortar, two Grunts will appear above. Peek around the corner
to
bring them down to your level, then snipe their bubbles. Ride the jet up and
face
the other semi-circle overhang. Lob a Sniper Mortar into the area above the
overhang to blow out the pink glass below.

Tip: If you run out of Mortars, return below to claim some more. However, be
warned. More Grunts will be waiting when you return.

Run to the overhang and snipe the next lock ball. Then head back to the lower
level to grab some Bouncing Sniper Shells. Take out the two Grunts that appear,
then return above. Find the pink button on the floor. See the corresponding
button on the far wall? The trick is to bounce a Sniper Shell off of there into
the final lock ball. Aim at the upper right part of the center of the far
button.
Pop a cap and watch the picture in the corner of the HUD to see the bullet's
trajectory. Adjust according to what you see.

When you knock out the ball, head below. The area where you picked up the
goodies
is now a passage. Head through the door, then float up the vent and through
another door. Up yet another vent is a Checkpoint. You earned it!

Checkpoint B:

Head down the hall and back outside. Grab the +50 Health if needed, then jump
and
float to the right platform. Schwang's ship is directly in front of you. Run to
the right until Schwang shoots the floor from underneath you, then float to the
left platform. Make one more leap to the last platform and head through the
door.
After another door and a winding passage, you'll dump into a room filled with
Grunts. Take them down with some prudent Sniper fire, then grab the two +25
Healths if you need them.

Each of the four bubble vents above contains a bouncing lock ball. Shoot out the
glass to release the ball, then fall back to snipe it. There are laser cannons
in
each of these vents, so stick to the perimeter.

Hitting the bouncing lock ball requires a lot of patience. It helps to stay in
one spot and let the ball pass through your line of fire. If it gets stuck
inside
the circular chamber, it is often easier to snipe, simply because it has less
distance to cover. When all of the balls have been sniped, a fan will be
activated inside one of the vents.

Tip: The other vents contain some goodies if you're willing to fight for them.
Each is lined with laser cannons, so you'll have that to contend with. In
addition, when you return below, there will be Inviso Grunts waiting for you.

Once you're done in the room, head to the vent in the back right corner (from
where you entered). Snipe the cannons (three total) from below, then float up to
a new hallway. Walk through to the next vent, coast up and into another large
room. Several Inviso Grunts and some Coneheads are stationed here. Take down the
Grunts first, then polish off the Coneheads. Grab the Grenades and head up the
ramp above, snagging some Bouncing Sniper Shells.

Shoot out the pink glass at the end of the telescope. Snipe the enormous
lockball
inside and a smaller one will bounce into the arena. It will hop around the
entire room and is more difficult to hit than the ones in the last room. The
best
thing to do is wait until the ball gets stuck in a corner and try to pop it in
the close confines. Otherwise, it is a little trial and error and a lot of luck.
You never know exactly where it's going to bounce.

Go downstairs and find the second telescope with pink glass. Stand near the wall
and shoot it out. Then, slip into Sniper Mode. Aim a bit above the nozzle and
lob
a Mortar down the shaft. The explosion will cause another bouncy lock ball to
bounce around the room. Repeat the process (and hopefully the luck) to shut this
one down. When it is sniped, a third lock ball will appear above the right
telescope.

When you snipe this ball, a troop of Grunts will enter the room in a line in
front of you. Enter into Sniper Mode and take down as many as you can before
they
scatter. They usually take refuge below the ramp, so you can pick each off by
edging down the ramp with an eye underneath. When you've dropped all of the
Grunts, move below and into the hole near the telescopes. There's a +25 Health
here. Follow the hallway to a vent. Ride it up to another, and ultimately a
Checkpoint.

Checkpoint C:

You're back outside, and once again have to dodge Schwang's floating island of
death. Take the right path as the ship cuts the floor from under your feet. When
the grating disappears below you, float to the central circular platform to the
left of the path. Collect the Black Hole Grenade, Laser Chaingun (sweet) and
Health. Then head through the portal. It will zap you outside of a door. Head
through to another, then follow a winding hallway. Eventually, it will dump into
an enormous chamber. In the center is a large alien power converter suspended
above the void.

As you make a circuit of this room, you will notice small sliding doors imbedded
in each of the pillars lining the room. Behind each of these doors is a lock
ball. Shooting each ball restores power to the individual converter. However,
shooting each also results in a vigorous swarm of attacking baddies.

1) Sniping the first lock ball produces two Dogan Boys and a pair of Birdbrains.
They are easily taken out by strafing back and forth and peppering them with the
regular Chain Gun. Concentrate on the D-Boys before shifting to the floating
Birdbrains. Don't get too close to the Birdbrains as they hover near you. One
bat
from a claw will cost you 20 Health. When you've destroyed the enemies return to
the small apron in front of the entrance. It is stocked with randomized goodies.
Usually, you'll find Grenades, a Cloak, Dummy Decoy, Super Chain Gun and some
Health. Notice that the first generator spoke has sparked.

2) Snipe the next lock ball (clockwise from the entrance). This will bring out a
posse of Grunts (Inviso and otherwise) out of the woodwork. As they appear,
float
down to the circular walkway under the alien generator. The Grunts will fall
below. Take your time sniping them from this position of safety. Make sure you
see the energy connection before you head back to the upper level (using the jet
stream and transporter above). Claim the goodies at the apron again.

3) When you snipe the third lock ball, a horde of Spheres of Death appear in the
air below the ledge. Peer over the edge and strafe, pecking at the S.O.D.'s with
your original recipe Chain Gun. When an S.O.D. begins to fire on you, strafe
slightly to dodge or drop back a couple of steps to let its fire hit the
underside of the ledge. When they're gone, collect your Health and items.

4) The next battle is a little tougher. Snipe the lock ball to summon a trio of
baddies like the Pilot from the first Boss Battle. Use a Cloak immediately, and
switch to the Super Chain Gun. Usually, one or two of the Pilots will drop
below.
If it doesn't get past them both and open fire. Each Pilot will telegraph its
shot by a mile, so you'll have some time to strafe. Plug it with the Super Gun,
then drop into the area below to draw the other two Pilots down. It is easier to
fight them here with more area to move in.

