The game begins as MDK began-with Kurt riding an energy stream down to the surface. Dodge the missiles and lasers that come zipping at you en route to the mine crawler. Keep moving-the missiles will lock on and target you if you stay in the same spot too long.
Checkpoint 1A
Once on the mine crawler, Dr. Hawkins helps you familiarize yourself with Kurt's controls with a short tutorial. Stay and learn if you are a beginner. Otherwise, snipe the lock ball in the door to open a passage. Move to the end of the hall and drop into the room below. At the end of the next hall is a room barricaded on one side by a glass. Through a small hole is a lounging alien taunting you with a target. Sniping the target will shatter the glass. Smoke the now-exposed baddie and proceed through the parting doors. Step through and drop into the next hallway. Track forward to a small platform above a large, open room, snagging a Dummy Decoy.
Look over the left side of the platform and explode the creature generator. Float down into the room (or ride the platforms down) and smoke the aliens that spawned before you destroyed the generator. Turn to face the wall with the two platforms and snipe the lock ball under the lower outcropping. This will unlock the passage above. Ride the fan stream up to the lower platform, grabbing the Health if you need it. Drop to the next hall and smoke the two Spheres of Death here.
Tip: In curved hallways such as this, you can get easy kills on enemies who do not charge. In this case, creep to the right side of the hall and target the sliver of enemy that shows. They won't be able to fire on you, but you can take them out with a consistent chain gun stream. If they get the idea and start pursuing, fall back and reset your shot.
Drop to the next hallway to reach Checkpoint B.
Checkpoint 1B
From the checkpoint, you'll see another set of circular sliding doors. Behind it are a pair of Dogan Boys and a Sphere. Move forward enough to open the doors, then, staying in the hallway, strafe back in the forth, peppering the three baddies with chaingun spray. Use the door as a blast shield if the action gets too rowdy. When the room is clear, collect the goodies from the alcoves on each side of the room: two helpings of Grenades and two +25 Healths. Then snipe the lock ball and step into the next hall, dropping to another corridor below. Around the corner are mounted laser cannons. Run straight ahead to dodge their fire. This time, however, jump to the left before you drop into the hallway below. Here, you'll find another +25 Health. Jump across the gap (the lasers can't reach you here) and claim a Sniper Grenade.
Drop into a room separated by large, curved columns. Be carefuls. There are two Bifs here, armed with their signature energy staffs. Take them on one at a time. In other words, hang out near where you dropped in. To make it easy on yourself, use the cloak and set up a sniper shot on the first one.
Tip: There is a small eye that opens on each of the Bif's belts. Target and fire in Sniper Mode to score a one-shot kill.
If you don't want to use up your Cloak (you can use it later in the Boss Fight), strafe back and forth, firing on each Bif as you dodge his curving energy blasts. The second Bif will often get trapped behind the far pillar, his energy blasts simply pumping into the stone. If he doesn't get caught up, move forward and strafe back and forth until he drops. In the corner near the ramp, grab a Super Chaingun (handy against the Boss).
Mount the ramp and follow the path around. There is a +50 Health here. On your way back, locate the blue lock ball buried deep in the rounded rock. Snipe it to open the door at the bottom of the ramp. Head through and drop down, eliminating the Death Sphere that greets you in the ensuing corridor. Avoid the laser at the other end of the hall and enter a large, spherical chamber. Take down the Spheres here, then focus on the lock balls scattered around the room.
There are three to the left, easily sniped from your position on the platform and another to the right. As you move down the stone path to the right, be wary of the laser mounted behind you. Creep until you see the edge of it, then take it down with a single snipe. Just past the first bend in the path, target the fifth lock ball. Sniping the final central lock ball will activate a fan near the entrance to the room. Before you return to the top, grab the two Homing Sniper Shells in the bottom of the chamber.
Use the Ribbon Chute to float a looong way up. As you get near the top, you will reach Checkpoint C.
Checkpoint 1C
When you float up further, you'll find yourself on a platform in the stratosphere. Grab the Sniper Mortar and +25 Health from the platform. The goal here is to explode the huge, amber pod in the distance while avoiding fire from the alien craft that plague you.
