MDK 2 - Strategy Guide (Page 01)
Below are the cheat codes, hints and help for MDK 2 - Strategy Guide (Page 01).
************************************************
* MDK 2 FAQ/WalkThru v6.0 *
* by Professer Revolution *
* This document copyright(c)2000 by the author *
* MDK 2(c)2000 by Interplay *
************************************************
WARNING!
This document is intended for personal use, and may be shared on
the internet provided you have permission from the author, proper
credit is given, and it isn't changed in any way. This document may
not be printed in a magazine or any other for-profit publication,
this document may not be used as incentive to buy a product. And
above all, don't steal info from this FAQ and call it your own.
Codes and Secrects appear courtesy of Cheat CC and Cheat Codes 2000
and are used with permission
This document can be found at the following sites:
vgstrategies.about.com
Also checkout the Interplay boards for MDK 2 at:
Take a gander at Don's MDK2 Page with maps and links:
================
Revision History
================
v6.0--Fixed some of the layout
-Updated E-Mail address
FINAL-URL for 9B map updated
-Don's site added
-E-Mail address updated
v5.0--Level 10 with Max added to WalkThru
-WalkThru is done!
-Added Zizzy tips from IBF and doninss
-Added a quick tip for 9B from Mr. Poopy Face
-Mr. Poopy Face added to Thank You's
v4.5--Level 10 with Kurt added to WalkThru
-Revamped the Level 10 section
-Added tips from IBF for tons of sections
-IBF(Interplay Boards Folk) added to Thank You's
v4.0--Level 9 added to WalkThru
-Level 10 with Dr. Hawkins added to WalkThru
-Link to map of 9B added from doninss
-doninss added to Thank You's
v3.9--Last quickie before the big update(I Promise!)
-Added a Game Play tip from Psycho Kirby
-Psycho Kirby 13 added to Thanks You's
-Added proper credit for the secret in 8C
-Added a secret for 7A from BLKBRDxx
-BLKBRDxx added to Thank You's
-Added tips for 1A and 1C from Roman
-Roman added to Thank You's
-Added to "Sites" list
-Next Revision updated
v3.5--Another quickie
-Added secrets for 5A, 7E, and 8C from Greg Gonnerman
-Added Greg Gonnerman to Thank You section
-Updated Next Revision
v3.1--Just a quickie
-Added tips for 3E,4A,4B from Segacide
-Added Segacide to Thank You's
-Added web addy for Cheat Codes 2000
-fixed up the right margin space a bit
-updated Next Revision section
v3.0--Level 8 added to WalkThru
-Thank You section added
-Correct description of Black Hole Grenade added
-Added tips for 4A,4B,4C,and 7C from Justumaru
-Added bomb diagram for 6D from Mason Jackson
-Added tips for 7E from Don and RSilverRam
-Put level indicators by the Checkpoints
-Updated Next Revision and numbering of sections
v2.0--Level 7 added to the WalkThru
v1.0--Levels 1-6 are in the WalkThru
-Introduction section added
-Controls added
-Weapon/Item Description added
-Some Gameplay Tips added
=======================================================================
CONTENTS
=======================================================================
1.Introduction
2.Controls
3.Weapon/Item Description
4.Gameplay Tips
5.Game WalkThru
6.Secrets
7.Next Revision
8.About the Author
========================================================================
1. INTRODUCTION
========================================================================
MDK 2 is the BioWare developed continuation of the original MDK
game by Shiny. It features Kurt Hectic, the hero of the original,
but also lets you play as Dr. Hawkins the scientist and Max, Dr. H's
dog with 6 legs. The game is a mix of action, shooting, and puzzle
solving and is one of the best games available for the Dreamcast. The
graphics are outstanding, though a little rough around the edges in
some places, the sound is superb, and the control is tight and
responsive. MDK 2 also has it's share of difficulty , but it's nothing
overwhelming.
This type of game reminds of me of the olds NES days when games like
Astarax and the like were the norm, updated for the current generation
of systems.
------------
MDK 2 STATS
------------
Released: April 2nd, 2000
Rated T(Teen)
1 Player only
VMS use: ? blocks
VGA cord compatible
Jump Pack compatible
========================================================================
2. CONTROL
========================================================================
MDK 2 uses a unique control scheme that fits the game very well. While
each character has their own little control types and variences, this
is the general control scheme.
