http://users.bart.nl/~jamin MDK Level One: Laguna Beach Arena 1 After landing, turn around and collect the Most Cowardly Power-Up for a health boost. Run up the corridor and kill the waving guard with your gun, then wait for the next two guards and kill them both. Collect the World's Smallest Nuclear Bomb from the left side and use it to blow the door's Atomic Lock. Arena 2 Snipe the targets held by the enemies, then hit the skull bomb. Parajump to the mortar, then snipe a mortar through the hole marked by the blue arrows. Arena 3 Destroy the respawn turret, get the Dummy Decoy, then go into snipe mode and shoot the aliens standing behind the targets in their heads (normal bullets will do the trick). Arena 4 Look left at the entrance to this room and line up the skull explosive in snipe mode. As the tank lands, shoot the explosive to destroy it. Look further to the left and, still in snipe mode, shoot one of the three skull explosives in the building. This destroys the two respawn turrets. Beware of the kamikaze enemies coming from this building; you have time to take them out easily in snipe mode. Go to the right and get the Bones Airstrike. In the room at the end, concentrate your fire on the respawn turret. Also, check each of the enemy foxholes for power-ups. At some point, Chain Gun ammo will drop, along with an extra supply of grenades. Arena 5 This next corridor has a few kamikaze bombers. Snipe two or three of the guards having a chat on the far right. Chain ammo should make short work of the respawn turret to the left. Run in and shoot the alert droid, then run up the passage to the right, destroying the respawn turret at the top. There are some homing bullets to the right inside the entrance, and grenades in the train. Destroy the tank with grenades. Arena 6 Shoot (but don't destroy) the signal box inside the door. Jump in the ship for a bombing run. When you get the chance, bomb the building roofs to make things easier when you're on the ground. In snipe mode, shoot the bomb suspended below the ship to destroy the door. Arena 7 Hide behind the block to the right and shoot the flyers from behind as they pass. From here, use a sniper grenade to destroy the gun in one shot. Fire mortars down the chutes. Strafe to avoid the tanks' fire and destroy them. Go up the ridge to the left, then parajump to the centre of the side where the tanks were. There's a 150 health at the far end. Arena 8 Drop down and shoot the target. Jump on the air shaft to reach the first platform. Run and jump around the platforms, shooting or sniping the enemies. Arena 9 Go up to the left and shoot the defective droid. Jump in and then go through the room with the enemies (toy with them by pressing fire and watch their reactions!). At the end, grab the Interesting Bomb and fling it at the enemies. Then hide. Arena 10 Fire a sniper grenade at the head of the enemy controller. One careful shot should take him out. If it doesn't, don't panic - sniper grenades will appear after a while to give you a hand. Level Two: Lingfield, England Arena 1 Wait for the sniper grenade to fall. Down the corridor, there's an alert droid which is difficult to kill without being spotted. The grenade makes killing the blue guard easier. Arena 2 To minimise damage from the big guns, face them and then side-step along, dodging the bolts. Should you need health, there's a 100 power-up in the pit. Arena 3 Fire a mortar through the letter-box hole to get the nuke. Arena 4 Hit the cigar-chomping guard with a sniper grenade and finish him off before getting the hand grenades and blowing up the bomb-carrying guys. Arena 5 Kill the 2 guards, then jump onto the middle gun (with the 50 health) and fire 3 times. Arena 6 Keep the parajump on and float toward the guns as far as possible, before landing on one of the platforms. Watch the firing pattern and time your move across the platforms to avoid the bolts. Should you fall off, there are respawn turrets, as well as homing sniper grenades and a 150 health on the ground. Arena 7 A test of your jumping control. Keep moving on the platforms, firing at the red guard, who you must kill to open the exit ramp. Moving different directions should make the swinging ball miss you. Arena 8 A tough but impressive room. The blue guards control the aerial attack, so take them out first: One is ahead to the left, and the other comes in behind when you attack the first one. Take out the red guards and collect the power-ups before heading to the back of the large pyramid. There are alert droids semi-hidden on each corner: Kill them and then attack the large guard. Arena 9 Shoot the first two guys who come off the platform, and then let the platform leave. Head to the far-left corner, following the bright blue outline on the ground. At the corner, there's a teleport to the combat arena and a 150 health. Run over the middle of the arena to return, then jump on the next platform. Arena 10 Snipe the boss in the eye and nose. Destroy his ship. Once on the ground, concentrate on shooting him. He runs a pattern from each door to let more guards in (the guards get in the way, so take a few out to get clearer shots at the boss). He's tough, so save the 50 health on the ramp for when you need it. Level 3: Livingstone, Scotland Arena 1 There's loads to snipe from the entry point - two guns in the distance, two guards hiding and running toward you. Move carefully forward. Snipe the guard and alert droid on the high left platform. Take out the alert droid on ground level. Snipe the other guards who have come into view, then snipe the two triangle