Get into the center of the platform and enter into Sniper Mode. Strafe back and forth, avoiding fire from the spacecraft as you line up a shot on the pod. The object is to arch a Sniper Shell into the gap in the pod. Use the inset window in the upper right corner to measure the trajectory of your shot. Shoot one round, then adjust accordingly.
Tip: If you run out of Mortar Shells, more regenerate on each of the subsequent platforms, so don-t be bashful. Take your shots.
The money shot will shatter the dome, exposing the enemies there. A couple of Dogan Boys will fall from the sky. Blast them before floating down to the platform. Once there, grab the pack of Grenades and line up a new Mortar shot. For this one, stand on the raised apron on the platform when you line up the shot. If you stand on the stone path, you won't have enough arch on your shot. As before, slay the Dogan Boys from this platform before proceeding. When you've taken them down, ride the air draft up and coast to the next platform. Use the Mortar again to bust the next dome, then ride up and coast over. There is one more glide to the weird-looking pipe structure in the distance.
Move around the perimeter of this platform, skirting the narrow pass as you move to your right. Midway around, you'll reach an opening. Head in and snag the +25 Health here. Then track up the ramp, avoiding the laser cannons mounted on the ceiling, as you move to a room mirroring the one you just left. Scarf the +25 Health and exit.
In the distance is a floating platform with a fan at its apex. Coast over and use the Chute to ride the draft up. This another long drift up, and this one leads to the Boss Battle.
Checkpoint 1D Boss Battle:
This fight is all about the Sniper Mode. It seems pretty difficult at first, but is simply a matter of staying on the move. The arena you'll battle in is on two levels. If you have sufficient health entering the fight, you need not even set foot on the lower level. There is a +50 ham near the Checkpoint, but wait to grab it until you've taken some hits. If you need more Health as the fight progresses, you'll have to contend with the Dogans who patrol the lower level.
Where did these Dogan Boys come from, you ask? The floating blue pod drops them into the arena. Take it out with Sniper Mode. As long as the floating lock-pod is in the air, Dogan Boys will be part of the equation. However, if you don't want to waste time on this baddie-generator, you can ignore it and concentrate on the Boss. As long as you strafe (which you'll be doing anyway), the dropped D-Boys can't touch you.
The large ship's attack consists of blasts from the rotating blue lasers. It's shots are easily avoided while strafing. Take up a position just in front of the pit you floated in from. Enter Sniper Mode and stay mobile. You can view your position in the inset window in the upper right corner. Your first targets are the four lock balls in the center of the ship. Snipe them while on the move.
Tip: Do not zoom in all the way. Keeping a medium distance allows you to see more of the target. Just keep shooting. There's no limit to your Sniper Bullets, so there's no need to be frugal. Use them like crazy! Eventually you'll hit what you need.
After you smoke all four, the ship will transform. Now your target is the single lock ball in the very center of the ship. You don't even need to get out of Sniper Mode. Keep moving and zoom in further. One shot will send you to the next phase of this fight. Snipe at the pilot of this bad boy until he leaps from the cockpit.
Tip: If you still have your Dummy Decoy, now is the time to use it. The pilot will focus his attentions on it and you can plug him at will. This is a good way to deplete about 3/4 of his health without having to confront his attacks. If you haven't hooked up the Super Chaingun, now is a good time for that as well.
Once Mr. Frog joins you on the dance floor, it's time for the loopedy-loo. Circle around him, plugging the beast with your Super Chaingun. Avoid his energy blasts. One direct hit will significantly deplete your health. Continue moving around him, training the Chaingun at him until he drops. When he does, you will have completed Mission 1.
Mission 2: Max
Mission 2: Max Alien Orbiter, Earth Orbit, 10:10 am
Checkpoint 2A
To arrive safely at the Alien Orbiter, Max will have to take the controls of the torpedo and maneuver this sensitive missile through an asteroid field. There are fast and slow asteroids here, and they come in varying sizes. Since you cannot move forward on the screen, the best tactic is to try to remain near the center of the screen. The asteroids are randomly generated and often clog the screen. In addition, the torpedo's guidance systems are lacking in control. If an asteroid is streaking toward you, move early to avoid a crash.
