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Turok 2 - Seeds of Evil (e)

Cover
Some artwork, that really rocks, by Adam Cooley (thanks bud!):


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                           Seeds of Evil

              
                       Author: marshmallow
                  E-mail Address: m_mallow@hotmail.com

         
       "It's time for a bath, and I ain't talking water with bubbles!" 
               - me

        "Since it's so playful, toss a few Grenades for it to play 
with!"
                -me

     "I would like to say that Turok 2 has been the first game to scare 
me
                  enough that I felt my colon shrivel up." 

             - 64 Underground (www.nintendorks.com)

You know what's funny? This game kicks serious rectum. More rectum than 
I thought it would kick...This game looks awesome, I keep thinking it's 
on the PC...but it's on my TV! And the blood...seriously, you can shoot 
people's head's off, and witness the brains and skull get shoved out the 
back. Yummy! 


====================================================
- Version 0.8 -

Revision History:

January 14th - If you think I'm doing a walkthrough for Level 4 you are 
INSANE! Let me spell it out for you: I-N-S-A-N-E. That level...I can't 
find goose dung in it. Therefore, I have skipped it and have gone on to 
greener pastures, namely Level 5, and I added a Walkthrough for THAT, 
along with a ton of new weapons, and I did a major overhaul in the 
Enemies Section. If anyone knows how to get the Tailsman in level 5, 
please tell me! BE VERY DETAILED. Oh, and the Nuke Piece too (short of 
exiting the level and coming back) :) 

Jaunary 5th - Wow, Level 3 was EASY! I added that, along with a few more 
additions...

January 4th - After beating level 2, I scrambled to start the game over 
and write it down as I beat it. And it's all for you...YOU!!!! Do you 
see the dedication, the hard work? You better be grateful...oh, and I 
also added some new weapons. Try staying parasitically sustained to that 
for a few days, ok? Level 3 is brutal...Oh, I also added the BDAs in 
enemy section. What's that? Go look...Also, if you ask for the "good 
codes" YOU WILL BE IGNORED. 

December 28th - Finished typing this guide up, collapsed into coma, 
vital signs missing, nurses are nice, though...

====================================================

An "*" will appear next to the sections that have been  updated, as of 
January 10th, 1999.

Contents
----------
1) Story
2) Basics
3) Tricks and Tips
4) Guns*
5) Walkthrough*
6) Enemies*
7) Bosses*
8) Secrets/Codes
9) Multiplayer Modes
10) Characters
11) Multiplayer Tips/Tricks
12) Multiplayer Levels
13) Credits
14) Legal Stuff
15) End

Note: The most updated version can ALWAYS be found at www.gamefaqs.com. 
Now, most other sites also have the most updated version, but if you're 
going to ask a question, be 100% sure you're not viewing a way outdated 
version. In other words - if you're not sure, check out Gamefaqs. All 
other two dozen or so of my FAQs can also be found there. Enjoy! Or 
not...

2nd Note: For now I'm focusing on the one player area, but when that's 
done (or near it) I'll start adding content to the other sections.


--------
1) Story
--------

After the events in Turok 1, Joshua Fireseed (you have been keeping up 
on the comics, right?) threw the Chronoscepter directly into an active 
volcano so no one would ever be able to use it again. He unknowingly 
triggered a violent earthqauke that awoke a large derelict deep in the 
Lost Worlds. Inside, Primagen, an Alien that crash landed thousands of 
years ago, used his pyschic (or pyscho, however way you look at it) 
powers to call upon the dark forces in the Lost Lands to destroy the 
five enegy poles. These poles, once destroyed, will release Primagen so 
he can well...take over the Universe. Joshua Fireseed isn't about to let 
that happen without a fight, and a bloody one at that! Your job is go 
through six giganitc (which take up about 30 virtual miles altogether) 
levels and find them, and go inside the ship and kill Primagen.

---------
2) Basics 
---------

The controls are configureable, unlike the original Turok but not unlike 
GoldenEye 007. The default is identical to the orginal Turok. Some hated 
it, but most (including me) thought it was very original and useful, 
once you get used to it you'll never want to use anything else. 
Personally, I think it's perfect, it's the only type I ever use in 
Golden Eye. Here they are, the default controls... 

Looking: Control Stick - You should know about this, you can look anyway 
you want! This is also the only way to aim. 

Moving: C Buttons - C up for forward, C down for backwards, C left for 
strafe left, C right for strafe right. Simple? Yeah! You can even press 
C up and C right to go diagonally. 

Shooting: Z button - In this game it's good to have an itchy trigger 
finger. But be careful, Acclaim took a hint from GoldenEye 007 and made 
enemies that can actually hear gunshots.

Cycle Through Weapons: A and B - B cycles backwards, A cycles forward. 
Simple, yes?

Jumping: R button - The longer you hold it, the higher you jump. For 
jumping on small platforms, which is not as common as the original, look 
down at a 45 degree angle, and use your shadow. The overhead map is also 
useful. You can also jump as a last ditch effort to avoid gunfire. 

Overhead Map: L button - useful at first, but after you learn a level's 
layout, there is really no icentive to use it. 

Changing Ammo Type: What if you want to use normal arrows instead of Tek 
Arrows? What if you want to use normal shells instead of Explosive? 
Press up on the D-pad.

Sniperscope: For those weapons with sniperscopes, press right on the D-
pad, then hold R and press the C buttons (up and down) to focus the 
view.

Duck: Down on the D-pad. Not very useful, but it's there if you need it.


Strafing is an important skill to learn early! You must use it to avoid 
gunfire or to be in a shoot out fashion. For example, let's say there is 
a creature a few yards away and he's shooting energy balls at you. Hide 
behind a corner or a wall, when the firing stops strafe out, fire off a 
few rounds and see what happpens. If he doesn't die, strafe back into 
hiding and try again! 

Conserve ammo! There is nothing more important than having enough ammo. 
As in the original, you're always like "I'm about to run outta ammo, 
what will I do?...NO!! RAPTORS!!" So explore around bushes, trees, 
corners, or plants to find ammo, they can be found in the darndest of 
places. If you can kill a creature with a simple pistol, don't waste 
ammo from your shotgun! Get my drift? 

------------------
3) Tricks and Tips
------------------

You know in the original how if you looked up, then let go of the stick 
it would switch right back to the default view? Well, you can fix that 
in the options menu! However, if you look up, then move backwards, it 
still goes back to the default view. To fix this, go left or right 
instead.

Use walls and boxes, along with the duck button to avoid shots.

Head shots will take down the most powerful enemies...after awhile...

When fighting the Undead, turn off the Blood (in the options menu) and 
they won't be able to toss blood...therefore, they can not harm you!

For Sniping, turn off the auto-aim option. If you don't, it will aim for 
the center of the body, which makes it impossible to peg an enemy 
through the eye (which is heaps of fun, especially for the awaiting 
victim).

It might be me, but the horizontel sensitivity on the control stick 
seems a bit...akward. Change it to +3 on the options menu. Works for me!

-------
4) Guns
-------

Guns, the Turok series is all about guns and they always will be. This 
time, Josh has some guns even more creative and destructive than the 
orginal! Hard to believe, but after witnessing them (or even maybe just 
reading this section), you'll be a believer.

Here's how I will do explain each gun.

(Weapon's Name)
Power: Simple enough...how powerful is it?
Usefullness: Will you use it a lot?
Best Against: No explaination necessary.
Worst Against: Ditto.
Notes: The first paragraph will be a description of the actual weapon 
and shots itself, while the second one will hold additional information. 

# 1 - Talon
Power: Small
Usefullness: High
Best Against: Anything on the same plane as the blade
Worst Against: Small creatures underwater, anything with a gun

Notes: This is a strap of leather attached to Turok's hand, and 
connected to it are several sharp, stubby spikes. When you attack with 
it, Turok will scratch with it, basically.

This is actually one of the best weapons to use early on, especially 
when you're trying to stockpile ammo. The best method of attack is the 
"slash and back" method, which is quite useful against powerful enemies. 
Simply dash forward, slash, and before the enemy can attack or defend 
itself, step back!


# 2 - Bow
Power: Meager
Usefullness: Medium
Best Against: Large, slow creatures.
Worst Against: Just the opposite!

Notes: Just your normal bow and arrow.

Hold down Z and then let go and the arrow will not only fly farther, but 
it will cause more damage. When aiming, try to hit the enemie's head, 
because anywhere else will barely cause any damage. Remember - you can 
pick up spent arrows, even if they're stuck in someone. It's pretty cool 
to see an 8 foot beast running around with an arrow stuck in his 
forehead...


# 3 - .9mm Pistol
Power: Above Average
Usefullness: High
Best Against: All around good weapon
Bad Against: Large creatures in later levels. Bosses.

Notes: If you've ever seen a real pistol, even a fake one, you should 
have an idea what this looks like.

This gun should last you a long, long time. Very good gun for head 
shots, as it packs quite a punch and should knock down anything (within 
reason...). Although weak, a few shots will put your average enemy down.


# 4 - Flare
Power: None
Usefullness: High
Best Against: Dark Walls
Worst Against: Enemies

Notes: A gun that looks similar to the Pistol, except it has a larger 
barrel and is a different shade of gray.

The Flare is totally useless against enemies, it's purpose is to light 
dark walls so you can actually see what is there. Useful is dark caverns 
and hallways where death might be waiting around the corner! After each 
firing, a meter will start to fill up. When it reaches the top, you can 
fire one more. Each pod (what comes out of the gun) will stick to any 
wall, crate, whether it be underwater or above, and stay there for 
several minutes. During this time, it will give off a bright, green 
light.


