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100% Life Type makemefull (used once per level) Get Mortar Type iliketolob Using the sniper mode With its incredible ability to zoom across vast expanses and target potential hazards, the sniper mode is an essential tool for completing MDK, but new players may find themselves getting in deep trouble by improperly using this powerful tool. So weve compiled a few helpful tips on avoiding the pitfalls of this lethal weapon. More than just a cool new way to kill things, its also a great way to avoid embarrassing blunders in front of the enemy. Use the sniper to scope out a new arena so you can observe and pick off all those potential baddies, just be sure you dont stir them up by shooting at the wrong thing. Minor bosses and tanks will relentlessly pursue you or unleash their horde of underlings if you start taking potshots at them. Also, youll want to make sure that you have a good fix on the target before you zoom in to take that precise shot -- in full zoom, the sniper gun is unwieldy and slow. Anticipate incoming fire and use the strafe keys to sidestep those deadly retaliatory blasts. Think Puzzles Created in the tradition of Shinys classic action game Earthworm Jim, the premise behind MDK isnt simply about shooting and jumping -- it's about shooting, jumping, and using your head. From the initial levels to the final confrontation, each arena is designed to tax your abilities to your fullest, and youll invariably have to decide which tactic works best while taking heavy fire. With that in mind, youll want to avoid getting in over your head by quickly surveying each new arena with the sniper gun to look for potential sticking points. For example, if a level is packed with monsters, its a pretty safe bet the designers have a specific tactic or trick in mind thatll let you slip by without encountering those overwhelming odds, but only if youre willing to look for it. First Boss When you reach the end of the first level, youre confronted with the first (and easiest) boss. Sitting back comfortably in his tall sentry tower, the reptilian overlord is completely oblivious to your presence, but thats soon to change. Switch into sniper mode and take a single pot shot (any more would be excessive at this point) to get his attention and wait until he starts trying to locate you with his binoculars. Fire another shot (one will do) and let the fun begin. If you havent already picked them up, grab the nearby sniper grenades and get them ready in the sniper gun (dont switch modes just yet -- a couple of flyers will be rushing in to drop off troops). Once youve dealt with the first wave of troops, find a somewhat sheltered location and take a couple shots at the overlord. Youll have to intermittently switch between sniper and regular mode to deal with more flyers and troops, but dont worry -- simply repeat the procedure until the leader is toast. Second Boss After taking a wild ride atop a transport platform, you may be shocked to find that the final arena of this level is a somewhat sedate red room where a relaxed alien is casually sipping on a martini, but dont worry, its about to get much worse. Before the onslaught begins, go to the right side of the room where youll find a ramp leading to an upper ledge. From atop this ledge, shoot at the alien with your sniper gun (just one shot will do) and get ready for the blast-fest to begin. Now that the alien is alerted to your presence hes ready to alert his friends to yours. As the alien runs around unleashing his minions, try to maintain your lock on him (a large green health bar in the upper left corner will let you know if you're on the right target) and keep up the blasting until hes gone. Third Boss Nestled inside a dark cavern, the boss of this level must have heard about what you did to his colleagues since he has devised both a fearsome defense and a deadly offense to keep unwanted visitors at bay. With the never-ending supply of cyberdogs at his disposal and battery of powerful lasers surrounding his console, youll need exceptional timing and precise control to put an end to his reign of terror. Upon entering the cavern, youll want to clear out any cyberdogs that may be lurking about and wait until the spinning wheel surrounding his console starts to slow down (the four points will begin to glow). Rush in and use grenades on the wheel to disable it (Sniper grenades work too, but youve got to be extremely quick when switching modes!). Since youll need to make several passes, back off when the wheel starts to spin again and use your gun to clear the next wave of cyberdogs. Fourth Boss Once youve ventured into the inky black corridors of the trapped sub, you should have little trouble determining which angry monster is the boss of this arena, but heres a quick tip -- hes the one chucking heat-seeking explosives at you. While blasting and bombing everything in sight is always a good idea, your usual tactics will be of little use since hes safe and secure within his armored turret. So heres a down and dirty way to put this guy on ice -- for good. In between dodging and shooting, take note of the air vent located directly below the turret, where youll find a powerful breeze that will serve as your ticket out of here. Move in close to the turret and chuck a few grenades directly into the airstream (dodging, weaving, and shooting at the same time, of course) and let the fireworks begin. Repeat until the turret explodes. Final Boss: Gunta As if the fate of the world wasnt enough to keep you interested in a drawn out battle with alien invaders, their evil leader Gunta has stolen your beloved dog Bones and is holding him captive! In this challenging five part ending, youll face the games toughest challenges and some of the nastiest villains around. Save Bones! Youll know youve discovering the entrance to Guntas lair when you find poor Bones strung up by his paws while the evil Gunta oversees the operation with a casual style. As the boss lounges on his pedestal, use your sniper mode to give him a wake-up call, and then jump down into the arena (the fight wont start without you). Once hes called in the big mothership to rain down death from overhead, youll need to switch to sniper mode and take out each individual turret to bring it down. Theres fresh supplies of ammo and health in the nearby trench, so this arena shouldnt be too much of a problem to defeat. Out for a walk Theres nothing subtle about solving this level, simply roll up your sleeves, mount up your biggest gun, and plow your way through a pack of hell hounds. Use dummies if youve got em and keep shootin those mutts til theyre gone. Just dont get squished by Gunta during his jog. Jumping Hell Upon entering this level, youll be pursued by wave after wave of menacing minor-bosses, so the best advice we can offer is to forget about trying to battle your way to success, and focus on escape. At the far end of the room youll find a low platform -- the starting point for a maze-like jump-fest thatll tax your abilities to the fullest. Climb up the next couple of platforms and sail to the ledge along the wall. Run along the wall until you jump to the adjoining platforms and wind your way up the platforms until you see the turret gunner. Youll need to make a quick head shot on the turret gunner, so be sure your sniper gun has appropriate ammo loaded. Once the turret is out of the way, proceed down the tube to the next level. Blast Chamber Now that youve had your jumping skills exercised, heres your chance to show how fast you can run. Though it looks uncharacteristically peaceful when you first enter the arena, this level will soon be crawling with all manner of evil. Luckily, its also jam-packed with goodies, so make a mad dash for the nearest weapon of your choice and start clearing them out; just dont forget to lob a few sniper rockets at Gunta atop the pedestal in the middle. After pounding the big guy with dozens of sniper rockets and picking off wave after wave of his robot horde, hell eventually get tired of playing with you and run to the final level, but before you go chasing after him be sure and pick up as many powerups (dummies are especially helpful for the next level) and health kits as possible. Feeding Gunta As you freefall into the final arena, use your ribbon chute to slow your descent and point yourself at one of the four elevated platforms within the room; this will allow you to get a good look at the situation and a few key clues on how to finish the game. On each platform, there is a nuclear lock holding the cables that have Bones tied up and in the area below there is a raised platform with a large machine. Make your way down to the machine (avoiding Gunta and the robot) and step on the large button and pick up a Gunta snack. Now wait for a nuke to be dropped into the arena then toss Gunta the treat and scramble for the nuke. Once youve picked up the nuke, use the air vent to carry you up to the first platform and use the bomb on the lock. Then head back down to the machine to collect another treat for the boss. Wait until a new bomb is dropped before you feed Gunta again, and when the timing is right, repeat the same procedure until all the cables are cut. Once bones is free hell well youll see. Just be sure to feed Gunta one last time before you bask in the weirdness of the ending. |
Do you not see the In The Zone panel to the left? |