Once aboard the ship, learn Max's controls from Dr. Hawkins. Pick up the three Magnums here to trigger his speech. Then blast the area above the crashed torpedo to open a passage. Shoot the lock on the next door and head toward it. Pause at the door and blast the hopping bots here, running through this hall and taking down more of the tiny aliens as you progress.
In the next room, shoot the Dogans that get in your way. Grab the guns around the central circular platform. Uzis are fun! Then head to each of the four side rooms- two have AA Batteries. In the others, destroy the glowing green glass chambers on the ceiling. This will open a path to a green, locked door at the back of the room.
Tip: Make sure you grab all the Uzis you can carry. They regenerate infinitely on the central platter.
When you've got all the guns and health you need, blast the lock on the brown- green door, grabbing the Car Battery as you exit. The next winding path leads to Checkpoint B.
Checkpoint 2B
Take down the doors blocking your path with a steady stream of fire. As you destroy each in this passage, a new wave of enemies will appear; some from the front, others from behind. Unless you have serious bloodlust, you don't have to stay and kill them all. Simply blast the one that get in your way, targeting the doors from long distance and running through like a greyhound.
Eventually, you'll reach another locked green door. Blast it and enter a series of winding hallways containing ceiling-mounted lasers.
Tip: The best way to get through corridors fraught with lasers is to use a weaving, zig-zag running pattern. The lasers will lazily target you, but if you're quick you can run through unscathed.
The passage will eventually dump into a large area crawling with enemies. As before, kill only the enemies in your way. You real goal here is to find three bunkers containing enemy generators. They are scattered through this large crater, so stay on the move. When you locate one, don't get down in the bunker with the baddies. Just stand at the top and strafe, popping until the generator is destroyed. There are plenty of guns sprinkled around the area, so ammo is no concern. Grab it when you need it.
When you've destroyed the third generator, a door will open at the end of the right branch of the canyon. Run through the winding hall and shoot the lock door to attain the next Checkpoint.
Checkpoint 2C
Directly ahead is the Jetpack, an integral part of the upcoming adventure. Notice the odd contraption straight ahead. That's a Jet Pack refueling station. Leave it for now. Grab the two AA Batteries on either side of the room, then head to the doors directly ahead. Each of the mystery doors contains additional goodies-or a pop on the nose. Accessing these doors may yield a Magnum or AA Battery. However, if you go back to the cookie jar too many times, you'll get punched in the face and lose 20 Health.
Tip: Once you've collected the goodies from these doors and floated to the next levels, you can almost be guaranteed of a punch. Likewise, if you return to the door more than twice, you'll probably catch a palooka.
Return to the Jet Pack refueler and charge it up to 100. The next segment of this level is a laborious climb through several laser-heavy chambers. Look up and locate the central blue platter. Jet up to it. Above is a hexagonal orange hatch. Jet through the hatch and touch down on the circular rim that runs around the room. When you hit the platform, start circling. In the corners of this hex room are several laser cannons. Equip a bouquet of guns and blast them as you circle the room. If you stay on the move, it is unlikely that you will take serious damage.
Once this first chamber has been cleared, check your Jet Pack fuel. If you are low, return to the bottom floor to juice up again. Then float to the next room and repeat the drill. There are three rooms like this in all. After you clear the third room, return to ground level to refuel.
Tip: Falling down too many levels will significantly injure Prince Max-about 10 Health for every level you fall. To avoid this extraneous damage, jump through each orange hatch and pause on the perimeter before jumping again.
When you're filled up, float up through all of the hatches into a large chamber sporting two Bifs (on a high, central platform) and several regenerating Dogan Boys. This room has three perimeter outcroppings. You're shooting for the one with a second Jet Pack Refueler. Destroy the generator on each of the platforms, dodging the fire from the Bifs above. Grab the Car Battery, then refuel your pack. If you need more guns, grab them from the other two platforms.