Analog Stick: Look around
D-Pad: See character controls
Y Button: Move forward
X Button: Strafe left
B Button: Strafe right
A Button: Move backwards
L Trigger: Jump
R Trigger: See character controls
---------------
Kurt's Controls
---------------
D-Pad Left/Right: Select items
D-Pad Up: Use selected item
D-Pad Down: Enter Sniper Mode(see below)
In Sniper Mode:
Y Button: Zoom in
A Button: Zoom out
X Button: Strafe left
B Button: Strafe right
D-pad Left/Right: Select ammo
D-Pad Down: Exit Sniper Mode
R Trigger: Fire
While in Sniper Mode you're available ammo is displayed along the left
side of the screen, your field of view is in the center with crosshairs,
and a display of your position is shown in the top right. When you fire,
the display will track the last bullet you fired.
--------------
Max's Controls
--------------
D-Pad Left/Right: Select weapons(shown on the bottom of the screen)
D-Pad Up: Activate selected weapon
D-Pad Down: Deactivate selected weapon
R Trigger: Fire
Max can only have four active weapons at any one time, when a weapon
runs out of ammo Max automatically tosses it away. Max will always have
his Magnum with infinite ammo, so you'll never be totally unarmed.
---------------------
Dr. Hawkins' Controls
---------------------
D-Pad Up/Down: Scroll through available items
D-Pad Left: Select item to hold in Left hand
D-Pad Right: Select item to hold in Right hand
R Trigger: Combine items in Right and Left hands
Dr Hawkins' levels are more puzzle oriented than Max's or Kurt's. While
playing as Dr. Hawkins you want to pick up every item you can(they have
a "glow" effect around them) and use them in some manner. Items you pick
up are placed in either the left or right hand column. Use the D-Pad to
move up and down the columns, then hit left on it to equip the
highlighted item on the left side in the left hand, and right to do so
in the right hand. Some items, such as food, can be "used" on their own
by hitting left or right twice when it's highlighted.
Some items can be combined by pressing the R Trigger. Some examples are:
Toaster+Loaf= Piece of Toast
Duct Tape+Cord= Ladder
Ditry Towels+The Sauce= Molitov
=======================================================================
3. WEAPON/ITEM DESCRIPTION
=======================================================================
You'll come across various weapons and items while playing MDK2, this
section describes those. Please note that there are some weapons and
items that aren't here yet, but they'll be added as I come across them
in the game. Also note that as of now, I don't have any plans to list
all of the items available for the Doctor yet, maybe after a couple more
revisions. For some of the basic items I've just used the decription
from the manual.
------------------------
Kurt's Weapons and Items
------------------------
Grenade
The Basic Grenade, thrown at enemies to create concussive damage. The
higher the angle you throw the Grenade, the further it travels. You can
be hurt by your own Grenades. Not very powerful.
Black Hole Grenade
A very cool item, throwing the Blackhole Grenade slows down the game
for a couple seconds, then causes a Black Hole to open and suck in
anything nearby. Then it explodes. (Thanks to Justumaru)
Super Chaingun
An upgrade to Kurt's basic chaingun. The Super Chaingun is more
powerful but you only have a limited amount of bullets(500 or so).
Usually it's best to save the Super Chaingun for when it's really
needed.
Laser Chaingun
More powerful than the Super Chaingun but not as accurate. Best used
on larger enemies
Dummy Decoy
An item from the original. A wind-up dummy of you(replete with bad
drawing) that distracts the aliens so they'll leave you alone, making
them easy pickins'. Lasts a short time
Cloak
Using the cloak renders Kurt invisible to the Aliens so he can sneak
around unseen. Again, it's best to save this item for when it's really
needed.
Apples and Meat
Apples are worth 25 Health and the Meat is worth 50 points. Kurt can
have a maximum of 100 Health points
SNIPER ITEMS
Sniper Bullet
Your basic sniper bullet, infinite supply
Homing Bullet
Tracks it's target, but can get confused if there's more than one
target nearby.
Sniper Mortar
A mortar shell that travels in an arc, like a mortar shell^_^, and
explodes after a short while.
Sniper Grenade
Flys like a regular bullet but explodes like a Grenade upon impact
Bouncing Bullet
Ricochets off walls to hit it's target
Sniper Shield
Shields you from damage for a short amount of time, there are 3 levels
to the shield represented by 3 layers on your Sniper Screen.
