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Game Cheats » Sega Dreamcast (DC) » Games Starting with the Letter M » MDK 2 - Strategy Guide (Page 03)

MDK 2 - Strategy Guide (Page 03)

Below are the cheat codes, hints and help for MDK 2 - Strategy Guide (Page 03).

==level 7,Checkpoint B==

*Run out into the open area where you'll once again get shot at by 
Schwang's ship. Grab the 50 Health then jump down onto the green path 
and go to the right. When the floor is blown away, float to the next 
piece down and jump over to the next door.

*In the next room, take care of the three robots then turn your attention 
to the 3 "pods" above you. Each one has a lockball and 3 Laser Guns inside. 
You can take care of these in any order by shooting out the barrier on the 
bottom of each pod then sniping the lockball that gets released. The tricky 
part is that now the lockballs bounce around when they're released from the 
pod things. To make this part easier, just do one at a time and try to lead 
the lockball as it bounces. Don't worry about the Laser Guns all that much, 
just keep an ear out for their fire. After all 3 lockballs are taken care 
of, go to the back-right(from the entrance) pod and snip out the Laser Guns, 
then float up to the next ledge. Snipe the Conehead then the two Robots, 
then go up the ramp and grab the Sniper Mortar. Next, shoot out the pink 
glass on right thing that looks like a telescope or something and then 
snipe the large lockball inside to release a small one that bounces around. 
Snipe this small one then move to where you can see the pink glass on the 
other telescope thing, this time it's facing up. Shoot out the glass then 
stand against the wall to your right as you face the opening, then enter 
Sniper Mode, select the Mortar, and aim about an inch or so above the 
opening. This will release another small lockball that bounces around, 
snipe it to activate a 3rd one. To get this one go back up onto the ramp 
and zoom in just above the right telescope doodad. Snipe it and a group 
of 4 Robots will come charging in. If you're quick you can snipe all 4 in 
row right at the beginning. If not, just take them down one by one, 
stepping away from the edge of the ramp when they fire. They usually 
stay under the ramp so you'll have the advantage. Once they're all gone, 
drop down into the hole in the ground that was previously grated off.

*Grab the 25 Health then use the fans again to make your to the next 
Checkpoint.

==level 7,Checkpoint C==

*Run out into the open again and jump as the ship fires at you. When you 
reach the end of this section just float to the left and look for the 
large platform below. Float down to it and pick up the Black Hole Grenade, 
Laser Chaingun, and some health then step into the portal and run into the 
door you appear by.

*In this next creepy looking room, you go through a pattern. You have to 
snipe the lockballs in the columns one by one, then deal with the enemies 
that appear after each one. When all the enemies are gone in each "round" 
a stream of energy will shoot our from the column to the center area, and 
the next lockball in the line will activate. Each time you snipe one of 
the lockballs some items also appear on the ledge near the entrance. To 
get through this room you have use these items wisely. If you fall down 
to the lower area in the center of the room, just use the fan in the 
center to float up to the enclosed portal and you'll warp back to the 
entrance area. If you're ready for some fun, let's get started!

1. Snipe the lockball in the column just to the left of the entrance. 
When you snipe it, two Bottrocks and two Bird Brains appear. They're 
pretty easy to take out, so deal with them then collect the items.

2. Go to the next column and snipe the lockball. As soon as you do, use 
a cloak. 6 or so Robots appear now, including a couple of those hard to 
see, "phantom" ones. Just snipe and move, snipe and move and try to get 
the phantom 'bots first. Be sure to drop down into the center area to 
look for any Robots that fell down there, also check for any fallen but 
not killed phantom robots. Then Collect the items and health and get 
ready for the next round of fun.

3. When you snipe the 3rd lockball a bunch of Alien Orbs will appear. 
This time use a Super Chaingun and stand near the edge of the ledge and 
strafe out to blast a couple Orbs, then strafe back to avoid their fire. 
This is one of the easier rounds in this room. After all the Orbs are 
done with, collect the items and health and move on to the next lockball.

4. Snipe this lockball and 3 of the Level 1 Bosses will appear. As soon 
as you hit the lockball, throw your Dummy Decoy into the center area and 
use a Laser Chaingun. 2 of the Boss guys should follow the Decoy down 
into the lower area, and the 3rd will be to your right(when you're 
facing the center of the room). Run up and blast this guy as quickly as 
you can so you can do some damage to the other 2 guys while the Dummy 
Decoy is still around. If you need to use two Laser Chainguns then do 
it, the quicker you take care of these guys the better! Once they're 
gone, you know the drill.

