MDK2 Walkthrough :
This walkthrough for MDK2 [PC] has been posted at 17 Mar 2010 by juniorofmars1 and is called "MDK 2 FAQ". If walkthrough is usable don't forgot thumbs up juniorofmars1 and share this with your freinds. And most important we have 2 other walkthroughs for MDK2, read them all!
Walkthrough - MDK 2 FAQ
################################################ # MDK 2 FAQ/WalkThru v5.0 # # by Professer Revolution(ProfRev777@aol.com) # # This document copyright(c)2000 by the author # # MDK 2(c)2000 by Interplay # ################################################ WARNING! This document is intended for personal use, and may be shared on the internet provided you have permission from the author, proper credit is given, and it isn't changed in any way. This document may not be printed in a magazine or any other for-profit publication, this document may not be used as incentive to buy a product. And above all, don't steal info from this FAQ and call it your own. Codes and Secrects appear courtesy of Cheat CC and Cheat Codes 2000 and are used with permission This document can be found at the following sites: www.gamefaqs.com www.cheatcc.com vgstrategies.about.com www.fookes.clara.net www.twnp.org www.cheatplanet.com Also checkout the Interplay boards for MDK 2 at: http://feedback.interplay.com/mdk2/index.html Revision History v5.0--Level 10 with Max added to WalkThru -WalkThru is done! -Added Zizzy tips from IBF and doninss -Added a quick tip for 9B from Mr. Poopy Face -Mr. Poopy Face added to Thank You's v4.5--Level 10 with Kurt added to WalkThru -Revamped the Level 10 section -Added tips from IBF for tons of sections -IBF(Interplay Boards Folk) added to Thank You's v4.0--Level 9 added to WalkThru -Level 10 with Dr. Hawkins added to WalkThru -Link to map of 9B added from doninss -doninss added to Thank You's v3.9--Last quickie before the big update(I Promise!) -Added a Game Play tip from Psycho Kirby -Psycho Kirby 13 added to Thanks You's -Added proper credit for the secret in 8C -Added a secret for 7A from BLKBRDxx -BLKBRDxx added to Thank You's -Added tips for 1A and 1C from Roman -Roman added to Thank You's -Added http://www.twnp.org to "Sites" list -Next Revision updated v3.5--Another quickie -Added secrets for 5A, 7E, and 8C from Greg Gonnerman -Added Greg Gonnerman to Thank You section -Updated Next Revision v3.1--Just a quickie -Added tips for 3E,4A,4B from Segacide -Added Segacide to Thank You's -Added web addy for Cheat Codes 2000 -fixed up the right margin space a bit -updated Next Revision section v3.0--Level 8 added to WalkThru -Thank You section added -Correct description of Black Hole Grenade added -Added tips for 4A,4B,4C,and 7C from Justumaru -Added bomb diagram for 6D from Mason Jackson -Added tips for 7E from Don and RSilverRam -Put level indicators by the Checkpoints -Updated Next Revision and numbering of sections v2.0--Level 7 added to the WalkThru v1.0--Levels 1-6 are in the WalkThru -Introduction section added -Controls added -Weapon/Item Description added -Some Gameplay Tips added ======== CONTENTS ======== 1.Introduction 2.Controls 3.Weapon/Item Description 4.Gameplay Tips 5.Game WalkThru 6.Secrets 7.Next Revision 8.About the Author ============== 1.INTRODUCTION ============== MDK 2 is the BioWare developed continuation of the original MDK game by Shiny. It features Kurt Hectic, the hero of the original, but also lets you play as Dr. Hawkins the scientist and Max, Dr. H's dog with 6 legs. The game is a mix of action, shooting, and puzzle solving and is one of the best games available for the Dreamcast. The graphics are outstanding, though a little rough around the edges in some places, the sound is superb, and the control is tight and responsive. MDK 2 also has it's share of difficulty , but it's nothing overwhelming. This type of game reminds of me of the olds NES days when games like Astarax and the like were the norm, updated for the current generation of systems. The story is as follows(from the Instruction manual): Prologue Kurt Hectic never wanted to be a hero. He would have been content with a normal life, living his years in quiet, dignified anonymity, but it was not to be. Kurt was a loyal employee, and working for eccentric genius Dr. Fluke Hawkins meant occasionally doing the extraordinary. In utter disbelief, Kurt was eventually called upon to leave his beloved Earth,assuming the title of first janitor in space. Dr. Hawkins had long suffered ridicule from his fellow scientists. They claimed he was too eccentric, and that his methods were questionable at best. In time Hawkins grew tired of hearing such things, and seeking to work undisturbed he fled the Earth into a self- imposed exile. His ship, the "Jim Dandy" was launched without fanfare, and he swore not to return until he had vindicated himself in the eyes of his peers. Weeks turned to months and months slowly turned to years. The greatest of the Doctor's inventions in exile was a six-legged canine named Max, the first succesful attempt by Dr. Hawkins to