Tip: Avoid close combat with these guys. It is easier to dodge the energy bombs
they shoot at you with lots of room to maneuver. These creatures take a lot of
time to shoot. Take advantage of this and polish them off quickly with your
rapid-
fire Super Chain Gun.

When you're finished waxing these creeps, return above and snag all the power-
ups. Likely, a Sniper Shield will be in this batch.

5) The next sniped ball produces another tedious S.O.D. onslaught. Ugh. This is
more annoying than difficult. As long as you strafe to avoid fire, you shouldn't
take much damage. When the fight's over, scoop up the power-ups. Ooh! Another
Sniper Shield.

6) The next group is a ring of Coneheads that encircle you. A quick and easy way
to take these guys down is to back safely out of the circle and use one of your
Black Hole Grenades on them. Otherwise, it is pretty simple (and less dramatic)
just to mow them down with the Chain Gun. Either way, this fight doesn't last
long. Grab your goodies and find that last lock ball.

7) Sniping #7 produces a small battalion of Bifs in the pit below. You have to
touch the ground to activate them. As soon as you do so, cloak then float to the
walkway above. Use a Sniper Shield to take on these Bifs (you should have about
3-
4). Line up a belt shot on the first of six Bifs. If you miss, keep plugging
until he's gone, strafing while still cloaked and snipered. Then move to the
next
Bif. Don't be bashful about the Sniper Shields. Keep using them as you move
around the ring, taking down Bifs one by one. If you run out of Sniper Shields,
drop into the pit and circle the Bifs, avoiding their tracking energy bolts.
This
is a tough fight, so use the Super Chain Gun if you have it. When all the Bifs
have fallen, a hole will open in the floor. There aren't any power-ups above, so
head through the hole and on to the next Checkpoint.

Checkpoint D:

Head through the door in front of you and up the jet stream. In the next room,
you'll see a bouncing lock ball. There are Grunts waiting on either side of this
door. Peek into the entrance and fall back, switching to Sniper Mode to drop
them. The lock ball you have to snipe moves in a set pattern and ultimately
disappears. It always reappears from the same spot in the back of the hall. Upon
shooting the lock ball, two more Grunts will appear on the platform above. Wait
for them to come down to you, then snipe their domes.

Ride the air stream up, then turn around. On a narrow, arched pathway to the
right, you'll find a Laser Chain Gun. On a similar walk on the left side, you
gain a +50 Health. After you gotten these power-ups, turn your attention to the
lock ball. Snipe it to activate the next fan. An easy place to get it is on its
low bounce near the left side of the fan.

Although the wall towering in front of you looks insurmountable, it isn't.
Simply
float above the air vent, then press forward at the apex of your jump, still
pressing the Chute button. This will raise you to the next platform, where two
Inviso Grunts await you. Once in awhile, one will fall below and you will not
have to worry about it the rest of your climb. Otherwise, pop them in the glass
dome and snipe the next lock ball. The next level brings another couple Invisos.
Snipe them, then take down the lock ball. A good place to do this is from either
side of the angled fan. The ball bounces a few times back and forth before
evaporating.

The next level sports a pair of Super Dogan Boys and a couple Inviso Grunts. Run
past them to the fan. Cloak here and float to the next level, taking down the
baddies with the Super or Laser Chain Gun. Grab the goodies on the narrow
walkways here, then head up the next fan and on to the next Checkpoint.

Checkpoint E:
Boss Battle: Schwang's Ship

This boss encounter takes place on a floating platform over the sky. Immediately
grab the +50 Health and float across to the walkway. Follow it to the end, then
float down to the suspended circular platform.

Schwang's ship will circle the platform. The idea is to take out all of the
ship's lock balls-about ten in all. This would be easy if it weren't for the
fact
that the ship is constantly moving and intermittently firing on you. If a shot
from the ship strikes you directly, you'll take heavy damage. If it strikes near
you, you'll take light damage and fall down. In addition, several Dogan Boys and
Grunts appear on the platform as the fight progresses, and keep regenerating to
the bitter end. Use the Super or Laser Chain Gun on them, then focus you
attention on the space craft again.

Tip: While circling the platform destroying enemies, stay near the inner ring
drawn on the floor. This will prevent you from falling off of the platform.

Most of the lock balls require only one shot to eliminate, but the bigger ones
may take two or three. Only engage the ship when there are no enemies on the
platform. Otherwise, you'll get plugged as you try to line up your shot. When
you
are focusing on the ship, dodge its blasts while strafing.

Tip: Notice the two huts on the platform? They are full of power-ups. One
contains a +50 Health and a Super Chain Gun and the other a +50 Health and
Sniper
Shield. Use the Sniper Shield to engage the ship late in the fight. Let the
Shield absorb attacks as you line up the perfect shot on those last couple of
lock balls.

This fight seems daunting at first, but once you get into a rhythm of switching
between Sniper Mode (to take on the ship) and regular mode, you'll win quickly.

Mission 8: Max

Lower East Side, Swizzle Firma 4:23 pm

Checkpoint A:

Max begins in the city, surrounded by Coneheads and dogged by mantas overhead.
The first part of this level is pure running. Take off to the left down the
street toward the blue and magenta sign.

Ships overhead drop Dogans in your path. Scoot around them and head to the left,
down the alley of the unhappy face. On the right side of this path is a stash of
weapons hidden in a niche: a Magnum, Shotgun, Gatling Gun and Uzi. Wait around
for them to regenerate to fully stock up. Then load up and take down the
collected enemies in the street. Drop back and strafe behind the walls to avoid
their fire, then jump out and blast.

Leave this room and head left, then turn right, back to the original path. Take
a
left at the first intersection, bypass another left and proceed to a stack of
crates along the left wall. Blast them and enter the space created, claiming the
Shotguns here if you have room.

Shoot out the trapezoidal grate, and another. On the other side is a steady
stream of Bifs. Make sure you're armed to the teeth, then drop in and start
blazing. Strafe back and forth, avoiding the curving energy blasts and blast
with
four weapons at all times. After you dispose of six Bifs, grab the weapons here,
then head around the sloped structure on the right side of the room. Grab the
Shotgun before heading to the Checkpoint.