From Justumaru:

*Using the Black Hole Grenade WILL kill the level 1 bosses... Try to 
save a cloak for when you've sniped out the last lock in the next zone.

5. Sniping the next lockball brings a bunch, about 10 or so, of the 
stronger Alien Orbs. The way I do this is to take it slow and not use 
any items. Some good ol' sniping will take care of these Orbs, but it 
will take a little bit of time. Stand near the edge again, but this time 
you only want a couple of the Orbs in view, then zoom in and snipe. 
Remember to strafe away from the edge when they start to fire.  A mix of 
sniping and chaingun blasting will bring these Orbs down in due time. 
Once they're all gone, you should know what to do by now^_^

6. This time around, the room will fill with Coneheads. I;ve found the 
best way to deal with then is to use the Cloak and Super Chaingun as 
soon as you snipe the lockball,then when you're surrounded by all the 
Coneheads just jump and float over them so they're all on one side of 
you. Then just strafe left and right as you advance on them cloaked with 
the Super Chaingun roaring. You'll take some damage but it shouldn't be 
anything the Health in the platform can't fix. Once all the Coneheads on 
the upper ledge are gone, drop down and look for any stragglers below. 
Then...bah, you know.

7. This is the last one, hooray! But you have to take on about 6 Bifs, 
nooo! It's not as bad as it seems though. You should have about 4 or 5 
Sniper Shields in stock, and you're going to need them! Snipe the last 
lockball, then use a Sniper Shield, then Cloak yourself. Float down to 
the center area with the fan and the Bifs will come out of little rooms 
in the walls. Lock on to one and use Sniper Grenades until you run out, 
then just use regular sniper shells the rest of the time. When you're 
Sniper Shield is about to run out, use another. Stay in Sniper Mode the 
whole time and find the other Bifs and take them out. You want no more 
than 2 left when you're Sniper Shield runs out. When they do use a Laser 
or Super Chaingun and CST to take care of the rest. No items this time, 
but your DONE with this room. 

*Drop into the newly created hole in the ground and make your way to the 
next Checkpoint.

==Level 7,Checkpoint D==

*In this room, take out the 2 Robots on the same level as you, then 
snipe one of the lockballs that bounce around to activate the fan. Use 
the fan to float up to the next section of the room and take out another 
two robots. Get the 50 Health and Laser Chaingun by walking along the 
tubes up to them.

*Next, snipe a lockball again to activate the fan on this section of the 
room. Up here there's a couple of the "phantom" robots that you can't see 
too well. The best way to deal with these guys is to back away as they 
come at you and enter Sniper Mode and take a few shots at them, you have 
to hit them in Sniper Mode to do any damage. You'll either kill them, or 
at least bring them down so you can finish them off. Snipe the next 
bouncing lockball to activate the next fan, and you'll float up to 
another section of the room with a couple more phantom 'bots. Take them 
out the same way as before and then, once again snipe the bouncing ball 
to move on. Before floating up though, use a Cloak and Laser Chaingun. 
Then go up and take out the two big Bottrocks with the huge guns first. 
Then, go and grab the items on the tubes, this will(should) cause the 
next few phantom 'bots to fall down to a lower level so you don't have to 
deal with them. Now just float up the remaining fans and exit the door to 
the next Checkpoint. Which is a Boss, I guess.

==Level 7,Checkpoint E==
BOSS FIGHT

(*See Secrets section for a secret area)

*Collect the 50 Health and run along the path to the large round platform 
with the two hubs on it. Inside one of them is a Sniper Shield and the 
other has a Super Chaingun. Grab and use both. Leave the 50 Health in 
each until you really need it. 

 *What you have to do here is snipe all the glowing round parts of the 
ship that has been following you the whole level. There are about 11 or 
so in all, and some of them you have to hit a couple times to completely 
destroy them. As you're doing this though, the ship will be firing at you 
as well as dropping off Bottrocks and Robots. This is what the Super 
Chaingun is for. Quickly dispose of the enemies the ship drops then turn
your attention to the ship itself. After each "wave" of enemies the ship 
will fly below the platform and come up near the back of it. This is the 
best time to snipe at the vulnerable parts of the ship. Snipe until the 
enemies are dropped, then blast them and return to shooting the ship. 
This shouldn't take too long.