create an artificial intelligence. "Successful" meant that he never tried to kill the good doctor, and had no plans for global domination. The perfect assistant, Max kept the Doctor grounded in reality, and performed much the same function as the safety-catch on an assault rifle. He was eager to please and adaptable to any task, his gentle soul oddly balanced with an affinity for firepower. The time for Dr. Hawkins to prove the real merit of his genius came sooner than anyone could have expected. Creatures from a strange dimension attacked the Earth, riding "energy streams" to the surface and stripping it of all mineral wealth. They landed great machines: "minecrawlers" that destroyed everything in their path and laid waste to entire cities. The forces of Earth were helpless before the onslaught. Watching the devastation on Earth, the crew of the "Jim Dandy" knew they had to act. Kurt was outfitted in the most radical of the Doctor's creations: an untested "Coil Suit" with a chain-gun and a sniper rifle ordinance that could target enemies a mile away. Leaping from the ship on an unconventional parachute of ribbon, Kurt had to make his way to the pilot of each minecrawler and hopefully disable the machines. Kurt was reluctant, but he had no choice. He was Earth's last hope. Kurt valiantly fought through the alien defenses, driving to the very heart of each minecrawler, defeating pilot after pilot after pilot, with each falling to his desperate determination. He ultimately challenged the evil mastermind behind the attack, a grotesque, sadistic creature by the name of Gunter Glut. With the aid of Max and the Doctor's inventions, Kurt was able to take the fight directly to this diabolical beast, and was eventually victorious in the climactic battle. The invasion crumbled and the aliens retreated, their tails between their legs, leaving the Earth battered, despoiled, even ruined, but not beaten. No, not beaten. Now, with the aliens routed and order restored, out heroes can return to their normal, everyday lives. Or can they? Only time will tell. ------------ MDK 2 STATS ------------ Released: April 2nd, 2000 Rated T(Teen) 1 Player only VMS use: ? blocks VGA cord compatible Jump Pack compatible ========= 2.CONTROL ========= MDK 2 uses a unique contreol scheme that fits the game very well. While each character has their own little control types and variences, this is the general control scheme. Analog Stick: Look around D-Pad: See character controls Y Button: Move forward X Button: Strafe left B Button: Strafe right A Button: Move backwards L Trigger: Jump R Trigger: See character controls --------------- Kurt's Controls --------------- D-Pad Left/Right: Select items D-Pad Up: Use selected item D-Pad Down: Enter Sniper Mode(see below) In Sniper Mode: Y Button: Zoom in A Button: Zoom out X Button: Strafe left B Button: Strafe right D-pad Left/Right: Select ammo D-Pad Down: Exit Sniper Mode R Trigger: Fire While in Sniper Mode you're available ammo is displayed along the left side of the screen, your field of view is in the center with crosshairs, and a display of your position is shown in the top right. When you fire, the display will track the last bullet you fired. -------------- Max's Controls -------------- D-Pad Left/Right: Select weapons(shown on the bottom of the screen) D-Pad Up: Activate selected weapon D-Pad Down: Deactivate selected weapon R Trigger: Fire Max can only have four active weapons at any one time, when a weapon runs out of ammo Max automatically tosses it away. Max will always have his Magnum with infinite ammo, so you'll never be totally unarmed. --------------------- Dr. Hawkins' Controls --------------------- D-Pad Up/Down: Scroll through available items D-Pad Left: Select item to hold in Left hand D-Pad Right: Select item to hold in Right hand R Trigger: Combine items in Right and Left hands Dr Hawkins' levels are more puzzle oriented than Max's or Kurt's. While playing as Dr. Hawkins you want to pick up every item you can(they have a "glow" effect around them) and use them in some manner. Items you pick up are placed in either the left or right hand column. Use the D-Pad to move up and down the columns, then hit left on it to equip the highlighted item on the left side in the left hand, and right to do so in the right hand. Some items, such as food, can be "used" on their own by hitting left or right twice when it's highlighted. Some items can be combined by pressing the R Trigger. Some examples are: Toaster+Loaf= Piece of Toast Duct Tape+Cord= Ladder Ditry Towels+The Sauce= Molitov =========================== 3. WEAPON/ITEM DESCRIPTION =========================== You'll come across various weapons and items while playing MDK2, this section describes those. Please note that there are some weapons and items that aren't here yet, but they'll be added as I come across them in the game. Also note that as of now, I don't have any plans to list all of the items available for the Doctor yet, maybe after a couple more revisions. For some