shapes at the sides of the end door. Two kamikaze guards run out. Run and jump across the ramp to your right. There's a tough guard, and sniper ammo. Try to get him with one shot, but get out of the way if he turns. Jump around to the left, up the ramp, and leap across to the chain ammo, and then across to the Bones power-up. As you approach the end door, there's an alert droid to your right. Arena 2 Snipe the alert droid, then take out the two gun emplacements. There's a Dummy Decoy to the left and homing bullets to the right. Reinforcements will arrive: Kill them and get the chain ammo from in the pool. Pat the dog (with bullets!). Go down the ramp carefully and snipe the two guards ahead. While still on the ramp, snipe the two guards to the left and right. Edge to the left centre of the ramp and inch down until you can see the guy on the airboard. Sniping him in the head will leave his board, which you can jump on to get the World's Most Interesting Bomb. Arena 3 Snipe the guard and take out the guns to the left. Enter the area with three water tanks. Concentrate on just one tank and shoot it until it explodes. Repeat this for all three, minding the dogs who come to bother you. Jump on the wobbling board. Arena 4 Pick up all the useful power-ups (leave any health apples you don't need right now). Shoot the walls. Run into the centre of this enemy-infested room and throw the Interesting Bomb. Respawn points are the main priority: If you don't have the bomb, use the grenades to destroy the respawns. The Tornado and Dummy Decoy will be useful if things get really hairy - which they will. Arena 5 The paint room. Use sniper grenades on the two gun emplacements and the respawn turret on the green ledge (you can see the bottom left corner of it from the entry). On the floor, strafe to avoid the charging aliens. There's a 150 health running around. Jump into the lowest red square, but don't go out into the open until you've destroyed the alert droid to the right. Snipe the two guards on the yellow platform. Get the chain ammo and tornado. The blue room at the top is the exit; before jumping to there, throw in a couple of mortars (watch the bullet cams) to destroy the blue guard. From the edge of the blue area you can parajump to the ledge with the Bones power-up. Arena 6 Snipe the two guns at the far end and destroy the guards. Up the air shaft, destroy the guards at the top. Snipe the two guards to either side of the big guard and run toward him. Two airboard riders will appear over his shoulder; run back the way you came, halt, and go into sniper mode. Both airboarders will pause momentarily; a very skilful head shot will release a board for you to take a ride. Should you manage this, relax and watch the fun (and fire when ready). Arena 7 Snipe the guys you can see in their hide holes and the guns above your head. On the floor, jump to the block with the mortar. Jump into the hole straight ahead and destroy the gate mechanism. Beware the kamikazes through the door and also the two charging guards around the corner. Shoot the bottom-left corner of the structure (the bullets turn red). Arena 8 Through the door, snipe the alert droid and the guy on the board and jump on the board to go for a ride. Arena 9 Kill the dogs coming out, but snipe the four balls as they glow and stop spinning. This will take a few attempts, so be careful to avoid the bolts they fire. There's a 50 health should you need it. Hit all four red balls to end the level. Level 4: Kirkcaldy Scotland Arena 1 As you parajump in, blast the guard by the chain ammo and grab it to make short work of the big guard. Jump on the board. Arena 2 Shoot the signal for the ship. The key in this stage is to hit the towers firing blue bolts. Keep the target at the top of the shooting area, so if you miss anything you can pull back to try and hit it again. Concentrate on the gun emplacements. There's a Dummy Decoy in the hut where you land. Power-ups are lying around, but guards always fly in. There's a Bones power-up in the hut by the exit. Board Ride #2: Try to get the 10 Bones to get Bones' assistance with a tornado. There's one vital jump to make onto a ledge full of Earthworm Gyms, which bring down the cows on the gun turrets ahead. At the end, stay near the middle to get the 10 health before flying off the edge. Arena 3 Beware of two charging enemies. Destroy the tank by circle-strafing it and throwing any grenades you have to get the nuke. Free the seals once the enemies are dead, or they'll become the focus of attention! Get the sniper grenades from the top of the sub. Arena 4 Throw grenades into the air shaft to destroy the gun. Arena 5 From the entrance, snipe all four respawn turrets (normal bullets will do it, but that takes time). There are two ahead, one to the left, and one behind, which can be seen if you move to the right and look back past the entrance. Board Ride #3: You can make another vital jump to get help from Earthworm Jim. Try to have less than five items in your inventory, as there is some chain ammo along the way that makes the turrets a lot easier to deal with. Arena 6 Take out the ship immediately and head to the air shaft to get the chain ammo. Use the tornado if necessary. In the centre of the next area is a 150 health. Face the boss, move forward, and throw grenades; as he fires balls, back up so that they bounce over you. Repeat this forward-grenade-backward process until he's destroyed. Level 5: Sparrowpit, England Arena 1 Snipe the guards and the blue bolt firing balls on the ship. There are two alert droids - one in the middle