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_______________________________________________
|Written by: Christopher Anderson (ShooterMcGee)|
|
[email protected] |
|____________Copyright: Nov.'04_________________|
=========
Contents:
=========
1. Introduction
2. Controls
3. Power-ups
4. Levels
-Level 1--Outside Stark Industries
-Level 2--Inside Stark Industries
-Yellow Jacket
-Level 3--Research and Development
-Level 4--New York City
-Level 5--The Subway
-Level 6--Orb Industries
-Level 7--Skies
-Level 8--Mistress Crescendo
-Level 9--Rainforest
-Level 10--Helicopter
-Level 11--Volcano Lair
-Level 12--Underwater
-Level 13--Dromak Gladiator
-Level 14--Living Castle
-Arnim Zola
-Level 15--Vibranium Drill
-Level 16--Mountain pass near Zola Castle
-Blackout
-Level 17--Baron Zemo
-Level 18--Asteroid Field
-Level 19--General Krytos's Spaceship
-Level 20--Inside General Krytos's Spaceship
-Level 21--Inside General Krytos's Spaceship 2
-Baron Zemo
-General Krytos
5. Credits/Legal
**************************************************************************
============
1.) Introduction
============
In this game, you play as either the Marvel character Ironman or as the Acclaim
character X-O Manowar. Your objective it to find a stolen vibranium drill bit
which has been stolen from Stark Enterprises and stop Baron Zemo, Mistress
Crescendo and General Krytos from acquiring the cosmic cube. When you start
the game you are given the choice of starting the game, choosing options or
inputting a password. Start game does just what it implies. In the options
screen you can change the difficulty settings, turn music and sound on/off or
view the game credits. The password option is pretty self explanatory. At
the end of each level, you will receive a password that will allow you to skip
the previous levels and play the game where you left off.
========
2.) Controls
========
UP-Pick up an object or enemy when standing on or near them.
-Push while in mid-air to fly
-Character specific attack
Down-Crouch
A-Jump
B-Throw a held object or enemy
B+A-Mid-air attack
-Character specific attack
Down+B+A-Energy shield (uses flight stamina/energy shield power)
Up+B+A-Chest blaster
______________________________________________________________________________
Ironman and X-O Manowar also have character specific attacks that only they
can perform.
--------
Ironman
--------
Up-A powerful roundhouse kick
B+A-Punch
-----------
X-O Manowar
-----------
Up-An overhead swipe with his ion sword
B+A-Stab with ion sword
=========
3.) Power-Ups
=========
There are various power-ups that enemies can drop when you defeat them.
Energy Cell-A small white canister that heals your character slightly.
Energy Pack-Heals your character for a moderate amount of energy.
Auxiliary Energy Tank-Temporarily gives your character unlimited energy.
Extra Life-Gives your character another chance if you die.
Blaster Power-up-These will be your best friend if you find one. It seems to
double your blaster damage making "two-hit" enemies die in one hit, "four-hit"
in two and so on.
Checkpoints-If you pick up one of these, you will resume play from where it
dropped on the ground if you die.
======
4.) Levels
======
***Before each level you will be given the choice of playing as Ironman or X-O
Manowar. Now even though the instruction booklet says their powers compliment
each other, I found it much easier to play as Ironman. So this FAQ will be
written using Ironman as my character for each level. Now when you start, you
will notice two bars in the top left corner of the screen. The top one is your
energy/health. The bottom one is your flight stamina/energy shield power. Now
depending on which character you play the energy/health meter will go up or
down when you are hit by an enemy. For Ironman, the bar will go down
signifying a loss in health. For X-O Manowar however, the bar will go up
signifying an overload. When this bar gets to the bottom for Ironman or the
top for X-O, they will die and you will lose one life.