Checkpoint B:

Head up the long ramp and grab the Car Battery at the end. Step through the door
and head straight to the circular portal directly ahead. There are laser cannons
on both sides of the room, so take shelter right next to the circle. Then, turn
around and focus fire on the glowing light on the wall.

Stay in this circle alcove, creep slightly to see a laser cannon. Blast it, then
creep out further, strafing back and forth and firing on the cannon until it is
destroyed. Repeat this process on the other side. Then fire on the blue energy
rods. When they're destroyed, the door behind you will open. Turn around and
back
up. There is a red disk on the ceiling. Focus your fire on it. When it's
destroyed, run through the room, avoiding the Dogan Boys who try to impede you.

Note: There are several weapons in the room you just ran through. If you want
them, shoot out the arching columns on either side of the room, then carefully
climb the girders to the top to claim your prize. This is not necessary,
however,
as the next room you're running to is stocked with goodies.

Head up the ramp and through the door. You find yourself in a huge room, with a
large central computer display. A walkway lines the perimeter of the room. Grab
the Car Battery, then make a complete circuit of the room, collecting the
weapons
scattered around the catwalk. A couple of pesky Birdbrains will dog you. Ignore
them. If you keep moving, you won't have to waste ammunition on them.

When you are stocked up, head to the small notch in the walkway. Here, a
platform
will momentarily dock. Get aboard and ride it across.

When it gets near the central computer display, jump to the blue glowing channel
running around its periphery. The goal now is to get aboard a moving platform of
a different color: red, green or the other blue. Run around the terminal,
dodging
Birdbrain fire until you see a platform approaching the central structure.

Tip: Take a running start and jump while the platform is still moving down. If
you jump when it reaches its lowest point, you'll miss it.

Note: If you fall, all is not lost. Go to the circular platform in the center
and
wait for a platform to drop to its level. Be sure to dodge the Birdbrains' fire.
They harass you throughout your time in this area. If you sustained heavy damage
from the fall, there are two Car Batteries stashed in the niches on the ground
floor.

Ride the platform up, focusing on the colored supports holding the terminal in
place. Shoot out the supports one by one. You can only hit two of them from any
given platform, so you will have to return to the central structure for another
platform after you destroy the first two bonds. When you shoot out the last
support, the terminal will fall to the ground, smashing through the grated
floor.
Ride the platform to its lowest point, then step (don't jump) off. You'll likely
sustain about 40 Health points damage. This is easily cured with a Car Battery,
found below.




Once on the ground, your goal is to find and jump to a pipe in the central shaft
you just opened. Head to the lip of the crater and look down. Find the pipe and
move around to it, dodging Birdbrain fire as you go.Your best bet is a diagonal
jump to the pipe. The closer you are to it, the easier the jump is to gauge.
However, this is still one of the toughest jumps of the game. Aim for the area
where the pipe joins the wall and hope for the best.

When you reach the pipe, take a look toward the center of the shaft. There are
two antennae running out from the lip of the pipe. Be extremely careful and inch
out until you can see the hole in the pipe. Keep going. You have to be pretty
far
out to make this jump successfully. If you are too close, you'll end up jumping
back on top of the pipe, or missing it all together. Take your time lining up
the
jump and do it. When you're inside, proceed to the Checkpoint. Whew!

Checkpoint C:

Load up on guns, bring your friends. There's a serious firefight coming in the
next room, so strap yourself with your best weapons. Run through the tube and
drop down the chute at the end. This will plunk you on a catwalk above a room
with three alien spaceships. You'll take some damage from the fall, but never
fear. There is a AA Battery on this ledge toward the right side of the room.
Grab
the Gatling Gun as well and drop into the room.

Near your drop-in point, there is a generator spawning Dogan Boys. This is your
first target. Strafe around it until it explodes, then focus on the spaceships.
All three will fire on you until they are destroyed, but their fire is easily
avoided as long as you strafe back and forth. This room is bracketed by two
invisible force shields. Make sure you don't get hung up on them-you'll be an
easy target for the alien lasers. Strafe and blast until all three space
cruisers
are destroyed. If you run low on ammo, there are regenerating Gatling Guns on
either side of the ramp that leads into the room.

When the three ships have been destroyed a fourth will float into the hangar
bearing Dogan Boys. Position yourself so you can see the baddies coming down the
ramp. If you are properly armed, you can wax most of them before they even exit
the ship. Otherwise, just strafe back and forth, cleaning up the leftovers. Then
hop up on the ramp and into the craft. At the top of the ramp, jump to one of
the
walkways along either side of the loading bay. Make one more jump up into the
cockpit. Press the red button, causing the ship to fire on the doors above the
ramp, opening a new area for Max to explore.

Go through the newly-opened door to the great outdoors. Grab the heavy duty
Battery and Atomic Jetpack, then look up. Ahead is a super-tall nuclear silo.
This structure is designed for hours and hours of gaming fun. The idea is that
you must jump to each precarious precipice to the next, using the Atomic Jetpack
in short spurts as you climb. The whole time, you're dogged (har har) by
S.O.D.'s. Fun, huh?

Note: If you want to bypass all of the below nonsense, skip to Secret below.

To do this, you'll have to become intimate with the Atomic Jetpack. It works the
same as the other Jetpack, except that it regenerates itself when not in use.
This allows you to hover at the same level by "pulsing" the jump button. It
takes
a bit of practice, but will become second nature as you climb this infernal pole
again and again. One thing to note. You get a lot more lift by simply pushing
and
holding the jump button than by holding it and pressing in a direction. Get to
the level you want to raise to, then push a direction.

The first leg of the climb is directly ahead. Fire up the Jetpack and zoom up to
the support above you. The next climb is up and to the right and has Guided
Rockets on it. Use these on the S.O.D.'s. The next jump is to a small gas vent
at
the same level as the support you're on. Float to it, but avoid the green gas.
If
you get in the spray, you'll take 30 damage. The next jump is to another
support.
This one holds a Ray Gun. After this float up and to the right to perch atop a
double vent. Another support is the next hop. It holds a Ray Gun. The next jump
is to a three-tiered gas vent. Hover once more to the left and drop on to one of
several support/gas vent groupings. You'll have to weave your way through
several
of these on your way up to the antenna level.