-----------------------
Max's Weapons and Items
-----------------------
Magnum
The Magnum is the least powerful of the guns, and fires relatively
slow. Max has a special Magnum that never runs out of ammo
Uzi
Fully automatic and fires very fast. Second only to the Gatling Gun
in speed
Shotgun
Slow but very powerful
Gatling Gun
Very powerful and very fast, Max's best weapon
Ray Gun
Like the Laser Gun that Kurt gets, fires at a higher rate though
Guided Missles
Only shoots 1 Rocket at a time, but it will track and chase nearby
enemies, doesn't work on bosses.
AA and Car Batteries
AA Batteries are worth 25 points and Car Batteries are worth 100. Max
can have a maximum of 200 health points
=======================================================================
4. GAMEPLAY TIPS
=======================================================================
1.Utilize the "Circle Strafe" Technique
Circle strafing is the easiest and most effective way to defeat
enemies in the game. To circle strafe, strafe to the left or right while
tapping the opposite direction(and firing of course^_^) to keep the enemy
centered in your screen. Learning this technique is essential to playing
the game.
I refer to this as the CST throughout the WalkThru, so if you see:
"Use CST to defeat the enemy" that means Circle Strafing
2. Easy way to kill Bifs and Bottrocks(from Psycho Kirby 13)
To kill Biffs with one shot, face them(making sure they don't see you),
and go into Snipe Mode. Look at his belt, and in the center of it,
there's a slightly bigger section. Wait for it to open and you'll see an
eye. Shoot it, and he's dead instantly. With Bottrocks, shoot them in the
head while in snipe mode. That'll instantly kill him.
========================================================================
5. GAME WALKTHRU
========================================================================
MDK 2 picks up about 2 minutes or so after the crew has returned to the
Jim Dandy after the first game. Usually you progress by playing a level
with Kurt, then Max, then Dr. Hawkins. Much like the first game, each
level is composed of a number of rooms divided by hallways, there are
frequent checkpoints where your position is saved automatically. This
WalkThru is broken up into Levels and then the Checkpoints within the
Levels.
-------
LEVEL 1
-------
KURT
*You start out riding the energy stream down to the Minecrawler, much
like in the first game only you don't get any items or anything on the
way down. Just avoid everything^_^ The laser blasts are easy to avoid,
but the missles can track you so move around alot. This is pretty easy
and was one of the best parts of the first game(where you did it before
each level).
==Level 1,Checkpoint A==
*Do what the Doctor tells you and get used to the controls, gameplay etc
then exit the room and go through the long tunnel.
*In the next room, snipe the target the alien is holding through the
small opening in the barrier, the barrier will fall. Use the CST to take
out the alien and go through another tunnel.
*In this room, your first target should be the Alien Spawner down to the
left, then the leftover Bottrocks. You can ride the floating platforms
for life if needed. To exit snipe the lockball near where the Spawner
used to be, then rise to the exit by floating in the updraft of the fan.
From Roman:
*Now directly behind where the key/globe was there is a hole or duct in
the wall that you can get into (usually by riding the fan and floating
down into it). Inside you'll see 9 boxes. Snipe/shoot these and you'll
find(10)grenades, (10)sniper grenades, and a cloak. There are also two
50% healths.
*The next tunnel has some Alien Orbs in it so take them out and proceed.
==Level 1,Checkpoint B==
*There's 2 Bottrocks and an Orb in this room, as well as some Grenades
and Health in the corners. Take out the enemies then snipe the lockball
to move on.
*Just around the right bend of the tunnel are a couple Laser Guns, you
have to snipe them to take them out. It's possible to get in a position
where you can see them but they can't see you. Just face the guns and
slowly strafe till they come into view and shoot, be sure to strafe left
and right to dodge their fire.
*In the next room, grag the cloak and use it right away. Run to the
steps on the other side of the room keeping close to the left side wall
so you run into the Super Chaingun(save it!). Go up the steps and
backtrack along the higher ledge till you come to a small hole in the
wall, snipe the lockball inside and run back to the exit.
*The tunnel has an Orb and Lasergun in it.
*Blast the Orbs from the entrance in the next room, there are two. Then
snipe the 4 lockballs you can see from the entrance platform(3 on the
left and 1 on the right)then strafe a bit to the right and snipe the
lockball at the opposite end of the room, then take out the Laser Gun
directly under the platform, and finally, hit the last lockball at the
bottom of the room to start the fan. Drop down and collect the Homing
Sniper Shells and follow the curling path back up to the fan, jump over
to the fan, and float upwards into the long tunnel
==Level 1,Checkpoint C==
*Grab the Sniper Mortar(and 25 Health if needed). You have to get a
mortar shell in the open space on top of the next 3 platforms to proceed.
