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Walkthrough
Level 1: Hatshepsut Temple
You begin the adventure on the second level of a great temple. Before running
off, it’s best to turn to the right and head for the pillars beside you. There,
you will see a revolver hovering in the air–grab that to double your firepower.
With two colts armed and ready to fire, head up the main stairs where you
started. You’ll have to fight several Beheaded, which shouldn’t be too
difficult.
Then, hop onto the railing at the top of the steps. From there, you can head
straight toward the wall to your right–a clever jump and you’ll be able to land
on top of the building to the side. There is a hidden rocket launcher here,
which
you’ll certainly want to grab. On the other side of the temple, there is some
extra ammo hidden in exactly the same place.
Now that you have a rocket launcher, you’ll want to go back down to the first
level of the temple. There are two doors there, both darker than the stone
around
them. The one to your right as you walk down the steps opens normally, and
you’ll
bump into a group of malformed developers. These guys can’t hurt you, but they
can get in your way. Grab the ammo at the base of the hidden passage and try not
to hurt the poor guys. On the other side of the temple, you can release another
group by blasting open the door with your new rocket launcher. Inside you’ll
find
some armor and more rockets. Take it all, then walk out into the desert.
Far out in the sands, away from the temple where you started, there is a tree.
This tree may look normal from a distance, but your enemies apparently care
about
it very much. As you approach the tree, four major Bio-Mechanoids will appear
from the desert and start to harry you with missiles. Either kill these enemies
or avoid them, and get to that tree. There, you will find some extra health and
ammo. This discovery will increase your score, but it will also spawn a flock of
Witch-Harpies. Fight or flee back to the temple!
Once you are up on the third level again, run forward into room beyond the
pillars. There are several beheaded here, and a few Gnaars show up to fight as
well, but none of these foes group together very well, so you can use your twin
colts with maximum effectiveness. Before heading into the center room, go around
the main building on its right side. At the far back wall, you can turn left and
see a darkly-colored section. Touching this will cause the wall to descend, and
you’ll get your hands on a double-barreled coach gun. No need to attack enemies
from afar anymore–now you can take things up close and personal.
Now you can go into the center section and creep deeper into the temple. You’ll
find another colt sitting in the center hallway, but this won’t do you much good
now. A Gnaar will pop in before you reach the next door, but its attitude alone
won’t cause you harm. Push forward into the next room, go into the pool for some
extra health if you need it, then pass through the next door. In the following
room, you’ll see a pump-action shotgun on the left. Snag it, then be prepared
for
a quick fight. Several Gnaars rush in with Beheaded for support. Take them all
out while dodging around the pillars for shelter. A Kleer charges in at the end,
but a couple of shots from the new gun will finish that problem. Continue
onward,
to the next level.
Level 2: Sand Canyon
Everything is fine at first in the Sand Canyon. You can walk out and grab some
ammo for the shotguns, but over the dunes ahead come your newest enemy–the
Kamikaze Beheaded. There are plenty of these freaks on the way, so sit back and
start shooting. Gnaars and a Kleer or two follow, but you can backtrack after
the
fight and find a new health pack near the level’s entrance. A squat building
lies
before you, but before going in you can grab some extra points. To the right of
the entrance, there is an indentation on the side wall of the building. Pressing
on this will slide it out of your way. Several Witch-Harpies will attack you
from
within. After this, try rocket jumping over the short hill on the same side–try
to make it just to the left of the tree above. You’ll get a health vial and
another point award.
Run into the building now and grab the armor as you pass. Unless you really need
health, ignore the passage on the left, because it’s a dead end with a couple of
Kleers that wait for you to grab some of their treasure. Going straight down the
main passage takes you to a gate. Several Beheaded run past, then the gate
lowers. First, go to the left and dodge the boulder that tries to fall on you–
it’s very easy to avoid as long as you don’t wait for it to hit you. You can
grab
some extra equipment in the small chamber, then continue along in the other
direction.
The next major room will quickly fill with Marsh-Hoppers. You’ll be locked
inside
with the little exploding beasties, so get ready to clear them out with a well-
placed rocket. Before leaving, look at the right wall. There should be a
discolored section there which you can push aside. You’ll find a free Tommygun
and some bullets to use with it.
After leaving the frog room, kill the Beheaded, Gnaars, and Kleers in the next
area–they’ll get bottlenecked in the doorway so just hose them down with the
Tommygun (you know that you’ve been waiting to do that anyway). After the room
is
safe, turn to the left side of the door. Tucked away there is a bounce pad that
will throw you over the pillars where you’ll see a suit of decent armor. Free
points and free armor without any guards! The main exit will be up the steps and
through an archway to your left, but go into the room beside that first. Under
the stairs in that tiny chamber you’ll find a health vial that is also worth
some
bonus points. Now you can move forward.
You’ll soon find yourself out in the open again, but faced with a number of
light
enemies. Take them all down before you reach the next area. Before finishing the
level, you can grab a secret that is on top of the last building. It is possible
to make it up there without rocket or bull jumping by going to the left and
hopping up the side of the stone–it’s not easy, but it is a lot easier on the
skin, hair, organs, etc.
Level 3: Tomb of Ramses
Everything is blue in this new section. Pull out your Tommygun or 12-gauge
shotgun and jump into the action. After some light fighting against Beheaded and
a few Gnaars, you’ll wind up in a big room that looks more complicated than it
actually is. In front of you is a staircase that will take you further into the
level. To the left is an almost empty room, but to the right is a chamber that
leads upward and around. Take this, then leap down to a lower section once you
reach the end of this tunnel. There you can get some extra points and armor.
Combat gets a bit heavy as you go through a couple of simple rooms, though at
least there aren’t any surprises. You’ll see some steps ahead with the warm glow
of torchlight. Don’t go there yet. Instead, jump onto the firebox on the right
wall. There is a ledge there that you can hop onto. From the ledge, you can
travel right until you find a heart. To the left, you get a point award for
finding the hidden passage. You then enter the torch-lit room, but the wall will
close off before you reach the far end. Gnaars will drop down on you, and a
juvenile Arachnoid will start to hose you down with its machinegun. Use the
pillars for protection and vaporize your enemies. Upon seeing this, the door
will
realize that you mean business and will open.
Before going too far into the next room, clear out the Arachnoid and Beheaded
there and head up the stairs near the entrance. You’ll see a rocket launcher
that
is vicious to reach with a normal jump. Instead, look to the far side of the
ledge at the top of the stairs–there is a glowing section of air there. Have
faith and walk into it and you’ll appear next to the launcher. This counts for a
couple of secrets and a number of bonus points.
Soon after this you’ll find a series of staircases with Gnaars and Beheaded
everywhere. Take on the throng, then circle left and around until you’re at the
top of the area. Before leaving, look around for a walkway that extends out into
the middle of nowhere, past where two of the Beheaded were standing. Jump onto
this and follow it to the other side of the room, where a secret cubby hides a
Super Health for the taking.
One of the two exits from the top of the stairs will open up into a series of
rooms with Beheaded. A juvenile Arachnoid will open up on you as you climb
further upward, so pay him back and keep moving. Soon, you’ll curve around and
come to a doorway that is flanked by two large statues–turn around here and go
to
the wall behind you. On the left is a passage that will take you to an ammo
room.
Get the goodies here, then keep going until you find the platform where the
Arachnoid was standing. There is a heavy suit of armor here. Now return to the
archway with the statues.
The next room is huge and has a free coach gun with extra ammunition just lying
around. Everyone knows that this is a trap, but there isn’t much that you can do
about it–the door at the far end of the room won’t open until this is over, so
steel yourself for the task ahead. Several waves of Kleers will try to take you
out, so the Tommygun at long range will do nicely. If you are low on bullets,
play hide-and-seek around the room with the coach gun. Frogs will join the fray
after a while, so get used to firing while running backwards. The goods news is
that it’s over soon and the level is yours.
Level 4: Valley of the Kings
Steal as much ammo as you can before entering the valley. Outside, you’ll find a
host of creatures. First, the Kamikaze Beheaded will charge, along with some
Kleers and the like, but further along you’ll meet with some lesser Bio-
Mechanoids and a Reptiloid. Use any spare rockets that you have, because this
fight can get ugly. More rockets await you on top of the section near the next
building entrance, but a Highlander will attack you soon after you grab these
items. Stay moving at all times, shoot any fireballs that get near you, and
think
about the afterlife–just in case.
Once the Highlander is gone, blow up the statue where you got the launcher then
duck into the nearby building and avoid any monsters who are still alive. Ahead,
you’ll be able to see a chamber with a golden ankh resting high on a pedestal.
There are walkways leading off to both sides–take these and you’ll find that
each
room has a button that you can push to lower the pedestal. After both are
pushed,
hop up and grab the ankh, but a load of enemies gate in to stop you when you
walk
through this area. Most of the creatures are weak, but a couple of Arachnoids
and
a Reptiloid will join the attack. Fight off the ones that get in your way and
move forward out of the room.
A series of rooms follow that have little treasure but a number of enemies,
including Beheaded, Gnaars, and Kleers. Fight when you have to, but keep moving
unless you are trying to keep your kill ratio high. After going down the stairs
at the end of the corridors, you’ll pass through a room with a grate–kill both
of
the Gnaars in that room to open the door, then blow up the statue in the next
room. Soon, you will reap the rewards of your vandalism.
Follow the same path forward, then turn left after you head down the slope with
a
number of health-ups. There is another statue to obliterate, but get out of the
room quickly because the lights will go out and the monsters in this world can
see in the dark perfectly well. Go down the opposite side of the tunnel and head
straight into the room with a glassy floor. Blow up another statue and get the
papyrus that hints of a hidden level nearby. Reverse your steps, then take the
only path remaining.