*If you want to get away from the enemies, there are some items on the 
large crashed ship to the right of the platform. Once you're on this ship 
though you can't float back so you'll have to snipe the ship before it 
realizes you're over here. There's not much room to manuver away from the
ship's shots over here.

From Don:
the item on the roof at the entrance to 7e can be had by gliding to the 
low end of that roof from the highest point on the "crashed ship" you 
mention in your walkthru.

From RSilveram:

You asked about how to get the item positioned above the entrance in the 
level 7 Boss fight.  It's a little tricky but here's how.

Remeber the "crashed ship" you talked about where the items are located?  
First, float down there (you can make the "float from just about anywhere, 
including the walkway leading to the main platform).  Then work your way 
all the way to the top of the ship, where it comes to a point.  And I do 
mean THE VERY TIPPY TOP!  Kurt needs to be right at the very tip!  Then 
do a nice jump/float toward the entrace roof, right to the item (which, 
btw, is a dummy decoy)

Note:  You must start your "float" to the item with a solid jump, and 
then fly in a very straight line.  If you veer too far to the right 
(toward the rear of the entrance) Kurt will plummet.  Give it a few trys,
you'll make it eventually.  

Also, you can always jump off the the crashed ship and make it to the 
main entrance.  This allows you to make a long "circuit" of sniping, 
without having to engage all of the enemies being dropped by the mother 
ship (ie, first snipe from the platform, then from the crashed ship, and 
then from the entrance or entrance roof).  Sniping the ship (or even the 
enemies) from so far away looks damn cool, too.


----------------------------------------------
Level 8-Lower East Side, Swizzle Firma 4:23pm
----------------------------------------------
MAX

==Level 8, Checkpoint A==

*All the Coneheads will disappear and a squadron of 3 ships and a Carrier 
that drops Bottrocks will begin chasing you. Run straight, then to the 
right when you can't go straight any more. Shoot the metal box to get a 
Gatling Gun. Then go right then make a quick left an you'll see 4 of the 
metal boxes stacked up and jutting out from the left side wall. Blast 
them, ignoring any enemies, and go through. Grab the two guns inside them 
shoot the grate on the right part of the little room, jump in and shoot 
the next one as well.

From IBF:

go straght to the end of the street. turn left, and near the frowny face 
sign is an area with recuring weapons. load up.

*In this room you have to kill about 8 Bifs, two at a time. The first two 
are near the exit, and the rest appear near the entrance and the near-side 
wall. Make sure you're always firing 4 guns, and use CST to defeat the Bifs 
two by two. After the Bifs stop coming, collect the AA Battery and any guns 
in the room and go through the new opening, grab the Shotgun on the way to 
the next Checkpoint.

==Level 8, Checkpoint B==

*Grab the Car Battery then enter the next roomm staying along the right 
wall and looking along the opposite wall at the little opening. Alarms 
will go off and the room will lock up. You have to destroy the two Laser 
Guns, then the 4 things near the exit that fire the white rings. Strafe 
left and right while keeping your back near the wall and take out the 
first Laser Gun that's in front of you, then turn around and deal with 
the one behind you(they're in the dark openings in the wall, below the 
Sirens). After they're gone, take out the 4 blue tips that are firing 
the white rings. You can shoot the Sirens if you want but it's just a 
waste of ammo.

*Once you take care of the 6 guns, the opening to the next room will 
open. You have to hit the Chandelier type thing on the ceiling of the 
room to advance. The easiest way to do this is to stand by the entrance 
to the room and blast it. It;s possible to shoot alot of the surroundings 
in this room and grab a couple guns, but it's not worth it with the 2 
respawning Bottrocks. Even if you end up with only your Magnum, stay 
behind the entrance and blast away till the Chandelier is destroyed, then 
run through this room dodging left and right to avoid any shots that may 
come your way. You're about to get plenty of guns so don't worry.

*Run through the tunnel and grab the Car Battery at the entrance of the 
large, round room.

