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Game Cheats » Sega Dreamcast (DC) » Games Starting with the Letter M » MDK 2 - Strategy Guide (Page 02)

MDK 2 - Strategy Guide (Page 02)

Below are the cheat codes, hints and help for MDK 2 - Strategy Guide (Page 02).

*Use the fishbowl on the small crate and you'll take control of 
"Chuckleberry Finn" the fish. 
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Analog Stick moves you up,down,left,right
Y Button moves you forward slowly
L and R Triggers give you a burst of speed, but you have to rest after 
each one

*Just follow the right wall the whole way through until you come to the 
goal, if you die at any point be sure to check behind you as sometimes 
you start out at the end of the maze but facing the other way.
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From IBF:

hidden room, after regaining control of the doc,(after chuck finn finds 
the red buttton underwater) hug the right wall, there is a hallway where 
the security door met the wall. (2 fizzes, 3 molotovs) the fizzes come in 
handy for 3e.

*The far wall of the big room will now be open and a bunch of aliens lie 
in wait, use MOLITOVS(combine them with the lighter) and the ATOMIC 
TOASTER to destroy the Alien Spawner and clear out the remaining aliens. 
Then get on the elevator and make your way to the door.

==Level 3,Checkpoint E==

*First, take out the Bif using the Circle Strafe technique and the 
ATOMIC TOASTER

*Head to the other end of the room and hit the big switch to open the 
doors that lead onto the bridge. Once you get the MAGNET in your 
inventory combine it with the DUCT TAPE, then use the FISHBOWL.

*Walk to the open doors and turn to the right to see the alien spaceship, 
it will fire huge rockets at you as you make your way across the bridge
(which spells out Jim Dandy). The best way to avoid the shots is to strafe 
left and move forward and backward as necessary. You want to have as much 
energy as possible for the upcoming Boss fight. Make your way to the doors 
across the bridge and head right to the set of double doors.

From Segacide:

It's easier to just walk in diagonals alternating forward and left and right. 
The ship fires at your last position, so when it fires, simply change 
direction.

==Level 3,Checkpoint F==
Boss Fight

This boss a few energy draining attacks, such as:

-Drops huge bombs that bounce around
-"Left Brain Attack" pieces of his brain follow you around
-"Right Brain Attack" a wave of energy makes it's way across the floor

*To defeat this boss you have to hit the big switches on opposite sides 
of the room and then step on the red button when he's near the energy 
stream.

Tips:

-Pick up the Mr. Fizzy near the entrace
-You have to time your jump over the "Right Brain Attack" almost 
 perfectly, when you hear him say this attack, turn to where he is and 
 wait to jump over the wave
-When you hear "Left Brain Attack" start jumping like crazy, and jump in 
 different directions until the brain pieces explode
-Use the Teleporter on the entrance side of the room whenever you can


------------------------------------------
LEVEL 4-Alien Orbiter, Earth Orbit 11:50am
------------------------------------------
KURT
==Level 4,Checkpoint A==

*Turn around and grab the Sniper Shield, then shoot out the window.

*Go into Sniper Mode and activate the Sniper Shield, then search for the 
Bifs in the wide open area. Take out as many as you can before the Sniper 
Shield runs out, then exit Sniper Mode and utilize CST to take the rest 
down, you want to only have 1 or 2 left by the time the shield runs out. 
In the open area grab the Super Chaingun along the left wall and the 50 
Health in the far left corner if needed. Shoot out the window on the other 
end of the open area and head into the tunnel

From Segacide:

*Go into sniper mode first, use the shield, target a Bif then snipe out 
the window and continue sniping while still in the cell. The flying enemies 
are easily avoided by strafing. Continue shooting to kill both of the two 
Bifs up front, then turn left to snipe the one in the back corner.  Go back 
to the left of where your cell was and get the bombs behind the girder, run 
to the chain gun then the ham. Then continue to the exit window

From Justumaru:

*After the first room with the Biffs , while falling, land on the first 
engine. Now, leap over to the second, but hang to the left to get a 
Cloak. Then, quickly swoop over to the right and enter the second engine 
from behind for a Grenade, a Decoy, and a Black Hole Grenade! I usually 
use the cloak and snipe the generator and lockball, then run out of the 
room.