Once you reach the top support, turn around and look down the shaft of the
antenna poking from the shaft. Float out to the small tray on the end of it,
picking up the AA Battery en route. There is another AA at the end of the
antenna. Land and look around. Blast any nearby Spheres, then float to the next
antenna platter to the left. Continue around the antennas like this until you
reach a single rectangular platform that is moving in and out of the central
shaft. Float cautiously to it, rest for a split second to recharge you pack,
then
jump and float to the next platform (up to the right). Continue around the
column, pausing on each moving platform only briefly as you move on. On the last
one, you'll see s support above. Float up to it. Follow the directions that you
see here.

It's not easy, but the next objective is to land on each of the three antennae
above to start another bunch of sliding platforms moving. Float up to the first,
wait until it moves away, then carefully float to the next antenna to the left
(facing the column). When all three have been tilted down, the sliding platforms
will activate. Now float to the recently-activated platform above you. Land,
charge briefly, then fly up to the next up and to the right. The next platform
is
quite a bit higher, so pause on the second platform until you have to take off.
Land on this third platform, then float to the little platform to the right.
From
here, float to the tunnel. Didn't that suck?

Secret: There is a secret elevator on this level that requires some precision
placement of Max. It is well worth your trouble, believe me. By taking it, you
can bypass all of the Position yourself facing the central structure in the
severely lit section of the arena. Line up the top-most platform with the lower-
most antenna. Face the column nearer the perimeter than the central structure.
This takes some tweaking (refer to screenshot to the right), but if it works, it
is a great help. You will have to stand in the same spot for several seconds for
the elevator trigger, so stand in the place you think is right for a few
seconds,
then move, stand there a few seconds and so on. Eventually you'll get it and
take
the highway to heaven. If you miss or fall off of the elevator, you'll have to
restart from the Checkpoint. The elevator never returns to Earth.

When you reach the tunnel, float through the opening and follow the narrow
walkway to a door. Head through to another catwalk. This one has goodies: a Car
Battery, Gatling Gun and Guided Rockets. At the end of the tunnel is a
Checkpoint.

Checkpoint D:

If the Jetpack didn't win you over in the last area, it sure will here. The idea
in this gigantic chamber is to knock out the top half of several energy columns
and then land on the tiny column that is left. As before, you'll have to pulse
the Jetpack to conserve fuel. There is a set way to go through this
room-straying
from it will likely result in failure. There are Birdbrains and Mantas that
harass you as you glide through the area, but ignore them. It's hard enough just
getting through.

First, hover and destroy the top of the middle column. Then land on the bottom
portion. Float to and destroy the one on the left, then land. Here, you'll get a
Ray Gun. Proceed to the spike directly in front of you (the left most in the
next
row). From here, head to the one near the center to your right. Now float to the
one ahead and to the far left to grab some Guided Rockets. Then coast to the
center column to your right. Then go to the next one to the right, and right one
more time to claim a Gatling Gun. Now coast to the second column from the right,
then the next one to the left. Go to the last column on the left. From here,
float to the circular tunnel. Follow the walkway to the Checkpoint.

Checkpoint E:
Boss Battle: Schwang Schwing

Mr. Schwing has been recently hobbled by Kurt, so in this fight, he appears in a
sling and hovering wheelchair. Unfortunately for you, that doesn't make him less
deadly. Schwang still fires on you with those special eye cannons he loves so
dearly. His other attack is to swipe at you when you get near him. This is a
timed fight of two minutes, but you won't need it if you follow the formula.

Ultimately, this fight isn’t about firepower, it's about jumping and using the
Jetpack effectively. There are several buttons extended on curved supports
lining
the outer walls. Jumping to them at the proper time is almost all you have to do
to win this fight. At the beginning of this brawl, head to the central support
holding the deadly missile. Grab the Car Battery between its supports if you
need
it, then hop atop the bracket. Up and to the left is the first button to jump
to.
Schwang is to the right. Hover to a height above the button, then cruise over,
pulsing the Jetpack until you are suspended above this button. Step on it to
unleash a huge drill on Schwang. As he's being drilled, plug him with four guns
at once.

Tip: Equip two Guided Rockets if you want this fight to end quickly. You barely
even have to aim these weapons, which is useful when things get frantic.

When he begins to turn toward you, hover to the spiked ball atop the rocket.
From
this position, open fire on the two explosive tanks that Schwang is moving past.
Explode them and the uber-baddy will take some serious damage.

After the tanks explode, immediately float to the next button to the left. Turn
to face Schwang and you'll see him getting blinded by a series of lights. Turn
to
blast him with everything you've got. When he turns, hover to the next button
over. This will compact Mr. Schwing. The next button will cause Schwang to get
hit with a gigantic saw.

Pound him with all the ammo you can manage. Dodge his eye attacks by jumping
directly in the air, but do not drift from the button. Instead, turn and find
the
valve on the pipe near where Schwang flies to. This will blast him with a jet of
steam.

He should be well into the red at this point. Stand where you are and finish him
off, four guns blazing at all times. Keep dodging his attacks as you pepper him
with assault fire. Dodge his eye blasts and plug him until he drops. If he
knocks
you off of the button, float up and collect more weapons from the central
platform and finish him off from there.

This is the last time you'll see Schwang. Bye, bye, baddie!

Mission 9: Dr. Hawkins

Swanky Swizzle Heights, Swizzle Firma

Checkpoint A:

The first part of this level finds Hawkins attempting to pilot the Jim Dandy
through another asteroid field. The controls here are touchy. Use the analog
stick to move, but know that when you do, you'll be dealing with some serious
momentum. Once the Dandy gets going in a certain direction, there is a bit of
lag
in changing its course, so keep that in mind as you progress.

The glowing points in the star field are transporters. Where they put you is
uncertain, so they can either help or hurt. Don't go out of your way to avoid
them. After about thirty second of managing the field (and after a short
cutscene), you'll find yourself transported to Swizzle Firma. You're looking for
the pieces needed to get yourself back.