At the end of each level you will see different percentages. These represent
enemies beaten, items collected, etc. You'll also be able to see your clear
time and password for the next level. This FAQ was made using Ironman on Easy
mode***
--Level 1--
-Outside Stark Enterprises
-Objectives
-Secure Stark Enterprises
-Stop theft of vibranium drill bit
-Eliminate all hostile enemies
-Threats
-Spider alien soldiers (SAS)
-Spider alien minions (SAM)
When you first enter the level, pick up the barrel to your right and throw it
at the approaching SAS. Then jump up to the small ledge to your left and
ignore the SAM walking back and forth. Jump and fly straight up and to the
right to the nearest ledge there. Proceed to your right, picking up the
barrel and throwing it at the stationary SAS you come to. Go all the way to
the right and follow the ledges down to the ground floor, killing the SAS and
SAM you come to. Proceed to the right, picking up the barrel and throwing it
at another SAS there. Fly up, up, up to the right over the SAM and continue
right and follow the ledges down to the ground floor again, stopping to kill
the SAM and SAS if you want. I normally fly or jump over them. When you reach
the ground floor, proceed to the right and to the next level.
--Level 2--
-Inside Stark Enterprises
-Objectives
-Secure Stark Enterprises
-Stop theft of vibranium drill bit
-Eliminate all hostile enemies
-Find and stop Yellow Jacket
-Threats
-Spider alien soldiers (SAS)
-Spider alien minions (SAM)
-Floating sentries
-Floor sentries
-Creeping mines
This level may seem like a huge maze at first but it is really very simple.
There is really only one path through the level and it is pretty straight
forward. There is just one thing to always remember. NEVER take the same
elevator twice. You will get turned around and get lost. When you first
enter the level, kill the floating sentry and there will be a wall that can
be destroyed with a few hits. There are several such walls in this level that
can be dealt with in the same way. When you stand in front of an elevator,
press up to get in it and take it to another level of the building. When you
get out, just follow the corridor, killing the SASs and floor sentries you
come to, and take the next elevator to get to the end of this level.
==============
-Yellow Jacket
==============
When you get to the end of this level, you will fall into a large, empty room.
Yellow Jacket will appear and transform into her wasp form and fly around the
room. Just stand in the middle of the room and jump over her when she flies at
you. She will transform back into "human" form to attack you. This is when
you must stand near her and shoot diagonally up at her to hit her. After a
few hits, she'll transform again to wasp form and repeat her pattern. Just
do the same thing; jump, wait, shoot, repeat and she'll be done soon enough.
--Level 3--
-Research and Development
-Objectives
-Secure Stark Enterprises
-Stop theft of vibranium drill bit
-Eliminate all hostile enemies
-Threats
-Spider alien soldiers (SAS)
-Spider alien minions (SAM)
-Floating sentries
-Floor sentries
In this level you are in the R&D portion of Stark Enterprises. Go the right
and continue through the shutters. They open and close twice quickly and will
hurt you if you get hit by them so time your run through them carefully. Make
your way through the level as usual. Once again, there is only one path
through the R&D lab. If you try to take a wrong way, it usually ends in a
dead end so just backtrack and take the other way. Enemies are the usual, SAS,
SAM, etc and you know how to deal with them already. Once you get to the end
of the level, you will see the vibranium drill bit you have been looking for.
But before you can get to it, Blackout will appear and transport himself and
the drill bit away.
--Level 4--
-New York City
-Objectives
-Eradicate spider alien threat
-Search and destroy: Mistress Crescendo!
-Threats
-Spider alien soldiers (SAS)
-Spider alien minions (SAM)
-Crescendo guards (CG)
This level can be pretty hard with the addition of the Crescendo guards. When
you start the level, run to the right killing the SAS and CG as you go. The
most effective way to get rid of both of these enemies is to crouch and fire
at them until they die. Sometimes they will be too close to you and they will
hit you. Don't try to run away and fire at them again as you will only get hit
again. Rather, press up to pick them up and throw them at another enemy or the
ground. Continue to the right to a stair structure. Jump to the top and fly
to the ledge on your left and continue up and around the ledge above you and
then continue to the right. There will be a CG on a hover device that will
shoot at you and follow you if you don't destroy it. Like most action games,
your objective is always to the right so use your best judgment to make your
way there. Be warned though that the CG can crash through windows and surprise
you. The best way to get rid of them is again, crouch and shoot or pick them
up and throw them. Remember to utilize the barrels you come across. They will
kill an enemy in one hit.