*In the next room you should snipe as many of the floating Alien orbs
(not the lockball ones) as you can from afar, it will make the next part 
much easier.

*Go to the center area and snipe the lockball under the middle platform 
to activate the updraft.

*Float up the updraft to the next ledge, find the 4 balls that are close 
to each other and lead to another fan platform. Snipe the 4 balls
(starting with the closest)and quickly leap across all 4 to the fan 
platform to activate the lockball under the platform. Then snipe the 
closest lockball, jump to it and quickly snipe the lockball under the 
platform to activate it, then jump back over to it.

*Use the Fan to jump up to the nearby ledge just above you(against the 
wall) and look up to the set of 3 lockballs leading to a 3rd fan 
platform. To activate the lockball under the 3rd platform you have to 
land on all 3 of the blue temporary platforms that appear when a lockball 
is sniped. The easiest way to do this in my opinion is to Snipe 1 or 2 
of the lockballs and quickly jump into the updraft, then use the platform 
that is still active when you make it up there to jump over to the 3rd 
fan. Then, once you are on the fan, turn and snipe the 3 lockballs in 
order and jump on all 3 blue platforms and float back down to the last 
ledge you were on. Then, snipe the now-activated lockball under the 3rd 
fan and use the same method as before to get back up to it.

*From the 3rd fan platform, float up to the next center ledge and follow 
the path to the door.

==Level 4,Checkpoint B==

*Think of the Lockballs in this next section as little fans, they give 
you a boost when you float over them. You must use these lockballs to 
make it up the cylindrical room to the exit. Watch out for the Alien Orb 
at the very top, it will shoot at you and you can't hit it until you're 
on the 3rd platform or so.

*From the entrance, glide over to the first ledge then snipe one of the 
lockballs at eye level, and another one just a bit higher. The distance 
between the platform you're on and the next one up isn't as great as it 
is for the next few platforms.

*Float up to the next ledge and snipe the frozen lockballs to get them 
moving again. On this ledge, snipe the closest of the 3 so it's the 
lowest(low enough so you can jump over it but not too low), then the 
left one should be next and the right one(closest to the next ledge) 
should be the highest. Then jump and float over the first, to the 2nd, 
and finally the 3rd and onto the ledge. This part is kinda tricky but 
keep trying till you get it.

*From this ledge you should be able to shoot the Alien Orb and get it 
out of your life, then continue using the 3 lockballs to advance up the 
room. The closest lowest, then the one on the right, then the one on the 
left highest.

*One more to go! This time the order should be right, center, then left 
lockball the highest. Use them to float up to the exit on the left. 
There's a 25 Health above the exit as well.

*In the tunnel there's 4 laser guns past the door, get somewhat close to 
the door and snipe them as you strafe left and right. Take out the 
closest first and then on back. The next part gets a bit tough, so get 
ready.

*After the tunnel you come to a room with a couple Bifs and some 
grenades. Jump down and use CST to take out the first Bif, you want to 
stay away from the center of the room or the Bif's shots from above will 
nail you so stay to the left of the room, under the ledge the 2nd Bif is 
on.

From Justumaru:

*A secret room is accessable if you kill the biffs near the stage BEFORE 
you drop down, then chute to the elevated platform. I don't know what you 
get, but you get some stuff. 

From Segacide:

*Here's the easy way: Run into the room with the black hole bomb, throw it 
to your diagonal left and !RUN! back to the door. after about 30 seconds 
the bomb will be over and both Bifs should be dead. Sometimes one or both 
survive, just go into snipe mode while still on the ledge (use a shield)! 
and take them out, or lob a whole lotta bombs down at him. Now parachute 
to your right and on the platform, it's an updraft and ride it up then to 
the ledge where the Bif was. You end up behind the theater where you 
collect bouncing bombs and apples. Leave quick because the enemies on stage 
will be able to hit you without you being able to hit back. Now run down 
and through the tunnel underneath where you exit, take out the enemies then 
dance and kill the audience. Then run back to the dark room with secret 
doors to get "lifted-up"

*Once the Bif on the floor is gone you can deal with the 2nd Bif above 
rather easily. Look up and fire until you start to hit it(it's energy bar 
shows up), then stay in that position. When the Bif fires wait until the 
shot starts to descend, then strafe left or right, the shot should hit the 
floor right next to you but not damage you at all. Just keep doing this 
until the Bif is dead.