# 5 - Tek Bow
Power: Medium
Usefullness: High
Best Against: Anything that is tough
Worst Against: Anything that is weak, or anything small and quick

Notes: A bow and arrow made of steel and wood specially grown in the 
Lost Lands, the Tek Bow is also equipped with a large sniper scope.

The Tek Bow uses special arrows tipped with explosives that, on impact, 
explode in a large blue flame, which is actually quite powerful. With 
the Sniperscope, you can zoom in and pick enemies off from afar, like 
GoldenEye. It may take a bit of practice to do this, though, because you 
have to press and hold several buttons.

# 6 - Shot Gun
Power: Very High
Usefullness: Very High
Best Against: Large targets at close range
Worst Against: Opposite of above

Notes: You know what a Shot Gun looks like...admit it...

Almost useless at long range, a huge benifit at close range. Great for 
amputating limbs, blowing off torsos, and yes, decapatating. You can 
also collect Explosive Shells, making it a very lethal weapon! The only 
con is it's rather slow reloading time. 

# 7 - Mag 60
Power: Very High.
Usefullness: Very High
Best Against: Tough guys
Worst Against: The opposite

Notes: A more powerful Pistol

An upgrade for the Pistol, the Mag 60 fires three bullets in less than a 
second. Although it seems somewhat weak when you use it, it takes a 
surprisingly small amount of bullets to lay the larger creatures down 
(Purr-Linn, for example).

# 8 - Shredder
Power: Extremely High
Usefullness: Extremely High
Best Against: Things that won't die
Worst Against: Anything that can be killed with something else.

Notes: An elognated, alien looking weapon. It's gray.

Upgrade for the Shotgun, this thing is TWICE as powerful. This will take 
out the most formable oppenents. When it hits something, flesh or 
otherwise, it will bounce off in a spray fashion and bounce around the 
walls like silly puddy. Lethal indoors! Also carries explosive shells. 
Too bad it doesn't have the same force as the Shot Gun (no blowing off 
limbs)...it's better at shooting from a distance, though. That's a plus.

# 8 - War Blade
Power; Extremely High
Usefullness: Very high
Best Against: Everything
Worst Against: Um......bosses?

Notes: A huge blade with serrated edges. Upgrade for the Talon.

This makes the Talon look like a butter knife! This thing can rip off 
limbs and heads with a single swing, killing the mightiest of prey. Not 
too good at hitting people with a gun? Use this. If the creature in 
question is taller than you, just aim up. It's very easy to take down 
Endtrails and other monstrosities with a single swipe to the face, which 
will send the head rolling like a bowling ball. My weapon of choice.

# 9 - Tranquilizer Gun
Power: Medium
Usefullness: Limited
Best Against: Certain puzzles
Worst Against: Everything else

Notes: Medium sized rifle. It shoots darts coated in a sleep inducing 
agent, works almost instantly. That's about it...

This will knock out medium sized creatures (Endtrails, for example) but 
it utterly useless against Purr-Linn and the like. If the creature wakes 
up, he'll want revenge, and will be a lot tougher, so watch out. Used in 
certain puzzles where a switch won't stay down. When the enemy is over 
it, stun it with this. Now the switch will stay down, allowing you to go 
through the door or whatever it opened. Other than that, it's useless. 
If you're desperate, you could make someone go night night and then use 
your War Blade...

# 10 - Grenade Launcher
Power: High
Usefullness: Limited
Best Against: Large monsters
Worst Against: The opposite...

Notes: Long weapon, glowing lights on the side...nice explosion!

If you've played the original then you have a pretty good idea what to 
expect, just watch out, they handled the way the grenade acts a little. 
After getting used to it, blowing off torsos and watching the fountain 
of blood spew out is common place. You can only carry 10 rounds at once, 
so make every shot count.

# 11 - Plasma Rifle
Power: Very powerful (closerange), weak (longrange)
Usefullness: High
Best Against: Just about anything, really.
Worst Against: Small creatures

Notes: Gray, shiny weapon with a large sniper scope. The laser itself is 
green, when it hits something it explodes. 

It uses Plasma Paks for it's ammo, you get 150 plasma charges. Sounds 
like a lot? Wrong, each shot takes five off, so you get 30 shots. Fires 
a concentrated burst of laser, but it's effect dimishes the farther away 
your target is. In effect, this makes the Sniper Scope somewhat limited 
in use, but a shot to the head will usually put out anything in line 
with a Juggernaut (good thing, those bastards...). All around good 
weapon! 

# 12 - Cereboral Bore
Power: Extremly high
Usefullness: Extemely high
Best Against: Bad-asses.
Worst Against: Um...?

Notes: Round, it looks almost like a sea shell. The bores are blue and 
spiral through the air.

Possibly the grossiest weapon in video game history, the Cereboral Bore 
has a tracking crosshair that is constantly darting around the screen, 
looking for potential victims. Upon finding a target, it will flash and 
remain on the enemie's head. When fired, a spiraling blue ball will 
quickly go to it's head, and land on it, drilling down to the precious 
tissue within. After a fountain of gore and sounds that make my legs 
weak, the bore will violently explode, just for that extra punch. Kills 
anything in one shot. However, the bore can not lock onto enemies 
without any intelligence, as it has no brainwaves to track. Do not stop 
playing until you have fired this gun! 

# 13 - Scorpion Missile Launcher
Power: Very high
Usefullness: High
Best Against: Huge creatures
Worst Against: Wimps

Notes: Remember the rocket launcher in the original? Think of that, but 
with a green outline and more moving parts. Has four turrets.

If this isn't overkill then I don't know what is. First, the target will 
scope for enemies, like the previous weapon. When it finds one it will 
lock on. Upon firing, two missiles will be fired at once, blowing the 
creature in question into the air (it should be dead right now). Before 
landing, a second pair will fire, blowing it to pieces in mid-air. No, 
that's not rain, it's blood! :) Each shot only takes one unit on the 
ammo reader. It is powerful, but ammo is hidden well, so make sure to 
save it for something BIG! 

# 13 - Charge Dart Rifle
Power: N/A
Usefullness: Limited
Best Against: N/A
Worst Against: N/A

Notes: Long and yellow.

The N/As are because, quite frankly, it has no power and I have not 
found a place where it helps tremendously (except for a few places in 
the Mantid Hive). However, I imgaine it comes QUITE in handy when you 
have no weapons. Oh, sorry, I forgot to tell you what it does. See, 
later in the game, creatures get larger, and the Tranquilizer becomes 
useless, so here comes the Charge Dart Rifle to save the day! It's 
pretty much just a huge cattle prod, but you can attack from a distance. 
Enemies will stand in place for about 60 seconds or so, defenseless. 
Holding Z will make your shots become more powerful, making the effect 
last even longer. Nice electricity effects!

# 14 - Flame Thrower
Power: Medium
Usefullness: Limited
Best Against: Insect-like baddies
Worst Against: Everything else, to be frank.

Notes: Long and metallic. There's a nice pilot light burning at all 
times. Neat-o!

Iguana proudly introduces the first Flame Thrower in video game history 
that shoots polygonal fire! Just be careful, it slows down the game a 
bit, especially in large rooms. Toast baddies and watch them run around 
the room, flailing their arms as the fire incenerates their flesh. It 
drains the tank very quickly, so be on the lookout for re-fills.

# 15 - Firestorm Cannon
Power: Very High
Usefullness: Extremely, Extremely High
Best Against: Everything...
Worst Against: Small, moving creatures.

Notes: Remember that one guy's gun in the original Predator? The machine 
gun? Well, take that and add some serious lightening effects and a few 
moveable parts and you got the Firestorm Cannon.

It uses Plasma Paks, the same as the Plasma Rifle. Once you get your 
hands on this, trust me, you won't be dieing as much! This gun can rip 
enemies apart in seconds, even the most awesome of them all. The catch? 
That's the beautiful thing, there is none. Each shot takes one unit of 
the ammo gauge, compared to the Plasma Rifle's five. Nice animation.

# 16 - Proximity Fragmentation Mine (PFM) Layer
Power: Very weak
Usefullness: Very low
Best Against: Leave this one in the garage
Worst Against: Anything that moves, really.

Notes: Long, shiny...

Listen to what it does, and tell me if this sounds cool. It lays a mine 
that will beep. When a creature gets close, it will beep very quickly, 
and then flash red. It will then rocket up to about one foot off the 
ground and explode, and shrapenal will go out and take out anyone's 
knees, leaving them crawling along the ground. The catch is, it can take 
up to 5 mines to take out someone's legs, which will take forever since 
75% of the time it won't rocket up, even when the enemy is standing on 
the friggin' thing. Why it's not in Multiplayer we may never know.

  
--------------
5) Walkthrough
--------------

This section isn't very fun to read...So unless you're stuck, I'd skip 
this section. Also, I DO NOT list the locations of ammo caches. You can 
do that on your own...or check out Faceless'  FAQ over at Gamefaqs, he 
lists them all.

NOTE: It is note the fault of the author if someone falls into a spazmic 
episode from hearing the word "go" 500 times. 