*Your goal here is to shoot the 3 Connecters that hold the large pipes 
to the ceiling, they're the pipes that are coming out of the computer-type 
deal in the center of the room. There's 3 total, green, red, and blue(or 
purple, I'm kinda color blind so I can't really tell^_^). First things 
first though, if you need guns then take a lap around the upper ledge 
you're on to pick up some Gatling Guns. They respawn so you'll always 
have plenty. Unfortunately, there's 3 Bird Brains in the room that 
respawn as well. They aren't much of a bother though, until you start 
riding the little lifts.

*Once you have all the guns you want, go to the little platform that's to 
the left of the entrance a ways. Wait there for the lift to come near and 
hop on. When it gets near the center area, jump off and onto the center 
area then head left(when you're facing the wall) and you'll see another 
lift that's just starting to float upwards. Wait for it to come back 
down and jump on it(it has blue lights on it). From this lift you can take 
out the blue connecter to your left and the green one a bit further away 
to your right. Just stay on this lift until it floats back down to the 
center area, and hop back to the center area. Now, run to the right and 
look for the entrance on the outer part of the wall. Wait facing it for 
the green-lighted lift to float down, then jump on it. From this one you 
can hit the red connecter on your right, and the central computer thing 
will fall through the middle part of the floor. 

*If you need to restock on guns, drop to the upper ledge and make another 
lap around. Then drop to the floor below(but NOT through the center 
opening yet). Grab one of the two Car Batteries, or both if you need 
them) then look for the part of the center opening that still has some 
of the green floor attached to it. You should take out the 3 Bird Brains 
now to give yourself some time to manuver this next part. 

*Run out to the edge of the green floor and jump to the tunnel that's 
jutting out from the wall below, it's in front of you from the green 
floor. Land on top and grab the AA Battery, then carefully walk out on 
one of the little antennas sticking out form the edge of the  tunnel. 
Walk out about half the length of it, then turn around and jump to the 
opening of the tunnel. Run through the tunnel, picking up the Car 
Battery, and you'll come to the next Checkpoint.

==Level 8, Checkpoint C==

*Continue down the tunnel and you'll drop into a room with 3 docked ships 
that fire at you, and a Spawner that makes Bottrocks. Drop down to the 
floor and take care of the Spawner first, it's near the exit door. Then 
run to one side of the ships, so that they're all in front of you. Now, 
run at them while strafing left and right to avoid their fire and blast
away. Each one can take a large amount of damage, but with 4 Gatling 
Guns going they'll fall quickly. Once all three of the ships are gone, 
the Carrier from 8a flys in and starts dropping off Bottrocks. There's 
7 or so total, just blast them all. If you're running low on guns 
there's a couple Gatling Guns near the force field you can grab. Once 
all the Bottrocks are gone the ship will lower and you'll be able to get 
inside. Jump onto the ramp, then at the top turn around and hop onto the 
left ledge. From the ledge hop through the window into the cockpit and 
step on the red button in the center. You'll blast the door down with 
the ship. Exit the ship, grab guns if they're still there and go through
the door.

*Grab the Car Battery and Atomic Jetpack at the other side of the tunnel. 
The Atomic Jetpack refills when it's not in use, a feature which you'll 
have to use wisely to get through this next room. Also, there's a few 
Alien Orbs in here that stay far enough away so you can't hit them, but 
they can hit you. Ignore them for the most part, just listen for their 
incoming fire.

(*See Secrets section for an easy way to complete this room!)

TIP: Most of the jumps you have to make in this room force you to refill 
in flight, the best way to do this is to get a good starting jump then 
use the Jetpack till it's fuel is down to 15-25 fuel, then let off the 
jump button to let it fill some, then use it, then refill, and so on. 
Practice this with the first part of room where the jumps aren't that 
critical. It's much less frustrating to mess up at the bottom than up 
near the top.

*For the first part of this room you have to use the lighted "rungs" 
that stick out from the large column in the center of the room. The first 
one is near the Atomic Jetpack, so jump and fly up to the top of it. From 
this one, jump up to the higher one on the right, it has Rockets on it. 
Now, you have to continue working your way right(when you're facing the 
center column) to the next rung. This is the pattern of the whole room, 
but you'll be jumping to and landing on different structures the higher 
you go. From the first rung jump and fly to the right, over the single 
steam vent, to the next rung that has a Raygun on it. From here, jump and 
fly(remember to use the refill tactic for these jumps, and the rest of 
the ones you make on the room) to the right, over the two steam vents, 
to the next rung. This one also has a Raygun on it. From here, jump and 
fly to the right, over the 3 steam vents, to the next rung. This one is 
the bottom rung of a set of 3 that are right on top of each other. 