*Once the Bifs are gone head to the door on the right side of the room, 
there's a 25 Health inside the next room. The room will turn black and a 
bunch of doors will appear. Look for the door with the little section of 
wall lighted above it, then go to the door that's directly right of it, 
all the others are boxing glove traps. The wall will explode and reveal 
a short tunnel with some Health inside, the tunnel leads back to the 
first room where the Bifs were.

*Now head over to the other door on the left side of this big room. In 
this room you have to deal with a Bif, a Bottrock, a Conehead, and a 
seemingly invincible robot. There are a couple ways to go about handling 
this room. First, you can try to take out the "invincible" robot quickly 
since it can be a nuisance. To do this you should enter Sniper Mode right 
at the entrance of the room and try to snipe the orb with the green 
sparks inside. You'll probably take some damage this way, but it's worth 
it. The other way to handle this room is to leave the robot until all the 
other enemies are gone, but if you do you'll still have to knock it down 
from time to time as you take out the other baddies. Either way, this is 
the order in which you should take out the other enemies. The Conehead 
should be first, then the Bottrock, then finally the Bif. Rush into the 
room to get closer to the enemies, since it's easier to dodge their shots 
that way(especially the Bif's) and once inside DON'T STOP MOVING! You'll 
have to be pretty nimble to dance around the barrage of shots and still 
center on the enemy you're currently going after. Once all the enemies are 
gone and you've taken care of the robot, head to the stage and you'll be 
ordered to "DANCE!" just hit directions and stuff until the 3 Bottrocks 
get fed up with you and break through the shield to attack you. Once 
they're gone go through the newly opened door at the back of the stage.

*In this next room there's 3 Spawners like in Max's stage, you can take 
them out if you want or just run through to the door on the far right 
end of the room.

==Level 4,Checkpoint C==

*Quite honestly, this room SUCKS! You're probably low on health after 
going through the last Checkpoint, but you'll have to run through a room 
with 3 Bifs to continue. Total bummer. I suggest going through the middle, 
around the little "volcano" and then run like hell to the door on the 
other end while strafing left and right. Just keep trying and you'll get 
it, there may be an easier solution I'm not seeing for this room, but I 
don't know.

From Justumaru:

*I tend to used the wall as cover while i snipe the Biffs. If you strafe 
behind the wall, the shots will probally not hit you. OR, you could use 
the Black Hole Grenade... Once the Biffs die, jump, INTO the volcano and 
open your chute. Hot air rises, buddy boy. SECRET ROOM! Grenades and 50 
health!

*In the next area there are Laser Guns under each of the four pieces of 
tunnel around the top of the room, including the one you're in. The first 
one you have to deal with is the one under the opposite piece of pipe, 
enter Sniper Mode and zoom in to take it out with a few hits. Then do 
the same for the one on the left, and then the one under the right tunnel. 
Use the good ol' strafe-shoot-strafe method  to take these guns out with 
minimal damage to you. 

*There's still the Laser Gun under the tunnel you're in to deal with, 
but you have to handle the two Bifs in the lower part of the room first. 
The first one you can shoot from the tunnel and the 2nd you'll have to 
drop into the room to get at. For the first, stand at the edge of the 
tunnel and blast away, the Bif's shots should hit the bottom of the 
tunnel instead of you, if you are getting hit then back up a bit. 
Dealing with the 2nd Bif is harder, but can be done easily with a little 
positioning. Drop down into the room and into the little "bowl" area(but 
not the lowest level with the lockball and 25 Health) right by the Bif so 
that it's shots hit the fan platform and the Laser Gun can't see you. Then 
just snipe the Bif till it's dead and run around to the other side of the 
bowl to deal with the Laser Gun. It's possible to get in a position where 
you can see part of the Lasr Gun but it can't see you. Next, snipe the 
lockball to activate the fan and float up to the tunnels. Face the one you 
came from(where you destroyed the last Laser Gun) and the tunnels are as 
follows:

Left: Grenades
Right: Roomful of Bifs
Behind: next Checkpoint

*Go to the left and/or right tunnels if you want then head to the rear one 
and beware of the Laser Guns en route to the next Checkpoint.