                       ***********************
                        Level 1: Port of Adia
                       ***********************

                        P O R T   O F   A D I A 



Mission Objectives:
a. Activate 3 Distress Beacons
b. Rescue 4 Children
c. Activate the Warp Portals
d. Locate the Energy Totem and Defend it at All Costs


New Weapons:
.9mm Pistol
Shot Gun
Flare Gun
Tek Bow

Enemies: 
Raptors
Raptoids
Endtrails
Compys
Guardian
Alien Gunner

Follow the path, a bunch of stuff will blow up as you pass it. You'll 
find a small aclove with a strange piece of machinery on the wall - this 
is a Distress Beacon! You need a Power Cell to activate it, however. 
Keep going and you'll see a barrel against the wall, shoot it with an 
arrow and it will blow a hole in the wall. Go inside and climb the 
ladder. Aha! There's the Power Cell. Return to the Distress Beacon and 
put it in (all you have to do is walk up to it). Keep going through the 
tunnels and you will find a large room, shallow water, and a ladder 
against a platform. At the top is a warp; don't use it! Instead, jump to 
the nearby ladder. It's broken down the middle, so this is the only way 
to get up there. Inside is the Pistol! Now go through the warp...

Run forward and grab the key off the pedestal. Run around the blind 
corner and wet your pants as two Raptoids leap at you. Dispatch them 
both and continue, then blast the barrel against the wall to create a 
small tunnel. Travel through to the other side, naturally. Dive into the 
water and swim through the short hallway. The end SEEMS to be blocked by 
rubble, but it's not. One of the stones will serve as a ramp to the 
upper area. Climb the ladder you find and now you're on a walkway above 
the water room. Turn right and kill the Endtrail there, then hit the 
switch he was guarding. Continue on the walkway to find a tunnel. Grab 
the flashlight, now you can see in these dark caverns! At the end is a 
switch, hit it to continue. Clear out the area, now you can see a child 
in a cage. Go behind it to find a path, you come to a fork. It doesn't 
matter which one you take, it goes to the same area. At the top is an 
Endtrail, kill him and a nearby door will open. Hit the switch inside: 
this will do two things. It will open a nearby door to let a Raptoid 
out, so be careful. And it will open the cage. Since the kid seems too 
stupid to walk out, you have to go and touch her. "Thank you Turok!" how 
utterly...cute...(shivers). Drop down to the water room and go through 
the portal you opened.

You can just see the top of an Endtrail's head...I'm sure you know what 
to do. Amoung the rubble is a switch, hit it for some life. Go around 
the wreckage to find a group of Compys, take them out with your Talon. 
You can literally rip them apart! Now, hit the switch they were guarding 
to open a nearby tunnel. Go through to find an Endtrail running around a 
box, making him impossible to kill (almost). Just climb the nearby 
ladder, then kill him. Hit the switch to open the door for a couple of 
Raptors. Climb the ladder and hit that switch, then climb down and 
continue. At the end of all of this is a new area. Exploring the area, 
you'll eventually find the Endtrail guarding the exit. Kill it, then hit 
the nearby barrel. The hole it makes has the Power Cell. Backtrack and 
you will spot a huge stack of boxes and crates. Climb them to the top to 
find the Distress Beacon. Only one more to go! Go into the warp the 
Endtrail was guarding.

This area is very similar to the last...just larger. Go up the ramp and 
leave the Endtrail full of lead. The door he was guarding will open up, 
inside is a switch. It will open up two more doors. One will have the 
switch that will open up the exit to this area, while the other will 
have the Power Cell. Get it, then go near the bundle of crates nearby. 
Behind one of them is the Distress Beacon (mission a accomplished)! Now 
exit through the doorway. At the end of this enemy infested path is a 
bridge. When you get near it will lower, allowing you to pick up the 
Shot Gun (just be careful of the Endtrail nearby!) Save this for when 
there are multiple Entrails in your face...Blast the barrels to keep on 
going. There is a Ship there (Name?). Save, then hit the nearby switch. 
This is a dead-end...If you haven't noticed, the bridge with the Shot 
Gun went over a previously explored area. But the switch opened up some 
new doors there, so leap off and kill the Endtrail there (don't worry 
about finding him...he'll find you!). Now enter the sewers! Wet your 
pants via the Raptoids, then climb the ladder and hit the switch, look 
to your left...aha! New passage. Another trapped kid...Two Endtrails 
will run to greet you. After they are both dead a nearby tunnel will 
open up, revealing the cage switch. Go touch the child, then run to the 
above portal.

Climb the ladder, dispatch the Raptoid, then collect the Level Key. Now 
you are on the walkway from the start of the level, except this time a 
NEW door has opened up! Go inside and jump in the warp.
thr path around the lake, through the tunnel, then activate the Warp 
Portal by touching the nearby switch on the wall. If you want to see a 
nice cinema, go in the Portal. However, it is not necessary for 
completing the level. Go trough the nearby hallway to go to the upper 
area, then continue. WAIT! Stop, go to your left and you will find a 
ledge with three Blue +'s. Look below...see the aclove with switch? Jump 
down there and hit it, it will open up a small room in the waterfall 
below. Inside is a Level Key, guarded by an Endtrail. Now make your way 
up to the upper area, at the end is a Ship and a warp.

Collect the Tek Bow (the kind that lets you use Tek Arrows, it also has 
a Sniper Capability) that's right in front of your face. Turn the corner 
and wipe out EVERYTHING! Climb on the wreckage, then use it to climb the 
nearby ladder. At the top is a switch that will open up a nearby door. 
Go in, then you will fall into an underground area. Hit a switch and 
nearby doors will open as a pair of Raptoids are let loose. Just keep 
hitting the switchs and you will eventually save another crying brat. 
Climb out of this hellhole. Jump over the wreckage, then find the 
waterfall with two switches on either side. Trip them both and the 
waterfall will open up, revealing a tunnel. Go inside. Go inside the 
house and hit the switch, go through the nearby door that has just 
opened up. At the end of the hallway is another house, this time the 
switch is in the area under the stairs. Go up the ramp, kill the nasty 
Endtrail, go across the bridge, 'nother Endtrail, then a warp...  

Yet another house! The switch is on top of a bunch of crates, it will 
open a door right under your nose, literally. Go backwards a few crates, 
then look at the wall: new tunnel! At the end is a child, locked up in a 
cage, where she belongs...er...poor thing. Walk towards the bridges and 
they will fall. Make your way to the top, where you will find a switch, 
that is heavily guarded. Now go rescue the bitch...er...that cute lil' 
girl (mission c accomplished). Fall fown to the lower area and walk 
through the warp.

You're back in the area with houses...Go to where you entered the area 
the first time, then hop on the roof ot the first house. Turn to your 
left to find an aclove with a switch, make like Mario and jump over 
there! Go through the new hallway that opens. Hit both switches, then 
return to the houses to find yet another new area. Hit the next switch, 
go to the next room, kill evrything...Go up the ramp and hit that 
switch. Go to the new area...now go through the warp!

Hit both switches, go to the new area, hit the switch downstairs, hit 
the second switch that appears in the new downstairs...go upstairs, hit 
that friggin' switch, then grab the key, then merrily skip to the warp. 
If I have to say "switch" one more time I'll scream...

Kill the pair of Endtrails by carefully aiming at their faces. Then 
climb the crates and hit the...switch...(AHHH!!!!). Follow the path, 
playing with your scaly friends until you come upon another Ship. If I 
were you, I would ask Adon to power up my ammo! The next area is 
brutal...walk into the warp.

DO NOT use your Shot Gun unless you have NOTHING else to use! You'll 
need this later...You have to walk up in the air on thin walkways, with 
a ton of Endtrails everywhere. Ignore them, attempting to kill them will  
surely have the same effect as you. And besides, it's faster just to 
run. However, near the end you'll need to kill some to open up doors. 
Oh, and watch your step, it's a LONG way down. At the end you will drop 
down into a new area. Climb the ladder to the left and hit the switch, 
then go backwards and climb the ladder in the new aclove, inside is 
another Key. Then climb the series of ladders on the right to reach a 
new tunnel. Rip the Comps to shreds with your Talon, then hit the switch 
up the ladder to the left, then climb the ladder on the right for the 
new passage. More houses! Go upstairs, you'll face two Endtrails at 
once...inside a house...with a lot of passageways...ouchies. Upstairs is 
another Key. Keep hitting switches, eventually you'll be forced outside. 
Go into the two acloves at the bottom, hit that switch, then go across 
the bridge to the new area. Climb down the ladder, hit the switch on the 
wall (mission b accomplished), then jump into Warp Portal Machine.

After an impressive cinema you will face three strange creatures with 
axes and grenades, then two 10 foot aliens with tons of armor and a HUGE 
gun (it's bigger than you for peat's sake!). If you have a lot of Shot 
Gun shells (preferabbly Explosive) this will be a bit easier, just blow 
their brains out. At the end you will collect a piece of the Nuke. Then 
Adon will explain that this was a trap for you, it was not a *real* 
portal. Ok...fair enough. When you re-appear you will be in front of the 
fake portal. Go through the hall that took you here, then drop down to 
the area with two Endtrails. Head left, towards the room with a blue 
glow. Hit both switches to open up an area a few inches away. Inside is 
an Endtrail guarding a Warp Portal and a stockpile of ammo. Collect it, 
then leap in.