The hall beneath you has a locked door to the left, so head around to the right
side of the area, avoiding the Marsh-Hoppers and Kleers that try to block your
way. You’ll see a shadowy wall at the other end of the tunnel, which you can
easily walk through. Press the button in the next room and get any ammunition
there that you can hold. You’ll get trapped for a moment as a force of Kleers
builds up on the other side of the shadow, but you can leave once they come
through. With that done, the door that was locked before opens for you.
You’ll twist around to the right as you pass through two empty rooms, and
various
foes will start to attack you. There is a Super Health at the end of the area
with a cage around it–it’s obviously a trap, but you have to spring it to open
the way out. Once you get the health, the cage will close for about a minute and
a force of Beheaded and Kleers will attack. Kill them with rapid-fire weapons,
then go through the opening door once the cage recedes.
Take the left door in the next area–there is a statue to destroy with a button
to
push at its feet. Do so and you’ll see a row of spikes raising in another room.
Take the right entrance from the main tunnel and you should notice a stone ankh
inside a pool of water; swim down and take that. Now the door will open and you
can run into a room with another Tommygun and some ammo. Many Marsh-Hoppers
start
leaping out of a teleporter, but there aren’t enough to overwhelm you. Kill the
frogs, get the armor on the right side of the room, then take the passage that
is
recessed at the back left side of the area. Before completely leaving, you’ll
come to a raised section of the same room–there is a jump pad on the right side
of this which will hurl you toward some free armor.
You can leave now, and you are at the end of the level. Going up the next
passage
will take you to a room with four statues. Save the game before you destroy
them,
because you’ll need to hurry into the next room. You receive an award after
destroying all of the statues, and a platform will be released in the cave
nearby; don’t take the bridge, since that will keep you from reaching the hidden
level. Instead, turn to the right and seek a wooden platform suspended by ropes.
You can jump onto this and ride it over to the other side of the cave. There you
can enter the dark area that will take you to the hidden level. If you missed
some of the statues, you can blow up the rock that is supporting the platform to
get it going. Also, if you take too much time getting to the platform, you can
get it moving again with a few rocket blasts.
Hidden Level 1: Moon Mountains
The next region has tons of monsters, armor, and ammunition, so don’t try to
finesse things with some of your weaker weapons. A well-armed rocket launcher
should clear up any problems, and the shotgun or Tommygun should assist with the
weaker enemies. You’ll be able to run from one raised island to another across a
series of bridges. Avoid long-range fire from Reptiloids and such, and make your
way to the fourth island. Take the extra Tommygun and ammunition around it on
that island, then head over to the right side; on a very low section of the
slope, you’ll see another bullet pack. Grabbing this will catapult a heavy suit
of armor onto the center section of the island.
The next secret in this region is very hard to get, so clear the Mechanoids and
Witch-Harpies before you try this. On the fifth island, you get extra points by
leaping through the waterfall and onto the ledge that sits behind it. The best
place to try this is on the right side of the island. Sadly, this jump is nearly
impossible to make, but if you have some health to spare it is possible to
rocket
jump backwards across the gap! In any event, save your game before trying to
score this bonus, because it may take a few tries. Once you are on the ledge, go
to the left side of it for another bonus and some health.
Now, run through the mossy cave and be careful of the Marsh-Hoppers that are
waiting for you. The next area has a large waterfall in the center, but you
don’t
want to jump into it now. On the far side of the rim, you’ll see another cave.
Drop down onto the second level by the falls and go around to the cave. There is
a pit at the back of it–go around behind the pit first and you’ll find a secret
room. Take the armor, health, and ammo from the hidden cache, but nothing in
here
comes without a price. Before you can leave, a swarm of Kamikazes will rush you
in the darkness. Survive this, then jump down the pit.
You fall into a large cavern that is filled with water (and Electro-Fish). Kill
the fish then look around for a large door on the far side of the room. On the
side of the cave to the left of that door is a Super Health bonus that is tucked
into the rocks. Get that bonus then use the door. You’ll take a long tunnel that
leads into a huge chamber with another waterfall. Kill the Kleers and Beheaded
by
the door, then turn back toward the tunnel that you left. There is an odd
section
of wall above the exit; shoot that, and you’ll get a bonus message. Head back
into the tunnel and take the teleport bubble that you find for even more points.
This warps you across the bridge, and you can walk down the last passage to
complete the hidden level. If you want to be really violent, charge back into
the
room and across the central walkway to release a Highlander.
Level 5: Oasis
You start off under the water, but there are a few items of ammunition worth
grabbing there. Turn around and jump through the waterfall for a couple more
goodies too. Rearmed, you are ready to rush out into the cruel world again.
Halfway across the landscape, you’ll see a bunch of Mechanoids and Reptiloids
gating in, but the door across from you will open if you can make it there, so
only fight as long as need (or want) to. A lovely grenade launcher awaits in the
first room of the building.
Your foes don’t want you to have that grenade launcher, so a number of them will
attack once you grab the weapon. Beat them down, then grab the health point on
the left of the statue for a sound bonus. Blow up the statue too, because we’ll
be back here in a moment. Get the petty treasure from the room to the left and
avoid the Marsh-Hoppers, then get some similar loot from the first section of
the
corridor to the right. If you’ve collected all of the health-ups there, a secret
bouncer will open up from under the statue that you destroyed. Jump onto that
from the rear wall and you’ll be launched over to a Minigun high above. Oh yes!
Since we have a couple of new toys to play with, it’s time to go back into the
corridor on the right. The first room you come to has a big backpack of ammo
just
waiting for you. Sam asks for a taste of action, and in return he gets a bit of
froggy lovin’. You can conserve ammo get letting the groups of Marsh-Hoppers
bunch up and then using a single grenade to clear the area. Take all of the
bullets that are littered about the area and draw your Minigun–you’ll want it in
the next room. A final point of importance is that the third section of wall on
the left can be destroyed by a rocket blast. This gets you a bonus, and you can
get a second one by jumping into the secret room and quickly retreating; this
triggers an ambush, but you are awarded a number of points for surviving it.
There are a number of tougher creatures waiting ahead. The door won’t open until
the fighting dies down, so keep the fire coming and mow down everything that
gets
in your way. After the Arachnoids and Mechanoids run dry, a host of hoppers
descends, but these too will thin out quickly. Finally, the door opens and the
level is over.
Level 6: Dunes
You start off in the dunes near the city, and there are Mechanoids and Werebulls
everywhere. Use your heavy weapons to take out targets as quickly as possible,
because there is usually someone behind you. Make your way forward and over the
first dunes toward the city itself. This level has some pretty intense fighting
and secrets that cost you some serious health to grab. For those who are a bit
low on ammunition or who would like to duck some of the fighting, there is a
ledge on the right side of the city wall that you can reach with a bull or
rocket
jump. Skipping the secrets and some of the battles might save your skin.
For the more bloodthirsty players, take a right once you can see the city in
front of you. Out in the sands you’ll find a box of health that spawns
additional
items and foes when you try to pick it up. Continue along that route and you’ll
see a group of trees ahead. You get a full suit of armor and a large health
bonus
for your trouble, but many Witch-Harpies will try to stop your return. Also,
staying in this part of the sand for too long causes damage by itself, which
gets
pretty dangerous when you are already dodging fire from a couple dozen
creatures.
Go back the way you came, then go in the opposite direction. There is a health
bottle that gives you another bonus, some ammo, and foes to fight. Close in on
the city at this point, but don’t head toward the main gates. There is a tree
sitting near the corner of the blue wall section which spawns items when it’s
destroyed. With all that done, you can enter the city from the right side with
the jumping techniques or by defeating several waves of the Mechanoids and their
allies.
Once you are inside the gates, there are two more bonuses to pick up. In the far
right corner, a rocket jump onto the ledge will cause it to explode; two greater
Mechanoids will spawn to punish you but there is a Super Health lying in the
rubble. In the same location on the other side of the area is an ammunition
secret.
You won’t be able to get through the far door yet, and once you try to a large
backpack will appear in the center of the quad. Be ready once you take that
ammo,
because Kleers and Mechanoids are waiting to jump in. There is a lasergun that
you can pick up once the battle begins, but you won’t have too much ammunition
for it yet. A nasty group of Reptiloids will take over the towers after the
first
wave of monsters falls. Kill all of them to open the door. Use the Tommygun or
Minigun to kill the Reptiloids while shooting down their attacks against you.
Level 7: Suburbs
The easy levels are behind you now; from here on out the monsters come at you in
droves, and many of them are tough enough that these groups will pose a serious
threat. Keep your good weapons out, move quickly, and save often.
There are two secrets worth getting from the first area, and both are along the
left wall. About halfway down the left side, there is a building that doesn’t
quite meet the wall. You can pick up some extra points and equipment here, and a
Yoda-like voice will declare, “Secrets you have found.” Near the back corner of
the left wall, you’ll see two buildings with a tree between them; blow up the
tree for a couple more items, then get out of the area through the nearby door.
You only have to kill everything in the first section if you want to.
Take all of the ammo from the room you come to, then charge out into the open
space. A spare suit of armor, which you’ll probably need, is resting halfway
along the left wall, just like the first secret from this level. Get that, then
use the button at the stone structure nearby. Cross the battlefield to get to
the
right side where there is another button to press; this will open up the pit
that
will take you into the sewers.
There are several more secrets that you can grab before leaving though. In the
far right corner is some treasure that will set off a trap–you’ll get caught in
that corner for a minute while Mechanoids fire down on you. This is only worth
the effort if you want to get every secret in the game. If you need the points
but aren’t up for the fight, rocket jumping out of the buildings will work. Two
more secrets are placed in niches on each side of the false door at the end of
this area. When you are ready to move on, go to the pit that opened up near that
door. It is best to jump into the pit with your back to the false-door. As you
fall, press forward and you’ll land in a secret room that will give you some
extra health and armor. You are still alive–that could have been much worse.
Level 8: Sewers
What is a good romp through the city when you don’t end up in the sewers? In
this
case, it’s a nice respite after the bitter fighting in the suburbs. To stock up
on some points and treasure, dive down into the water instead of getting out.