==Level 4,Checkpoint D==

*The Bottrocks on the opposite ledge of this wide open room keep coming 
from a Spawner just out of your view, so you'll have to be wary of them 
while you go about your business. Glide to the left on the updraft and 
collect the Bouncing Sniper Shells, then float back to the updraft. There 
are two tunnels, one on each side, next to the entrance to this area. The 
right one leads to 25 Health and the left leads to a Cloak. You;ll have 
to float out, grab the item, then float back to the center of the area 
where the updrafts are.

*To move on you have to use the Bouncing Sniper Shells to hit the two 
lockballs. Float over to the tunnels again, but this time turn around at 
the entrances and enter Sniper Mode, choose the BSB and zoom in on the 
little targets with alien writing near them. On the left side, it's in 
the 3rd block on the wall from the column. On the right side you have to 
stand on the little ledge jutting out from the tunnel then aim at the 
target, it;s on the 2nd block from the exit at your level. Once both 
lockballs are sniped two platforms extend from the entrance and exit 
area. You can now make the jump over to the exit area.

==Level 4,Checkpoint E==

*Use the Cloak in the next tunnel to avoid the Super Laser Gun fire, then 
run around the next room collecting the Health, Sniper Shield, and Super 
Chaingun before entering the chamber in the center of the room and 
fighting Schwang.

BOSS FIGHT-Schwang Schwing

*For the first part of the fight, you have to hit Schwang in his shades 
3 times. Just keep shooting and watch where you're hitting him to direct 
the fire towards his glasses. The boss attacks two ways during this part 
of the fight. He slams the ground with his hand and shoots fireballs from 
his eyes. The pattern is usually 3 pounds and then some fireballs. Jump 
and float as you shoot to avoid the ground pounds and then strafe to 
dodge the fireballs. This part shouldn't take you too long.

*Once you've hit him 3 times the chamber around you crumbles and you move 
on the 2nd part of the fight

*First thing you want to do is free Max from Schwang's clutches, to do 
this you have to snipe Schwang's hand 3 or 4 times. During this time 
Schwang has 3 methods of attack. First, he shoots lasers from his eyes 
as he runs around the outer area, just strafe to dodge these. 2nd, he 
throws a couple of those little screaming aliens at you every now and 
then, use you chaingun on these.And 3rd, he will jump to the center area 
you're on, to dodge this just jump up and float away from the platform 
then float back once Schwang jumps away. You should activate the Super 
Chaingun now to deal with the aliens the boss throws quicker, then you 
can get in a quick snipe at his hand more easily. The best times to hit 
Schwang are after he throws(and you've killed) the little aliens, and 
after he lands from jumping.

*Once you've hit his hand four times, Schwang will toss Max to the 
center area with you. A couple things change for this last part of the 
battle. First, instead of throwing little aliens at you, Schwang summons 
them from under the platform which makes them harder to deal with. But, 
secondly Max is there to help deal with them(you shouldn't give them 
much thought though really). And 3rdly, there are a couple generators 
around the outer rim of the room that are now active. There's a lockball 
in the center of each generator you can snipe. When you do it charges an 
energy beam and shoots in the general vicinity of the generator. Obviously, 
you want to nail Schwang with these blasts of energy. Schwang's pattern 
is pretty much the same. Run->enemies->run->enemies->jump, repeat. This 
isn't exact, but close enough. Activate the Sniper Shield if you haven't 
already and get ready to snipe the closest generator when Schwang gets 
close. It should only take 4 hits or so from the energy blasts to take 
Schwang down.

A couple tips:

-Just stay in Sniper Mode with the Sniper Shield once you've freed Max. 
You won't have to worry about the little aliens that come running at you.

-There are a couple ways to deal with Schwang's jump. First, you can 
jump away from the center platform. 2nd, you can just stay in Sniper Mode 
and let the shield take the damage, and lastly, you can snipe one of the 
generators when Schwang takes off. You don't take any damage while the 
little "cutscene" of the energy blast plays.

------------------------------------
LEVEL 5-Jim Dandy,Earth Orbit 2:47pm
------------------------------------
MAX

==Level 5,Checkpoint A==

*You start out flying a spaceship and have to make your way through 
asteroids coming from both sides of the screen. You can use the Analog 
Stick, D-Pad, or buttons to move. I prefer the buttons.