Now you have to defend the Energy Totem...against 10+ Endtrails...AT 
ONCE! Again, the Shot Gun does wonders here. It shouldn't be that 
difficult. After they are all dead (mission d accomplished) you will be 
warped to the "Hub"

                          *************************
                           Level 2: River of Souls
                          *************************

                        R I V E R    O F    S O U L S 


Mission Objectives:
a. Destroy 2 Soul Gates
b. Banish the 3 Sisters of Despair
c. Locate and Defend the Energy Totem at All Costs


New Weapons:
War Blade
Mag 60
Tranquilizer Gun


Enemies:
Gun Emplacement
Endtrail (includes advanced type)
Raptoid
Raptor
Small Spider
UnDead
Flame UnDead
Leaper
Guardian
Alien Gunner (inlcudes advanced type)

Tailsman:
Leap of Faith

Special Enemy: 
Sisters of Despair (3)

You start out in front of a pen, and inside is a Styracosaurus (large 
creature that resembles a Triceratops). Climb on...now this is a weapon 
of mass destruction! Remember, you can fire the gun on the side using R 
(most people forget about this). Ok, turn left and follow that path 
until you find a bunch of buildings. Now THIS is funny! Hilarious, even. 
All of the enemies will be walking around casually, then when they see 
you, run around, screaming, with their arms flailing in the air. Since 
you have infinite ammo...enjoy the slaughter! Ok, where was I...turn 
right, and go through the buildings. Follow the path there and you will 
findyour first Gun Emplacement. Quickly take it out, then the gate 
behind it will drop. Go through...

Either go through the tunnel or blast the wall for a detour (you can 
tell which walls are fake because they are lighter and have an outline 
on them). Either way you'll end up in the same place. To lower this gate 
you'll need to blast the missile launcher that is above on the building, 
you can just see it. You'll need to use your missiles...when it's gone, 
the gate will lower. Blow away that gun eplacement. Turn right and 
follow that path. Blow away those two guns and continue. Blow away the 
missile launcher on the nearby building to get the gate to lower. To 
avoid the missiles, strafe left and right, I forgot to mention that 
before. 

Ignore the missile launchers and just blow away the logs and run as fast 
as you can up the hill. After going through a long tunnel, you'll reach 
a band of trigger happy Endtrails. Quickly take them out before they sap 
your health, then continue. Blow away the two nearby missile turrets to 
lower the bridge. Across from it, blast the two gun emplacements (the 
side gun works well here). Follow the path, cross the bridge, blow up 
the logs, and quickly go past the missile turrtes. Behind the buildings 
is a tunnel, follow it, running over Raptoids, then take out the two 
missile turrets at the end, then cross the bridge. Park yourself in the 
pen, you will automatically dismount the Styracosaurus. Climb the nearby 
ladder, save at the Ship, and go through the Warp.

Take out the two friendly Endtrails. Look across the would-be-
bridge...see those two, strange objects on the wall? This is, believe it 
or not, a switch. Hit the round object sticking out of the long one and 
it will be activated. Shoot both and the bridge will lower. After 
crossing the bridge, go to your extreme right to find a barrel against a 
wall. Blow it up and there will be a path behind it. Climb the ladder, 
then use your Tek Bow to look across the chasm. See that barrel? Blow 
that up and it will open up a new path over there. Jump down, then climb 
the ladder. Besides getting a TON of power-ups, you'll receive the War 
Blade! Continue. Kill the annoying bastards known as Compys, then search 
for powerups. After that, go through the tunnel on the right. Kill all 
of the enemies. You'll spot a fortress with a switch on the wall, hit 
the switch to make it lower. Go left or right, it doesn't matter. At the 
end, in an aclove, is a Warp.

This area is circular, and infested with enemies. Explore and you should 
find a Key. Go through the tunnel that is near here. It will have a path 
of Gold Life Force going into it, and there should be a wall on the 
RIGHT. If not, that's the wrong one, look for another one. Ok, this area 
is a lot like the previous one. You will find a switch under a barrel, 
this will open a nearby door. Go through the hallways here, you will 
eventually find a switch on the wall. Shoot the circular part, like 
before, and a lare bridge will lower, allowing you to cross a nasty 
green water pit (which will kill you instantly if you fall in). On the 
otherside, besides two Raptoids waiting in ambush, is a Warp.

To your right is a Ship, so if you want to save, save. This is another 
circular area. Go eitherleft or right, it doesn't matter. You'll 
eventually stumble upon an Endtrail guarding a ladder. Take him out, 
then climb the ladder, naturally. At the top, run through the tunnel and 
you will come upon a large area that you saw in the intro to this level. 
Go up the large, golden path, the one where the Raptor is. Go to the 
locked door, and follow the path to your left. At the end of the walkway 
is an Endtrail guarding a switch. Hmm...those Endtrail doesn't guard 
things very well, do they? :) Anyways, the switch will open up a series 
of doors under your feet. Drop down. If you dropped to an area with a 
Raptor in a door, go to the other one, it should have an Endtrail AND a 
Raptor. Take care of them, then go through the tunnel. Here's your first 
encounter with your spidery friends...or should I say fiends? Anyways, 
up the path you'll find a Locked Warp Machine. Hit the nearby switch. It 
won't un-lock it, but it will open the barred doors that are on the 
fountains. Go back and collect the two Gate Keys, they arer in small 
acloves inside the fountains.

Walk up to the big door. Near it are two large slabs of stone with a 
hole in each. Walk up to them and the Gate Keys will be automatically 
placed in. You'll hear a bunch of mechanical noises, then after a few 
seconds, the gate will open up. Out come two Endtrails, so be prepared. 
Go to your left and hit that switch, it will open the door right there. 
Inside is the switch that will un-lock the Warp Portal Machine, it's 
ontop of some crates. Once it's un-locked, return to it. 

Again, it's fake, and you'll have to battle bloodthirsty Guardians and 
Alien Gunners. Remember, there are several acloves with health and ammo 
that respawn every few seconds, so be sure to stock up. After the first 
wave is gone, go through the paths that are to the left and right of 
where you entered. Kill the guardians there, then climb the ladder 
behind it's dead corpse to find a switch. Hit them both, it will un-lock 
another door. BE SURE NOT TO FALL IN THE LAVA! Unlike the original, it 
means instant death. After some more bloodshed, another piece of the 
Nuke is yours!

Go back to the room that is behind the big door. Dive into the fountain, 
and as quickly as you can, swim to the bottom and activate the switch, 
then come back up. Go through the newly opened door. Collect the ammo, 
then jump in the Warp.

Explore around, you'll find that the Endtrails are having a party, and I 
have the feeling you weren't invited. Despite that, blow their friggin' 
brains out before they have any time to bring out the cake. Near here is 
a switch, hit that and go through the door. After a long series of 
tunnels and switches, you'll find a new area where you can jump across 
and acquire the Mag 60, an upgrade for your Pistol. Return to the 
Endtrail party grounds. One of the barrels here will blow a hole in the 
wall. Follow it. Hit the switch on the wall with a single bullet to 
lower the bridge. Hit the switch in the tunnel to open that door. Go 
right, through the little alley, across the bridge, and hit that switch. 
Turn around and that door will open. Destroy (running out of verbs for 
the same action here) the Endtrail, then hit THAT switch. 

Near the entrance to this area is a ramp, go up it to discover a large, 
open door. Once you enter, the door will shut and lock itself. Welcome 
to the first Soul Gate! Muhahah...legions of UnDeads will start coming 
out of the ground. To make yourself invincible, turn off the blood on 
the options menu. Now, they can't hurt you, since they can't toss blood! 
Shoot at the Soul Gate until it blows up (about 20 Shot Gun shells). 
There is respawning ammo in the room, so stock up before leaving. 

As you exit (same door you came in), look on the right for an open door. 
If it's shut, you came in the wrong door to this area, so go back to the 
Endtrail Party place and blow up a barrel to find the correct path here. 
Once you get through, go left or right, it doesn't matter. At the end is 
a lot of ammo, plus a Warp.

Go forward and clear out the area. You're probably wondering how to get 
up to where the Endtrails were...simple...there are thin paths near the 
entrance that will allow you to get up there. The Endtrail path on the 
right has a tunnel. At the very top is a switch that will lower a door, 
letting loose some Raptoids. Take them out, and follow the LOOOONNNNG 
trench. There's not much here, just a bunch of angry Endtrails to take 
out (and some good Sniping Areas, as well). At the end, go left, up the 
fountains. In the clearing, there is an Endtrail direcly across from you 
and one to the left of when you enter, so be careful. Hit the two 
switches on the wall and the central pillar will rise, allowing you 
access to another Warp.

Now, from now on, listen very carefully to what I say, as you can REALLY 
screw yourself up if you don't go to the right areas at the right time. 
Go up the ladder and when at the top, go through the tunnel that is to 
your right. Follow it and you will find two paths, follow the one with 
the Golden Lift Force (or, if you screwed yourself up and don't have 
those because you already collected them, the path on the right). Dive 
into the fountain. Swim down, then turn LEFT and follow that path to a 
room. Go up the ramps into the upstairs area. The doors will shut and 
spiders will flood the room. Kill them, grab the goodies, and shoot the 
strange symbol on the wall opposite of the arrows. Now go through the 
door on the right to find that a new door has opened. You can tell from 
the brand new Endtrail. Follow the path, turn right at the first turn, 
and just follow that trail. After some water, you'll be in a an area 
with a gate. Go through them and into the Warp.

Get the flashlight so you can see, then follow the hallway. Get up 
against the gate, then turn around. Turn off the blood in the options 
menu so the UnDead can't hurt you. Kill them, then the gate will open. 
You'll find another gate. Turn the corner and kill the Flame Undead. 
Climb the ladder that is behind him. Slash all of the nasty spiders, and 
drop down into the main room. After killing all of the UnDead, the first 
Sister of Despair will come down. Defeat her. There are several 
respawning items to help you along. When you're done, exit the room and 
go through the same Warp that brought you here.