Now float above the central platform and pepper the Bifs with Uzi spray. Don't float too high, or you'll end up in the chamber above. There is a Car Battery on the Bif platform-grab it if you need it. When you run out of Pack fuel, return to the outcropping below to juice up. Then float back up and dust the Bifs. When one has fallen, you can land on the platform and strafe back and forth until the other one drops.
After the Bifs are eliminated, make sure you have a full tank of Jet fuel and float through the hatch in the ceiling. This is a repeat of the area below-three chambers filled with four lasers apiece. Treat them the same: aim for the corners and stay on the move.
When you move through the last chamber, you'll find yourself in a room with three doors-two mystery doors and a locked one. The mystery doors will yield either Magnums or AA Batteries. If you return too many times, as before, you'll get socked. When you've collected the gear, blow open the lock and move through the third door. This is another winding corridor replete with laser cannons. On the other end are a bunch of power-ups: four Uzis and a AA Battery.
Following this is another long, enemy-filled corridor similar to the one you encountered early in the game. As before baddies drop from the ceiling (Dogans mostly), and you can easily run through them. The only enemy here who can cause serious pain is the Bif halfway down the hall. Take him out with the four Uzis while strafing. He won't last long with sustained firepower.
Tip: Don't be bashful about using ammo. There are plenty of Uzis placed in this hall for your killing pleasure.
Run through the remainder of the Boys who drop from heaven, through a door and another winding hallway to the Checkpoint.
Checkpoint 2D
The next room is a series of platform jumps to the top of the room. As you leap from pad to pad, a Dogan boy audience in a floating pod cheers you on if you jump successfully, and jeers you if you miss. Missing a high platform jump carries a hefty price tag. A fall from near the top of the room will rob you of 100 Health.
Tip: When you land safely on a new platform, look up to see where the next will appear from.
There are six pads to leap to before you reach a floating Jet Pack Refueler. The juicer will levitate in the air, and the object is to hover above it until you are fully jucied. This is a difficult maneuver, but the best way to do it is to jump, then tap on the jump button so that you don-t get too far away from the life-giving pump. When you have reached 100, float into the above chamber.
This is another laser-packed hex room. As before, scoot around the perimeter, smoking the lasers above. When you've eliminated them, you can refuel again at the pump in the center of the chamber and hover to the next. There are more lasers here. Eliminate and proceed. The next room is the Checkpoint. As soon as you pass through the hatch, it will lock and you will not be able to access any of the lower areas. Sad? I didn't think so.
Checkpoint 2E Boss Battle: The Sphere
The room before the boss battle boasts two mystery doors containing AA Batteries and Magnums. When you've collected these goodies, move to the door near the lighted Checkpoint. Weave through the ensuing laser corridor to the Boss Chamber. Ahead is a Car Battery. Grab it and move to the edge of the ledge to trigger a cut-scene.
A giant rolling disco ball of death, this Boss looks quite daunting. Luckily, you've got the firepower for the job. Unlike the first boss, where Kurt needed precision sniping, this Sphere can be taken down with good old fashioned blasting. That's not to say the targets don't change as the fight goes on.
When the battle begins, the Sphere will fire energy blasts at you from the green, glowing nodes. Dodge the blasts as you move around the arena grabbing gear. There are Uzis above the Boss near the rafters if you want to use your Jet Pack, but the ground guns should do if you saved guns from earlier in the level. Uzis and AA Batteries are scattered between the blue barriers in the outer rim of the room. There is one Car Battery here as well. Save it for when your health dips below 100.
Tip: You can engage the Sphere from any point in the room. Often, taking a position near one of the blue columns will provide some shelter from the incessant storm. Once in a while, you will find a fairly safe pocket here and be able to blast at will. If you don't the best place to fire from is the ledge where you originally came into the room. Grab all the goodies and use the Jet Pack to return to this level.
The first target in this skirmish are the green nodes. Strap yourself with four Uzis at all times. Whenever you destroy a node, a huge shaft of light will emit from the hole. This will damage you, so avoid it by strafing and jumping. The boss spins on two axes-horizontal and vertical. It is not always possible to avoid all of the light, and if you are sufficiently healthy, you won't have to worry about taking the occasional hit.