Fairly far down, you’ll see an opening in the wall that looks like a large pipe–
go in there. Several Electro-Fish will impede your progress, but most of your
weapons can take care of them in a single hit or two. Once you come out the
other
side of the pipe, look on the back right side of the floor; there is some armor
there that counts as a secret. Your air might be getting low now, but don’t
worry. Start to rise and keep an eye on the inside of the pillar that is well
lit. You’ll notice a button there that opens a door into the next part of this
level.
Once you have opened the door and surfaced again, mop up the grouping of enemies
there and look for a short staircase that will take you up to a ledge. That is
where the door is located, but you can find another suit of armor by hopping
onto
the beams that dominate the center of the room. The secret is on the right side
of the beams, obscured from view until you are on top of the highest girder.
The next room has an open set of stairs that lead down, and there are a ton of
holes that cover the walls. Marsh-Hoppers will pop out once you get near the
bottom of the steps, so it’s best to jump off and head toward the back left side
of the hall. It doesn’t look like there is anything there, but what the thin
layer of water obscures is a passage down. Go into this and you’ll be awarded
points. The frogs will jump in too, but they fall to the bottom. You can swim
down there too for some extra rockets and health. If you do go down, look for a
bright platform; that is what will raise you back into the passage so that you
don’t get trapped in the pit.
When you come out of the watery passage go straight, past the stairs you came
down, then follow the tunnel as it bends. Kamikazes, Marsh-Hoppers, and
Arachnoids hold the path in front of you, but nothing attacks in very high
numbers. Later, you are attacked by two Arachnoids and a Reptiloid; when killing
them, a suit of armor will appear in the far wall’s recess. To get this final
bonus, hurry and jump for the armor before the wall closes again.
The end of the level is just a brief swim away. It isn’t hard to find the tunnel
out, since it’s almost a direct swim forward from where you enter the water, but
there are many Electro-Fish in the murky deep here. Kill the fish when they come
close and remember that there is air at both ends of the passage, so the worst
that can happen is for you to get turned around and have to do the whole thing
over again. With that put behind you, Sam makes it up into the Metropolis.
Level 9: Metropolis of Memphis
There is only one secret in this level, so most of the difficulty in Memphis
rests on being able to take on a large number of big creatures without getting
pinned down. You start off in a walled-square and must fight your way out
against
a wide variety of enemies. There are Arachnoids, Mechanoids, and Reptiloids all
over the place, but nothing is critical until you get to the second open area.
You’ll come to another section with a large courtyard. In the center is a
towering pillar with four black arches around it. Walking into the center causes
a group of five Reptiloids to appear about the yard–killing these creatures will
open the door, and using rapid-fire weapons or rockets will make the task a lot
faster.
There is a good ammo reserve before you enter the next area, so kill any Kleers
that are behind you and scoop up everything that you can carry. You may want to
save the game here and run through the next part once or twice just to get used
to it. There are four talismans that you have to collect to proceed, and these
are scattered around the yard inside separate compounds. It’s easy to tell when
you are near a compound because each is walled as has an open archway; the other
buildings in the region don’t have any openings at all. There are two talismans
on each side of the field, but there are dozens of creatures on the ground and
high above that make it quite vicious to complete this section. It is usually
better to fight while running between the compounds rather than attempt to clear
out the area, which takes far too much time and ammunition.
Just after entering the next open section, turn to your right and blast the wall
with a rocket–a secret area will open up. The streets you’ll have to run through
now will have a lot of enemies hanging over them, so keep long range weapons
like
the lasergun ready. Before long, you will see a drop-off in the road. There are
spikes at the bottom so don’t get too close, especially since there are twenty
Kleers or so that try to attack and push you in. Do anything to get the Kleers
out of your way, since a pack of Werebulls will be coming too. Instead of trying
to rocket jump the gap, it’s easier to let one of the bulls leap over and smash
you across, or to jump onto the bridge that occasionally opens up when an enemy
tries to cross. Either way, there will be many Werebulls and Kleers ahead and
even mass damage weapons can’t clear them quickly. If things get really bad for
you, try to hide in a corner and kill a couple of Werebulls when they are right
on top of you. Most enemies can’t pass through dead bulls until they are totally
gone, which gives you some time to use grenades without being peppered.
After breaching the enemy lines, you’ll get trapped in a room without exits. You
have to fight several waves of attackers before the last door opens. For a time,
only Kamikazes will be rushing you, so stay away from the walls where they
spawn.
Keep to the center and use something quick and light. A mighty swarm of harpies
flies in after you are done with the Kamikazes, but a suit of light armor and a
backpack appear first, so take what you can. When that battle is over, get out
the biggest thing you have because the bulls are coming in force. Use anything
you can get your hands on and take out as many members of the herd as quickly as
you can; it’s a lot easier to dodge once you reduce their numbers. Following all
of this, there are three waves of Kleers with a handful of major Mechanoids as
fire support. Afer what you’ve just been through, this won’t seem nearly as bad.
Let the Kleers group together while chasing after you then let them have it.
You’re done. Save, sit back, and think happy thoughts.
Level 10: Alley of the Sphinxes
The good news is that you are getting close to your final destination, but the
bad news is that you’ve been wandering in the desert and have ditched most of
your ammunition in the process. This won’t hamper you for too long, but don’t
underestimate any of the early skirmishes in this level since you won’t have the
satisfying firepower than you are used to. For the lonely secret bonus on this
level, head left, out into the desert from where you start. On the right side of
your screen, toward the city off in the distance, you’ll see a tree. There are a
few spare rockets by that tree, so hop over there and grab them. A major
Mechanoid will try to stop you. If you want to savor the moment, use your knife
on the big guy and spare some ammo for later.
Once you are back on the central path toward the city, the fates will gift you
with an SBC cannon and more ammo for it. Another Mechanoid and some Werebulls
make an appearance, but a single charged-up shot from the cannon will bring the
group down to a couple of leftover bulls. Go through the doors and into arena.
This time there are only a couple of waves to deal with, and the first is just a
Kamikaze and Kleer assault. Use the usual tactics to clear these foes, then grab
the Super Health to initiate a bull rush. If things get tough here, try to line
up the Werebulls and use a single cannon shot on them. Don’t waste too many of
those cannonballs though, since the next area will demand a lot from you.
The four elemental totems that you gathered earlier in the game are meant to be
used in the next section. At each of the four corners of the outdoor area are
small altars where you can drop off the sacred items. Though there is a lot of
ammunition lying around in the form of backpacks, this still becomes a brutal
match. Don’t try to set all of the items and run through the door–you have to
kill everything in the room, so take each altar one-at-a-time and kill all of
the
creatures it spawns before moving on. Collect the major health, ammo, and armor
items when you are done, but have your cannon or rockets ready, because a
gigantic fire golem rises in front of you. Shoot his flaming rocks out of the
air
to protect yourself, don’t get close to him at any time during the fight, and
make sure that none of the children that the golem spawns end up flanking you.
If
you still have plenty of ammunition for your heavy weapons, it isn’t too hard of
a fight.
Level 11: Karnak
Get ready to move the moment the level begins–press the key to move Sam
backwards
and you’ll hurry through a closing door to the generous yard. There is a good
amount of ammo here, as well as a Super Health. The downside is that a major
Bio-
Mechanoid and a Highlander are here too, and the Super Health will spawn a group
of four minor golems. If you need the points more than the ammo and health, just
enter the yard and leave immediately–it’ll still count as a secret found.
The next room of the level has a walkway that you can access. The first pillars
on the far left and right side have buttons hidden behind them; pressing these
will lower a platform that you can take to the walkway. You’ll get some free
cannonballs and a bit of health, but you can’t leave the room without going back
down and killing some of the enemies.
A Werebull will eventually knock down the door and let you through. After going
around a small chamber you’ll find an outdoor area with a pit and two monuments
blocking a doorway–to open this, you have to take the door on the right side of
the room. There, you’ll see a large area with two open structures close by.
Press
the buttons in each of these, then move toward the building at the far end. A
number of lesser Mechanoids will have appeared by now and a host of other
creatures as well. Use a cannonball or two if things get too intense, but get
into the enclosure and pull the lever across from the doorway to close off that
pit from before.
Go back to the trapped door and go through it since things are safe now. You
enter a room with a pillar that has four buttons around it and three new rooms.
Get the supplies from the rooms on the sides first, then press all of the
buttons
to open the locked door. Looking inside, you’ll see a sleeping Arachnoid. Since
the bugger is resting on a key that you need, wake him up with a warm dose of
ultra-violence. Once his body disappears, grab the key and run before too many
enemies jump into the fray. Charge out the door and ignore the Super Health
unless you really need it–taking it will set off a trap that locks you in a
dark,
foggy room while Gnaars and other nasties get to take a shot at you.
Beyond all this is another large area with a locked door and a nifty statue in
the center. Turn left and you’ll see a second door that you can take. Go there
and receive a splendid view of a spot that puts the local swimming hole to
shame.
There are several secrets hidden here, so get ready to look into the water. If
you swim down to the bottom and straight forward, you’ll find a group of
cannonballs in the pool. Pressing on the panel beneath these gives you access to
a secret ammunition room. Come back up for air when you’re done grabbing the
loot, then swim to the right side of the cross–there is a discolored section of
wall there that opens when you touch the middle of it. The Croteam music will
start to play, and you’ll find some papyrus with a brief message from the
developers. You can get into the main building by swimming to the far end of the
pool and going into a Electro-Fish filled pipe.
Things calm down for a moment when you enter the building. Behind the area where
you come out there are two buttons to press; these will open a secret area back
outside near the base of the monument with a backpack and Super Health (press
the
button there to turn the room upside down). In the next room is the Golden Amon
statue–and an ambush. Don’t worry, except for an Arachnoid the fight is quick
and
simple. Proceed forward and jump through a gateway that will take you back
outside. Plenty of monsters are out tonight, but you have the option of evading
them. Either way, return to the room that had a locked door and go through that
door.