Backtrack. Remember when I told you to go LEFT? Well, this time go 
RIGHT! You'll find a central pillar with several blocks. Push them in, 
then climb the ladder on the nearby platform. Go across the bridge, 
through the hallways, across another bridge, more hallways, and through 
the Warp.

Fall down into the new area and kill all the Raptors. Make your way 
through, then go through the hallway. Ah, looks like another Endtrail 
party! Just keep going forward. In the second Endtrail area, one of the 
barrels will reveal a secret area. Explore behind it and you'll find a 
Tek Bow before a cliff that goes down. Shoot the block in the aclove 
across the way to activate a gate in another area. That area is right 
below you. Drop down and go through it. When you have the chance, go 
right, right. Hit that switch after saying "Hello!" to the Leaper there, 
it will open the exit to these tunnels. In the next area, go right at 
the first turn and go through the gate, into the Warp.

Kill all of the UnDeads and Flame Undeads (don't forget to turn the 
blood off in the options menu!) to get the Sister of Despair to come 
out, along with some more UnDeads. There are respawning Blue Healths 
behind the tomb, and respawning ammo caches near where you entered. 
After she is dead, stock up and go through the warp that is in the tomb.

Exploring the rest of the area, you'll find the Tranquilizer Gun. After 
finding that, drop down to the area where the grate was and return to 
the Endtrail Pary place. Near the barrel where you entered this area is 
a hall, go in here, obviously. Turn right at the first area, then go 
left into a room with a lot of pools. One of them has a tunnel, follow 
it to the bottom and then go up, here you will find the last key. Go 
back, then go forward. Kill the Endtrail there and hit the switch to 
open a door you passed. Kill the Endtrails to open the door and 
continue. Hmmm...looks like the Compys are having a feast! Kill them on 
and keep going. Go left at the next turn to find a Warp.

Now we're in an area with a locked Warp Portal Machine. Past it is a 
bridge, go over it and into the next area. Behind some crates is the 
switch that opens it! But, ignore it when it opens, we'll be coming back 
to that soon. In the hallway behind it, go left the first chance you 
get. There is a Ship here, so you can FINALLY  save ('bout damn time!). 
Keep going and fall down the long hole. Make your way through the spider 
infested halls. Kill all the Endtrails here, one will be guarding the 
Sacred Eagle Feather you need. In this area is a large ramp that goes up 
to a Portal, hop on in...

This graveyeard is A LOT more complicated than any of the others. Ok, 
first, go right and kill all of the Flame UnDeads there. This will un-
lock the first gate. Kill all the Flame UnDeads here, this will open up 
the little houses. Hit the switch inside each to open the second gate. 
Kill all the Flame UnDeads and hit all the switches to open up the third 
gate. This is the area where you'll put the keys you find. To the 
extreme right and left are paths that lead to switches, hit them both to 
un-lock houses in the previous area. Go inside and kill the Flame 
UnDeads, they are guarding two Grave Keys. Get them both and come back 
to the area with the two switches. Put the keys in the blocks and a 
bridge will form across the deadly water. Now, kill the third Sister of 
Despair (mission b accomplished). Go behind where it used to be for some 
items, if you want. Return to the Warp that took you here and use it to 
exit. 

Get the Eagle Feather if you haven't, then go down the door on the 
right. Kill the Endtrail that is guarding the door so it opens, but 
dont't go in. Instead, go left, and you should see a temple with an 
Endtrail on either side. Kill them both, the temple will un-lock, 
revealing a key. Now, collect it and hit the switch. Go back to where I 
told you to ignore, up the ramp, kill the dinos. Go through the door, 
then destroy the Soul Gate. Pretty easy if you ask me, but no one did, 
so I'll shutup now (mission a accomplished). Now, return to the area 
with the portal that led to the third Sister of Despair. behind it is a 
ledge, jump over it to find the area with the used-to-be-locked Warp 
Portal Machine. Go inside.

Now that you have the Sacred Eagle Feather, you can offer it to the gods 
(it's actually some special effects from some old geezer , but just 
ignore that). They'll reward you with the Leap of Faith Tailsman. 
Collect it, then exit. 

Go past the nearby bridge and keep going. Go into the tunnel there, near 
where you activate the Warp Portal Machine. Instead of going left, keep 
going. You'll be high above the previous area. Look to your right and 
down, jump down there and hit the switch. It will open up the exit, 
right under your nose. Go in there and jump through the exit...

Ah! But you still must defend the Energy Totem from 20 Endtrails! 
Bwahahah...Again, the Shot Gun is useful, but the War Blade does come in 
handy (objective c accomplished).


                           ****************************
                            Level 3: The Death Marshes 
                           ****************************

Mission Objectives:
a. Rescue 5 Prisoners
b. Destroy 3 Ammunition Storage Facilities
c. Locate the Energy Totem and Defend it at All Costs

New Weapons:
Shredder
Plasma Rifle
Grenade Launcher

Enemies:
War Club
Gunner
Juggernaut
Flesh Worm
Swamp Wasp
Raptoid
Raptor
Endtrail
Guardian
Alien Gunner

Tailsman:
Breath of Life

This level is a lot easier and less confusing than the last...not to 
mention shorter...I guess Iguana figured that we didn't want another 
expierence like that again! 

Go forward and scream as a War Club flies through the bridge, totally 
destroying it. Drop down and jump on the platforms to the side. Once on 
the other side, turn right and go down the logs. Keep going forward and 
jump over the broken bridge. Follow the trail of Life Force, then cross 
the series of logs. Go off the beaten path to find a Key, and cross the 
mud bridge. Keep going...keep going...Before some shacks, to your left, 
will be a broken bridge going into the mud. This is your cue to go  into 
the mud. You'll find a trail of Red Life Force going into an aclove with 
a Sachel Charge. Collect it, then quickly run back to the main path 
before the worms come to eat you up. Once there, you will find a trail 
of Golden Life Force leading into a Warp. Ignore it and go some more to 
find a bridge going to a large cage. Kill the guards, then blow off the 
lock on the cage with a bullet and touch the prisoner, he's like the 
children, too stupid to walk out. Wait! There's still more to 
do...Across from the cage door is a wall, look to your right a bit and 
you will spot a trail of Golden Life Force going onto a very narrow 
ledge. Jump on it, then use the nearby stones to reach a ledge with a 
ladder. Above is a lonely War Club, and a large building. Blow off the 
four locks and go inside the warp.

Now we are in an Ammunition Storage Facility. Go forward until you spot 
a bunch of very large crates. If you have the Sachel Charge (see above) 
you will be able to put it on. The fuse only lasts five seconds, so you 
better get out of there quick! Go to the Warp I told you to ignore 
before.

Just keep going forward. Eventually, you will find a stone path with mud 
on one side and green water on your other. When you see a trail of 
Golden Life Force, ignore it and take the left path. Exploring the area, 
you'll find a Ship where you can save, a Key, and by jumping off a ledge 
into a previously explored area, the Shredder, an upgrade for your Shot 
Gun. Return to the stone path and follow the trail of Golden Life Force. 
A Juggernaut will burst through a wall, scaring the sh*t out of you. 
Now, after killing it, go through the hole it made and hop into the 
Warp.

Keep walking forward until another Juggernaut flies through a wall. 
After the slaughter, follow the wall around to discover a large tower 
with a Gunner at the top. Ignore it and cross the nearby brown bridge. 
Just be careful; a few Purr-Linn will be there to greet you. At the end 
is a Warp, but instead of going through, go behind it to find two 
Gunners guarding a switch. Hit it, it will open up a Warp Portal 
Machine. Retrace your steps back to the tower. Climb the ladder and jump 
on the building to your right, near the area with a lot of Red Life 
Force and one Orange Health. Behind that is a log, use it as a bridge to 
the next area. Fall down and follow the path to the Warp Portal machine. 
This is a fake, and you will battle all sorts of strange creatures, I 
suggest using the Mag 60, it's pretty powerful. After the slaughter you 
will have received another piece of the Nuke weapon. Exit, and go to the 
Warp I told you to ignore before, near the switch that opened this up.

To the right of where you enter is a stone path that leads to a tower, 
memorize this. Go forward, across the bridge, until you reach land. Kill 
everything, then climb the tower. Look to your left and down, jump on 
the little walls with the Pistol Clips. The walls surround 4 Blue 
Healths and a Sachel Charge. Remember that tower near the start of this 
area? Go climb it, cross the log, blow the locks off the door, and go 
into the Warp.

Now we are in an Ammunition Storage Facility. Go forward until you spot 
a bunch of very large crates. If you have the Sachel Charge (see above) 
you will be able to put it on. The fuse only lasts five seconds, so you 
better get out of there quick!

Go across the bridge and continue, going with the trail of Golden Life 
Force. Kill the nasty Juggernaut and jump to the nearby ladder, which 
goes up to a tower. At the top, jump over the wall. Explore for items, 
then step into the Warp.

Go across the looong bridge. This place is infested with Juggernauts, so 
you may want to watch your ammo. Near the end, jump on top of the 
building to find the Plasma Rifle, which has a Sniper Capability, 
allowing you to kill oppenets from afar. Follow the path, through 
buildings and up hills, and you shall eventually find a Warp and a Ship, 
which will let you save. Next area!