You begin in a hub room with a phone booth in the middle. Upon beginning, turn
around and head to the blue glowing contraption in the corner. This will zap you
at one end of a long tunnel. Head down it to another transporter. This takes you
to the Checkpoint.

Checkpoint B:

This next hall is crawling with Dogan Boys and a couple of Coneheads. Scoot by
them, moving diagonally to avoid their tracking fire. Head through the door to
the right at the far end of the chamber. Past the next hallway is an open
courtyard. To the left is the entrance to a labyrinth.

Tip: If you see Coneheads running through the maze, follow in the direction
they're going. They know the way through the maze. Don't worry if you lose them-
they move much quicker than you. Just look for the next one.

At the first T-intersection in the maze, take a right. Take the first path to
you
left until it dumps into a T-intersection with a light-panel. Activate the
panel,
then turn to the right, following the corner around to the right. Move down the
hall past the three shock bars and round the corner to find a Mr. Fizzy. Follow
the path until you reach another T. Take a left here (following the Conehead).
Take the next right, moving past the shock bar and to the end of this hallway,
bypassing several paths to the right. Follow the next hallway as it winds
through
the maze, past three shock bars. In the next section of hallway are several
steam
vents. Pause before each one, then move past when they retract. Move past an
alcove to the right and to another winding hall. At the next T-intersection,
follow the Conehead to the left. Pass another shock bar and move down the
winding
hall. Take the first left and move past another steam vent to another Mr. Fizzy.
At the next T, follow the Conehead to the right, then down the hall past a
couple
of shock bars. Take the next left past another two steam vents, then go right.
Follow the winding path and take the next right to a hallway that dumps into a
large courtyard. Here you'll find the Palatial Locator (sitting on something
that
looks like a Checkpoint) as well as several Dogan Boys.

Don't bother fighting the Dogans. Just head to the middle of the arena to get
out
of Dodge. Next to the alien generator is a transporter that take you to a
different part of Swizzle Heights. You're zapped into the telephone booth room.
Head up the ramp to collect various breads (Pumpernickel and Baguettes) and two
Mr. Fizzy's on the ledge that rings the room. Then return below in go into the
blue transporter. This zaps you to a hallway leading to another transporter. The
room you're zapped to is a Checkpoint.

Checkpoint C:

Grab the Baguette in front of the Checkpoint and head across the chamber on the
circular walkway. A Birdbrain will try to impede your progress. Run by him to
the
transporter at the opposite side. There's another Baguette in front of this
transporter. Equip the Atomic Toaster and Baguette to make some tracking bread
missiles. Run past the Dogan Boys who appear from the columns flanking the main
path.

You'll find yourself in a large room with a maze of walkways overhead. Use the
Baguette missiles on the Spheres of Death patrolling here. Locate the circular
anchor ion the floor under the walkway maze. Use the ladder to climb to the next
level. Your goal is the circular platform near the right of the room (when
facing
from the entrance). The final piece of walkway before the last ladder anchor
requires you to jump. Then, use the ladder on the last bit to reach the platform
and zap through the transporter.

The room you are zapped to is another puzzle. See the Conehead's tracking back
and forth in the tiered room on the opposite hall? The goal is to make them drop
down and fall into the fan, grinding them into liquid. There is a cylinder in
the
center of the room that shows how much liquid has been collected. On the floor
are three rectangular green buttons on the floor that operate the hatches in the
tiered hallway. The one furthest forward and to the left operates the top and
bottom hatches simultaneously. The one to the far right operates the second
floor
down, and the other the second from the bottom.

Start with the furthest forward. When the Conehead drops, turn right and trigger
the button to the right. This will send the Conehead to the next level down.
Then
book to the first button again, then the one behind it and back to the first
button. The Conehead will get ground into a slurry. Repeat this process three
times to activate a transporter on the right side of the room.

Warning: If you let a Conehead get from one end of the hall to the other, a
Dogan
Boy will spawn in the left corner of the chamber. You'll have to take him out
before you refocus your attention on grinding Coneheads. To ensure that the
problem doesn't worsen (i.e. more Dogans), stay on the first button and strafe
around the Dogan Boy's blasts as you pound him with toxic slices.

When the cylinder has been filled with Conehead juice, and the transporter is
available, enter it to beam to the Checkpoint.

Checkpoint D:

Move ahead to another transporter. In the next room, move to another blue portal
into a large area stocked full of Dogan baddies. Take out the center generator
and dodge the Dogan fire. When the spawner has been destroyed, step on the
glowing spot that's been revealed to open a passage to the next area (this also
activates the next portal you seek).

Head to the gap you've made in the right wall and down. As you approach a lower
crater to the right, two Birdbrains rise from the hole and attempt to impede
your
progress. Run past them to the transporter. The next room is buzzing with
Birdbrains and SODs. Clear them out before attempting the next puzzle.

Tip: Use the Baguettes on the Spheres of Death and Birdbrains here. If you only
have a select number of French bread, save it exclusively for the SODs.

When the room is secured, focus your attention on the puzzle in the center. Your
goal is to make the blinking lights moving around the central circle stop on
blue. To do this, utilize the three Buttons branching off of the main platform
hub. As you step on one of these buttons, one of the circling lights will stop
in
place. Keep leaping on the button until the light stops on blue. Then, repeat
this process for the other two lights. When all three are lit blue, the force
field around the Positronic Doohickey will be lowered. To get to it, ride the
circular floating platform that docks momentarily at this platform level.

Then, hop off and collect the part. Afterwards, head through the transporter on
this platform. After being zapped, track through the long tunnel to another
transporter. You're back in the phone booth room. Head up the ramp and again
collect the Pumpernickel, Baguettes and Mr. Fizzys that have regenerated here.
Still on this upstairs rim, head through the door near the walkway tunnel,
following the path down until you reach another Checkpoint.