Y-Up
X-Left
B-Right
A-Down

(*See Secrets section for a little Easter Egg)

*After crashing into the Jim Dandy, grab the 2 uzis on the left and shoot 
at the grated floor then drop down. Look for the grate and shoot it out, 
watch for those little screaming aliens as you're down there. Go through 
the tunnel and shoot the grate on the other side.

*There's two rows of four spinning lasers below. You have to drop down 
and shoot the 4 computers around the edge of the chamber as you jump to 
avoid the bottom row of lasers. Once you hit all 4 there's a grate on the 
floor that opens and you can drop down. Some fire aliens drop when when 
the lasers are gone as well. Go through the first grate and look for 
another on the floor below, shoot it and do the same for the next few 
floors.

*After shooting out the last grate take out the Alien Spawner and then 
take care of any remaining Bottrocks in the room. Next,blast the little 
grate in the center of the room of drop through. There's a AA Battery 
if needed, then look for the grate in the wall and shoot it out to move 
on.

*In the next room, take out the Bird Brain then run down the hall to the 
right, those little screamers will attack you now. At the end of the hall 
there's a Bottrock with a large gun and another Bird Brain. Take out the 
Bottrock first then the Bird Brain, keep an eye out for the  screamers as 
well.

*Go down the next hall, again watch out for the little screamers, and 
you'll come to another room with a Big Gunned Bottrock. Take care of it 
then grab the AA Battery by the door if you need and shoot out the grate 
in the wall to continue.

==Level 5,Checkpoint B==

*Shoot the first couple grates you see for some Uzi's, then continue 
down the hall to the last grate and shoot it to move on.

*This next room can get rough. There'll always be 3 or 4 Bird Brains 
attacking you as you make your way up the room, so don't worry about 
shooting them until you really need to. What you have to do in this room 
is find the tank on each level with the control panel on the back and 
blast it to activate a moving platform that will (slowly) take you up to 
the next level. When you blast the control panel on each level you also 
cause the tanks to open, each one has a Bottrock inside. It's a good 
idea to blast these guys as it makes the section easier(which is good!). 
When you're on the floating platforms keep moving in small steps to 
avoid the Bird Brain fire. There's an Uzi on each level as well.

*Once you get to the 4th floor there's a grate you can shoot through to 
get out of this room.  You can blow up the tanks on this level for a AA 
Battery, Shotgun, and an Uzi before you leave though.

From IBF:

if you get to the center when riding the discs up(in the room with the 
geenish incubators, and birdbrains and poopsies) the birdbrains can't 
seem to hit you.

*In the next room there are a couple Gatguns up high you can reach by 
dropping onto the first pipe directly below, then jumping back up to the 
outer edge of the room near the entrance, then dropping on the beam on 
the left side and walking to the center pipe of the room, then jump up 
to the pipe on the left, and finally drop down onto the beam with the 
guns. Then drop down and you'll be attacked by fire aliens. You'll 
recognize this room from Level 3.

*The only room you can enter of the 4 is the one to the Lavatory. Take 
out the 2 Bottrocks inside then shoot at the wall between the stall and 
the urinals, it's the wall that broke in Level 3 when you picked up the 
PIPES as the Doctor. You have to keep blasting the wall as it breaks in 
small pieces. Once it's gone go through the opening and drop down to 
the next checkpoint.

==Level 5,Checkpoint C==

*There's a AA Battery down the one end of the hall. You're facing it 
when you drop down, but it's to your back when you restart from this 
Checkpoint. Grab the Battery then turn back and go the other way. This 
part is like a maze. Make a left then when you come to a fork in the 
path go right. There's 2 Shotguns behind a cracked wall. There's another 
AA Battery down a little hall to the right, go down the hall backwards 
as a couple Fire Aliens will drop down and come at you. Grab the Battery 
and continue to the right. Keep an eye out for Fire Aliens for the 
remainder of the maze. After the left turn, take the next left and then 
continue down the hall until you come to a hall on the right with a few 
Gatguns and is a bit brighter than the rest of the maze.