The next secret for this level is in the room nearby with two small pools. On
the
lefthand side of the left pool is an odd section of wall that will open for you.
Within is a geodesic dome that has an amorphous blob floating inside of it.
There
are some armor shards to pick up, but some of them spawn monsters so you can
decide whether they are worth the effort or not. You’ll find a number of items
back in the main room, so stock up while you can. Both of the new exits join
together and lead into an area with more sphinx statues. You are beset by Marsh-
Hoppers here, and the door will stay locked. Fight off the frogs, then kill a
big
group of Kamikazes (stay by the door because they don’t jump over the walls in
that location). Waves of Kleers follow, just to sap your energy and ammunition.
When the screaming stops, a single Werebull will leap out, and all you need to
do
is put yourself between the bull and the door. Dodge at the last moment, and the
locked door will become a pile of rubble. Werebull dead, door open, problem
solved.
You’ve made it to the last room, but there are still a bunch of creature to kill
and two secrets to find. When you need some ammo, go to the middle of the
lefthand wall of this area; you will see a dark spot that is low to the ground.
You can crouch and crawl in for a free backpack. On the opposite wall is a Super
Health that is hidden in the same way, but it isn’t available until after the
fighting stops. You will face over half-a-dozen waves of enemies here, though by
now you’ve seen all of them several times before and know what to do. Keep
checking near the center of the room after each wave, because there are a few
times when extra ammunition and armor appear.
Level 12: Luxor
There are two sides to the Luxor level, and you can do them in either order. You
cannot pass beyond the second room of this region and you are told that there
are
two items required to open the door. On the left side of the room from where you
entered, there is a passage that takes you above the open section. Further
along,
you’ll see a door on the side wall, and that will take you to the first major
part of the level.
This is the Golden Heart section. When you go around the corner and into the
open
area, head into the building in front of you; there should be a single Health
Potion there. Take that and meander around the room for a moment and you’ll
realize that the ceiling is crunching downward. Get out of the room and wait for
the ceiling to meet the floor, then jump back inside to find some treasure that
was left there.
Across from that building is a door that takes you further into this region. The
room beyond has a building with stairs inside that will take you up to the
walkways, but to open the door your have to press two buttons–one of them is in
front, to the right of the door, and the other is on the left side, on a ledge
behind the back. Once you can get inside, fight your way up onto the higher
tiers, then around the back wall of the area. You’ll pass some Arachnoids and
see
a pedestal with a Golden Heart on it. Grab the item, then go back down one
flight
of steps and across a walkway that goes back into the central building. There is
another archway that leads out and to the left; this will get you to the exit,
but go to the far end of the ledge and look in the crack between the building
and
the wall. There is a bouncer here that will throw you toward a ledge with a
second bouncer. You’ll wind up on a ledge that has a secret wall nearby that can
be destroyed for some extra equipment. Make it back to the exit door and go to
the other side of the map for the second item.
In the first section of the Feather’s area, there are several large pillars. Two
of these can be destroyed by weapon fire, and you get some extra cannonballs for
doing so. The door the leads deeper into the region is to the left of the
entrance. Inside the next room, to the left of the door, is a bouncer that gets
you to a Super Health. This helps, because the Feather is very well guarded. The
stairs that get you up to the feather are on the left side of the courtyard;
keep
out the heaviest weapons you have because enemies keep jumping into the room as
you progress toward the objective. The Feather and the exit are fairly close to
each other, so it doesn’t take long after you reach the second tier to get what
you need and make it to the door. Before leaving, jump onto the building that is
across from the exit and shoot the glowing panel to descend into the hidden
area–
there are monsters there, but you get another Super Health as a reward. Shoot
the
panel again to return then take the exit.
The two items will get you through the door back at the beginning of the level.
Once there you go through a hallway and into a room with . . . another locked
door. This one is easy to open. On the left side of the room is a section that
leads into some tight corridors. Back on the left side of these passages is a
golden ankh that opens the way. You’ll see a room with a vicious looking spiked
pit as you proceed, but close your eyes and leap down into it for another secret
and a full suit of armor. Don’t try this again or the pit will win out in the
end.
After all this trouble, you get to a large room with a pillar that starts to
rise
out into the sky. Kill a couple major Mechanoids that pop in, then go to the
back
left side of the room. You’ll be able to jump up and into the room nearby, where
some papyrus tells you about the Sacred Yards that don’t have anything to do
with
your mission but could be useful. Get everything out of the supply room the
comes
next and pull out your SBC cannon.
There are four keys that unlock the next door, but hundreds of enemies, from
Kleers to Mechanoids, are going to come at you while you do this! Since you have
to get the keys in order and place each one separately, it’s useful to know
where
each one is so that you can head straight for it. The first is on the right side
of the area, near the middle. Place it, then grab the second near the back of
the
room on the left. Find the third toward the entrance of the room on the right
side. The final ankh is in the left part of the room, but is only about halfway
between the center and the wall; it’s closer to the front entrance. With all
four
placed you can leave the area. To reach the Sacred Yards, skirt the wall of the
next room and walk toward the door on the left.
Hidden Level 2: Sacred Yards
There are many secrets hidden about this level, so those with adventurous hearts
should be very pleased to make it here. The first room has a number of larger
creatures to slow you down, but you can leave at any time through a door on the
right. Take care not to pick up the Health Pills, since they have strange
effects
on the rest of the level and may prevent you from getting the early secrets. Run
through the hallway into the next room and destroy the statue there–the platform
underneath it should slide out of the way and reveal a health bonus. The far
side
of the pool in the room has an entrance that leads deeper into the Sacred Yards.
Come out the other side of the watery tunnel and go into the next room. You will
need to press all four of the buttons that are in front of the sphinxes here,
while avoiding the Mechanoids and Kleers that gate in to stop you. Enter the
next
room when you are done, and you will learn that there are two sphinxes that you
need to capture.
The door to the right has a water-filled room. Go to the left side from the
entrance and you will see a Backpack just waiting for you, but you have to chase
it around before picking it up. Doing this will trigger an event that spits you
out near a large pyramid. Kill all of the creatures here and get both of the
secret items that are around the pyramid (one is a Serious Pack and the other is
a Super Health). With all of the enemies gone, you’ll see two odd fellows in a
vehicle near the front of the pyramid. There is a button inside a nearby opening
which you can push for a strange sight and another bonus award. Now return to
the
original room with the wandering pack.
There are four secrets in this room, so don’t press any of the buttons yet.
There
are three stone sections with buttons on them, and a bridge that leads to one of
them at a time; this bridge is controlled by a pressure plate near the entrance
of the room. Three easy secrets are gained by going to each of these platforms
and jumping onto the buttons, then on top of the stones. From there, you can
reach: Heavy Armor to the left, a Super Health to the right, and you can get the
Sphinx ahead of time from the center. Finish the room by getting onto the stone
platform in the left corner. Jumping onto this area while shooting it will
trigger movement in the platform that is in the right corner, opening up yet
another secret.
The sphinx on the other side is very easy to get. Shoot a rocket at the platform
that starts to rise the moment you enter the room; this will destroy the stone
that is supporting the sphinx and it will be yours without any real trouble.
Now,
go along the edges of the room and press all of the buttons. You’ll get flipped
upside down as you do so, but try not to think in a Euclidian sense and just do
what you have to. There are a lot of Arachnoids nearby, but they don’t take much
damage to kill. Once all of the buttons have been pushed, a final button is
revealed at the base of the platform near the center of the room–this will get
you your final secret! Get back up on the walkway, then jump down to the
platform
that has risen at the back of the room. You can reach two ledges with a suit of
armor and a Super Health. Go to the center room again and finish the level.
You’ve beaten it all, and now it’s time to complete your last objective.
Final Stage: The Great Pyramid
The pyramid that you seek is in front of you, but a huge arena and a long path
keep this from being an easy trek. There aren’t any more secrets or moments of
exploration or subtlety. You need to head into that arena and destroy every wave
that comes at you. There are going to be more Werebulls, Mechanoids, and Kleers
than you might ever want to see, but hopefully you have a good stash of
ammunition built up, and you’ll be given a bit of health and additional ammo at
regular intervals during the fight. Use mass damage weapons like the cannon as
often as possible, for you’ll have no lack of targets. When it’s all over, be
ready to rush out the doors and toward that pyramid, because here comes Mr.
Nasty. Don’t try to hurt him yet–he can’t be killed normally and he heals. Take
out the Werebulls and mechs that get in your way as you charge the pyramid.
You’ll have to take some time and wait for a spaceship to come before the door
will open, but you can use that time to hurl cannonballs back at the boss to
start softening him up. Don’t let many of his shots land on you, because they do
considerable damage. As soon as you can hear a beeping noise, go through the
open
doors of the pyramid.
Now that you are on the spaceship you have a chance to kill this
million-year-old
jerk, but it’s a bit tricky. There are jump pads at each of the four corners,
and
these will send you through four glowing circles. Each circle corresponds to a
triangular panel high above that will light up once it’s armed. About thirty
seconds after the fourth one is activated, and it doesn’t matter in what order
you use them, a teleportation beam will fire that causes extreme damage to your
enemy–this is the only way to finish him off. You must bring him down below half
health by yourself, then keep wailing on him while the beam tears him to shreds.
If you just come close, he will heal himself quickly and keep fighting. Make
sure
that he is near the center before activating the fourth panel, because he is
slow, so it’s hard to get him to fall into the trap unless he is already close
to
it. If everything fails for you, then either load the game or keep trying,
because the panels simply reset. There are Super Healths and a few backpacks
around the arena, so you aren’t completely on your own. Practice this a couple
of
times and it shouldn’t be too hard. Finish this guy, watch the end sequence and
marvel at the score that you just raked it!