Checkpoint E:

Move straight ahead to the red glowing walkway extended across a chasm. A moving
section of this laser bridge is always missing. Wait for it to go by, then jump
on the bridge and start moving. Run for a few seconds, then begin jumping. The
missing section moves so quickly that you will most likely jump over it.
Otherwise, wait in one of the alcoves to let the void pass, then scoot back on
to
the bridge and proceed.

At the end of the bridge, go through the door to a room with two glowing blue
buttons. Step on the first button to trigger the second. Then step on the second
button to lift a gate, revealing two more. From here on out the buttons are
randomized, so remember which one works when you press it. Step on the next
button to reveal another row of buttons and a Dogan Boy. Kill him with regular
toast, then step on the next button. This will reveal a row of four. Step on the
next button to open the next gate, revealing a row of five buttons. Smoke the
last Dogan and step on the final button. Head through the door on the left,
ignoring the Hosers here. Track down the corridor to the next Checkpoint.

Checkpoint F:

There are another couple of laser bridges to get by in the next section. The
first is much like the last one you encountered, except this one is missing two
pieces and they are much bigger. Wait for both spaces to pass, then run. Duck
into the first alcove, wait for the space to go by again, then run ahead and
duck
into the second alcove. You must be disciplined. You cannot do two in one crack.
Pause at every alcove or die. This next patch is a little longer, but can be
survived without jumping. As soon as both sections go by, dart on to the bridge
and haul butt. Duck into the alcove. The next trek is a little longer and takes
some timing. Get right to the edge of the platform and be poised to go. As soon
as the second piece passes, step out and go. When you get near the next alcove
(about 4-5 steps away), jump into the niche. The floor will drop out beneath
you,
but you'll be safe. Wait for the pieces to go by again, then run the last short
piece.

In the next room are a couple of Hosers. Run past them to the door. Track down
the hallway to another door and another bridge. This one is unlike the others in
that it is solid until you step on it. Notice the lights above? The bridge won't
give out until you approach the alcove near the third light. Then, the light
will
pop and the floor will drop out in front of you. Jump into the niche and watch
as
huge chunks of floor strobe by you. When the ground becomes solid near you, run
forward and duck into the next spot. Look at the floor again to sense the
pattern. Run out as the solid piece goes by again, then run and jump to the next
alcove. The last is the trickiest. Watch the pattern before attempting it, then
run out and jump to the other side. Safe on the other side, head to the final
Checkpoint.

Checkpoint G:

Level 9 has no real Boss Battle, only a puzzle. When you enter the puzzle room,
there are two Baguettes directly ahead. Moving to grab them will trigger several
Hosers and a Birdbrain to attack. The Hosers will regenerate throughout this
puzzle, and you'll have to dodge their snot attack, but the Birdbrain will go
down and stay down. Focus on him first, using Baguettes to drop him.

When he's gone, run past the Hosers to the opposite end of the room. As you run,
note the rows of buttons on the floor. Up a short ramp is a yellow button.
Circle
around behind it, but don't step on it yet. For this next part, you'll need some
good short-term memory. Look up and hop on the button. On the ceiling is a
display of buttons mirroring those on the floor. When you step on the button,
the
pattern you need to proceed flashes for a split second. Memorize it, then head
across the gap and repeat the pattern on the buttons there.

Tip: If you take a lot of damage from Hoser attacks, use Mr. Fizzys. They won't
carry over to the final level.

When you press the correct button, it will turn green and you can proceed. If
you
press the wrong button, you'll have to return up the ramp to retrigger the
puzzle. When you do the puzzle correctly, the hood behind the main button pops
open, revealing the Dimensional Destabilizer. Grab it and head to the
teleporter.

You're zapped back to the phone booth room. A small cutscene plays showing three
Hosers stacked in the phone booth. Each time the door opens, they fire on you
with toxic phlegm. By tossing Pumpernickel into the phone booth, you will take
one of the three down, sending him shooting from the booth. If you have a lot of
Fizzy's, don't be bashful. Get in close and blast Pumpernickel in there. If not,
hang back, avoiding the shots and telegraphing when the door opens. Lob the
Pumpernickel as soon as you see the door move.

After all three Hosers are launched, you will have beaten the level. Kudos, Doc.

Mission 10: Kurt, Max or Dr. Hawkins

The Imperial Palace, Swizzle Firma, 9:01 pm

Final Battle: Zizzy Ballooba

This is it. You can choose one of the three heroes to fight the final battle.
Each of them will have to negotiate through the palace, using their unique
talents to reach and defeat the tyrant Ballooba. Each hero will have to destroy
Zizzy in a different way, but the basic idea is the same. Each boss battle will
be dealt with separately, but read Kurt's section first to learn about Zizzy's
attacks. Good luck, trooper. You'll need a shovel-full.

Kurt

Kurt's trek through the palace is the longest, but he is the most formidable
adversary to engage Zizzy with. You begin outside of the palace. Head right from
the starting place until you reach a high grate above a vent. Float up the draft
and shoot out the grate, alighting on the tunnel you've just made. Do not charge
ahead! The coming hallways call for stealth. From the entrance, face the right
wall. Inch to the left until you see a sliver of the mounted laser cannon. Snipe
it, then strafe left into the hall. Snipe the resting Grunt, the cannon above
him
and the one peeking around the left corner. Pick up the Grenades and the +25
Health, if you need it. Otherwise, come back for it when you've actually taken
damage.

Move down the hall cautiously. As you approach the bend, face the left wall and
inch out. Here is another resting Grunt. Snipe to the skull! Peek around the
next
corner to snipe another laser cannon. Then step into the mouth of the corridor
and snipe the two cannons at the end of the hall. There is a +25 Health at the
bend here. Save it for after the next fight (unless you need it desperately).

At the corner with the Super Chain Gun, face the right wall and creep left.
Snipe
the cannon above, then move the scope down and inch until you see the first of
several Grunts. Keep your position and take out the Grunts as they run into your
line of fire. If one gets around you, return to regular mode and fall back. Then
re-snipe and take them down. There are about eight total Grunts in the hallway,
so repeat the process until they all drop. There are also two more laser
cannons-
one midway and one at the end of the hall. Drop them between Grunts.