--Level 5--
-The Subway
-Objectives
-Eradicate spider alien threat
-Search and destroy: Mistress Crescendo!
-Threats
-Spider alien soldiers (SAS)
-Spider alien minions (SAM)
-Crescendo guards (CG)
-Electrified wire
This level is much easier and much more fun than the previous level. You are
in a moving subway car and the lights will flicker on and off intermittently.
Same enemies as before but not nearly as many. Just like always, continue to
the right until you can't go any further, watching out for electrified wires on
the ceiling as you go. This is the part where you will have to shoot out the
skylight on the subway car and fly up to its roof. Continue going right until
you can't go any further and shoot the skylight again to get into the car. You
will do this several times in this level, killing minor enemies along the way.
When you get to the end of this short level, you will see a S.A. Wolf class
spider minion inside the car throwing what appears to be "web-grenades." Just
destroy the roof and drop into the car moving left as you do. Then inch
forward while shooting to hit and kill the enemy.
--Level 6--
-Orb Industries
-Objectives
-Eradicate spider alien threat
-Search and destroy: Mistress Crescendo!
-Threats
-Spider alien soldiers (SAS)
-Spider alien minions (SAM)
-Crescendo guards (CG)
-Creeping mines
This level is just like Level 2. Elevators, breakable walls and everything.
And just like level 2, there is only one path through and it is easy to figure
out. There is really no need to go in-depth here. If you made it this far,
you've beaten level 2 and know how it's done.
--Level 7--
-City skies
-Objectives
-Eradicate spider alien threat
-Search and destroy: Mistress Crescendo!
-Threats
-Helicopters (missiles)
-Flying Crescendo guards
Oh fun a flying level! You automatically fly forward through this level so the
only things you have to do are move and shoot. Randomly, helicopters will
appear in the background and fire two missiles at you. Now there's nothing you
can do about the helicopters but you can avoid the missiles by flying around
them but I prefer to line myself up with the helicopters and fire at them.
This will destroy the missiles as soon as they're launched. Also you will see
the occasional CG on a hover device but they are killed in one shot and are
little threat.
===================
--Level 8--
-Mistress Crescendo
===================
After level 7 you will immediately fight Mistress Crescendo. At the beginning
of the fight she will most likely use her telekinetic/telepathic power which
will reverse your controls temporarily. Up becomes down, down becomes up and
so forth. It is best to wait for this to wear off before trying to attack her.
She also has an energy ball of some kind that she will shoot at you for little
damage. The best way to defeat her is to use Ironman's roundhouse kick attack
when she gets close to you. This will take away two of her energy/health bars
at a time and she'll be done for soon enough.
--Level 9--
-Rain Forest
-Objectives
-Find and secure vibranium drill bit
-Eliminate any and all aggressive forces.
-Threats
-Armorine
-Spider alien soldiers (SAS)
-Spider alien minions (SAM)
-Parachute mines
This level is big and annoying. Not necessarily hard but this level introduces
Armorines who are fairly numerous and good shots as well. This level has trees
which have what looks like pipes growing out of them. I can only imagine these
are supposed to be branches. You can fly through these branches and stand on
them if you need to. The real annoyance in this level comes from the parachute
mines. These are small black mines hooked to parachutes that appear out of
nowhere to blow up in your face and generally annoy you. There will be times
when you can go no further and must fly up and over the canopy to continue the
level. By now in the game you know how the levels work and should be able to
handle this one easily enough. Objective is always to the right and if you
come to an obstacle, you just go up and over it. I beat this level on my first
try.