Once all of the nodes have been destroyed, focus your fire on the Sphere itself. Each piece of the Sphere's shell has its own damage meter. Plug at it until it falls away, the whole time avoiding the Sphere's deadly attacks. After all of the shell pieces have sloughed off, the Boss will be a glowing ball of light. Keep shooting, pooch. When you've worn down the orb, it will turn into a small, star- like energy ball. Now its attacks are more frenetic (and less accurate). If you have sufficient Health, stand in one spot and fire on the small ball of light. Keep drilling it until the fight is over.
Mission 3: Doctor Hawkins
The Jim Dandy, Earth Orbit 10:42 am
Now that Kurt and Max have been kidnapped by Schwang Schwing and it's up to Dr. Hawkins to pry them from alien clutches. Dr. Hawkins is a treat to play. His Atomic Toaster is one of the more unique in recent memory.
Checkpoint 3A
If you start this level from the previous level, you'll begin in the Lounge. If you begin from a saved game, you'll start on the Bridge.
In the Lounge, listen to the short, computer-driven tutorial. This will teach you to make toast. Then snag the Bunch of Dirty Towels from the bar, along with three bottles of The Sauce. In the kitchen, grab the Loaf and Toaster from the counter and a pair of Mr. Fizzies from the refrigerator. Before you leave, go dance a jig near the jukebox. This does nothing, but it's good for the mental health. Exit and head down the hall until you reach a small atrium with three colorfully-lit doorways.
On the Bridge, snag the Duct Tape, admire the space view, then exit. Head down the hall until you enter a small atrium with three other doors. Go up the white stairs to the right. This hallway leads to a lavatory. Grab A Bunch of Dirty Towels from both sinks. Head into the stall and do your duty. Your stall activities will cause the pipes to rupture and the Hand Dryer to fall from the wall. Move out of the stall and pick up the Pipes and fallen Dryer.
Tip: Before leaving, be sure to wash your mitts. If you attempt to leave with grubby paws after being warned, you will get shocked and take a Health hit.
Another Tip: Combine the Dirty Towels with The Sauce to make three Molotovs. These explosive bad boys are good for clearing out groups of enemies.
Return to the four-door atrium and head through the green door. Just through the door, combine the Hand Dryer with the Pipes to make a Leaf Blower. Equip the Leaf Blower and walk through the next door into a garden room. On the far side are a bunch of unsuspecting Dogan Boys. Use the powered up Blower to shepherd the Dogans into the waiting jaws of Kermit, the flesh-eating plant. Don't worry about the Dogan Boy's blasts-even these will deflect off of the turbo-charged air- stream emitting from the Leaf Blower.
The only thing to worry about in this fight is letting the Dogan Boys get behind you. If you keep them in front, you'll have nothing to worry about. If one does get behind, strafe and blow the others into the plant, then go back and clean up the last one. You may have to stop blowing the Dogans for a second to allow Kermit to eat them. Bouncing around in the jet-stream, they are tough for him to get his lips around. Simply hold off with the blast for a moment and the Dogan Boys will be plant fodder.
Once he's had his fill, Kermit will thank you for the wonderful cuisine and modify your Toaster to an Atomic version. Now you can shoot bouncy, atomic toast. Head through the door Kermit unlocks and on to an elevator. This will take you to the first Checkpoint.
Checkpoint 3B
This is the first in a series of rooms full of difficult jumps along precarious girders. Inch forward on the girder straight ahead. Then jump to the crooked pipe to the left. Your goal is to get to the short girder jutting out of the center pipe. The jump is tough but can be made. If you fall into the electrified water, get out as soon as possible, heading quickly to your destination.
Once at the central pipe, use the Duct Tape to seal the leak in the pipe. This will cause the water in the room to drain. Once it has, pluck the Cord from the central shaft and combine it with the Pipe to form a Ladder. Move to the red X on the floor and use it to anchor the ladder. Climb to the next pipe.
Once there, look toward the outer wall and down. There is another short girder with a red X on it. Leap down to it and use the ladder again. This will take you to a high girder. Move toward the outer wall, then make a short jump up and edge left until you reach the doorway. Jump into the grated hall, following the passage around and down.