Grab the Super Chain Gun and move down the hall. There is a +25 Health just
around the bend. The hallway right after this is stocked with cannons and a
single Grunt. Use the same peeking tactic to take them down without drawing
fire.
When the hall is clear, walk until you see a doorway opening into a large
chamber. Creep along the left wall until you reach the diagonal shadow. Then
switch to Sniper Mode and target the distant Bif standing between the columns.
You should be able to line up a decent belt shot without him seeing you.

When he's fallen, drop down and stay near the wall. Take down the Bif in the
distance to the left with the Sniper scope. If he senses you, switch to the
Super
Chaingun and strafe until he's gone. There is one more Bif near the large door
on
the far left of the room. If you haven't alerted him yet, slip back into Sniper
Mode and drop him. There are Birdbrains patrolling here as well. If you keep
moving, they won't hit you. Before leaving, grab the Cloak from the low back
stairs, then ride the nearby draft up to grab the steaming hunk of pork on the
low walkway that lines the room.

Riding the draft up to the next level will yield a Super Chain Gun. When you've
collected it, head to the opposite end of the room to get a Homing Sniper Shell.
Then move through the huge blue doors that take you to the inner sanctum of the
palace. Immediately to your left is a +50 Health. Grab it, then follow the red-
carpeted hallway, under a couple of large, stone sliding doors. This will bring
you to the main promenade of the palace. There are no enemies here, so you can
book through. Grab the Grenade near the beginning and a +50 Health in a right
alcove a ways down the corridor. Eventually the main corridor will jog to the
left, then the right and you will find yourself in front of a tall set of blue
doors.

Head through into a fountain chamber. Go left until you see a set of gently
curving stairs. Go to the top, then leap to the ledge to the right. Follow the
path until you reach a blue door, then go through. Track ahead through another
blue door. At the end of this hall are a couple of Inviso Grunts. Peek to
trigger
them, then back down the hall and enter Sniper Mode, popping them as you
retreat.
Through the next door, you'll meet up with your old buddies. Time for the fight!

When Kurt Met Zizzy

Zizzy Ballooba is one tough cookie. The fight follows several stages, and you'll
need all of the skills you learned while playing Kurt to take him down. The
floating blob of emperor has several attacks:


Energy Bolts. Ballooba shoots energy bolts from the large staff he carries. The
best way to avoid this is pause as the rod is fired, then strafe when you see
the
bolt. Zizzy is quite accurate with this weapon, so be on your toes. This attack
is signaled when Zizzy drops the staff into fighting position.
Lava Trails. When you see Zizzy slam his staff down on the arena floor, danger
is
headed your way. A series of streaking lava trails emit from the end of the
staff
and dog you around the arena, criss-crossing and bouncing off of the walls. The
original shock wave will not damage you, but if you get by a rivulet of lava,
you'll be hurtin' for certain. The best way to avoid this attack is to strafe
and
jump. If you stay in the same place, the lava trails will ricochet and gang up
on
you. Another way to avoid them is by climbing atop the bases of columns
scattered
around the room.
Tail Whip. If you get too close to the emperor, he will whip you with his tail.
This doesn't do much damage, but will knock you to the floor. It is unlikely you
will get this close to Zizzy. It is best to stick to the perimeter, far away
from
him.
Hypnotizing. Several times during the fight, Mr. Ballooba will float near you,
wiggling his fingers. If he does this, he is about to unleash a hypnotic attack.
If you get hypnotized, the screen will go wonky and you will have difficulty
navigating. The image pitches and rolls, spinning in a hypnotic haze. When you
are hypnotized, stay moving. Lay on the fire button. You can still do damage in
this state, it's just hard to hit anything with much accuracy. To avoid the
whole
mess, simply turn away when Zizzy approaches. After about ten seconds, turn
around and brace for the next attack.
Energy Panel Attack. Zizzy will move to a remote corner of the arena and use his
magical staff to send huge plates of slow-moving energy your way. These are easy
to dodge while strafing. If you get hit with one, it will sap 10 Health points.
Remember to keep shooting as you're dodging. Your bullets will get through the
shields.
The first part of the fight is fairly straightforward. Blast Zizzy until his
energy bar is fully retreated. As with every fight in this game, keep moving at
all times. There are several power-ups around the arena: two Super Chainguns,
+25
Healths (and occasionally +50s), Sniper Mortars, and Sniper Grenades. By far,
your best ally is the Super Chaingun. Having four at the beginning of this fight
will help you immensely, so try to save as many as possible for the fight.

Move around the perimeter, firing on Zizzy and dodging his attacks. You will see
your compatriots here: Max helps you take down the boss and the Doc runs around
dropping power-ups. Make sure you always keep tabs on where the emperor is. If
you have to turn around to avoid hypnotism or collect power-ups, keep peeking at
Zizzy to see what he's up to. Only grab the Health when your meter dips below
75.

It's Not So Much the Heat, It's the Gosh-Darn Humidity

When you dissolve Zizzy's health meter to nothing, his abdomen will open and
suck
you across the room. You'll find yourself amidst the internal organs of the
almighty Ballooba. Once inside, your goal is to take down Zizzy's bits and
pieces. You'll have to contend with some crazy green beings that shoot from
orifices in the floor and track you until they chomp. They get annoying, but it
is inconvenient to try to kill them. While shooting, just strafe back and forth
and hope for the best.

Your first target is the heart directly overhead. Strap on a Super Chaingun and
blast it. Then go for the kidneys above. When these are gone, go into Sniper
Mode
and lob a Sniper Mortar into the hole in each lung. When the lungs are gone, use
your ribbon chute to ride the exposed drafts up to the eyes and brain. This is
difficult, as the green beasties will chomp at you mid-flight. If they bite you,
you'll fall to the floor.

Once atop the jet of air, drift over to the shelf under the eyes. Take one down
and it will fall to join you on the ledge. It's still not gone, though! It will
face you and attempt to blast you will fire bolts from its pupil. Treat it like
a
S.O.D., strafing slightly back and forth while replacing its vitreous humor with
lead. When one is destroyed, focus on the other. When both eyes are done, turn
to
face the brain. Snipe the lock balls that circle the brain and eventually
destroy
it to win the game.