A Purr-Linn wil break from the ground, exposing an Orange Health. Leave 
it be...Also, there are three Plasma Paks (150) near here, grab one and 
continue. Across the large bridge you will fight three Raptoids, thee 
Purr-Linn, and one Juggernaut. Use your Plasma Rifle. After all of this, 
go back and revive your health with the Orange HEalth (you'll need it!) 
and your ammo with the Plasma Paks. In the next area, you only have to 
waste two bullets for two Juggernauts. No, I'm not insane. They are up 
on these large platforms. Get far away and use your Plasma Rifle's 
Sniper Scope and shoot them in the head! Bwahaha...The gate will open, 
but ognore it. Head to your extreme right and fall down. Kill the 
Gunner, collect the Grenade Launcher, and free the Prisoner by blowing 
the locks off and touching him. Now go back to the open gate, step into 
the Warp.

To your right is a trail of Golden Life Force leading into a small 
crevice, this leads to a clearing with a Juggernaut, a Purr-Linn, and 
two cages. After doing what you have to do, follow the next trail of 
Golden Life Force into a nice, straight path. Eventually you'll find a 
ladder, climb it up. Now, there will be a wall to your right the entire 
time. Blast the beasties and you will stumble upon a cage in plain 
sight. Inside is the fifth prisoner (objective a accomplished). Keep 
going...ignore the Warp and climb the nearby ladder, now we're on that 
wall. Keep going until you find a cage to your left, this is the one the 
fifth prinsoner was in. On top of it is a Sachel Charge, grab it and 
continue. Soon a path with some Golden Life Force will appear, follow it 
to an area with a bunch of cages with Red Life Force inside. Climb the 
stairs and hit the switch to activate the Warp Portal Machine. Go back 
to the main path on top of the wall. You'll find the Warp Portal 
Machine. Inside, offer the gods the Sacred Eagle Feather (which you 
should have picked up along the way, it's on the wall in the middle of 
daylight for crying out loud, how could you miss it?). Now you have the 
Breath of Life Tailsman! Go back and enter the Warp...

Follow the trail to the right until you find a ladder, climb it. Go to 
your extreme left to find a bridge with some Golden Lift Force. At the 
end is a building with four locks, blow them away. Watch out! There is a 
gunner inside. Step in the Warp...

Now we are in an Ammunition Storage Facility. Go forward until you spot 
a bunch of very large crates. If you have the Sachel Charge (see above) 
you will be able to put it on. The fuse only lasts five seconds, so you 
better get out of there quick (objective b accomplished)!

Now, step into the Warp. Go forward and collect the Key, then the doors 
will slam shut and five Raptors will be let loose on you! Kill them all 
and the doors will un-lock. I suggest using the War Blade to save ammo. 
Around the Key Pedestal are respawning Shotgun Shells, so you don't have 
to worry that much. In the next area, kill the two Juggernauts atop the 
pillars to open the gate. For this, I suggest turning OFF the Auto-aim 
function. For reasons unknown, here, it just seems that they won't take 
any damage. Strange, huh? Stock up on ammo and health, then jump into 
the Warp Portal behind the gate...

Now you must defend an Energy Totem from countless Gunners, Juggernauts, 
and even a few Purr-Linn. This is why you should've stocked up...there 
are some respawning shells here, too, but still, it's better to just tap 
the trigger than run around, collecting ammo. After this the level will 
be complete! Hooray!  

                          *********************************
                           Level 4: Lair of the Blind Ones
                          *********************************

When Hell freezes over, or until I complete this level (which ever comes 
first), you'll see a walkthrough for this level. Until then, enjoy level 
5. Afterall, it only took me six hours to write.

                         ******************************
                          Level 5: Hive of the Mantids
                         ******************************

Mission Objectives:
a. Destroy 3 Queen Embryos
b. Destroy the Master Computer
c. Locate the Energy Totem, and Defend It At All Costs

New Weapons:
Charge Dart Rifle
Cereboral Bore
Flamethrower
Proximity Fragmentation Mine (PFM) Layer
Scorpion Missile Launcher
Firestorm Cannon

(NOTE: I know some of the above weapons, such as the Cereboral Bore, can 
be found in level 4, but just ignore that for now, ok?)

Enemies:
Drone
Soldier
Worker
Mite
Gun Emplacement

Special Enemy: Queen Mantid

The Warp to the next area is being blocked by a forcefield, and there 
are several gun emplacements that shoot purple energy at you. Take 'em 
out! Overall, the best weapon to use in this level is the Plasma Rifle 
(then when you pick it up, the Firestorm Cannon), since it used Plasma 
Paks and almost every Drone and EVERY Solider drop extra ammo for you. 
Now, blow away the guns and an aclove will also be explosed (and a Drone 
will be let loose). Inside is a health/ammo cache that will respawn 
every few seconds. After all the guns are down, the Warp will 
accessible...if you can get past the five or so drones that have 
appeared. Take them out, then stock up on ammo and health, and step into 
the Warp. Be prepared for a very, very long level. 

Is it me, or does the music in this level just kick ass? Anyways...Go 
forward and blow up the twirling, blue cyndrical (sp?) object, and a 
force field that was covering a hall (which is to the left) will be 
destroyed. Go through there to find a dead-end, with tons of enemies, 
and another similar object. Blow that up as well, and return to where 
you entered. Once you enter the room, just keep going straight and go 
through the tunnel with the many Silver Healths. Follow the path...jump 
on the platform to be raised to the upper area...follow some more...long 
path, eh?...use Explosive Shells on these bastards...here we go, a room 
with a tall platform in the center, with two guns on the ceiling. Take 
them out, then enter the hallway, stage right.

You'll find a single Drone guarding a strange, green object on the wall. 
This is a switch, touching it will activate the circular platforms in 
the previous room. Use them to retrieve the Key on the platform in the 
center. Activating the switch will also un-lock a previously locked 
door, you can tell which one it is because it has an Orange Health in 
front of it. Follow that path for about a minute or so and you'll hit a 
Warp with a circle of Silver Healths around it. 

Open the door in front of you (just walk near it and it will open) and 
follow the path, then turn left, following the Golden Lift Force. Keep 
going and you'll be in a large room, and the majority of it is a 
bottomless pit! Collect the Flamethrower and head left and until you 
can't go any furthur. Use your Plasma Rifle's sniperscope to pick off 
two Drones in acloves to your right. Jump on the platform they were 
above, then continue jumping on platforms until you come to a locked 
door. Look above you, slightly behind, and nlow away the gun on the 
ceiling. The door will now be open, head on in.

There are three doors here; north, east, and west, you came in through 
the south door. Go through the west door for some ammo, north to destroy 
a force field generator, and east to find an elevator-like contraption. 
Going up! Once at the top, enter the next room with caution as four guns 
on the ceiling have their sights pointed at YOU! Take them out, as well 
as the overweight whiner known as a Solider, which is on the other side 
of the room. Go through the door he was guarding (blocking) and follow 
the hall for ahwile. Head left at the next room (it has an Orange Health 
in the center with four Red Life Force. Wait, there is no other 
direction TO head...). 

Follow the hall and you will enter a room with a few buggies, kill them, 
and go through the door on the other side. Inside is a Solider guarding 
another green switch, it will activate a platform in the previous room, 
it will also let about four or five Mites out, so watch yourself (Can 
you say War Blade?). Step on the platform and it will whisk you away, up 
to a ledge. Hit the switch there to summon yet another elevator, which 
will carry you to a new hallway, high above. Follow the corridor and you 
will eventually spill out into a previously explored area...but not 
before collecting the almighty Firestorm Cannon! Oh yeah, baby! Anyways, 
go out the door and turn left, going down the tunnel with the Red Life 
Force. 

In the next room, quickly collect the Golden Health and be prepared for 
some bloodshed as Drones burst through the walls. After the party, 
continue through the halls. Continue...jump in the Warp surrounded by 
Silver Healths! Another, similar path, except this time the Drones don't 
burst through the walls, you can shoot them out. Keep going and you'll 
reach a circular room, in the center is a large structure with acloves, 
each aclove houses a large switch. Hit all the switches (which will let 
gobs of Mites out) to activate an elevator, which will take you up to 
another hallway, naturally. Follow the long hallway, blasting the 
insectoids as you go. Nothing much to talk about here, really. Before 
jumping into the Warp, save your game at the Ship.

Follow the path, as before, then jump over the ledge to a platform 
before, and then down again, and through the door. In the next room, 
quickly destroy the four guns on the ceiling before they sap your 
health, then a door will open. Inside are two Drones and another twirly 
majig (my vast vocabulary is quite impressive, isn't it?). Blow it up, 
then the previously locked doors will be open. One leads to a locked 
Warp Portal Machine, the other goes to an elevatar; take the latter, 
obviously. 

Follow the hallway. How many times have I said that? Too many if my 
memory serves mr correctly. Just...follow the hallway! :) About 10 
minutes later you'll find the Proximity Fragmentation Mine (PFM) 
Layer...what a mouthful. Anyways, use it to destroy the majority of the 
Mites below, then finish them off with the Flamethrower. All the doors 
will open, letting a Drone loose. Inside one of them is a Key, collect 
it. Blow away the fake walls in this room. Besides plenty of ammo, 
you'll find the switch that will open up the last Warp Portal 
Machine...but we can't get back to it, yet. Return to the Mite Room and 
go through the tunnel with a line of Blue Healths (or, straight ahead 
from where you dropped down). Follow the tunnel to a...Warp.

