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| Game:     MDK2                                                        |
| Console:  Sega Dreamcast                                              |
|                                                                       |
| Author:   KANE 79                                                     |
| Email:    [email protected]                                         |
| Homepage: http://www.angelfire.com/home/kane79/                       |
|                                                                       |
| Version:  0.31                                                        |
| Updated:  October 27th, 2001.                                         |
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WELCOME: This is my first guide of any form, so please excuse any
shortcomings.

CONTENTS
--------

1. Copyright Info
2. Introduction
3. Revision History
4. How to diffuse a bomb
5. Walkthrough

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1. COPYRIGHT INFO
-----------------

This walkthrough is copyright the original author. It may be downloaded
for personal use. You may give it to friends for free, it must not be
sold or traded. If you wish to post it at yours or another site, please
email me first for permission.

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2. INTRODUCTION
---------------

This is a guide to level six only. I had such a blast (sorry, bad pun)
playing this level, that I wanted to share it with others. There is a
full walkthrough for the game on this site if you need help with any
other level.

The emphasis of level six is to diffuse a series of bombs that the BFB
(Balloons for Brains [though I prefer the name I assumed for him until
I knew better - Big ****ing Brain]) has left throughout the Jim Dandy.

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2. REVISION HISTORY
-------------------

Version 0.1 - 30/06/2000

Wrote basic explanation of the basis of level six, how to diffuse a
bomb and solutions to the bombs for 6B and 6C, plus a partial solution to
6D.

Version 0.2 - 01/07/2000

Added solution to bomb 6D, boss strategy and revised the beginning of
this document.

Version 0.3 - 04/07/2000

Added solution to bomb 6A.

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3. HOW TO DIFFUSE A BOMB
------------------------

To diffuse a bomb you must step on a series of buttons that are
attached to the bomb. The bomb itself has a layered section with a
cable leading from each layer to a respective button. The currently
active layer is pink in color while all others remain blue.

To diffuse a bomb, find the base and look at the layered section.
Identify the currently active layer and follow the cable to its button
and step on it.

Here is a diagram to help explain:


                       +----+      +-+
                       |Blue|------| |
              +-+      +----+      +-+
              |X|------|Pink|
              +-+      +----+
                       |Blue|
     +-+               +----+      +-+
     | |---------------|Blue|------| |
     +-+               +----+      +-+


What I call 'layer two' is active so you would follow the cable from
this layer to its button, which I have marked as 'X'. Finding and
stepping  on this button will deactivate that layer and activate the
next one (believe me, you'll know if you were right or wrong). Repeat
the process for each layer until the word "DEACTIVATED" appears on
screen.

Sound easy? Well it isn't really. Unlike my diagram, the cables are a
tangled mess so you won't have an easy time walking from bomb to button.
This is where my guide comes in. I will attempt to illustrate which
button corresponds to which layer.

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4. WALKTHROUGH
--------------

This walkthrough focuese on bomb diffusing. The rest should be easy
enough. I have included a basic walkthrough for the "non-bomb" section.
The meat of this walkthrough is the diffusing.

REMEMBER: Switches are numbered according to which layer it is
connected to. The order they must be hit can be random, so switch '2'
is not necessarily the second one you hit.


Checkpoint 6A
-------------

Run up the hall and the BFB will run his mouth and the first bomb will
be activated, counting down from 2:00 minutes. Continue forward and equip
the ladder.

THE BOMB

The first bomb only has four layers and the cables are very easily
followed to the buttons. However, the jumping is tough and with only
two minutes, there's little room for error. I actually found 6B and 6C
easier to do.

1 - On a girder opposite and above where you enter the room. Run left
to the blue stairs. Jump from these to the pipe in front of them and
then make a series of jumps from one pipe to the next (mind the switch
on the way). When you land on a pipe with a ladder anchor, use it.
You'll be high above the room. Use the small ledge circling the room to
reach the girder with the switch.

2 - On the pipe with the ladder anchor. Refer to the above paragraph to
reach it.

3 - The button alone on a pipe. Refer to button one's explanation to
reach it.

4 - On the floor next to the bomb layers.

After diffusing the bomb, head down to the Bridge and grab the Mr.
Fizzy to  the left of the entrance and the Baguettes to the right. You
may want to take out the Hosers first. Now head for the Lounge, it's
safe from here to the checkpoint.


Checkpoint 6B
-------------

You start the checkpoint just inside the Lounge, with a bit of
precarious jumping to be done. Beware, a missed jump will result in death.
The big patches of concrete will fall shortly after you land on them, so
quickly move to the pipe underneath. They're narrow, but sturdy.

Jump to the first patch and quickly (but carefully) walk onto the pipe.
Carefully line up with the next patch and take a short run-up and jump.
When you land, immediately take a step or two back and then run forward
(this jump must be made off the patch istelf). Jump to the next patch
and quickly step onto the pipe.

Carefully walk along the pipe and line up another jump. Jump to the
next patch and when you land, back up a little and run and jump again.
Repeat this for the next patch and you'll land on solid ground. Another
bomb will activate.

THE BOMB

The bomb itself is down the hallway just before you round the corner to
see Kermit. Jump to the girder and run and see which layer is active (the
order is random). Now head back the way you came and look for a ladder
pad. Use it and you'll end up on a circular platform with all four
buttons (in corners, if you imagine a square peg in a round hole) on
it. Press the corresponding button, then return to the bomb and repeat
the process until deactivated.

With '1' being the top layer of the bomb and 'front-left' being the
button at the front of the platform and to the Doc's left, the solution is as
follows:

1 = front-left
2 = front-right
3 = back-right
4 = back-left

After you diffuse the bomb, run back past the bomb and Kermit will ask
for some help - he's surrounded by Bottrocks. Kermit will throw you
some Plutonium. Drink up and you'll turn into Dr. Hyde. Use R to attack
and go bash some Bottrocks! You have two shots of Plutonium, which
should be plenty.