of the basic items I've just used the decription from the manual. ------------------------ Kurt's Weapons and Items ------------------------ Grenade The Basic Grenade, thrown at enemies to create concussive damage. The higher the angle you throw the Grenade, the further it travels. You can be hurt by your own Grenades. Not very powerful. Black Hole Grenade A very cool item, throwing the Blackhole Grenade slows down the game for a couple seconds, then causes a Black Hole to open and suck in anything nearby. Then it explodes. (Thanks to Justumaru) Super Chaingun An upgrade to Kurt's basic chaingun. The Super Chaingun is more powerful but you only have a limited amount of bullets(500 or so). Usually it's best to save the Super Chaingun for when it's really needed. Laser Chaingun More powerful than the Super Chaingun but not as accurate. Best used on larger enemies Dummy Decoy An item from the original. A wind-up dummy of you(replete with bad drawing) that distracts the aliens so they'll leave you alone, making them easy pickins'. Lasts a short time Cloak Using the cloak renders Kurt invisible to the Aliens so he can sneak around unseen. Again, it's best to save this item for when it's really needed. Apples and Meat Apples are worth 25 Health and the Meat is worth 50 points. Kurt can have a maximum of 100 Health points SNIPER ITEMS Sniper Bullet Your basic sniper bullet, infinite supply Homing Bullet Tracks it's target, but can get confused if there's more than one target nearby. Sniper Mortar A mortar shell that travels in an arc, like a mortar shell^_^, and explodes after a short while. Sniper Grenade Flys like a regular bullet but explodes like a Grenade upon impact Bouncing Bullet Ricochets off walls to hit it's target Sniper Shield Shields you from damage for a short amount of time, there are 3 levels to the shield represented by 3 layers on your Sniper Screen. ----------------------- Max's Weapons and Items ----------------------- Magnum The Magnum is the least powerful of the guns, and fires relatively slow. Max has a special Magnum that never runs out of ammo Uzi Fully automatic and fires very fast. Second only to the Gatling Gun in speed Shotgun Slow but very powerful Gatling Gun Very powerful and very fast, Max's best weapon Ray Gun Like the Laser Gun that Kurt gets, fires at a higher rate though Guided Missles Only shoots 1 Rocket at a time, but it will track and chase nearby enemies, doesn't work on bosses. AA and Car Batteries AA Batteries are worth 25 points and Car Batteries are worth 100. Max can have a maximum of 200 health points ================ 4.GAMEPLAY TIPS ================ 1.Utilize the "Circle Strafe" Technique Circle strafing is the easiest and most effective way to defeat enemies in the game. To circle strafe, strafe to the left or right while tapping the opposite direction(and firing of course^_^) to keep the enemy centered in your screen. Learning this technique is essential to playing the game. I refer to this as the CST throughout the WalkThru, so if you see: "Use CST to defeat the enemy" that means Circle Strafing 2. Easy way to kill Bifs and Bottrocks(from Psycho Kirby 13) To kill Biffs with one shot, face them(making sure they don't see you), and go into Snipe Mode. Look at his belt, and in the center of it, there's a slightly bigger section. Wait for it to open and you'll see an eye. Shoot it, and he's dead instantly. With Bottrocks, shoot them in the head while in snipe mode. That'll instantly kill him. =============== 5.GAME WALKTHRU =============== MDK 2 picks up about 2 minutes or so after the crew has returned to the Jim Dandy after the first game. Usually you progress by playing a level with Kurt, then Max, then Dr. Hawkins. Much like the first game, each level is composed of a number of rooms divided by hallways, there are frequent checkpoints where your position is saved automatically. This WalkThru is broken up into Levels and then the Checkpoints within the Levels. ---------------- LEVEL 1- ---------------- KURT *You start out riding the energy stream down to the Minecrawler, much like in the first game only you don't get any items or anything on the way down. Just avoid everything^_^ The laser blasts are easy to avoid, but the missles can track you so move around alot. This is pretty easy and was one of the best parts of the first game(where you did it before each level). ==Level 1,Checkpoint A== *Do what the Doctor tells you and get used to the controls, gameplay etc then exit the room and go through the long tunnel. *In the next room, snipe the target the alien is holding through the small opening in the barrier, the barrier will fall. Use the CST to take out the alien and go through another tunnel. *In this room, your first target should be the Alien Spawner down to the left, then the leftover Bottrocks. You can ride the floating platforms for life if needed. To exit snipe the lockball near where the Spawner used to be, then rise to the exit by floating in the updraft of the fan. From Roman: *Now