*Once on this "bottom" rung, look at the center column and up. There's a 
steam vent directly above you, and two more on either end at the top of 
the next rung. So jump to one side and fly up past the first steam vent, 
then manuver back to the center so the next rung is in  front of you. 
Land and let your Jetpack refill, then do the same thing for the next 
couple rungs until you're on the top one and there's an antenna just 
above you.

*Now, you have to use the little platforms on the end of the antennas to 
continue making your way up the column. Move in the sam direction you did 
to hop across the rungs, right when you're facing the center column. If 
you try to go the other way, the first antenna will shatter. Make your 
way around all the little platforms till you see one of those platforms 
that move in and out of the column that's lower than all the others. It's 
above and to the right from the last antenna.

TIP: To make dealing with the moving platforms easier, it's best to hover 
above them till you're sure you can land on them for a second to let the 
Atomic Jetpack refill and also get a good jump off to the next one. Land 
on the platform as it is coming out from the wall and jump as it starts 
moving back in, or sooner if your Jetpack is full.

*Jump as the first, lowest platform is receding back into the wall, you 
want to get above it so again use your Fuel till it's near the 15-20 mark, 
this should get you above the platform you're aiming for. Hover over the 
platform then land and jump off and fly up to the next one that's just 
above and to the right. Again, you have to make your way around the 
column to the right, this time using the moving platforms. Continue 
using the refill strategy and hovering above the platforms until you can 
get a solid landing on them to make your way across them. From the last 
moving platform you'll see the bottom of another rung, so fly up to the 
top of it and land. There's a diagram up there as well, that clues you in 
on what you have to do next.

*Now you have to land on the next set of antennas above you, when you do 
you'll cause them to shift down. When all the antennae are down a set of 
3 moving platforms will be triggered. Start with the antenna right above 
you, fly up and out to the little platform but only land on it for a 
second or so to let the Atomic Jetpack refill. From here go the opposite 
way you;ve been going around the column(left if you're facing the column, 
right if you're facing the outer wall). Fly and land on all them using the 
same tactics you've been using and try to land on them all quickly as 
they'll start shifting back up after a little while. Once they're all 
shifted back up the 3 moving platforms will stop working.

*Make your way across all of the antenna and from the last one fly over 
and above the first of the new platforms. It's just above and to the 
right of the rung that had the diagram. Land on this one for a second 
then fly up to the next one that's a bit higher up and just slightly to 
the right. Hover above this one till you're sure you can land on this 
2nd platform for a good second or two so you can fill the Atomic Jetpack 
completely and get a good jump to the next platform because the 3rd one 
is pretty high above the 2nd. Land, then jump for the 3rd one that's close 
but way above you. You may want to take a couple cracks at this platform. 
The first couple can be test runs to find out exactly where the platform 
is, and then you can go for it the quickest way. Hover above then land on 
the 3rd platform then jump and fly to the little platform that's on the 
end of the vertical "stem" that's nearby to the right. From here,jump and 
fly over to the opening in the center of the large tunnel with the five 
pipes all around it.

*Once inside follow the tunnel to the next Checkpoint, picking up the Car 
Battery, Gatling Gun, and Guided Rockets.

==Level 8, Checkpoint D==

More jumping and flying! Yay!

*In this room you can't touch anything except the llittle green platforms 
you reveal by shooting out the top part of the columns with the electric 
bolts running through the middle of them. Bird Brains and ships will 
attack you in here but don't play much attention to them. They only get 
in the way when you're trying to figure out which way to go next, and 
with this FAQ you won't have to^_^ 

*Fly to and shoot out the first column in the center and land, then head 
to the next one on the left. It has a Raygun on the platform. Now head 
to the one in front fo you, the left-most column of the next set. From 
here, head to the next one in the center, from the center one head to the 
next one on the left, from this left one head to the next one in the 
center, from this center column head to the next one to the right, then 
to the next one on the right. From here go to the next one in the center 
from the center go to the one on the left, then head to the last column 
on the left. From the last column fly to the tunnel to exit the room.

*The tunnel leads to the last Checkpoint and a Boss battle.

==Level 8, Checkpoint E==
BOSS-Schwang Schwing

*Schwang's only real attack is the beam he shoots every now and then, 
but you don't want to let him hit you himself either.