============
--Level 10--
-Helicopter
============
This will probably be the hardest fight so far. The helicopter takes up the
majority of the screen and can hurt you just by hitting you. On top of that,
it fires missiles like the helicopters in level 7. The best strategy I found
is to stay as far to the left as you can while facing the helicopter. To harm
it, you have to be lined up with the copter and hitting its main body. You
cannot shoot it from above through its rotor or from below so your best bet is,
like I said, to stay as far to the left as you can and line yourself up with
the copter and shoot at it. Now while you're shooting at it, the helicopter
will be firing missiles at you so when you shoot the copter you will more than
likely hit and destroy its missiles first which is both a good and a bad thing.
Good because it stops the missiles from hitting you but it also stops you from
getting those couple of shots in on the helicopter. After you shoot and
destroy the two missiles, you will usually be able to get two or three shots
off and harm the helicopter. Keep this up to destroy it.
--Level 11--
-Volcano Lair
-Objectives
-Find and secure vibranium drill bit
-Eliminate any and all aggressive forces.
-Threats
-Armorine
-Spider alien soldiers (SAS)
-Spider alien minions (SAM)
-Mounted turrets
There is no real trick to beating this level even though when you arrive it
seems very large and daunting. Your objective in this level is to get to the
bottom of the volcanic cliffs. So when you start, run to the right down a
slope. You will see many overlapping slopes such as these in this level.
Always remember to be running DOWN a slope. When you run onto a crumbling
section of ground, just stay on it and let yourself fall. It will save you a
lot of running time and you will bypass some enemies. There are mounted turret
guns that hang from the ceiling and move left to right and will shoot at you if
you are within range. There are also small, one-gun turrets that come out of
the walls and can shoot straight, down, and diagonally at you but these are
easily destroyed. Jump or fly over the enemies in this level, or stop and
fight each one if you prefer but keep going downward. This level should take
less than 1.5 minutes if you just run through.
--Level 12--
-Underwater
-Objectives
-Find and secure vibranium drill bit
-Eliminate any and all aggressive forces.
-Threats
-Floating mines
-Mounted guns
This is an underwater level and like most underwater levels this means a few
things. First, your character moves and flies a lot slower than usual.
Secondly, your character jumps a lot higher (although slower as well). There
is really only one thing you have to worry about in this level and that is the
floating mines. Now there are two kinds of floating mines, those that bob up
and down in the water giving you a chance to shoot and destroy them and those
that HOME IN ON YOU AND EXPLODE IN YOUR FACE! These "homing" mines are a pain
in the butt but you can beat them. When they home in on you they WILL hit you.
You are too slow to avoid them in both flight and on foot. You also do not
have enough time to destroy them (4 hits) before they hit you. So what you do
is, let them hit you but then turn and run away from the explosion they create.
If you let them hit you and you keep running, you will be hurt not only by
hitting the mine but by its explosion as well. But don't worry, there are only
three or four or such mines that you'll come across in this short level. Now
when you start the level, run to the right while jumping/flying over any and
all gaps. Go all the way to the right until you come to an impassible wall.
Right above you is an upward current that looks like a white section of
ceiling. All you have to do is fly up and into that current and you'll have
beaten this level. You can explore the rest of the level is you want but it is
thoroughly uninteresting and littered with mines.
=================
--Level 13--
-Dromak Gladiator
=================
After you jump/fly into the current it will spit you out onto a flat
bridge-like structure. On the other side is the Dromak Gladiator. Now this
fight may take you a few tries because the gladiator has a few ways to hurt
you and they are all equally harmful. First, he can throw his axe at you
which can be best avoided by crouching. Secondly, he strikes the ground with
his weapon causing two boulders to come crashing down on your present location.
Thirdly, he has a ramming attack that will hurt you by physically hitting you.
As if that wasn't bad enough, he will also smash through the "bridge" you're
on after a certain period of time and drop you to another one below it. Now
there are only 4 of these bridges in this level and if you haven't beaten him
by the time he breaks the fourth bridge you are dropped into some kind of
substance (lava?) that hurts you. Oh and did I mention he blocks almost all of
your blaster shots?
But fear not! He is beatable, you just have to wait for openings. When I
start to fight him I prefer to crouch, that way his thrown axe goes over my
head. Also when he throws his axe he will have to rear back to throw it.