Follow the hall to a large room, then head left (which is the only way 
to go)...keep going. Kill the Drone across the chasm, then head left and 
defeat the Soldier there. Activate the switch behind him, then quickly 
go back to catch the platform that comes down. Next area, go forward and 
jump down to the ledge. Upon activating the switch in the seemingly 
empty room, the door will shut and dozens of Mites will flood into the 
room. Take care of them with your trusty War Blade, then exit and use 
the working platform to get to the above area. One of the tunnels will 
have a platform serving as a bridge to another tunnnel (left of where 
you just came in from now). Once there, you will discover several open 
doors. One of them leads to a switch, activate it then kill the Workers 
that come in. Return to the crossroads area and you will find that a 
Drone has appeared, after dispatching him, go through the tunnel he was 
blocking to catch a newly activated platform. Collect the vomit inducing 
Cereboral Bore, then blow the wall to the left up, then follow the path. 
More following...now you're dropping down platforms and killing Drones 
in acloves, then you'lll receive the Sacred Eagle Feather. Oh, before 
doing this, you should have gone right and destroyed the eggs and 
activated the Warp Portal Machine...hehe. Anyways, drop down to the 
platform from the Eagle Feather ledge and keep running forward and 
you'll find a Warp...

Go forward and kill all the Drones on the ledges, they are good targets 
for the Cereboral Bore...once they are all killed, two Soldiers will 
burst in. Kill them as well, then go to the next door. In the next area 
are several locked doors, and groups of Mites will scurry after you. On 
the other side is a door, go through it, kill the Drone across the way, 
and hop down into the water. Below you will find more than enough Red 
Life Force for two lives, and a secret tunnel that leads to a twirly 
thing, blow it away, get back to the above area via the elevator,  and 
retrace your steps to the previous room, then go through the newly 
opened tunnel (head right). Follow it...wahahy! New area. Blow away all 
the twirly things (just watch out since most of them will cause a Drone 
to beam in) to destroy the Master Forcefield...THINGIE!! Now that's all 
done with, escape via the elevator (you'll collect the Scorpion Missile 
Launcher on the way up...wee!), go to where the water is (all the Red 
Life Force) and go across. Once there, find the path that has platforms 
serving as a bridge, go across...Go right, and attempt to  grab the key. 
Instead, a door will slam shut in your face and you'll fight two Drones 
and a Solider, then you can collect it. Retrace your steps to the 
previous room and continue. Continue...go through the Warp.

Wow, this place is A LOT different from previous areas! Anyways, follow 
the path and you will soon spot a Drone atop a strange piece of 
wall...climb it up and open the door, go right and go straight, blow the 
Drone to hell, climb the wall, go across the strange bridge, and through 
Mr. Happy Door. Follow...the...PATH!!!! At the end is a Warp.

Follow the path...more...more..............good. You should now be 
standing in a circular room with a ton of large eggs. Clear out the 
area, first. The center platform will have some eggs blocking a tunnel. 
Inside is...a Queen Embyro! Oh my God, you know what this means? We 
haven't done ANYTHING that would even count as completing Mission 
Objectives...oi. The best way to deal with the infinite amount of Drones 
that warp in is to freeze two with the Charge Dart Rifle, then no more 
will come. Quickly belt the Queen Embryo with whatever you got, then 
kill it when it drops out of the little sac. When it's dead you'll 
receive an Orange Health (Trust me, you'll need it). Quickly run out of 
this room and look for another group of eggs blocking a tunnel, blow 
them to Hell and run, run I tell you, RUN!!! Right now there are about 
50 Drones, 50 Mites, and one pissed off Solider following you. Keep 
running and you'll find a Warp. *relaxed breathe*

Drop down into another Mite infested area, then climb the wall that a 
Soldier is guarding. Once at the top, go across the bridge (go right for 
a Ship so you can save) and turn left at the crossroad. Blow up the 
strange part of the wall and go in through the warp. In the next area 
you will find another Queen Room, with eggs everywhere. Like before, the 
Queen is in the center area. Use the same stragedy as before, then blow 
the second batch of eggs away to find a new area (again!). Follow it to 
the end to find a Warp.

Now you're back on the same "strange bridge" as before. Go left and into 
the door. Drop into the water and swim down into a secret passage. Hop 
on the platforms and drop down into the area below. Now you must collect 
Satchel Charges, here are the locations of them:

1. Behind the pillar, near the start

2. Keep going and ignore the water pit. Behind a tree near the Exit to 
this level.

3. Ditto, except on the other side

4. Jump into the water pit and underneathe is a Warp. On the bridge you 
come to a is a Satchel Charge! Follow the bridge to another Warp.

Follow the path and you'll find yet another door. Go through and you'll 
find a big lava area. Jump down onto the platforms and climb them up, at 
the end are two Soldiers guarding a switch. Hit it, then go backwards to 
find a platform, use it to get to the above area. Hit both switches, 
then the door in-between them will open up. Now you must drop down into 
a muddy area and battle three Soldiers at once! Suffice to say, it won't 
exactly be a cake-walk. The best way to take them down is to freeze them 
with the Charge Dart Rifle, then use the Cereboral Bore on them. Climb 
the wall on the other side...it's another Queen Hideout. You know what 
to do (objective a accomplished). Retrace your steps allllll the way 
back to where you found the first few Satchel Charges. Once there, exit, 
and you'll be back where you went underwater to find the area. Climb up 
the pillars (IGNORE THE LEAP OF FAITH TILE) and climb the wall where the 
Drone is, then kill the Soldier and hop in the Warp.

This is the Master Computer room...and it has about a bajillion guns 
around it, so take them out. Put a Satchel Charge on each of the energy 
totem thingers and then get away before it blows (mission b complete). 

Now, go to the Leap of Faith Tailsman I told you to ignore. Use it to 
find a Golden Health up there. This will help you later...Remember 
Satchel Charge #'s two and three? Well, go back to where they were and 
go across the bridge, kill the Soldier, and hop into the exit Warp...Now 
you have to battle about 20 Drones at once to save the Energy Totem! 
Yeah, it seems like you would die in a matter of seconds, but you won't 
because they aremore focuses on the totem than you. Wipe them out and 
then you will fight the Mother of all Mantids...The Queen! Check the 
Boss Section for details on theis grueling fight.


----------
6) Enemies
----------

Gruesome! This is one of those games that sends chills down your 
back...and the enemies play a large role in that, especially what 
happens when you kill them. Some enemies will die, with no arms, and in 
it's final death twitches will throw up a little blood before going to 
dino Hell. And yes, like GoldenEye 007, the creatures have a hit 
detection system. So, what does this means? It means that a head shot 
will really damage a creature, while a slug in the arm will barely phase 
it. 

The first paragraph is a description, then the second is the rest of 
what there is to tell. BDA stands for Best Death Animation.

Each creature will get a rating. Here they are:

Weakling - Weak, it takes tons of hits from this guy just to take off 
one health.

Middleman - Not weak, not powerful...in-between.

Bad-ass - Run, Billy, run, save yourself!!

And in no particular order...



# 1 - Raptor
(middleman)
Your basic Raptor...you've seen Jurassic Park, right?

This guy is fast, REAL fast. It moves so quick you barely have any time 
to react, which makes him particulary nasty in small spaces where 
manueverability is limited at best. A ShotGun blast to the face should 
decapitate him quite nicely, but that can be hard since he ducks and 
weeves more than most creatures. Since it has no longrange attacks, it's 
defenseless from a distance. 

BDA - Blow his head off and the body will run around for several 
seconds, blood spewing everywhere, before it realizes it has no head. It 
then collapses.


# 2 - Raptoid
(middleman)
Looks like someone spliced human DNA with a Raptor's...

More intelligent than the Raptor, Raptoids have very long claws on their 
arms, which they love to use to rip your face clean off. It's power is 
also similar to that of a Raptor, where a Shot Gun blast in the upper 
areas will put it out. However, as stated above, Raptoids are very 
intelligent and will dodge your shots the best they possibly can. 
Annoying in open spaces!

BDA - Use Explosive Shotgun Ammo on his mid-section, his torso will be 
blown completely off and his abdomen will fall to the ground. You can 
even see the spinal cord sticking out!


# 3 - Compy
(weakling)
Small, chicken sizes dinosaurs. Bipedal carnivore. Made a few 
appearances in Jurassic Park: The Lost World.

Argh, these things are really annoying! They are so small you have to 
actually aim your gun DOWN at the ground and fire. They love to swarm 
around you in their little bands, nipping at your health. It's nice to 
scorch these little devils with a flamethrower. More annoying than 
dangerous...use your Talon.

BDA - Use your Talon aand they will literally be ripped apart!

# 4 - Endtrails
(middleman)
About ten feet tall with ripping muslces and larg scales, with an 
alligator-like skin. They carry a medium sized gun

These, my minions, are one dangerous beast! Ignoring the fact that they 
have claws shaped like knives, they will fire bursts of gunfire from 
their handguns while rolling and reclining to avoid your shots. Ouchies. 
Just think Raptoid + gun. There is an advanced version that has an 
invisible mechanism. It causes them to become almost totally invisible, 
you can just see their outline, like in Predator (that's where they say 
they got it). A pain.

BDA - Sometimes, totally on random, they will set their self-destruct 
machanism on. They will beep, then expose their entire body, then 
explode in a frenzy of limbs, body parts, and gore. 

# 5 - Demon Witch
(badass)
Just your regular flying torso with a the backbone swinging obscenely 
underneathe...

Whoever thought up this creature is a sicko...what else do you expect 
from Iguana? These guys..er...girls...er...things, fly around 
unpredicatably and will follow you everywhere. These will definitely 
will test your markmenship. The Magnum will puncture a hole in their 
little bodies...But if they're close, use the Shot Gun; it's bullets 
spray quite nicely. 