directly behind where the key/globe was there is a hole or duct in the wall that you can get into (usually by riding the fan and floating down into it). Inside you'll see 9 boxes. Snipe/shoot these and you'll find(10)grenades, (10)sniper grenades, and a cloak. There are also two 50% healths. *The next tunnel has some Alien Orbs in it so take them out and proceed. ==Level 1,Checkpoint B== *There's 2 Bottrocks and an Orb in this room, as well as some Grenades and Health in the corners. Take out the enemies then snipe the lockball to move on. *Just around the right bend of the tunnel are a couple Laser Guns, you have to snipe them to take them out. It's possible to get in a position where you can see them but they can't see you. Just face the guns and slowly strafe till they come into view and shoot, be sure to strafe left and right to dodge their fire. *In the next room, grag the cloak and use it right away. Run to the steps on the other side of the room keeping close to the left side wall so you run into the Super Chaingun(save it!). Go up the steps and backtrack along the higher ledge till you come to a small hole in the wall, snipe the lockball inside and run back to the exit. *The tunnel has an Orb and Lasergun in it. *Blast the Orbs from the entrance in the next room, there are two. Then snipe the 4 lockballs you can see from the entrance platform(3 on the left and 1 on the right)then strafe a bit to the right and snipe the lockball at the opposite end of the room, then take out the Laser Gun directly under the platform, and finally, hit the last lockball at the bottom of the room to start the fan. Drop down and collect the Homing Sniper Shells and follow the curling path back up to the fan, jump over to the fan, and float upwards into the long tunnel ==Level 1,Checkpoint C== *Grab the Sniper Mortar(and 25 Health if needed). You have to get a mortar shell in the open space on top of the next 3 platforms to proceed. Alien ships will buzz by occasionally, firing at you. So be wary of them while lining up your shot. *For the first one, stand at the edge of the platform you're on and enter SniperMode. Center on the piece of tunnel that's over all of the platforms and aim about 3 inches or so above it. Watch the Display in the top right corner to see where your shell goes and adjust accordingly if you miss (Don't worry about running out of ammo, you get more when needed). Once the barrier is gone, 2 aliens will appear, you can take them out from your current position or jump and glide over to the 1st platform and get up close and dirty. *Once you're on the first platform, go to the very edge and enter Sniper Mode, aim about 3 inches or so above the top of the opening in the next platform's barrier. Once the barrier is gone, you can take out the aliens from you current place again,then use the fan to get a lift and float over to the 2nd platform. Again, go to the very edge of this one and enter Sniper Mode, aim roughly 2 inches above the next platform's barrier opening and fire. No aliens come on the is one though. Use the fan to get the height needed to make it over to the 3rd platform. *From this platform, jump and float over to the structure on your left and run around to the door and enter the steep tunnel. There are a few Laser Guns in here. The 1st is near the center of the tunnel right at the beginning. the 2nd is just after the slight right curve, and the 3rd is on the right as the tunnel starts to descend. Exit the door and jump over to the platform with the fan that's a bit to the left. Float up the long tunnel and prepare for a Boss Fight. From Roman: *Ride the fan up and float over onto the tube/tunnel that you just had to go through, and you'll find a Black Hole Grenade. (I haven't been able to utilize it quite yet, but there is one there.) Now ribbon chute back to the fan platform and ride the fan up to the boss. ==Level 1,Checkpoint D== Boss This boss may seem overwhelming at first, but it's really very easy once you know the trick. Also, to make the fight a bit easier stay at the back of the area to keep the aliens from bugging you. To defeat this Boss, you have to snipe the first 4 lockballs near the center of the Boss, then another lockball in the center, and then you have to hit the actual pilot of the ship 3 or 4 times to get him out of the ship. Finally, you have to fight the pilot up close style. *Once the little cutscene ends, enter Sniper Mode and wait for the 4 lockballs to appear, center on one while they're still inactive, then fire on one as soon as they activate. Now, stay in Sniper Mode even as everything around you blows up, you just have to strafe left and right while you center on the remaining lockballs. You have to hit the first 4, then the boss will stop firing for a few seconds as it's next layer opens up. There's only one lockball this time, but the boss starts shooting before it activates, again just strafe left and right as you aim up your shot on the ball. After you've hit this lockball, the pilot is open to