Level 1: Hatshepsut Temple
You begin the adventure on the second level of a great temple. Before running
off, it’s best to turn to the right and head for the pillars beside you. There,
you will see a revolver hovering in the air–grab that to double your firepower.
With two colts armed and ready to fire, head up the main stairs where you
started. You’ll have to fight several Beheaded, which shouldn’t be too
difficult.
Then, hop onto the railing at the top of the steps. From there, you can head
straight toward the wall to your right–a clever jump and you’ll be able to land
on top of the building to the side. There is a hidden rocket launcher here,
which
you’ll certainly want to grab. On the other side of the temple, there is some
extra ammo hidden in exactly the same place.
Now that you have a rocket launcher, you’ll want to go back down to the first
level of the temple. There are two doors there, both darker than the stone
around
them. The one to your right as you walk down the steps opens normally, and
you’ll
bump into a group of malformed developers. These guys can’t hurt you, but they
can get in your way. Grab the ammo at the base of the hidden passage and try not
to hurt the poor guys. On the other side of the temple, you can release another
group by blasting open the door with your new rocket launcher. Inside you’ll
find
some armor and more rockets. Take it all, then walk out into the desert.
Far out in the sands, away from the temple where you started, there is a tree.
This tree may look normal from a distance, but your enemies apparently care
about
it very much. As you approach the tree, four major Bio-Mechanoids will appear
from the desert and start to harry you with missiles. Either kill these enemies
or avoid them, and get to that tree. There, you will find some extra health and
ammo. This discovery will increase your score, but it will also spawn a flock of
Witch-Harpies. Fight or flee back to the temple!
Once you are up on the third level again, run forward into room beyond the
pillars. There are several beheaded here, and a few Gnaars show up to fight as
well, but none of these foes group together very well, so you can use your twin
colts with maximum effectiveness. Before heading into the center room, go around
the main building on its right side. At the far back wall, you can turn left and
see a darkly-colored section. Touching this will cause the wall to descend, and
you’ll get your hands on a double-barreled coach gun. No need to attack enemies
from afar anymore–now you can take things up close and personal.
Now you can go into the center section and creep deeper into the temple. You’ll
find another colt sitting in the center hallway, but this won’t do you much good
now. A Gnaar will pop in before you reach the next door, but its attitude alone
won’t cause you harm. Push forward into the next room, go into the pool for some
extra health if you need it, then pass through the next door. In the following
room, you’ll see a pump-action shotgun on the left. Snag it, then be prepared
for
a quick fight. Several Gnaars rush in with Beheaded for support. Take them all
out while dodging around the pillars for shelter. A Kleer charges in at the end,
but a couple of shots from the new gun will finish that problem. Continue
onward,
to the next level.
Level 2: Sand Canyon
Everything is fine at first in the Sand Canyon. You can walk out and grab some
ammo for the shotguns, but over the dunes ahead come your newest enemy–the
Kamikaze Beheaded. There are plenty of these freaks on the way, so sit back and
start shooting. Gnaars and a Kleer or two follow, but you can backtrack after
the
fight and find a new health pack near the level’s entrance. A squat building
lies
before you, but before going in you can grab some extra points. To the right of
the entrance, there is an indentation on the side wall of the building. Pressing
on this will slide it out of your way. Several Witch-Harpies will attack you
from
within. After this, try rocket jumping over the short hill on the same side–try
to make it just to the left of the tree above. You’ll get a health vial and
another point award.
Run into the building now and grab the armor as you pass. Unless you really need
health, ignore the passage on the left, because it’s a dead end with a couple of
Kleers that wait for you to grab some of their treasure. Going straight down the
main passage takes you to a gate. Several Beheaded run past, then the gate
lowers. First, go to the left and dodge the boulder that tries to fall on you–
it’s very easy to avoid as long as you don’t wait for it to hit you. You can
grab
some extra equipment in the small chamber, then continue along in the other
direction.
The next major room will quickly fill with Marsh-Hoppers. You’ll be locked
inside
with the little exploding beasties, so get ready to clear them out with a well-
placed rocket. Before leaving, look at the right wall. There should be a
discolored section there which you can push aside. You’ll find a free Tommygun
and some bullets to use with it.
After leaving the frog room, kill the Beheaded, Gnaars, and Kleers in the next
area–they’ll get bottlenecked in the doorway so just hose them down with the
Tommygun (you know that you’ve been waiting to do that anyway). After the room
is
safe, turn to the left side of the door. Tucked away there is a bounce pad that
will throw you over the pillars where you’ll see a suit of decent armor. Free
points and free armor without any guards! The main exit will be up the steps and
through an archway to your left, but go into the room beside that first. Under
the stairs in that tiny chamber you’ll find a health vial that is also worth
some
bonus points. Now you can move forward.
You’ll soon find yourself out in the open again, but faced with a number of
light
enemies. Take them all down before you reach the next area. Before finishing the
level, you can grab a secret that is on top of the last building. It is possible
to make it up there without rocket or bull jumping by going to the left and
hopping up the side of the stone–it’s not easy, but it is a lot easier on the
skin, hair, organs, etc.
Level 3: Tomb of Ramses
Everything is blue in this new section. Pull out your Tommygun or 12-gauge
shotgun and jump into the action. After some light fighting against Beheaded and
a few Gnaars, you’ll wind up in a big room that looks more complicated than it
actually is. In front of you is a staircase that will take you further into the
level. To the left is an almost empty room, but to the right is a chamber that
leads upward and around. Take this, then leap down to a lower section once you
reach the end of this tunnel. There you can get some extra points and armor.
Combat gets a bit heavy as you go through a couple of simple rooms, though at
least there aren’t any surprises. You’ll see some steps ahead with the warm glow
of torchlight. Don’t go there yet. Instead, jump onto the firebox on the right
wall. There is a ledge there that you can hop onto. From the ledge, you can
travel right until you find a heart. To the left, you get a point award for
finding the hidden passage. You then enter the torch-lit room, but the wall will
close off before you reach the far end. Gnaars will drop down on you, and a
juvenile Arachnoid will start to hose you down with its machinegun. Use the
pillars for protection and vaporize your enemies. Upon seeing this, the door
will
realize that you mean business and will open.
Before going too far into the next room, clear out the Arachnoid and Beheaded
there and head up the stairs near the entrance. You’ll see a rocket launcher
that
is vicious to reach with a normal jump. Instead, look to the far side of the
ledge at the top of the stairs–there is a glowing section of air there. Have
faith and walk into it and you’ll appear next to the launcher. This counts for a
couple of secrets and a number of bonus points.
Soon after this you’ll find a series of staircases with Gnaars and Beheaded
everywhere. Take on the throng, then circle left and around until you’re at the
top of the area. Before leaving, look around for a walkway that extends out into
the middle of nowhere, past where two of the Beheaded were standing. Jump onto
this and follow it to the other side of the room, where a secret cubby hides a
Super Health for the taking.
One of the two exits from the top of the stairs will open up into a series of
rooms with Beheaded. A juvenile Arachnoid will open up on you as you climb
further upward, so pay him back and keep moving. Soon, you’ll curve around and
come to a doorway that is flanked by two large statues–turn around here and go
to
the wall behind you. On the left is a passage that will take you to an ammo
room.
Get the goodies here, then keep going until you find the platform where the
Arachnoid was standing. There is a heavy suit of armor here. Now return to the
archway with the statues.
The next room is huge and has a free coach gun with extra ammunition just lying
around. Everyone knows that this is a trap, but there isn’t much that you can do
about it–the door at the far end of the room won’t open until this is over, so
steel yourself for the task ahead. Several waves of Kleers will try to take you
out, so the Tommygun at long range will do nicely. If you are low on bullets,
play hide-and-seek around the room with the coach gun. Frogs will join the fray
after a while, so get used to firing while running backwards. The goods news is
that it’s over soon and the level is yours.
Level 4: Valley of the Kings
Steal as much ammo as you can before entering the valley. Outside, you’ll find a
host of creatures. First, the Kamikaze Beheaded will charge, along with some
Kleers and the like, but further along you’ll meet with some lesser Bio-
Mechanoids and a Reptiloid. Use any spare rockets that you have, because this
fight can get ugly. More rockets await you on top of the section near the next
building entrance, but a Highlander will attack you soon after you grab these
items. Stay moving at all times, shoot any fireballs that get near you, and
think
about the afterlife–just in case.
Once the Highlander is gone, blow up the statue where you got the launcher then
duck into the nearby building and avoid any monsters who are still alive. Ahead,
you’ll be able to see a chamber with a golden ankh resting high on a pedestal.
There are walkways leading off to both sides–take these and you’ll find that
each
room has a button that you can push to lower the pedestal. After both are
pushed,
hop up and grab the ankh, but a load of enemies gate in to stop you when you
walk
through this area. Most of the creatures are weak, but a couple of Arachnoids
and
a Reptiloid will join the attack. Fight off the ones that get in your way and
move forward out of the room.
A series of rooms follow that have little treasure but a number of enemies,
including Beheaded, Gnaars, and Kleers. Fight when you have to, but keep moving
unless you are trying to keep your kill ratio high. After going down the stairs
at the end of the corridors, you’ll pass through a room with a grate–kill both
of
the Gnaars in that room to open the door, then blow up the statue in the next
room. Soon, you will reap the rewards of your vandalism.
Follow the same path forward, then turn left after you head down the slope with
a
number of health-ups. There is another statue to obliterate, but get out of the
room quickly because the lights will go out and the monsters in this world can
see in the dark perfectly well. Go down the opposite side of the tunnel and head
straight into the room with a glassy floor. Blow up another statue and get the
papyrus that hints of a hidden level nearby. Reverse your steps, then take the
only path remaining.