This is when you must shoot. If you just stand and shoot at him he will block
all of your shots and you will do no damage to him. Also, when he rears back
to strike the ground and again when he charges at you, he will be vulnerable
to your blaster shots. If you hit him while he's charging at you he will be
stunned and knocked back a few feet. If he gets too close to you remember you
can always fly up and over him to the other side of the bridge. Another thing
to keep in mind is when he destroys the current bridge and you are falling, he
is susceptible to attack as well. You need every hit you can get on this guy.
It may take you a few tries but once you get the timing down, it's easier than
it looks.
--Level 14--
-Living Castle
-Objectives
-Prevent Arnim Zola from retrieving the cosmic cube
-Free imprisoned scientists
-Threats
-Walking mutants
-Floating sentries
-"Grabbing hands"
-"Electric slugs"
Remember level 3? Well this level follows suit, except it is much harder. The
main baddies you will fight in this level are the walking mutants which are
slow moving humanoid creatures, and the "grabbing hands", for lack of a better
term, which are hand-like creatures that pop up and out of small white vents
on the floor. The mutants can be destroyed by regular blaster fire or
kicks/chest blasts. The grabbing hands however are best dealt with by running
up to them and doing one roundhouse kick, destroying them. You will also see
containment tanks in this level. Stand in front of one and use a roundhouse
kick to break it open. If you are lucky, a scientist will fall out and run
away. Usually though, it is a walking mutant so I tend to skip this. The
floating sentries are back and they fire twice as fast now. Two or three times
in this level you will also see what looks like a current of electricity
scurrying along the ground. I refer to them as "electric slugs". They can
also be taken out by one roundhouse kick. Like level 3, there is one path to
follow with little choice of changing directions. Usually, taking the wrong
route will yield an enemy that may drop a power-up like an extra life or a rare
and much needed energy cell/pack. Try to be careful and be very cautious of
your health because at the end of this level you will fight Arnim Zola with no
break in between your fight with him and the level you just completed.
===========
-Arnim Zola
===========
This fight can be either very hard or very easy depending on how much health
you have left from the previous level. Arnim will not attack you directly but
rather summon the grabbing hands from the ground to attack you while you're
standing or the electric slugs to fall on you if you jump or fly. The easiest
way to beat Zola is to stay on the ground and run up to him. DO NOT jump at
all during this fight. Run up to Zola and hit him with a roundhouse kick. Not
only will this hurt Zola for two energy bars but it will destroy any stray
hands coming up from the floor. Just repeat running up to him and kicking him
and he'll soon slump to the floor defeated.
================
--Level 15--
-Vibranium Drill
================
Immediately following your battle with Zola, you will attempt to destroy the
vibranium drill before Baron Zemo can unearth the cosmic cube with it. There
are only three ways the drill can hurt you and they are all fairly easy to
avoid. When you start this level, the drill will move back and forth across
the top of the screen and randomly drop down causing two boulders to fall on
your present location one after another. These can be avoided by jumping
through the gap between the two rocks. You also need to be wary of the
spinning drill bit itself. If you touch it, you will be destroyed in one hit.
The drill also has two orbs on either side of it that each shield a stalk-like
structure. The drill is susceptible to attacks only when these shields open
and expose the stalk-like structures underneath. These stalks also fire around
the room in a circle that is easily avoidable. What you need to do is wait for
the drill to lower its shields and expose its stalks. This is when you must
fire up at the drill to harm it. Continue the pattern of dodging rocks and the
drill while shooting at it when it lowers its shields to destroy it.
--Level 16--
-Mountain pass near Zola Castle
-Objectives
-Prevent Arnim Zola from retrieving the cosmic cube
-Free imprisoned scientists
(Didn't we just do this?)