Alien ships will buzz by occasionally, firing at you. So be wary of them
while lining up your shot.
*For the first one, stand at the edge of the platform you're on and enter
SniperMode. Center on the piece of tunnel that's over all of the platforms
and aim about 3 inches or so above it. Watch the Display in the top right
corner to see where your shell goes and adjust accordingly if you miss
(Don't worry about running out of ammo, you get more when needed). Once
the barrier is gone, 2 aliens will appear, you can take them out from
your current position or jump and glide over to the 1st platform and get
up close and dirty.
*Once you're on the first platform, go to the very edge and enter Sniper
Mode, aim about 3 inches or so above the top of the opening in the next
platform's barrier. Once the barrier is gone, you can take out the
aliens from you current place again,then use the fan to get a lift and
float over to the 2nd platform. Again, go to the very edge of this one
and enter Sniper Mode, aim roughly 2 inches above the next platform's
barrier opening and fire. No aliens come on the is one though. Use the
fan to get the height needed to make it over to the 3rd platform.
*From this platform, jump and float over to the structure on your left
and run around to the door and enter the steep tunnel. There are a few
Laser Guns in here. The 1st is near the center of the tunnel right at
the beginning. the 2nd is just after the slight right curve, and the 3rd
is on the right as the tunnel starts to descend. Exit the door and jump
over to the platform with the fan that's a bit to the left. Float up the
long tunnel and prepare for a Boss Fight.
From Roman:
*Ride the fan up and float over onto the tube/tunnel that you just had to
go through, and you'll find a Black Hole Grenade. (I haven't been able to
utilize it quite yet, but there is one there.) Now ribbon chute back to
the fan platform and ride the fan up to the boss.
==Level 1,Checkpoint D==
Boss
This boss may seem overwhelming at first, but it's really very easy once
you know the trick. Also, to make the fight a bit easier stay at the back
of the area to keep the aliens from bugging you. To defeat this Boss, you
have to snipe the first 4 lockballs near the center of the Boss, then
another lockball in the center, and then you have to hit the actual pilot
of the ship 3 or 4 times to get him out of the ship. Finally, you have to
fight the pilot up close style.
*Once the little cutscene ends, enter Sniper Mode and wait for the 4
lockballs to appear, center on one while they're still inactive, then
fire on one as soon as they activate. Now, stay in Sniper Mode even as
everything around you blows up, you just have to strafe left and right
while you center on the remaining lockballs. You have to hit the first
4, then the boss will stop firing for a few seconds as it's next layer
opens up. There's only one lockball this time, but the boss starts
shooting before it activates, again just strafe left and right as you
aim up your shot on the ball. After you've hit this lockball, the pilot
is open to exposure. Using the same method, shoot the boss 3 or 4 times
to shut down the machine and eject the boss.
*Now you have to confront the boss up close, like a regular enemy. The
items that will make this much easier are the Super Chaingun(that's why
you saved it) and the Dummy Decoy. Use the Super Chaingun, and once the
Boss lands near you, throw out the Decoy and he'll go after it. Then just
unload on him with the Super Chaingun till he's dead. If the Decoy runs
out you should still be ahead enough on energy to take a couple hits and
still kill the boss.
-----------------------------------------
LEVEL 2-Alien Orbiter,Earth Orbit 10:10am
-----------------------------------------
MAX
The first thing you'll have to do is pilot your torpedo through some
asteroids to make it to the enemy ship. You can use the Analog Stick,
D-Pad, or Y and A buttons to move up and down. I find the buttons are
the most repsonsive.
==Level 2,Checkpoint A==
*Listen to the Doctor
*Shoot out the left wall to go to a room with a Shotgun and 4 aliens
inside. The right wall leads to a room with an Uzi, Magnum, and an enemy
Bif. Shooting at the window washers causes them to fall, heheh.
From doninss:
you didn't mention the car batt. in one of the hidden rooms.(one with the
bifs i think)
*To advance, shoot out the front wall(with your ship crashed into it)
and then shoot the lock off of the next door to open it. Watch out for
the little aliens that come at you quickly in the tunnel.
*In the next toom, grab the guns you need first, then blast out one of
the glass sides and destroy the thing on the ceiling inside the room
where the aliens are walking to, then repeat with the next side. After
that, exit through the newly opened area, shoot the lock off the door
and run through the tunnel to Checkpoint B.