*Get the 3 Gatguns as the floor give way. You will be in a room full of 
Bottrocks and crates. The Bottrocks respawn when you kill them so there's 
always 5 or so in the room. In this room there's a grate you can reach at 
the back left wall. It's in a darkened area and you have to climb up a 
couple crates to reach it. Shoot it out then go through to another room 
full of Bottrocks and crates. In this room you can leave right away by 
shooting the cracked panel along the left wall when you enter, or you can 
go for the Guided Rockets that will help in the Boss Fight coming
in the next two Checkpoints. To get the Rockets, run to the area where 
the grate was in the first room, but this time you have to climb a stack 
of crates. Climb the left most stack to the top then shoot out the grate 
and drop into it and collect the Rockets, then turn around and leave the 
tunnel the way you came and make your way to the cracked panel in the 
wall near the first grate to exit.

*Shoot out the panel in the wall then stand at the end of the girder 
that extends into the cylindrical room. Drop down to the girder on the 
right(ignore the guns, they're a trap) near the edge of the room. The 
next one down is across the room, jump over to it then face the nearest 
wall and drop down to the girder directly below it. The next one is down 
to the right when facing the center of the room, the next is also to the 
right. This last one has a AA Battery on it. From here you have to drop 
down to the floor, you'll take about 10 points of damage from the fall.

*Once on the floor, enter the opening and pick up the Uzi, Gatgun, and 
Jetpack. At the end of the tunnel there's a Car Battery and a Fuel Pump 
to fill your Jetpack. This next part requires you to hover near the Pump 
as it moves about the room. If you touch the goop on the floor you 
instantly die.

*The Pump starts out travelling along the near wall and then travels in 
a snake like pattern across the room, it also moves up and down.

TIP: You want to be above and behind the Fuel Pump rather than below 
and/or in front of it. It's easier to see where the Pump is going and 
adjust accordingly

*There's a tunnel at the other end of the room that the Fuel Pump comes 
to a rest under. Hover and fill up your Jetpack, then fly up the tunnel 
to the hallway with the next Checkpoint.

==Level 5,Checkpoint D==

*There's an easy way and a hard way to go through this next room. If you 
have at least 15 or Fuel left in your Jetpack you can take the easy way. 
When the "bridge" falls away , just use the jetpack to float to the next 
part of it with the Car Battery.  Then shoot out the other end and drop 
onto the large pipe and exit the nearby door.

*If you don't have enough Jetpack Fuel to go the easy way, you'll have 
to go the hard way. This is much more involved, as you might have 
guessed^_^ First, walk backwards onto the "bridge" and when it gives way, 
drop onto the large pipe. Use up any Fuel you have left to make the 
jumping easier. Once you're on the pipe, jump down to the piece of 
debris to the left when it gets close. When you make it on the piece, a 
Bottrock will appear on the next piece you have to jump to. This happens 
all the way through this room. Just shoot the Bottrock as it appears then 
jump onto the next piece when they're close enough. After 4 pieces, you 
have to jump onto the first piston thing in the center of the room. To 
jump from the 1st to the 2nd, just wait until the 1st one is above the 2nd 
and walk onto the 2nd. From here, jump to the next few pieces, then 
another piston, then the last large piece of debris. From this last piece, 
jump to the tube in the goop. Once you're on it, 2 Bottrocks will appear 
and start turning the tube. You have to strafe to the right as you blast 
the Bottrock in front of you. Once it's gone, run to the ramp that leads 
up to the other large pipe and take out the other Bottrock. Then go 
through the door to the next level. This is alot of work, so you really
want to keep enough Jetpack Fuel to go the easy way.

Get ready for the Boss fight

==Level 5,Checkpoint E==

BOSS FIGHT-Bad Max

*The easy way to win the fight with Bad Max is to control the Car Battery 
that's in the small area inside the "rocket." Shoot Bad Max as you go 
there, he usually gets the 1st one but after that it's all yours. Just 
stay in that little hall with the Battery as Bad Max comes and goes. It 
doesn't matter how much damage you take from B.Max as long as you keep 
getting the Car Battery. Do this until Bad Max's energy is in the red 
and he'll run back to the platform you started on. Save the Guided 
Missles for this last part of the fight.

