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Game Cheats » Sega Dreamcast (DC) » Games Starting with the Letter M » MDK 2 - Strategy Guide (Page 01)

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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