exposure. Using the same method, shoot the boss 3 or 4 times to shut down the machine and eject the boss. *Now you have to confront the boss up close, like a regular enemy. The items that will make this much easier are the Super Chaingun(that's why you saved it) and the Dummy Decoy. Use the Super Chaingun, and once the Boss lands near you, throw out the Decoy and he'll go after it. Then just unload on him with the Super Chaingun till he's dead. If the Decoy runs out you should still be ahead enough on energy to take a couple hits and still kill the boss. ----------------------------------------- LEVEL 2-Alien Orbiter,Earth Orbit 10:10am ----------------------------------------- MAX The first thing you'll have to do is pilot your torpedo through some asteroids to make it to the enemy ship. You can use the Analog Stick, D-Pad, or Y and A buttons to move up and down. I find the buttons are the most repsonsive. ==Level 2,Checkpoint A== *Listen to the Doctor *Shoot out the left wall to go to a room with a Shotgun and 4 aliens inside. The right wall leads to a room with an Uzi, Magnum, and an enemy Bif. Shooting at the window washers causes them to fall, heheh. From doninss: you didn't mention the car batt. in one of the hidden rooms.(one with the bifs i think) *To advance, shoot out the front wall(with your ship crashed into it) and then shoot the lock off of the next door to open it. Watch out for the little aliens that come at you quickly in the tunnel. *In the next toom, grab the guns you need first, then blast out one of the glass sides and destroy the thing on the ceiling inside the room where the aliens are walking to, then repeat with the next side. After that, exit through the newly opened area, shoot the lock off the door and run through the tunnel to Checkpoint B. ==Level 2,Checkpoint B== *In this part, just run and shoot the walls that block your way and avoid fighting the individual enemies, they just keep coming so it's not worth it. Shoot the lock off the door and enter the tunnel, watch out for the 4 Laser Guns along the tunnel. *In the big room you want to take out the 3 Alien Spawners. There's one directly across from the entrance, and two more way to the right side of the room. The Spawners are in little "bunkers" so look for them. Once they're gone, pick up the guns you need then go through the tunnel and shoot the lock on the other end of the tunnel and proceed. ==Level 2,Checkpoint C== *Grab the Jetpack and walk near the Gas Pump to fill it to 100. If you need a gun or health, go to the doors on the left and right with the ?'s behind them. There's a Magnum and AA Battery. You probably should practice hovering at this Gas Pump since you'll need to know how later. To hover, just tap L while in the air to stay near the Gas Pump. *Fly up to the Orange part of the ceiling and when it opens, land on the outer blue edge of the next level and take out 4 Laser Guns in this part to open the next level up. There's 3 levels like this, with 4 Laser Guns each, where you have to hit all 4 of the Laser Guns to advance. After you've gone through the 3 levels, I recommend dropping down and refilling on fuel before advancing to the next part. *After the initial 3 levels of Laser Guns, you have to fly up to another large room like the first one but without any floor in the middle. You should fly all the way up to the platform in the center and take out the two Bifs first, then turn your attention to the Alien Spawners and aliens below, and take them out one at a timeto make it easier. *Once all the enemies in the room are gone, drop down to the platform with the Gas Pump and refill. If you need guns, go to the other platforms. Then,fly up through the orange section and get ready for the next set of 3 levels of 4 Laser Guns. Go through them the same way as before. *After these 3 levels of Laser Guns, refill and fly up to one of the ledges in the top room. 2 have doors with ?'s behind them(Magnum,AA Battery) and the 3rd has the exit. Shoot the lock off and go through the tunnel, after the second door there's 5 or so Laser Guns waiting. *Collect the guns and AA Battery at the entrance and get ready for another "run-n-shoot" experience. The only enemy you have to worry about is the Bif in the center of the room, kill it but don't worry about any others. Shoot the lock off of the door and run through the tunnel. ==Level 2,Checkpoint D== *This next section involves some jumping and you even get an audience in the form of some aliens in a protected ship, they gasp when you jump, cheer when you make it and boo if you miss. There's a couple more doors with ?'s that give you health on the bottom floor if needed. *Wait for the lowest platform to come down and jump on it, the alien ship will kind of tell you where the next platform is going to be. Just wait for the two platforms to get near level, then jump across to the next, there's about 6 in all. *Once you get to the last moving platform in this part you'll have to jump across to a floating Gas Pump and hover