*Once Bad Max's energy is in the red he'll run back to the starting 
platform. Get your energy to 200 and head back that way along the upper 
ledges, grabbing any guns you need along the way. Activate the Guided 
Missles as well. Blast him as he shoots fireballs at you, but stop when 
he raises his force shield and shoots the tracking shots. Once it's down 
continue blasting until he's dead. The best way to kill Bad Max is to 
stay on a ledge,near the platform and strafe as you shoot. If you need 
energy, run back to the little cove with the Battery when the boss' force 
field is up. 

-------------------------------------
LEVEL 6-Jim Dandy, Earth Orbit 4:23pm
-------------------------------------
Dr. Hawkins

==Level 6,Checkpoint A==

*You start out with the ATOMIC TOASTER in the left hand, and the LOAF, 
LADDER, LIGHTER, and 5 MR. FIZZY'S in the right. In this level you'll 
have to disable a bunch of bombs that the BFB leaves for you. To disable 
them you have to check the generator where the wires come from, and hit 
the button that has the red section of the generator. Do this until all 
the buttons have been hit and the bomb is disabled.


*Walk down the hall and the 1st Bomb will activate, you have two minutes 
to disable it. Enter the familiar room and go to the blue steps on the 
left. From there jump onto the closest piece of pipe in front of you. 
From this pipe jump over to the one on the right with the button right 
in the center of it, at it's apex. Now you have to jump over the button 
to get to the other part of the pipe. The easiest way is to start a 
little to the left of the button and jump straight ahead so you're only 
jumping over half of the button or so. From this pipe jump to the next 
one with the glowing square on it. Use the ladder on the glowing square 
to get up to the girder. From this girder jump up to the outer edge of the 
room and walk around to the button on the girder to the left and step on 
it. The next one you have to hit is the one on the apex of the 2nd piece 
of pipe you jumped on(the one you had to avoid earlier). Jump back up to 
the outer edge and walk around to the girder just above that pipe, then 
drop down and hit the button. Then jump across to the pipe with the 
glowing square and hit the button on there, then finally hit the button 
on the floor to Deactivate the bomb.

*Take the blue steps to the Bridge and use the ATOMIC TOASTER and LOAF to 
take out the farters. Then pick up the BAQUETTES and MR. FIZZY then head 
back to the room that had the bomb. The door to the left is broken and 
the one on the right leads back to where you began the Level, so go to 
the one on the opposite side from you to the next Checkpoint.

==Level 6,Checkpoint B==

*For the first section of this Checkpoint you have to jump from chunk of 
floor to chunk of floor. You have to lineup and jump quickly before the 
piece you're on tips over. In all there are 5 jumps. Just line them up 
and jump from the edge of each platform and you'll be fine.

*Next you have to disable another bomb, but this time all the buttons 
are on one platform. Just use the LADDER on the glowing square and hit 
the one to your left, then the one that;s opposite the first, then turn 
around and hit the left then the right one to Deactivate this bomb. Then 
go to the right towards the Big Plant "Kermit" and he'll give you some 
Plutonium to drink.

*Get closer to the Bottrocks and use the Plutonium to change into Hyde 
Hawkins. Use the R Trigger to punch the Bottrocks. When they're all gone
a new passage will open up to the next Checkpoint.

==Level 6,Checkpoint C==

*Oh...boy, another bomb. This one seemed random at first but it fell 
into a pattern after a few tries. This order should work when the first 
red section on the generator is at the top.

*Drop down into the center area and use the LADDER on the glowing square 
that's near the beginning of the curving path to the platform above, keep 
using the LADDER to make your way up to the platform with 3 Buttons. Hit 
the furthest button first, then turn around and hit the left button, then 
last one on the platform. Make your way back down to the ground and stand 
near the generator facing the wires that go up to the platform you were 
just on. From here, hit the button on the ground to the right, then the 
other one on the ground. Next, use the LADDER on the glowing square that
leads to the last button on the raised area on the outer edge of the room. 
Once the bomb is Deactivated a Bird Brain will appear and attack you. 
Just go through the new opening that appear and onto the next Checkpoint.

