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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