*This battle can be really easy if you pull off the pattern just right. 
You have to hit the 6 traps(4 buttons and two you have to shoot) when 
Schwang gets near them, don't worry about hitting him yourself unless 
it's when you're on a button watching him get hit with the trap. Then 
feel free to blast until he turns toward you. There's also a time limit
of three minutes for this fight, but it doesn't even come into play if 
you follow this guide step by step.

*First, run straight towards the gun and jump up and head to the button 
on the left. Hover above the button till Schwang gets close then land on 
it to bring out a huge drill to hurt Schwang. Blast him as he gets drilled, 
and keep on blasting till he turns to face you again, then jump and fly 
away from Schwang towards the next button. Between the two buttons though,
there's an important trap to hit. The big tank on the wall can be blown up 
by shooting it, so hover nearby and high enough to make it to the next 
button, then blast it when Schwang gets close to it and he'll take more 
damage. Now, fly over to and hover above the next button until Schwang 
gets close then land on it. This button causes some lights to flash and 
hurt Schwang. Again, blast him as he's getting hit with the trap and keep 
doing so until he starts to turn towards you again. Then fly over to and 
hover above the 3rd button until Schwang gets close, then land. This time 
a couple compacters come out and smash Schwang, blast him until he turns 
toward you then fly to the last, 4th, button and hover above it until he 
gets close. Land when he is and a giant saw will come out and hit Schwang. 
Blast him till he faces you then fly over to the valve and just to the 
left and above it. When you see Schwang coming near, blast the valve and 
it will fall off causing a jet of steam to shoot out and it'll be 
Goodbye Schwang Schwing!

*If you mess up any part of the cycle, or fall to the ground. Just start 
over and give it another try. This Boss fight isn't too hard.

-----------------------------------------------------
Level 9-Swanky Swizzle Heights, Swizzle Firma 7:19pm
-----------------------------------------------------

*First, you have to dodge some Asteroids again. This time you're continually
being pulled forward so you may want to hold back on the D-pad or X. The 
glowing white things warp you to another area on the screen, which is 
usually bad.

*Once you make it through the Asteroids you'll find yourself in a large 
room filled with Coneheads milling about. DON'T ATTACK THEM! Run up the 
ramp to the higher area of the room and collect the PUMPERNICKEL, 
BAQUETTES, and MR.FIZZY's on each end. 

*You can the next part in any order,taking the different exits. This is
just the way I did it, and the Checkpoints reflect that. I'm not sure if
they change in lettering depending on how you go thought the level or not.

First thing we'll do is get the PALATIAL LOCATOR by dropping back down into
the lower area of the room, and going down the Lower Ramp to Checkpoint B.

====================
LEVEL 9,CHECKPOINT B
====================
*Grab the BAQUETTES near the first column, then take out the three 
Bottrocks (ignore the Coneheads), then go through the door on the right 
side at the end of the room.

*This next part is a huge maze. You want to get to the center area where 
the Bottrocks are. I had planned to do an ASCII map for this part but I 
kept f'ing it up, so I dropped that idea. Luckily "doninss" a map up for 
this section. It's not to scale, and not too detailed but we'll take what 
we can get right?

Drop him a line of gratitude won't ya?

*Inside the maze there are buttons that you can hit, but I'm not sure 
what the result of hitting them all is. 

From doninss:

if you hit all the switches, a short cut scene will show a hidden door open 
on the back of the large pillar at the end of the level. bunch of goodies 
inside.

*You'll also encounter a number of hazards inside the maze. These include:

Electric Rope-These rotate in a set area. The best way to get by them is 
to stand right where they stop coming at you then run when they lift up.
 
Damage=10 points

Steam-Steam vents in the floor where geysers of steam shoot from. Just 
stand near the edge of them, then when they die down run past them.

Damage=5 points

From Mr. Poopy Face:

*You almost don't have to think about this one.  It's one I learned 
navigating the halls of the game Wolfenstein 3D. Once you enter the 
maze just follow the wall on the right.  It leads you to all the things 
on the floor to light up and you never get lost; unless you veer off the
right wall.

*When you make it to the center area of the maze, take out the Spawner
and the Bottrocks, grab the PALATIAL LOCATOR, and teleport back to the
Checkpoint A area.