The hall beneath you has a locked door to the left, so head around to the right
side of the area, avoiding the Marsh-Hoppers and Kleers that try to block your
way. You’ll see a shadowy wall at the other end of the tunnel, which you can
easily walk through. Press the button in the next room and get any ammunition
there that you can hold. You’ll get trapped for a moment as a force of Kleers
builds up on the other side of the shadow, but you can leave once they come
through. With that done, the door that was locked before opens for you.
You’ll twist around to the right as you pass through two empty rooms, and
various
foes will start to attack you. There is a Super Health at the end of the area
with a cage around it–it’s obviously a trap, but you have to spring it to open
the way out. Once you get the health, the cage will close for about a minute and
a force of Beheaded and Kleers will attack. Kill them with rapid-fire weapons,
then go through the opening door once the cage recedes.
Take the left door in the next area–there is a statue to destroy with a button
to
push at its feet. Do so and you’ll see a row of spikes raising in another room.
Take the right entrance from the main tunnel and you should notice a stone ankh
inside a pool of water; swim down and take that. Now the door will open and you
can run into a room with another Tommygun and some ammo. Many Marsh-Hoppers
start
leaping out of a teleporter, but there aren’t enough to overwhelm you. Kill the
frogs, get the armor on the right side of the room, then take the passage that
is
recessed at the back left side of the area. Before completely leaving, you’ll
come to a raised section of the same room–there is a jump pad on the right side
of this which will hurl you toward some free armor.
You can leave now, and you are at the end of the level. Going up the next
passage
will take you to a room with four statues. Save the game before you destroy
them,
because you’ll need to hurry into the next room. You receive an award after
destroying all of the statues, and a platform will be released in the cave
nearby; don’t take the bridge, since that will keep you from reaching the hidden
level. Instead, turn to the right and seek a wooden platform suspended by ropes.
You can jump onto this and ride it over to the other side of the cave. There you
can enter the dark area that will take you to the hidden level. If you missed
some of the statues, you can blow up the rock that is supporting the platform to
get it going. Also, if you take too much time getting to the platform, you can
get it moving again with a few rocket blasts.
Hidden Level 1: Moon Mountains
The next region has tons of monsters, armor, and ammunition, so don’t try to
finesse things with some of your weaker weapons. A well-armed rocket launcher
should clear up any problems, and the shotgun or Tommygun should assist with the
weaker enemies. You’ll be able to run from one raised island to another across a
series of bridges. Avoid long-range fire from Reptiloids and such, and make your
way to the fourth island. Take the extra Tommygun and ammunition around it on
that island, then head over to the right side; on a very low section of the
slope, you’ll see another bullet pack. Grabbing this will catapult a heavy suit
of armor onto the center section of the island.
The next secret in this region is very hard to get, so clear the Mechanoids and
Witch-Harpies before you try this. On the fifth island, you get extra points by
leaping through the waterfall and onto the ledge that sits behind it. The best
place to try this is on the right side of the island. Sadly, this jump is nearly
impossible to make, but if you have some health to spare it is possible to
rocket
jump backwards across the gap! In any event, save your game before trying to
score this bonus, because it may take a few tries. Once you are on the ledge, go
to the left side of it for another bonus and some health.
Now, run through the mossy cave and be careful of the Marsh-Hoppers that are
waiting for you. The next area has a large waterfall in the center, but you
don’t
want to jump into it now. On the far side of the rim, you’ll see another cave.
Drop down onto the second level by the falls and go around to the cave. There is
a pit at the back of it–go around behind the pit first and you’ll find a secret
room. Take the armor, health, and ammo from the hidden cache, but nothing in
here
comes without a price. Before you can leave, a swarm of Kamikazes will rush you
in the darkness. Survive this, then jump down the pit.
You fall into a large cavern that is filled with water (and Electro-Fish). Kill
the fish then look around for a large door on the far side of the room. On the
side of the cave to the left of that door is a Super Health bonus that is tucked
into the rocks. Get that bonus then use the door. You’ll take a long tunnel that
leads into a huge chamber with another waterfall. Kill the Kleers and Beheaded
by
the door, then turn back toward the tunnel that you left. There is an odd
section
of wall above the exit; shoot that, and you’ll get a bonus message. Head back
into the tunnel and take the teleport bubble that you find for even more points.
This warps you across the bridge, and you can walk down the last passage to
complete the hidden level. If you want to be really violent, charge back into
the
room and across the central walkway to release a Highlander.
Level 5: Oasis
You start off under the water, but there are a few items of ammunition worth
grabbing there. Turn around and jump through the waterfall for a couple more
goodies too. Rearmed, you are ready to rush out into the cruel world again.
Halfway across the landscape, you’ll see a bunch of Mechanoids and Reptiloids
gating in, but the door across from you will open if you can make it there, so
only fight as long as need (or want) to. A lovely grenade launcher awaits in the
first room of the building.
Your foes don’t want you to have that grenade launcher, so a number of them will
attack once you grab the weapon. Beat them down, then grab the health point on
the left of the statue for a sound bonus. Blow up the statue too, because we’ll
be back here in a moment. Get the petty treasure from the room to the left and
avoid the Marsh-Hoppers, then get some similar loot from the first section of
the
corridor to the right. If you’ve collected all of the health-ups there, a secret
bouncer will open up from under the statue that you destroyed. Jump onto that
from the rear wall and you’ll be launched over to a Minigun high above. Oh yes!
Since we have a couple of new toys to play with, it’s time to go back into the
corridor on the right. The first room you come to has a big backpack of ammo
just
waiting for you. Sam asks for a taste of action, and in return he gets a bit of
froggy lovin’. You can conserve ammo get letting the groups of Marsh-Hoppers
bunch up and then using a single grenade to clear the area. Take all of the
bullets that are littered about the area and draw your Minigun–you’ll want it in
the next room. A final point of importance is that the third section of wall on
the left can be destroyed by a rocket blast. This gets you a bonus, and you can
get a second one by jumping into the secret room and quickly retreating; this
triggers an ambush, but you are awarded a number of points for surviving it.
There are a number of tougher creatures waiting ahead. The door won’t open until
the fighting dies down, so keep the fire coming and mow down everything that
gets
in your way. After the Arachnoids and Mechanoids run dry, a host of hoppers
descends, but these too will thin out quickly. Finally, the door opens and the
level is over.
Level 6: Dunes
You start off in the dunes near the city, and there are Mechanoids and Werebulls
everywhere. Use your heavy weapons to take out targets as quickly as possible,
because there is usually someone behind you. Make your way forward and over the
first dunes toward the city itself. This level has some pretty intense fighting
and secrets that cost you some serious health to grab. For those who are a bit
low on ammunition or who would like to duck some of the fighting, there is a
ledge on the right side of the city wall that you can reach with a bull or
rocket
jump. Skipping the secrets and some of the battles might save your skin.
For the more bloodthirsty players, take a right once you can see the city in
front of you. Out in the sands you’ll find a box of health that spawns
additional
items and foes when you try to pick it up. Continue along that route and you’ll
see a group of trees ahead. You get a full suit of armor and a large health
bonus
for your trouble, but many Witch-Harpies will try to stop your return. Also,
staying in this part of the sand for too long causes damage by itself, which
gets
pretty dangerous when you are already dodging fire from a couple dozen
creatures.
Go back the way you came, then go in the opposite direction. There is a health
bottle that gives you another bonus, some ammo, and foes to fight. Close in on
the city at this point, but don’t head toward the main gates. There is a tree
sitting near the corner of the blue wall section which spawns items when it’s
destroyed. With all that done, you can enter the city from the right side with
the jumping techniques or by defeating several waves of the Mechanoids and their
allies.
Once you are inside the gates, there are two more bonuses to pick up. In the far
right corner, a rocket jump onto the ledge will cause it to explode; two greater
Mechanoids will spawn to punish you but there is a Super Health lying in the
rubble. In the same location on the other side of the area is an ammunition
secret.
You won’t be able to get through the far door yet, and once you try to a large
backpack will appear in the center of the quad. Be ready once you take that
ammo,
because Kleers and Mechanoids are waiting to jump in. There is a lasergun that
you can pick up once the battle begins, but you won’t have too much ammunition
for it yet. A nasty group of Reptiloids will take over the towers after the
first
wave of monsters falls. Kill all of them to open the door. Use the Tommygun or
Minigun to kill the Reptiloids while shooting down their attacks against you.
Level 7: Suburbs
The easy levels are behind you now; from here on out the monsters come at you in
droves, and many of them are tough enough that these groups will pose a serious
threat. Keep your good weapons out, move quickly, and save often.
There are two secrets worth getting from the first area, and both are along the
left wall. About halfway down the left side, there is a building that doesn’t
quite meet the wall. You can pick up some extra points and equipment here, and a
Yoda-like voice will declare, “Secrets you have found.” Near the back corner of
the left wall, you’ll see two buildings with a tree between them; blow up the
tree for a couple more items, then get out of the area through the nearby door.
You only have to kill everything in the first section if you want to.
Take all of the ammo from the room you come to, then charge out into the open
space. A spare suit of armor, which you’ll probably need, is resting halfway
along the left wall, just like the first secret from this level. Get that, then
use the button at the stone structure nearby. Cross the battlefield to get to
the
right side where there is another button to press; this will open up the pit
that
will take you into the sewers.
There are several more secrets that you can grab before leaving though. In the
far right corner is some treasure that will set off a trap–you’ll get caught in
that corner for a minute while Mechanoids fire down on you. This is only worth
the effort if you want to get every secret in the game. If you need the points
but aren’t up for the fight, rocket jumping out of the buildings will work. Two
more secrets are placed in niches on each side of the false door at the end of
this area. When you are ready to move on, go to the pit that opened up near that
door. It is best to jump into the pit with your back to the false-door. As you
fall, press forward and you’ll land in a secret room that will give you some
extra health and armor. You are still alive–that could have been much worse.
Level 8: Sewers
What is a good romp through the city when you don’t end up in the sewers? In
this
case, it’s a nice respite after the bitter fighting in the suburbs. To stock up
on some points and treasure, dive down into the water instead of getting out.