Drop to the short girder jutting straight out from the doorway. Make a controlled leap to the girder perpendicular. Move to the red X near the end and place a ladder. Climbing it will take you to a high pipe. Jump to the short girder to the left. Inch ahead until you reach another I-beam crossing underneath. Turn left and drop to it, inching ahead until you reach a clump of short girders jutting from the central cylinder. Jump to the first, then the higher second small I- beam. From here, leap into the grated exit. Drop down and follow this passage around to another girder room.
This is your first opportunity to use that Atomic Toaster. There is a Dogan hanging out on the central cylinder in this room, another to the right and one to the left. Target with the toast (don't worry, it's unlimited). In this case, you don't need to deflect any of the toxic slices. Using trial and error, line up your shot and pop. Use the walls as cover and strafe as you shoot.
When the three baddies have been eliminated, step into the room. This chamber is series of challenging jumps up the various girders that spoke out of the central cylinder and the walls. The girder you're aiming for is just to the left of the entrance (facing into the room). Use either of the lower-lying I-beams to reach it. You'll need to do a sort of semi-circle jump up to it, and the controls are very touchy. Take your time, there's nothing harassing you here. When you reach this girder, face the outer wall and leap to the jutting beam to the right. Aim for the very tip of it when you jump. It may take a few tries.
When you reach this beam, turn to look at the central cylinder. The next girder you need is up and to the left. Again, aim for the farthest point. After this, turn around and leap to the short beam jutting from the center. Then hop to the collar beam and scoot around the pipe until you reach the girder that leads to the exit. Scoot along the pipe until you reach the outer wall. Then, edge along the ledge until you are below the grated exit. Jump up and follow the path to yet another girder room.
Edge out on the short girder jutting from the exit. Look below. See that girder way below? That's the one you need. You'll take some damage dropping down. Once there, track left toward the exit. Hop to the small beam below the exit. Drop in to reach the Checkpoint.
Checkpoint 3C
Check it out! Another room of girders. Edge along the right wall until you reach the small beam barring your path. Hop onto it and then to the next, central beam to the right. The next jump is toward the outer wall, and another one step up to the right. From here, you can access the lift to the right. Turn to face the center of the room. As the lift raises high enough, leap to the curved pipe to the left.
Tip: Aim at the open end of the pipe when the platform is even with it. This will make this jump a lot easier.
Move toward the wall and into the exit. Drop down and follow the path to- yet another girder room! Edge out onto the small beam and jump to the crossing beam ahead. To the left is a ladder anchor. Use the Ladder to reach a small, high girder with another anchor. Use the ladder here to reach another high beam. Once atop it, the exit is directly below and to the left. Take a short leap and then hop up to the left to the exit.
Miraculously, there is- another girder room! This one ain't bad. Just drop to the rim that circles the room. Skirt the room to the left until you reach the stairs. Take these to an elevator and the third Checkpoint.
Checkpoint 3D
You're in a large hangar with a mysterious grate. Leave it for now and head into the hall to the left and up a ramp. This leads to an observation deck. Grab the Fishbowl and Lighter off the table in the middle of the room. Return to the center of the room and go to the grate. Equip the Fishbowl to dump the fish inside into the murky water below. Are you ready to play as Chuckleberry Fin? You best be.
Chuckleberry Fin
Chuckleberry Fin's epic performance in MDK2 boils down to this: finding a button and pushing it. To do this, he must navigate through hostile sewers past Spiky Mines and Killer Pike. Use the directional buttons to move from side to side and the shoot button to boost Chuckleberry through the water. The Mines are easy to avoid. Just point where they aren't and boost. The Pike are a little trickier. If they see you, they'll eat you. Wait until they float past, then go behind them. If one gets in front of you, you can follow closely behind without being detected.
Making all right turns from the starting point should take you to your goal. You'll know when you're about to reach it, because the area just before the button glows pink, then red. Swim into the button to trigger it.
After the button is pressed, you'll return to being Dr. Hawkins. A large door will open and several Dogans will begin to attack. You don't have to fight these guys.