Back to the Old Drawing Board

Sound easy? It would be if Zizzy was content with leaving you inside to chip
away
at his innards. But he won't. Each time you go in, you have a limited amount of
time to get the job done. Don't sweat it. It is almost impossible to take down
Zizzy in one trip indoors. Take out what you can, then prepare for another
external fight.

If you fall or step into any of the openings in Zizzy's viscera (the jet streams
and orifice you enter through), you'll get shot out of Zizzy's body. If you are
fully stocked with health, you are in danger inside the emperor. If you need
some
health, step into an opening to return to the arena, taking your chances with
the
power-ups and the outer Zizzy.

When you are spit back into the arena, it's business as usual. Dodge Zizzy's
attacks and plug him. The first time you return outside, the emperor will have
nearly half his health. The next time, he'll have a quarter. After that, he'll
take very little blasting to get back inside. Each time you return outside,
scope
the room for more power-ups. +25 Health appears compliments of Doc Hawkins.

After a few trips, and some well-placed ammo, Zizzy will fall. Congratulations!
You've beaten the toughest Dreamcast game yet.



-----------------------------------

Max (Hardest)

Max's journey through the palace is a bit more straightforward than Kurt's. He
begins directly in front of his entrance to the fortress. Grab the two Shotguns
and two Rayguns just inside the first door. As you do, the door ahead will slide
open. Head to the back of the next room, snagging the Uzis in the right corner.
Quickly turn around and prepare for a big fight.

As you kill each two baddies, another two will appear. The tactics for all are
the same. Strafe back and forth while filling them full of lead. The order of
enemies is: two Dogan Boys, two more, two Bifs, two Bifs, another two Bifs, and
yet another two Bifs. The best way to take down the Bifs is to focus on one
until
it is dead, then take down the other. The Raygun and Shotgun will keep one Bif
on
the floor at all times. Take advantage of this to make this a short fight.

When the brawl is over, grab the AA and Car Battery and Uzi in the corner.
Through the next door is another AA Battery. Follow the path around to another
AA, then go through the blue door to the fountain room. Head up the stairs and
jump to the right. Find the blue door and go through. At the door before the
boss
fight is a pair of Bifs. Creep to the right until you can see a sliver of the
first, then fire, edging out until you damage him. He will pump some energy
blasts into the wall, but will be unable to hit you, unless you move further
forward. Don't. Stay where you are until he drops, then edge out further and
finish off his buddy. Then head into the boss fight.

Dog Eat Frog

Max's fight with Zizzy resembles Kurt's in many ways. Zizzy has the same
attacks,
and they can be dodged in the same ways discussed in Kurt's section. In Max's
fight, there are guns and Health scattered around the chamber. In addition, snag
the Atomic Jet Pack at the beginning of the battle to have air capabilities.

As with Kurt, plug away with Max until you are sucked inside Zizzy. The object
is
the same. Shoot the internal organs until they burst. The catch with Max is that
the innards require a steady stream of fire to be destroyed, or they regenerate.
To quickly dispose of the heart and kidneys, load up on Gatling Guns and focus
the fire on each single piece until it falls.

Use the Jet Pack to hover above and eliminate the eyes and brain. Once you've
taken down all of the organs, the fight will be over. Go lick yourself. You've
done well.



-----------------------------------

Dr. Hawkins (Easiest)

Dr. Hawkins is a thinker. His foray into the fortress requires brainpower. And a
lot of ladders. From the starting point, head left until you reach a gray anchor
point near the outer wall. Place a ladder there, making your way up several more
anchor points until you reach a parapet.

From here, drop into the palace and equip the Atomic Toaster. Follow the path
until you reach a clearing sporting a Birdbrain and Hoser. Eliminate the
Birdbrain with some toxic toast, pick up the Mr. Fizzy in the corner, then run
through and rejoin the path.

Weave through the Hosers here, collecting Mr. Fizzies and dodging their snot
attacks. Around another corner is a five-pack of Baguettes. There is a Birdbrain
lurking around the next corner. Do not enter the intersection. Instead, target
the Birdbrain through the open corner to the left. You can take him down from
safety through this hole. When the Birdbrain falls, head down the next hall,
past
a Hoser, to collect some Pumpernickel and some Baguettes.

Around the next corner is another BB. Strafe and drop him with the Atomic Toast.
Follow the path to a large blue door. Through it, you'll find yourself at the
top
of the fountain room stairs. Place a ladder on the anchor near the top to get
over to the left.

Head to the blue doors. Just before then entrance to the boss fight, there are a
pair of Spheres. Angle a toast shot off of the right wall to take them down
without putting yourself in danger. Then step to the boss fight, Fluke.

The Doctor is In

The Dr. Hawkins boss fight plays like the other two, until you get inside Zizzy.
Make sure you grab the Leaf Blower from the arena, then take down Zizzy with an
assortment of loaves: mainly Baguettes and regular toast. Save your Pumpernickel
for the innards. The best way to get inside is to use Baguettes to plug Zizzy.
When you run out, switch to regular toast.

When you get inside, you'll have to switch to Hyde Hawkins to do any damage.
There is Plutonium on a ledge near the main orifice. Hop up on the lip of the
hole, then up to the ledge. Drink the Plutonium. Then hop aboard the bubble that
rise from the main hole. Ride it until you reach the heart. Then leap and punch
at the viscera until it bursts. Repeat this process until you destroy both
pieces
of the heart and the kidneys.

When you burst the kidneys, the eyes will drop into the area below. Equip the
Leaf Blower to move the eyes around the squishy floor. Your goal is to maneuver
them into the two holes with vents. They'll eventually find their way there
anyway, but the Leafblower can give them a boost.

When you have positioned both of the eyes into the holes, equip your Atomic
Toaster and aim at the upper third of one of the eyeballs. Your goal is to
deflect shots into the brain. Keep adjusting until you line up a deflection that
does damage. When you see the slider, whoomp on the button. Don't move and don't
worry about the green beasties. Stay where you are and drink Mr. Fizzies. Keep
plugging until you take the meter down to zero.

Sit back, pour yourself an atomic brew and luxuriate in the sweet, sweet ending.

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