Fairly far down, you’ll see an opening in the wall that looks like a large pipe–
go in there. Several Electro-Fish will impede your progress, but most of your
weapons can take care of them in a single hit or two. Once you come out the
other
side of the pipe, look on the back right side of the floor; there is some armor
there that counts as a secret. Your air might be getting low now, but don’t
worry. Start to rise and keep an eye on the inside of the pillar that is well
lit. You’ll notice a button there that opens a door into the next part of this
level.
Once you have opened the door and surfaced again, mop up the grouping of enemies
there and look for a short staircase that will take you up to a ledge. That is
where the door is located, but you can find another suit of armor by hopping
onto
the beams that dominate the center of the room. The secret is on the right side
of the beams, obscured from view until you are on top of the highest girder.
The next room has an open set of stairs that lead down, and there are a ton of
holes that cover the walls. Marsh-Hoppers will pop out once you get near the
bottom of the steps, so it’s best to jump off and head toward the back left side
of the hall. It doesn’t look like there is anything there, but what the thin
layer of water obscures is a passage down. Go into this and you’ll be awarded
points. The frogs will jump in too, but they fall to the bottom. You can swim
down there too for some extra rockets and health. If you do go down, look for a
bright platform; that is what will raise you back into the passage so that you
don’t get trapped in the pit.
When you come out of the watery passage go straight, past the stairs you came
down, then follow the tunnel as it bends. Kamikazes, Marsh-Hoppers, and
Arachnoids hold the path in front of you, but nothing attacks in very high
numbers. Later, you are attacked by two Arachnoids and a Reptiloid; when killing
them, a suit of armor will appear in the far wall’s recess. To get this final
bonus, hurry and jump for the armor before the wall closes again.
The end of the level is just a brief swim away. It isn’t hard to find the tunnel
out, since it’s almost a direct swim forward from where you enter the water, but
there are many Electro-Fish in the murky deep here. Kill the fish when they come
close and remember that there is air at both ends of the passage, so the worst
that can happen is for you to get turned around and have to do the whole thing
over again. With that put behind you, Sam makes it up into the Metropolis.
Level 9: Metropolis of Memphis
There is only one secret in this level, so most of the difficulty in Memphis
rests on being able to take on a large number of big creatures without getting
pinned down. You start off in a walled-square and must fight your way out
against
a wide variety of enemies. There are Arachnoids, Mechanoids, and Reptiloids all
over the place, but nothing is critical until you get to the second open area.
You’ll come to another section with a large courtyard. In the center is a
towering pillar with four black arches around it. Walking into the center causes
a group of five Reptiloids to appear about the yard–killing these creatures will
open the door, and using rapid-fire weapons or rockets will make the task a lot
faster.
There is a good ammo reserve before you enter the next area, so kill any Kleers
that are behind you and scoop up everything that you can carry. You may want to
save the game here and run through the next part once or twice just to get used
to it. There are four talismans that you have to collect to proceed, and these
are scattered around the yard inside separate compounds. It’s easy to tell when
you are near a compound because each is walled as has an open archway; the other
buildings in the region don’t have any openings at all. There are two talismans
on each side of the field, but there are dozens of creatures on the ground and
high above that make it quite vicious to complete this section. It is usually
better to fight while running between the compounds rather than attempt to clear
out the area, which takes far too much time and ammunition.
Just after entering the next open section, turn to your right and blast the wall
with a rocket–a secret area will open up. The streets you’ll have to run through
now will have a lot of enemies hanging over them, so keep long range weapons
like
the lasergun ready. Before long, you will see a drop-off in the road. There are
spikes at the bottom so don’t get too close, especially since there are twenty
Kleers or so that try to attack and push you in. Do anything to get the Kleers
out of your way, since a pack of Werebulls will be coming too. Instead of trying
to rocket jump the gap, it’s easier to let one of the bulls leap over and smash
you across, or to jump onto the bridge that occasionally opens up when an enemy
tries to cross. Either way, there will be many Werebulls and Kleers ahead and
even mass damage weapons can’t clear them quickly. If things get really bad for
you, try to hide in a corner and kill a couple of Werebulls when they are right
on top of you. Most enemies can’t pass through dead bulls until they are totally
gone, which gives you some time to use grenades without being peppered.
After breaching the enemy lines, you’ll get trapped in a room without exits. You
have to fight several waves of attackers before the last door opens. For a time,
only Kamikazes will be rushing you, so stay away from the walls where they
spawn.
Keep to the center and use something quick and light. A mighty swarm of harpies
flies in after you are done with the Kamikazes, but a suit of light armor and a
backpack appear first, so take what you can. When that battle is over, get out
the biggest thing you have because the bulls are coming in force. Use anything
you can get your hands on and take out as many members of the herd as quickly as
you can; it’s a lot easier to dodge once you reduce their numbers. Following all
of this, there are three waves of Kleers with a handful of major Mechanoids as
fire support. Afer what you’ve just been through, this won’t seem nearly as bad.
Let the Kleers group together while chasing after you then let them have it.
You’re done. Save, sit back, and think happy thoughts.
Level 10: Alley of the Sphinxes
The good news is that you are getting close to your final destination, but the
bad news is that you’ve been wandering in the desert and have ditched most of
your ammunition in the process. This won’t hamper you for too long, but don’t
underestimate any of the early skirmishes in this level since you won’t have the
satisfying firepower than you are used to. For the lonely secret bonus on this
level, head left, out into the desert from where you start. On the right side of
your screen, toward the city off in the distance, you’ll see a tree. There are a
few spare rockets by that tree, so hop over there and grab them. A major
Mechanoid will try to stop you. If you want to savor the moment, use your knife
on the big guy and spare some ammo for later.
Once you are back on the central path toward the city, the fates will gift you
with an SBC cannon and more ammo for it. Another Mechanoid and some Werebulls
make an appearance, but a single charged-up shot from the cannon will bring the
group down to a couple of leftover bulls. Go through the doors and into arena.
This time there are only a couple of waves to deal with, and the first is just a
Kamikaze and Kleer assault. Use the usual tactics to clear these foes, then grab
the Super Health to initiate a bull rush. If things get tough here, try to line
up the Werebulls and use a single cannon shot on them. Don’t waste too many of
those cannonballs though, since the next area will demand a lot from you.
The four elemental totems that you gathered earlier in the game are meant to be
used in the next section. At each of the four corners of the outdoor area are
small altars where you can drop off the sacred items. Though there is a lot of
ammunition lying around in the form of backpacks, this still becomes a brutal
match. Don’t try to set all of the items and run through the door–you have to
kill everything in the room, so take each altar one-at-a-time and kill all of
the
creatures it spawns before moving on. Collect the major health, ammo, and armor
items when you are done, but have your cannon or rockets ready, because a
gigantic fire golem rises in front of you. Shoot his flaming rocks out of the
air
to protect yourself, don’t get close to him at any time during the fight, and
make sure that none of the children that the golem spawns end up flanking you.
If
you still have plenty of ammunition for your heavy weapons, it isn’t too hard of
a fight.
Level 11: Karnak
Get ready to move the moment the level begins–press the key to move Sam
backwards
and you’ll hurry through a closing door to the generous yard. There is a good
amount of ammo here, as well as a Super Health. The downside is that a major
Bio-
Mechanoid and a Highlander are here too, and the Super Health will spawn a group
of four minor golems. If you need the points more than the ammo and health, just
enter the yard and leave immediately–it’ll still count as a secret found.
The next room of the level has a walkway that you can access. The first pillars
on the far left and right side have buttons hidden behind them; pressing these
will lower a platform that you can take to the walkway. You’ll get some free
cannonballs and a bit of health, but you can’t leave the room without going back
down and killing some of the enemies.
A Werebull will eventually knock down the door and let you through. After going
around a small chamber you’ll find an outdoor area with a pit and two monuments
blocking a doorway–to open this, you have to take the door on the right side of
the room. There, you’ll see a large area with two open structures close by.
Press
the buttons in each of these, then move toward the building at the far end. A
number of lesser Mechanoids will have appeared by now and a host of other
creatures as well. Use a cannonball or two if things get too intense, but get
into the enclosure and pull the lever across from the doorway to close off that
pit from before.
Go back to the trapped door and go through it since things are safe now. You
enter a room with a pillar that has four buttons around it and three new rooms.
Get the supplies from the rooms on the sides first, then press all of the
buttons
to open the locked door. Looking inside, you’ll see a sleeping Arachnoid. Since
the bugger is resting on a key that you need, wake him up with a warm dose of
ultra-violence. Once his body disappears, grab the key and run before too many
enemies jump into the fray. Charge out the door and ignore the Super Health
unless you really need it–taking it will set off a trap that locks you in a
dark,
foggy room while Gnaars and other nasties get to take a shot at you.
Beyond all this is another large area with a locked door and a nifty statue in
the center. Turn left and you’ll see a second door that you can take. Go there
and receive a splendid view of a spot that puts the local swimming hole to
shame.
There are several secrets hidden here, so get ready to look into the water. If
you swim down to the bottom and straight forward, you’ll find a group of
cannonballs in the pool. Pressing on the panel beneath these gives you access to
a secret ammunition room. Come back up for air when you’re done grabbing the
loot, then swim to the right side of the cross–there is a discolored section of
wall there that opens when you touch the middle of it. The Croteam music will
start to play, and you’ll find some papyrus with a brief message from the
developers. You can get into the main building by swimming to the far end of the
pool and going into a Electro-Fish filled pipe.
Things calm down for a moment when you enter the building. Behind the area where
you come out there are two buttons to press; these will open a secret area back
outside near the base of the monument with a backpack and Super Health (press
the
button there to turn the room upside down). In the next room is the Golden Amon
statue–and an ambush. Don’t worry, except for an Arachnoid the fight is quick
and
simple. Proceed forward and jump through a gateway that will take you back
outside. Plenty of monsters are out tonight, but you have the option of evading
them. Either way, return to the room that had a locked door and go through that
door.