# 6 - War Clubs
(badass)
Think Purr-Linn with 100 pound fists

They certainly aren't very intelligent, but they make up with the fact 
that they can flatten you like a pancake. Cliche, I know, but who cares? 
Just need to emphasize that...Watch out! When these guys begin to swing 
their mighty fist, get the Hell away and fire a few Tek Arrows their 
way.

BDA - Use your Shotgun on his mid-section; it'll blow a hole clear 
through it (you can see through it!). The Purr-Linn will look down at 
it, then back at you, then collapse. 

# 7 - Catapults
(middleman)
Another Purr-Linn

Purr-Linn aren't exactly the brightest bulb in the box, if you catch my 
drift, so this guy is a genius to them! He will pick up rocks and hurl 
them at you. Powerful, but easy to aovid.

# 8 - Gunner
(badass)
Purr-Linn coated with armor, plus a huge chaingun that it can barely 
lift.

This one will require a bit more stragedy to defeat...Find shelter, then 
watch it shoot at you until it's gun jams. Quick! Run out in front and 
shoot it in the face with your most lethal weapon. Otherwise it will 
regain control of it's gun and rip right through your flesh...

BDA - He only seems to have one; and it sucks.


# 9 - Juggernaut
(badass)
Ooh! Purr-Linn meets Star Wars! They are armed with an "Ion Sword." They 
have glowing red eyes and gobs of armor. They tower above you.

They are slow, but very powerful. Their Ion Sword is lethal against a 
soft body (i.e. you) so stay as far away from it as you can. Whip out 
your Shot Gun and aim for the cranium, this is a good way to get past 
it's large amount of armor. HOWEVER, it's Ion Sword can block your 
shots, so be careful.

BDA - Sometimes you can blow the entire side of his body off; then blood 
pours out by the gallons.

# 10 - Swamp Wasps
(weakling)
Hornets, they are always found in groups.

Remember the Dragonfly in the original Turok? Yeah, those annoying 
bastards...Well, think of these as their successors. The Talon is the 
best weapon to use if they are in range. They quickly become annoying, 
but they are nothing dangerous.

BDA - Nothing cool.

# 11 - Guardians
(badass_
Fat, strange, zombie creatures. 

The Guardians are armed with a blade capable of cutting you down with 
one swing. Judging by their waste line, they haven't had an intruder in 
their midst for some time. Use something powerful. like the Cerebral 
Bore. 

BDA - Um...nothing much.

# 12 - Skimmers
(weakling)
A strange worm creature with a lot of small arms

They jump around erratically, taking small amounts of your health away. 
Canidant for most annoying enemy in a videogame...ever.

# 13 - Giant Spiders
(middleman)
No explanation necessary

Stay far away, they spew noxious gas that will drain your energy at an 
astounding rate. End their chemical warfare with the Flamethrower...they 
burn quite nicely.

# 14 - Ordinary Spiders
(weakling)
Ditto.

Whip out the Flamethrower and waste these eight-legged montsers before 
they zap your health away!

# 15 - Flesh Worms
(middleman)
Small worms with a sucker-mouth. Think of a leech that burrows through 
dirt...

Again, more annoying than dangerous, the Flesh Worm will pop out of the 
ground when it smells your juicy legs. Once again, the Flamethrower is a 
good choice since it covers the entire field with fire. 

# 16 - Cave Worm
(badass)
A flesh worm who went on some steroids...

Unlike their smaller cousins, the Cave Worm is VERY dangerous. It's 
recognizable by it's huge, lip like mouth which presents quite a large 
target. So unless you suck or have random muscle spazms, hitting this 
thing should be a cinch. However, it has a thick hide, so it may take 
awhile to kill...

# 17 - Fireborn
(badass)
These supreme beasts are awesome, a very well designed creature. It's 
fire red, with huge, thick arms with claws to match. 

This one just LOVES the warmth of lava, so it usually hangs out in hot 
locations. A nice target for the Tek Bow...

# 18 - Drone
(middleman)
Huge green insects with dual blasters. 

One is certainly a threat, as eahc laser blast can take off about 5 
health points...three or more and you've got yourself a CRITICAL 
situation! Use your most powerful weapons on them.

# 19 - Mites
(weakling)
Small, strange looking creatures who scuttle around the ground in large 
numbers. They are larger than you might think, though...hahaha, get it? 
'might'?

They all originate from a hidden nest, and a well aimed grenade will put 
a stop to their hatching. The noise they make is so disgusting...use the 
War Blade for those close encounters.

# 20 - Workers
(middleman)
Strange instects; they use four legs to walk and two to attack with. 

It's just like the regular working man. he has no intent on violence, 
but once he gets pissed, WATCH OUT! They like to travel in groups, get 
in a circle around you, and keep on slicing. The best way to take these 
pests out is with the Flamethrower, as even the mighty War Blade is too 
weak for these guys. Besides, what else will you use the Flamethrower 
on?

# 21 - Alien Gunner
(badass)
Huge, heavily built creature with a gun bigger than you.

A few Shot Gun blasts to the face should put him out. His armor makes 
him very hard to put down. There is an advanced version, which will spin 
around and then fire a green laser at you.

# 22 - UnDead
(middleman)
Dead people. Skeletons with flesh strewen about them. Humanoid, but not 
human.

They actually toss their own blood at you! This is very powerful. The 
way to get around this is to turn off the blood in the Option Menu, 
making them totally offenseless (is that a word? No? Well...um...I can 
make up my own words if I want to)

# 23 - Flame UnDead
(badass)
Much like the UnDead, but with glowing eyes, and they are much larger.

Besides swiping at you, these god awful corpses will spew fireballs from 
their hands. Each fireball will take away 10 health, so STAY AWAY! The 
only thing going for you is that they move slow.

# 24 - Leaper
(weakling)
Small, hopping creatures with needle teeth. 

They're baaa-haaack! Use your War Blade to reduce them to quivering 
masses of flesh. 

# 25 - Soldier
(badass)
Large, brown, roach like creatures. They have purple orbs on their 
soliders and dual guns.

Their main attack is just shooting you, but if you anger them they will 
rear back and shoot a long stream of purple plasma balls at you...GET 
AWAY! This can drain your energy at a surprising rate. A pissed off 
Solder is the last thing you want to see.

---------
7) Bosses
---------

Well, if you like bosses that take up entire screens, and take 
unimagineable numbers of bullets to kill, then you'll love these! 
Difficulty rating is in stars, 1 being pitiful and 5 being nearly 
impossible.

Level 5 Boss: Queen Mantid
Difficulty: * * *

She has a variety of attacks, and it's easy to see what her weakspot is 
(you can tell because they flash when she first enters). But actually 
hitting it, that's the problem. There are respawning ammo and health 
around the arena, but don't wait for them, KEEP MOVING AT ALL TIMES! In-
between phases she will be sucked up this large sac and will let her 
minions out to play; kill them and she'll come back.

 
Phase 1 - It's weakspot is it's forearms. The best way to hit them is 
with the Grenade Launcher; it will bounce off the floor, richochet off 
her legs, and hit them. The best part is, it only takes one grenade to 
end this phase!

Phase 2 - This time it's her abdomen, which is very difficult to hit 
since it's only vunerable in two different situations: When she raises 
it to let loose her poison balls, or when she turns at a steep angle. 
Oh, I forgot to mention her new attacks! She'll pause, stick her tail in 
the air, and spew out poison balls. Another one is rearing up and firing 
twin blue lasers at you, which hurt like Hell and it's almost impossible 
to avoid...use the pillars as shields if you can! She is also jumping 
about, attempting to squash you like a bug (that's called irony). When 
her tail is in view, shoot it with your most powerful weapon.

Phase 3 - Now it's her blasters! She fires very powerful lightening 
blasts, but it's slower and easier to avoid than the last. The best way 
to get her arms is with a few grenades, or get up close and scorch it 
with the Flamethrower (which will take about 5 seconds!).

Phase 4 - Final phase; she is now lying on the floor, totally 
defenseless, and her head if flashing. Hmmmmm...I wonder what her 
weakspot is now? Do you? I have no idea whatsoever (The sad thing is, 
people will actually e-mail me the answer).


---------------
8) Secret/Codes
---------------

If you ask for the "good codes" YOU WILL BE IGNORED. 

UBERNOODLE:  

Big Head Mode. Makes hitting someone in the head a lot easier, 
obviously.

PIPSQUEAK:
The enemies will become very small, but they still deal the same damage, 
so watch out.          

STOMPEM:
Enemies have big hands and feet.           

HOLASTICKBOY:
Enemies are really skinny.      

IGOTABFA:
Pen and Ink Mode, just like the original.          

WHATSATEXTUREMAP  
Gourad Mode, looks really screwed up.

LIGHTSOUT:
Almost total darkness.         

--------------------
9) Multiplayer Modes
--------------------

Coming Soon

--------------
10) Characters
--------------

Coming Soon

---------------------------
11) Multiplayer Tips/Tricks
---------------------------

Coming Soon

----------------------
12) Multiplayer Levels
----------------------

Coming Soon

-----------
13) Credits
-----------

Nintendo

Acclaim 

Iguana

IGN64 - - - - - - \
                   - - For codes 
N64 Code Center - /

---------------
14) Legal Stuff
---------------

This guide can not be copied without permission of the author. It can 
not be used as a means of profit. Basically, just don't put your name 
where mine should be (i.e. stealing).
Copyright (C) 1998 marshmallow

-----------
15) The End
-----------

Well, that concludes it. If you have found anything I may have missed, 
any errors, typos, ect., then E-mail me at m_mallow@hotmail.com. O.K., 
so bye! C-ya in the next guide...

-marshmallow-