==Level 2,Checkpoint B==
*In this part, just run and shoot the walls that block your way and avoid
fighting the individual enemies, they just keep coming so it's not worth
it. Shoot the lock off the door and enter the tunnel, watch out for the
4 Laser Guns along the tunnel.
*In the big room you want to take out the 3 Alien Spawners. There's one
directly across from the entrance, and two more way to the right side of
the room. The Spawners are in little "bunkers" so look for them. Once
they're gone, pick up the guns you need then go through the tunnel and
shoot the lock on the other end of the tunnel and proceed.
==Level 2,Checkpoint C==
*Grab the Jetpack and walk near the Gas Pump to fill it to 100. If you
need a gun or health, go to the doors on the left and right with the ?'s
behind them. There's a Magnum and AA Battery. You probably should practice
hovering at this Gas Pump since you'll need to know how later. To hover,
just tap L while in the air to stay near the Gas Pump.
*Fly up to the Orange part of the ceiling and when it opens, land on the
outer blue edge of the next level and take out 4 Laser Guns in this part
to open the next level up. There's 3 levels like this, with 4 Laser Guns
each, where you have to hit all 4 of the Laser Guns to advance. After
you've gone through the 3 levels, I recommend dropping down and refilling
on fuel before advancing to the next part.
*After the initial 3 levels of Laser Guns, you have to fly up to another
large room like the first one but without any floor in the middle. You
should fly all the way up to the platform in the center and take out the
two Bifs first, then turn your attention to the Alien Spawners and aliens
below, and take them out one at a timeto make it easier.
*Once all the enemies in the room are gone, drop down to the platform
with the Gas Pump and refill. If you need guns, go to the other platforms.
Then,fly up through the orange section and get ready for the next set of
3 levels of 4 Laser Guns. Go through them the same way as before.
*After these 3 levels of Laser Guns, refill and fly up to one of the
ledges in the top room. 2 have doors with ?'s behind them(Magnum,AA
Battery) and the 3rd has the exit. Shoot the lock off and go through the
tunnel, after the second door there's 5 or so Laser Guns waiting.
*Collect the guns and AA Battery at the entrance and get ready for
another "run-n-shoot" experience. The only enemy you have to worry about
is the Bif in the center of the room, kill it but don't worry about any
others. Shoot the lock off of the door and run through the tunnel.
==Level 2,Checkpoint D==
*This next section involves some jumping and you even get an audience in
the form of some aliens in a protected ship, they gasp when you jump,
cheer when you make it and boo if you miss. There's a couple more doors
with ?'s that give you health on the bottom floor if needed.
*Wait for the lowest platform to come down and jump on it, the alien
ship will kind of tell you where the next platform is going to be. Just
wait for the two platforms to get near level, then jump across to the
next, there's about 6 in all.
*Once you get to the last moving platform in this part you'll have to
jump across to a floating Gas Pump and hover there as it fills your
JetPack. Jump over to it and as soon as your Jetpack starts filling,
release the Y and L buttons till you start to fall, then hold L again
for a second and repeat until you're full. Then fly up to the orange
section of the roof and get ready to blast some more Laser Guns. The
first level also has a floating Gas Pump in the center you can use.
*There's 3 levels of blasting Laser Guns, then fill up on fuel to make
it to the top room. Once there, the Checkpoint is on one of the 3
platforms and the others have doors with ?'s that each hold a Magnum.
==Level 2,Checkpoint E==
Boss Fight
The tunnel before the boss has about 6 Laser Guns in it so take them
out on your way by strafing left and right as you shoot them.
*Inside the Boss room there's weapons and health on the outer edges, and
a Gas Pump on the floor. Be sure to refill on what you need as you fight
this boss.
To kill the Boss:
1.Shoot all the glowing parts
2.Shoot at the main part of the boss, it's broken up into 5 parts
3.Shoot at the boss, now just a glowing orb
4.Shoot at the smaller boss until it's dead
To Begin you have to blast all the glowing spots on the boss to get rid
of them, they fire out tracking fireballs. Once a glowing spot is gone,
light shines from it and can hurt you. When all the glowing spots are
gone you have to shoot the main part of the boss itself and break off
the "plates" there's about 5 different sections in all. Then blast the
exposed Boss. All this time the boss will be spinning in a few different
patterns. It'll spin with beams travelling vertically, making their way
across the whole chamber. It'll spin the beams horizontally either just
above the outer ledges or directly on them. You can't really avoid the
vertical spinning beams of light, but you can stay out of the way of the
horizontal ones. If they're above you, just stay on an outer ledge and
blast away, if they're lined up with the outer ledges then use the Jetpack
to float in the safe area between the beams.