*Run around and collect the PUMPERNICKEL, BAQUETTE, and FIZZY's again.
Then go though the opening in the upper area of the room, where the 
items are. Take the tunnel to Checkpoint D.

=====================
LEVEL 9, CHECKPOINT D
=====================

*In the first room you have to cross the red bridge. The trick is that
the sections of the bridge dissappear in order. Only one section of the
bridge is gone at once, but that's all it takes! Stand at the edge of
the bridge and wait for the 1st section to go blank, then run to the 
first set of ledges on the side of the bridge. There's a ledge on each
side, but stick to one side all the time. You don't have time to run 
zig zags. Stand at the first set of ledges and wait for the "blank"
to go by again. Now scoot to the next set of ledges. Again, wait for
the blank to go by, and run to the next set of ledges. The distance
is a bit greater this time, so you may need to jump at the very end 
to make it. Do this one more time, then run to the end of the bridge
where a couple Puker aliens are waiting for you. Take them out and
go through the door.

*In this area you have to hit the correct button to raise the section of
wall that's blocking your way. If you mess up, you have to hit the first
button near the entrance, but of course you won't mess up with this guide
^_~

*Hit the green button that's near the wall, then hit the right one of the
next pair. Take out the Bottrocks that are in wait from now on using CST.
This time there's three buttons, hit the middle one. Now there's four
buttons, hit the 2nd one from the right. Next, there's a set of five, hit
the one on the very left. Beyond this wall are 3 Pukers, so deal with them
then exit through the door on the left side of the room. Go through the 
tunnel and you'll come to the next Checkpoint.

From IBF:

hidden door, right side, after all the fences are raised. (2 pumpernickels, 
1 fizz, 1 baguette)

=====================
LEVEL 9, CHECKPOINT E
=====================

*You'll see another bridge, like the one at the beginning of Checkpoint D,
only now there are two "blanks" that run across the bridge. The first one
is about 5 sections long, then there's 4 or so sections between them, and
the 2nd blank is about 3 sections long. It's still the same basic premise
though.

*Stand at the edge of the bridge and wait for the two blanks to go by, then
run to the first set of ledges. Wait for both blanks to go by again and
quickly run to the 2nd set of ledges. Again, wait for the blanks to by and
make the big dash to the 3rd set of ledges. You may need to jump at the
end of this one to make it. Next up is the longest run of the bridge. As
soon as the 2nd blank goes by jump out and run, hugging the wall(but not
too much so it slows you down) and jump again at the end to barely make it.
Now just go to the end of the bridge when it's safe.

*Two more Pukers lie in wait for you here, dispose of them and go through 
the door and tunnel to the next room.

*There's another bridge in this room. At first it seems as if you've got it
easy this time. But once you get close to the 3rd set of ledges the middle
section of the bridge blanks out. Jump to the ledges and wait till the 
middle section reappears. As soon as it does, run to the 4th set of ledges
and wait.

*Once the _whole_ middle area of the bridge is back, start running. You'll
see a section up ahead that's blank, you have to get to within 3 or so bars
of this section before the whole middle part of the bridge goes blank again.
Wait on this small section till the area in front comes back, then go to
the last set of ledges. Wait here until the small area near the end of the
bridge goes blank and comes back again, then run to the end. Two more Pukers
are waiting here. Kill them and go through the tunnel and you'll come to 
Checkpoint F

====================
LEVEL 9,CHECKPOINT F
====================

*As soon as you walk in this next room a trio of Pukers and a Bird Brain will
appear. The Pukers respawn, but the Bird Brain doesn't. Kill the Bird Brain
and ignore the Pukers(not their shots though). 

*Grab the BAQUETTES and run to the other side of the room, up the little ramp,
and hit the glowing button to activate all the buttons on the floor. Watch
the light on the ceiling when you hit the button, as they tell you the correct
order in which to hit the buttons. The sequence only flashes for a second so
watch carefully. If you mess up, just go back to the glowing button and hit
it again to get a new sequence. Once you're done, the door near the glowing
button opens.

*Get the DIMENSIONAL DESTABILIZER and head into the teleporter, run through
the tunnel to the next teleporter and you'll be back at the Checkpoint A
area.

*Run around and grab the items again, then go to the area where you teleported
back into this area. Step into the Up teleporter and you'll make it to 
Checkpoint C(my lettering anyway, just go by the looks of things if your's
is different)

====================
LEVEL 9,CHECKPOINT C
====================

*A Bird Brain will come out of the space in the center of the room, destroy
or run from it and make your way to the next Up teleporter across the room
and teleport to the next area.