After you get rid of all the Bottrocks, Kermit opens up a passage for
you. To find it turn and run back down the hall away from from Kermit
and the passage is on Doc's left. Down the passage is the checkpoint.


Checkpoint 6C
-------------

No danger between the checkpoint itself and the bomb, just continue
down the hall to the portal and the next bomb (the room looks familiar).

THE BOMB

The best way to solve this bomb is to use the spiralling walkway as a
reference point. Buttons 1, 3 and 5 are on the high platform, while
buttons 2, 4 and 6 are at ground level. As always, check the bomb for the
active layer and then decide if the button is on "ground level" or the
"high platform".

Ground Level:

To hit the correct ground level button, run to stand on the ladder pad
near the bottom of the spiral walkway and face it.

( X = Your reference point )
( Y = Other ladder pad )


               Y

                         2
              \   \
               \   \
Bottom of       |   | 4
walkway -->     |   |
               +---+

                 X
6


You shouldn't confuse these three buttons, just use the reference point.
The button for layer six is to your left, layer four's button is at 1 or
2 o'clock from the reference point. For layer two's button, run forward
from the reference point and look for another ladder pad. Use the ladder
here and then run to the Doc's right for the button.

High Platform

To correctly orientate yourself for these buttons, run up to the top of
the spiral walkway. When you reach the end, turn 90 degrees to the Doc's
left and look at the platform. The buttons form a triangle, with the
top of it being the furthest from you.



                       1


                 5         3


                -------+
                     X |
                -------+


You may be forced to climb to the high platform, hit a button, return
to ground level to check the bomb and have to return tp the high platform.
It may seem time consuming but if you get to ground level buttons in a
row, they'll be done in less than 30 seconds.

When you diffuse this bomb, a door at ground level will open and a
BirdBrain and some Hosers will appear. If you're on the high platform
for the last button, beware the BirdBrain, he'll likely swipe you.
Return to ground level and take out the Hosers if you want an easier
time.

To reach the newly opened door, find the ladder pad used to access
button two. Use the ladder and the door should be on the Doc's left.
Enter the hallway and it's smooth sailing to the next checkpoint.


Checkpoint 6D
-------------

Again, no danger between the checkpoint and the bomb. Just head down
the hallway to the portal.

The Bomb
--------

Not surprisingly, the most complex and difficult bomb. I doubt you'll
pass it on your first shot (without my solution). There are eight
layers, the cables are very badly tangled and they often pass through
dark sections.

To diffuse this bomb:

- Use the lighter in dark sections. But turn it off then back on every
now and then to avoid burning your fingers.

- Walk with the cable in question on your right, as the lighter will be
in your right hand.

- When you come to the tangled clumps, take your time. Don't try to get
it in one go. Be happy to identify two or three correct buttons at a
time.

- Learn from your mistakes. If you end up at the button at the back-
left corner and you blow the ship up, remember which number that button
*isn't*. If the ship doesn't blow up, mark down what the button *is*.

- When you've solved all but two buttons, trial-and-error will work.
Pick a button and step on it. You blew up? Then you know it was the
other one that was correct...


Diagram:

+--------------------------------+
|P                 5             |   P = Plutonium (item)
|1                               |   B = Bomb Base
|                         3      |   * = button is up high, use toaster
|                                |       to hit it
|                     2          |   E = elevator to next checkpoint
|                                |
|                                |
|                7*              |
|                                |
|         4      8      6        |
|                               E|
|                                |
|                                |
|                              B |
+--------------------------------+


Once you have diffused this bomb, a couple of BirdBrains will appear.
If you want to take them out, a good spot is where the Plutonium was.
You can set yourself so you can see the tail end of the BB's, but they
won't be able to get you. When you're ready, head for the elevator to
the next checkpoint.


Checkpoint 6E
-------------

Boss Battle - BFB

Dr. Hawkins jumps out of the elevator with a flying kick while doing
his best Bruce Lee battle cry. BFB is impressed that the Doc's simian
brain is evolving. The Doc says he plans on laying the smack down on
BFB's candy ass.

This one had me banging my head on the wall until I figured it out. A
hint, the method is not complex. If you want the answer, read on...

The BFB has a shield up so attacking him will result in you being
called a pea-brain. So you're gonna have to shut down that shield
first! From your starting position just outside the elevator, head
forward and drop down to ground level via the crates. Continute forward
towards the pile of crates and find the Plutonium.

Transform into Hyde and climb the highest pile of crates all the way to
the *very* top. Now look for the BFB and jump on him. Hyde will grab
the BFB and slap him silly. Repeat this two more times and the shield
will be gone.

Now load up the toaster and baguettes. Point up and fire, they're
homing missiles, so to speak, so don't fuss with perfect aim. Switch to
load when you have to and continue to hit him. He will soon drop down
to ground level.

Be careful here as the BFB will launch a constant barrage of left brain
attacks, so you better do the pogo dance. Just arm up your toaster and
let him have it. If you line up a face-to-face shot, it seems that you
can keep him pinned down under 'toast-fire'. Just keep attacking.

When you're voctorious the Doc will take the BFB's brain(s) to "put
them to better use" and will send the BFB's body out to space. Once
that is done the Doc fires up the Jim Dandy and goes after Kurt and
Max.

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5. CREDITS
----------

- GameFAQs (http://www.gamefaqs.com)

For liking my first walkthrough enough to post it.

- BioWare Corp. (http://www.bioware.com)

For making the game and displaying their genius while they're at it.

- Interplay Entertainment Corp. (http://www.interplay.com)

For publishing the Dreamcast version.

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