of the main floor area (get it once the ship is destroyed) and the other in front of the nuke door. Arena 2 Don't race into this room. Kill the alert droid on the right of the door, then the two careless red guards. Snipe the big guard from behind the block and take out one of the guards in front of the ship (the other runs into it) and the one behind the ship. Run up the nearest ramp, jump onto the next block, and run and parajump in the direction you're facing onto a concealed corridor. Snipe the skull bomb. The ridge protects you from fire from the ship, so just blast it. Snipe the guard to the left. To open the barrier, push the forklift onto the yellow square by firing at it. To bypass this, from the ledge with the ridge, turn to the right and jump to grab onto another concealed ledge that leads down behind the barrier. Collect the chain ammo after you've destroyed and moved the forklift. Arena 3 Snipe the first two guards. Jump and fire to the right to take out the alert droid. Snipe the guy in the control room. Shoot the balls on the ship and then snipe the pilot. Red guards will attack you; strafe to kill the big guard. Arena 4 Blast the creatures and shoot the world until it falls. Pick up the mortars from the far side. Parajump down, firing as you go, and you should be able to destroy everything before you land. Watch out for two red guards turning up. Arena 5 Snipe the alert droid and the two dozing guards. Destroy the blue guard at the right opening. Snipe the sleeping guards inside to get the grenades and nuke. On the other side, snipe the alert droid to make taking out the sleeping guards a simple matter of one bullet to the head. Go up the ramp fast and use grenades to destroy three respawn turrets (and an alert droid). At the other side, snipe the alert droid. Either drop the Thumper down the hole or use a couple of mortars to destroy the blue guard. Another blue guard at the top of the ramp can be taken out with two mortars. Arena 6 This is a mad dash for freedom. Running to the left, grab the chain ammo from behind the central pillar. Either run down the middle, destroying the respawn turrets, or make quicker headway by going down the path on the right side of the channel (getting the Homing Sniper Grenades as you go). Destroy the blue guard, nuke the door, grab the 50 health, and get the hell out. Arena 7 A perfect example of the importance of snipe mode. Take out the two alert droids straight ahead. Look to the right: There's another alert droid hidden behind the blocks. Jump up to the right, onto the slope, and look behind the block to see another droid. Kill this one, run and grab the chain ammo, and take care of all the enemies. Push a truck to jump onto the block by the entrance. Turn to face the narrow ledge. Turn off run mode and parajump so that you pull up on this thin platform. Jump up onto the wider ledge. Try to time shooting the forklift so that it stops near the next platform. (If it falls off, another emerges from the area with the 50 health.) Jump on the truck, onto the platforms, then to the exit. Arena 8 Snipe the guy in the turret. (One shot will draw his attention to make hitting his head a lot easier). Jump to the floor and kill the dog. Snipe the other two floating turrets. Snipe the four red guards: There are two to the left, two to the right. Go back up the ramp and parajump to the air shaft to the right. Paraglide across to the next, then to the highest. Turn to face the exit and glide from there all the way across. Arena 9 Shoot Gunta. Jump across to the mound and watch the ship. This is tough: The ship is only still for a second or so, so make your snipe shots at the balls count. As the ship flies overhead, keep moving and be wary of a red guard dropping in. If you need health, there's a 50 and chain ammo on the floor below the mound, but you need to avoid a rolling ball. Take out all the balls to watch Gunta run off with Bones. Level 6: The Finale Arena 1 Two large guards fly in; try to destroy one before he lands. Keep strafing to destroy the big guard, then head up the ramp, avoiding but ignoring the enemies rolling past. Grab the Homing Sniper Grenades before destroying the respawn turret. Arena 2 Just kill all Gunta's dogs. Arena 3 One of the most difficult rooms. Tight to the left wall from the entrance is an alert droid; careful moving should let you destroy it before entering the room. As the enemies flood in with the beam of light, run to the far side and jump up to grab the chain ammo. Leap across to grab the Homing Sniper Grenades and run along this ledge. Jump to the platform nearest the edge and then run and jump on the platforms, shooting anything that gets in your way (just don't stop). Near the top, a gun emplacement appears. Make sure you have chain ammo left to make easy work of it, and then jump down the shaft. Arena 4 The object is to kill Gunta on top of the block. Use Homing Sniper Grenades. Keep running around, getting the power-ups and using them to clear the enemies, then hit Gunta with the grenades whenever you get a safe chance. Try to save the 100 health until the ramp appears. The final confrontation The object is to move Gunta from the middle by throwing him baby seals to eat. Grab the nukes from under him, then get to an air shaft and blow the door. This opens another shaft. Repeat the process, killing the guard as he appears each time. Don't linger in the middle or Gunta will stamp hard. After the third nuke, you should have saved Bones, who goes on to perform a bit of amazing self-sacrifice. Sit back and enjoy the amazing finale.