*Grab the BAQUETTES then run straight ahead till you come to the 2 Spawners,
one on each side of you. Destroy them and any Bottrocks, then continue 
forward till you come to the elevated maze. Use the LADDER on the Ladder
Square in the floor to climb up to the maze. But wait a sec!

*I suggest you use some BAQUETTES or the regular LOAF to take out the six
Orbs from the ground, you'll be happy you did^_^

*Once you're on the first section of the maze, go to the very left end of
the 1st piece and use the LADDER on the square there.

*Go to the other end of this next piece and use the LADDER

*Go left on the next piece and use the LADDER on the first Ladder Square
you come to, it's in the middle of the curve.

*Go to the right on this piece and jump to the next one, approach the wall
and a secret room with 3 FIZZY's and some PUMPERNICKEL will open. Then
go out and jump back to the large piece and follow it to where it juts
out far to the right. Go right and use the LADDER at the very end.

(Thanks to IBF for the location of the secret room)

*Now you'll be on a curvy "L" piece, use the LADDER on the square at the 
other end.

*You'll be on another "L" piece, follow it and jump to the one in the
center. Follow that one to the square at the other end and use the LADDER.

*Enter the teleporter

*Now you're in a room with three square buttons, a tube, and a clear wall
with some ledges inside of it. In this room a Conehead will walk out on
the top ledge and you have to use the buttons to make it drop down into
the fan at the bottom. When it hits the fan, it'll get chopped up and
fill the tube with some Conehead liquid. It takes about 3 Coneheads to
fill the tube and move on. If a Conehead escapes, an alarm sounds and
a Bottrock will enter the room from the left hand side.

*As soon as you enter the room, go and stand on the left-most button. 
If a Bottrock is already in the room destroy it with BAQUETTES. Stand
on the left button until the Conehead falls into the small gap in the 
floor. Once it does, run to the right-most button and stand on it. You
have to do this before the Conehead bounces off of the right wall and
steps over the section where the gap opens. Once the Conehead falls,
run to the middle button but DON'T stand on it yet. Let the Conehead
rebound off of the left wall, then quickly stand on the button. Stay
on it until the Conehead is on the section that opens so it won't
turn around.

*Repeat this sequence 2 or 3 more times to fill the tube. Once it's
full a chime will sound and a teleporter will appear in the right 
corner of the far wall. Enter it for the next Checkpoint.

From IBF:

*hidden door in the room with the conehead "blender"(room with 3 square 
switches) add an extra conehead to the blender to open. (1 fizz, 
3 baguettes)

*bug. you can walk thru the exit door(in the blender room) without 
opening it.

====================
LEVEL 9,CHECKPOINT G
====================

*Take the next Teleporter up and you'll be in a large room with a lot of
Orbs and Bottrocks. First things first, take out the Spawner that's in 
front of you and a bit to the left, hit the button underneath to activate
the exit teleporter. Now, you can just run from the enemies.

*There's an opening in the far end of the right wall to run through. Go
through and down the ramp and make a hard right. A couple Bird Brains
will float up from the lower section where the teleporter is. Head to
the ramp that leads down into the lower section, and get the BAQUETTES
and MR FIZZY on either side of the ramp. Then run to the teleporter.

*In this next area you're faced with a couple Bird Brains, 4 or so
Orbs, and a couple Bottrocks right away. Use BAQUETTES to take them all
out for a little piece and quiet.

*Now, you have to use the 3 buttons on the little side ledges to stop the
lights in that circle on the floor. Each button stops a different light,
and you want to stop them when they're on the blue lights. It doesn't
matter what order you stop the lights in. 

*Just go up to a button, face the circle in the center of the room, and
step on the button to see which light stops. Once you've got it step 
slightly off the button and keep track of the light. When it appraoaches
a blue light, step back on the button. Simple,eh? Do this for all 3 to
open the exit.

*Once all the lights are stopped, go to the edge of the large platform 
and wait for the small moving platform to make it's way close to you.
Jump over to it and stay in a good position to make the next leap. You
want to jump to the little area to the right. Once you're on, grab the
POSOTRONIC DOOHCIKEY and enter the teleporter to the Checkpoint A area
again.

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