The next secret for this level is in the room nearby with two small pools. On
the
lefthand side of the left pool is an odd section of wall that will open for you.
Within is a geodesic dome that has an amorphous blob floating inside of it.
There
are some armor shards to pick up, but some of them spawn monsters so you can
decide whether they are worth the effort or not. You’ll find a number of items
back in the main room, so stock up while you can. Both of the new exits join
together and lead into an area with more sphinx statues. You are beset by Marsh-
Hoppers here, and the door will stay locked. Fight off the frogs, then kill a
big
group of Kamikazes (stay by the door because they don’t jump over the walls in
that location). Waves of Kleers follow, just to sap your energy and ammunition.
When the screaming stops, a single Werebull will leap out, and all you need to
do
is put yourself between the bull and the door. Dodge at the last moment, and the
locked door will become a pile of rubble. Werebull dead, door open, problem
solved.
You’ve made it to the last room, but there are still a bunch of creature to kill
and two secrets to find. When you need some ammo, go to the middle of the
lefthand wall of this area; you will see a dark spot that is low to the ground.
You can crouch and crawl in for a free backpack. On the opposite wall is a Super
Health that is hidden in the same way, but it isn’t available until after the
fighting stops. You will face over half-a-dozen waves of enemies here, though by
now you’ve seen all of them several times before and know what to do. Keep
checking near the center of the room after each wave, because there are a few
times when extra ammunition and armor appear.
Level 12: Luxor
There are two sides to the Luxor level, and you can do them in either order. You
cannot pass beyond the second room of this region and you are told that there
are
two items required to open the door. On the left side of the room from where you
entered, there is a passage that takes you above the open section. Further
along,
you’ll see a door on the side wall, and that will take you to the first major
part of the level.
This is the Golden Heart section. When you go around the corner and into the
open
area, head into the building in front of you; there should be a single Health
Potion there. Take that and meander around the room for a moment and you’ll
realize that the ceiling is crunching downward. Get out of the room and wait for
the ceiling to meet the floor, then jump back inside to find some treasure that
was left there.
Across from that building is a door that takes you further into this region. The
room beyond has a building with stairs inside that will take you up to the
walkways, but to open the door your have to press two buttons–one of them is in
front, to the right of the door, and the other is on the left side, on a ledge
behind the back. Once you can get inside, fight your way up onto the higher
tiers, then around the back wall of the area. You’ll pass some Arachnoids and
see
a pedestal with a Golden Heart on it. Grab the item, then go back down one
flight
of steps and across a walkway that goes back into the central building. There is
another archway that leads out and to the left; this will get you to the exit,
but go to the far end of the ledge and look in the crack between the building
and
the wall. There is a bouncer here that will throw you toward a ledge with a
second bouncer. You’ll wind up on a ledge that has a secret wall nearby that can
be destroyed for some extra equipment. Make it back to the exit door and go to
the other side of the map for the second item.
In the first section of the Feather’s area, there are several large pillars. Two
of these can be destroyed by weapon fire, and you get some extra cannonballs for
doing so. The door the leads deeper into the region is to the left of the
entrance. Inside the next room, to the left of the door, is a bouncer that gets
you to a Super Health. This helps, because the Feather is very well guarded. The
stairs that get you up to the feather are on the left side of the courtyard;
keep
out the heaviest weapons you have because enemies keep jumping into the room as
you progress toward the objective. The Feather and the exit are fairly close to
each other, so it doesn’t take long after you reach the second tier to get what
you need and make it to the door. Before leaving, jump onto the building that is
across from the exit and shoot the glowing panel to descend into the hidden
area–
there are monsters there, but you get another Super Health as a reward. Shoot
the
panel again to return then take the exit.
The two items will get you through the door back at the beginning of the level.
Once there you go through a hallway and into a room with . . . another locked
door. This one is easy to open. On the left side of the room is a section that
leads into some tight corridors. Back on the left side of these passages is a
golden ankh that opens the way. You’ll see a room with a vicious looking spiked
pit as you proceed, but close your eyes and leap down into it for another secret
and a full suit of armor. Don’t try this again or the pit will win out in the
end.
After all this trouble, you get to a large room with a pillar that starts to
rise
out into the sky. Kill a couple major Mechanoids that pop in, then go to the
back
left side of the room. You’ll be able to jump up and into the room nearby, where
some papyrus tells you about the Sacred Yards that don’t have anything to do
with
your mission but could be useful. Get everything out of the supply room the
comes
next and pull out your SBC cannon.
There are four keys that unlock the next door, but hundreds of enemies, from
Kleers to Mechanoids, are going to come at you while you do this! Since you have
to get the keys in order and place each one separately, it’s useful to know
where
each one is so that you can head straight for it. The first is on the right side
of the area, near the middle. Place it, then grab the second near the back of
the
room on the left. Find the third toward the entrance of the room on the right
side. The final ankh is in the left part of the room, but is only about halfway
between the center and the wall; it’s closer to the front entrance. With all
four
placed you can leave the area. To reach the Sacred Yards, skirt the wall of the
next room and walk toward the door on the left.
Hidden Level 2: Sacred Yards
There are many secrets hidden about this level, so those with adventurous hearts
should be very pleased to make it here. The first room has a number of larger
creatures to slow you down, but you can leave at any time through a door on the
right. Take care not to pick up the Health Pills, since they have strange
effects
on the rest of the level and may prevent you from getting the early secrets. Run
through the hallway into the next room and destroy the statue there–the platform
underneath it should slide out of the way and reveal a health bonus. The far
side
of the pool in the room has an entrance that leads deeper into the Sacred Yards.
Come out the other side of the watery tunnel and go into the next room. You will
need to press all four of the buttons that are in front of the sphinxes here,
while avoiding the Mechanoids and Kleers that gate in to stop you. Enter the
next
room when you are done, and you will learn that there are two sphinxes that you
need to capture.
The door to the right has a water-filled room. Go to the left side from the
entrance and you will see a Backpack just waiting for you, but you have to chase
it around before picking it up. Doing this will trigger an event that spits you
out near a large pyramid. Kill all of the creatures here and get both of the
secret items that are around the pyramid (one is a Serious Pack and the other is
a Super Health). With all of the enemies gone, you’ll see two odd fellows in a
vehicle near the front of the pyramid. There is a button inside a nearby opening
which you can push for a strange sight and another bonus award. Now return to
the
original room with the wandering pack.
There are four secrets in this room, so don’t press any of the buttons yet.
There
are three stone sections with buttons on them, and a bridge that leads to one of
them at a time; this bridge is controlled by a pressure plate near the entrance
of the room. Three easy secrets are gained by going to each of these platforms
and jumping onto the buttons, then on top of the stones. From there, you can
reach: Heavy Armor to the left, a Super Health to the right, and you can get the
Sphinx ahead of time from the center. Finish the room by getting onto the stone
platform in the left corner. Jumping onto this area while shooting it will
trigger movement in the platform that is in the right corner, opening up yet
another secret.
The sphinx on the other side is very easy to get. Shoot a rocket at the platform
that starts to rise the moment you enter the room; this will destroy the stone
that is supporting the sphinx and it will be yours without any real trouble.
Now,
go along the edges of the room and press all of the buttons. You’ll get flipped
upside down as you do so, but try not to think in a Euclidian sense and just do
what you have to. There are a lot of Arachnoids nearby, but they don’t take much
damage to kill. Once all of the buttons have been pushed, a final button is
revealed at the base of the platform near the center of the room–this will get
you your final secret! Get back up on the walkway, then jump down to the
platform
that has risen at the back of the room. You can reach two ledges with a suit of
armor and a Super Health. Go to the center room again and finish the level.
You’ve beaten it all, and now it’s time to complete your last objective.
Final Stage: The Great Pyramid
The pyramid that you seek is in front of you, but a huge arena and a long path
keep this from being an easy trek. There aren’t any more secrets or moments of
exploration or subtlety. You need to head into that arena and destroy every wave
that comes at you. There are going to be more Werebulls, Mechanoids, and Kleers
than you might ever want to see, but hopefully you have a good stash of
ammunition built up, and you’ll be given a bit of health and additional ammo at
regular intervals during the fight. Use mass damage weapons like the cannon as
often as possible, for you’ll have no lack of targets. When it’s all over, be
ready to rush out the doors and toward that pyramid, because here comes Mr.
Nasty. Don’t try to hurt him yet–he can’t be killed normally and he heals. Take
out the Werebulls and mechs that get in your way as you charge the pyramid.
You’ll have to take some time and wait for a spaceship to come before the door
will open, but you can use that time to hurl cannonballs back at the boss to
start softening him up. Don’t let many of his shots land on you, because they do
considerable damage. As soon as you can hear a beeping noise, go through the
open
doors of the pyramid.
Now that you are on the spaceship you have a chance to kill this
million-year-old
jerk, but it’s a bit tricky. There are jump pads at each of the four corners,
and
these will send you through four glowing circles. Each circle corresponds to a
triangular panel high above that will light up once it’s armed. About thirty
seconds after the fourth one is activated, and it doesn’t matter in what order
you use them, a teleportation beam will fire that causes extreme damage to your
enemy–this is the only way to finish him off. You must bring him down below half
health by yourself, then keep wailing on him while the beam tears him to shreds.
If you just come close, he will heal himself quickly and keep fighting. Make
sure
that he is near the center before activating the fourth panel, because he is
slow, so it’s hard to get him to fall into the trap unless he is already close
to
it. If everything fails for you, then either load the game or keep trying,
because the panels simply reset. There are Super Healths and a few backpacks
around the arena, so you aren’t completely on your own. Practice this a couple
of
times and it shouldn’t be too hard. Finish this guy, watch the end sequence and
marvel at the score that you just raked it!