After you've taken down the exposed boss, it turns into a small star or
something and shoots light everywhere, but only the solid beams hurt you.
Don't bother dodging the beams when it's at this stage, just shoot it till
it's dead.
-------------------------------------------
LEVEL 3-The Jim Dandy, Earth Orbit 10:42am
-------------------------------------------
DR. HAWKINS
==Level 3,Checkpoint A==
*Listen to the computer
*Grab the 2 MR. FIZZY in the fridge, go left behind the bar and grab the
DIRTY TOWELS and the 3 THE SAUCE, then go through the double doors and
the hall till you come to a room with 3 doors.
*Go to the middle door(The Lavatory) and get the two other DIRTY TOWELS
and combine them with the 3 THE SAUCE to get 3 MOLOTOV. Then go to the
stall and take a pitstop, heh. After the "incident" collect the PIPES
where the water is leaking, and the HAND DRYER. Wash your hands, then
leave.
*Go to the door on the right when you come out(The Bridge). Get the
DUCT TAPE and leave.
*Combine the PIPES and HAND DRYER to make the LEAF BLOWER and use it.
Then go to the door across the way(The Lounge).
*In The Lounge, use the LEAF BLOWER, by pressing the R Trigger, to blow
the aliens to the back of the green hallway and near the Venus Fly Trap.
Keep using the blower till they're all eaten.
*After all the aliens are gone, head towards the door and the plant will
thank you by upgrading your toaster. You can now use the ATOMIC TOASTER
and LOAF to shoot enemies.
==Level 3,Checkpoint B==
*Walk out on the beam in front of you, jump over to the left beam. Look
down to the left and fall to the pipe, then turn and face the big central
pipe and look down to the left, you'll see a leak in the big pipe.
*Fall down to the girder next to the leak and use the DUCT TAPE to patch
it up. Jump down to the floor and grab the CORD that's plugged into the
pipe. Combine the PIPES and CORD to make the LADDER, then use the Ladder
while standing on the glowing square that's near the patched up leak.
*From the pipe you're on, drop back down to the glowing square that's on
the girder(just above the 1st square) and use the LADDER on it. Then walk
to the opening at the edge of the room and go through it to the next room
*In this next area, walk onto the short girder and jump to the one with
the glowing square and use the LADDER. From the large pipe, jump to the
nearby girder then drop down to the lower one and head left. Use the
short girders you come upon to jump up to the the next opening and go
through it
From IBF:
*shortcut, instead of using the ladder out in the large circular area after
the duct tape room, step down(towards the center) turn left, aim for the
beam below, run off and you'll land on the beam. go to the end, make the
jumps up to the door. drop down to the checkpoint. (bypasses the room with
3 poopsies and the tough jumps)
*This room has some aliens in it, so put the ATOMIC TOASTER in your
left hand and the LOAF in your right so you'll have something to hit
them with. Face the opening into the room and strafe left till you see
the first alien, he's a bit to the left in the room. Hit him with the
Atomic Toast shots and strafe right away form the opening to avoid his
shots when needed. The 2nd Alien is a little higher and on the opposite
side of the room, use the same method to destroy it. The 3rd, and last,
alien is just to the right of the opening and up high.
*From the first girder, jump to the short girder on the right, then to
the one ones on the left to the next set of 4 long girders, jump to the
outer part of the room and walk around to the opening in the wall.
*Next area, walk on the small girder, carefully drop down to the long
girder directly below, then head left and jump up to the next opening
on the right.
==Level 3,Checkpoint C==
*On the outer edge of the room walk to the right side and jump up on the
small girder then jump to the one on the right protruding from the
central pipe. Then turn around and jump to the next one behind you, then
to the next one on the left. Wait for the elevator to come down and jump
onto it.
*From the elevator(when it rises), jump to the pipe on the left and go
to the opening. In the next area, drop on to the short girder and
carefully jump to the longer one in front of it. Head left to the glowing
square and use the LADDER, then on the next girder carefully drop down to
the small girder by the opening.
*Walk around to the opposite side of the next room and go through the
door.
==Level 3,Checkpoint D==
*Go to the hall on the left in the big room, walk up the hall to the
smaller room and grab the lighter and fishbowl, then head back down to
the big room below. For some quick, but deadly, fun light one of the
rockets' fuses..heheh
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