==Level 6,Checkpoint D==

*Guess what? That's right, another bomb. Unfortunately this is the 
hardest one, that also happens to be random each time you start the 
Checkpoint. Joy...Hopefully in the future revisions I'll have some better 
info on this part, but for now here are a couple tips to help you out:

TIPS:
-Don't walk directly on the wire you're following, walk next to it instead. 
 It's easier to see this way.
-Be sure to pause and turn the lighter off every now and then so the Doc 
 doesn't get hurt by the flame.
-Don't walk too fast.
-Use the ATOMIC TOASTER and LOAF to hit the Button that you can't reach

From Mason Jackson:

Here is some bomb help for the final bomb in the doctors level.

                                         X 5
                                                X 3
                    X 1
                                      X 2

                                                X 6
                       X 4
                                  X 8
                              
                             X (Wall) 7

 This is a mark of all the buttons (X) and the light on the detenator is 
the number next to it.  Counting down.  Such as to deactivate the 7th 
light down hit the button on the wall.  Hope this helps.

*When you're done, go to the door on the right side and get ready for 
the Boss

==Level 6,Checkpoint E==

BOSS FIGHT-BFB

*Use the Plutonium to turn into Hyde Hawkins then climb the tallest stack 
of crates. Then, when the BFB gets close enough jump on top of it and 
you'll slap it around. After 3 times doing this, the force field will be 
gone.

*The BFB unleashes a barrage of "Left Brain Attacks" as soon as his 
force field is gone, so use MR FIZZY'S to restore health when needed. 
Use the ATOMIC TOASTER to beat the BFB once and for all. 

-------------------------------------------------
Level 7-The Upper Reaches, Swizzle Firma, 2:40pm
-------------------------------------------------

==Level 7,Checkpoint A==

*You have to run from the big ship that's chasing you for the first part 
of this level. Run away from the ship, then go right at the fork in the 
path and run to the door. Go through the tunnel then wait at the entrance 
to the next room.

*In this room, step in then back out again to get the attention of the 
robot to the left, snipe it then take care of the 3 Laser Guns by sniping 
them as well. Two of them are right at the entrance, and the third is along 
the right wall.

*Now, take out the Coneheads and any enemies in the lower part of the 
room, then stand on the grate in that lower section to activate the first 
Lockball. It's in the right-most "afterburner" looking thing, snipe it 
and the left-most "afterburner" thing's lockball will activate. Run back 
to the higher section of the room and snipe that lockball. Different 
enemies will keep spawning from above as you are doing this, so keep a 
watch out for them.  Now, with these two lockballs taken care of, go 
back to the grate in the lower part of the room and the fan under it will 
now be on. Float up to the ledge above and snipe the lockball that's near 
the next fan, then drop back down to the lower room and snipe the final 
lockball in the middle afterburner thing. This will turn on the fan that's
in the ledge area above. So float back up and go to the next fan and then 
float up again.

From IBF:

*there is a false wall(on the right) in the room with the two pink glass 
domes in the floor.(homing sniper shells, sniper grenades, cloak)

*In this room, grab the Grenades then use them on the "bubbles" in the 
floor, then go under the the little awning on the left side of the room 
and snipe the lockball under there. After that, drop down into the left 
hole in the ground and snipe the Laser Gun as you strafe left and right 
to avoid it's shots. There's two more in the next little hallway. Grab 
the Sniper Mortar and float back up, there'll be two Robots waiting for
you when you get back up so deal with them the usual way. Now you have 
to use the Sniper Mortar to blow up the pink glass stuff that's under 
the awning on the right side of the room. To do this stand just in front 
of the right hole in the ground and aim for the blue part of the column 
about a half inch above the top of the awning. Once you get a Mortar 
Shell in there, run over and snipe the lockball underneath, this opens
another door in the hallway beneath you. Again, drop into one of the 
holes and this time you'll pick up the Bouncing Sniper Shells. When you 
come back up there'll be two more Robots waiting for you, so dispose of 
them then find the little pink hexagon on the floor. It's just to the 
right of the entrance(if you're facing the entrance). Stand on the 
hexagon and enter Sniper Mode, then aim for the larger pink hexagon 
that's on the back wall of the room. Aiming near the center should do. 
Pick the BSB and fire, the explosion from the BSB should trigger the 
last lockball in the middle. Drop into the hole and go through the 
little hallway again, but this time you can move on! 

*Float up to the various ledges and you'll come to the next Checkpoint.

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