there as it fills your JetPack. Jump over to it and as soon as your Jetpack starts filling, release the Y and L buttons till you start to fall, then hold L again for a second and repeat until you're full. Then fly up to the orange section of the roof and get ready to blast some more Laser Guns. The first level also has a floating Gas Pump in the center you can use. *There's 3 levels of blasting Laser Guns, then fill up on fuel to make it to the top room. Once there, the Checkpoint is on one of the 3 platforms and the others have doors with ?'s that each hold a Magnum. ==Level 2,Checkpoint E== Boss Fight The tunnel before the boss has about 6 Laser Guns in it so take them out on your way by strafing left and right as you shoot them. *Inside the Boss room there's weapons and health on the outer edges, and a Gas Pump on the floor. Be sure to refill on what you need as you fight this boss. To kill the Boss: 1.Shoot all the glowing parts 2.Shoot at the main part of the boss, it's broken up into 5 parts 3.Shoot at the boss, now just a glowing orb 4.Shoot at the smaller boss until it's dead To Begin you have to blast all the glowing spots on the boss to get rid of them, they fire out tracking fireballs. Once a glowing spot is gone, light shines from it and can hurt you. When all the glowing spots are gone you have to shoot the main part of the boss itself and break off the "plates" there's about 5 different sections in all. Then blast the exposed Boss. All this time the boss will be spinning in a few different patterns. It'll spin with beams travelling vertically, making their way across the whole chamber. It'll spin the beams horizontally either just above the outer ledges or directly on them. You can't really avoid the vertical spinning beams of light, but you can stay out of the way of the horizontal ones. If they're above you, just stay on an outer ledge and blast away, if they're lined up with the outer ledges then use the Jetpack to float in the safe area between the beams. After you've taken down the exposed boss, it turns into a small star or something and shoots light everywhere, but only the solid beams hurt you. Don't bother dodging the beams when it's at this stage, just shoot it till it's dead. ------------------------------------------- LEVEL 3-The Jim Dandy, Earth Orbit 10:42am ------------------------------------------- DR. HAWKINS ==Level 3,Checkpoint A== *Listen to the computer *Grab the 2 MR. FIZZY in the fridge, go left behind the bar and grab the DIRTY TOWELS and the 3 THE SAUCE, then go through the double doors and the hall till you come to a room with 3 doors. *Go to the middle door(The Lavatory) and get the two other DIRTY TOWELS and combine them with the 3 THE SAUCE to get 3 MOLOTOV. Then go to the stall and take a pitstop, heh. After the "incident" collect the PIPES where the water is leaking, and the HAND DRYER. Wash your hands, then leave. *Go to the door on the right when you come out(The Bridge). Get the DUCT TAPE and leave. *Combine the PIPES and HAND DRYER to make the LEAF BLOWER and use it. Then go to the door across the way(The Lounge). *In The Lounge, use the LEAF BLOWER, by pressing the R Trigger, to blow the aliens to the back of the green hallway and near the Venus Fly Trap. Keep using the blower till they're all eaten. *After all the aliens are gone, head towards the door and the plant will thank you by upgrading your toaster. You can now use the ATOMIC TOASTER and LOAF to shoot enemies. ==Level 3,Checkpoint B== *Walk out on the beam in front of you, jump over to the left beam. Look down to the left and fall to the pipe, then turn and face the big central pipe and look down to the left, you'll see a leak in the big pipe. *Fall down to the girder next to the leak and use the DUCT TAPE to patch it up. Jump down to the floor and grab the CORD that's plugged into the pipe. Combine the PIPES and CORD to make the LADDER, then use the Ladder while standing on the glowing square that's near the patched up leak. *From the pipe you're on, drop back down to the glowing square that's on the girder(just above the 1st square) and use the LADDER on it. Then walk to the opening at the edge of the room and go through it to the next room *In this next area, walk onto the short girder and jump to the one with the glowing square and use the LADDER. From the large pipe, jump to the nearby girder then drop down to the lower one and head left. Use the short girders you come upon to jump up to the the next opening and go through it From IBF: *shortcut, instead of using the ladder out in the large circular area after the duct tape room, step down(towards the center) turn left, aim for the beam below, run off and you'll land on the beam. go to the end, make the jumps up to the door. drop down to the checkpoint. (bypasses the room with 3 poopsies and the tough jumps) *This room has some aliens in it, so put the ATOMIC TOASTER in your left hand and the LOAF in your right so you'll have something to hit them with. Face the opening into the