-Threats
-Spider alien soldiers (SAS)
-S.A. Wolf class spider minion
-Mounted turrets/guns
-Dromak private
You've destroyed the drill but you were too late, Zemo got the cosmic cube and
now you must go after him and try to retrieve it before he can complete his
plan. This level is very straight forward. One clearly defined path to follow
with the occasional enemy to defeat. You've dealt with the mounted turrets and
guns before so you now their range of fire and how to beat them. Same thing
with the SAS's. This level also has crumbling bridges you must cross or else
you will be dropped into a pit which contains what looks like lava. There are
a few S.A. Wolf class spider minions in this level as well. They are the same
enemy that you faced at the end of the subway level and can be defeated in the
same fashion as well. A couple times during this level you will run into a
large stack of boulders that can be broken by a roundhouse kick. This level
also introduces the Dromak private. He is much easier to beat than his
gladiator counterpart. All the places you will find a Dromak private in this
level also have a safe ledge from which to fire at them from. When you get to
about 3/4 of the way through the level, you will see the cosmic cube floating
in the air. Before you can get it though, Blackout will appear and you will
have to fight him.
=========
-Blackout
=========
Blackout is an easy boss to beat as well. He may seem tough the first time you
face him but once you get his pattern down he's a piece of cake. He will start
by dropping two pyramids made of his dark energy from the sky in an attempt to
hit you. But just like the boulders of previous levels, these can be avoided.
He will then launch two bouncing pyramids toward you which can be avoided by
flying up and over them. Now after he does this, he will teleport from the
right side of the screen to the middle of the screen and repeat this pattern
of dropping and shooting his dark energy pyramids. Now the way to beat him is
pretty simple. If you try to just stand and shoot at him, he will block your
shots with his dark energy. So you must wait for him to drop his guard when he
is attacking you with his pyramids to shoot him with a couple of blaster shots.
Just like the Dromak Gladiator fight, this fight is all about timing. Keep up
a pattern of flying up over his attacks and hitting him when he drops his guard
and you'll beat him fairly quickly.
Once you defeat Blackout the cosmic cube will fall to the ground. Before you
can get to it though, Baron Zemo rushes in and snatches it away. There is only
a small portion of this level left by now. All you must to is shoot up at the
loose boulders that are blocking your path and fly up through the hole that is
created to the next platform. Do the same thing here, shoot through the next
boulders and continue up through a few more sections and you'll be done.
============
--Level 17--
-Baron Zemo
============
When you finish level 12, you will immediately fight Baron Zemo. Don't be
scared though, he is a pushover. You'd think the master mind behind this
scheme would be harder to beat but he isn't. All he does is jump around the
screen and occasionally shoot a rifle shot at you. All YOU have to do is stay
in one spot and fire in his direction when he lands and when he jumps on top of
you, do a roundhouse kick to knock him back. When you beat him he will drop
thecosmic cube and you'll think to yourself, "finally!" But don't get too
happy because before you can get the cube, General Krytos appears and teleports
himself, Baron Zemo and the cube away. (Are we seeing a pattern here?)
--Level 18--
-Asteroid Field
-Objectives
-Traverse asteroid field
-Penetrate Dromak defenses
-Eradicate Baron Zemo and General Krytos
-Failure is not an option!
-Threats
-Asteroids
-Space mines
This is another flying level except you are flying through space. No real
strategy here besides avoid hitting the asteroids and space mines. The space
mines look like little sparkles bobbing in space. At first I thought they were
power-ups of some kind but I found out the hard way they are mines. You can
shoot the asteroids and mines if you want but you usually don't have enough
time from the time you see them and the time they'd hit you to destroy them.
It is just easier to maneuver around them.
--Level 19--
-General Krytos's Spaceship
-Objectives
-Traverse asteroid field
-Penetrate Dromak defenses
-Eradicate Baron Zemo and General Krytos
-Failure is not an option!
-Threats
-Floating sentries
-Floating space mines
-"Space Eels"
-Electrified wire
In this level, you are in the outer most part of General Krytos's spaceship.
There is no gravity in this level so you will be flying the entire time. When
you first start the level head straight up to the ceiling but stay low enough
to avoid the electrified wire. When you get to the ceiling, head to the right.
You will probably attract a few floating space mines that will follow you but
don't worry you are faster than them and will leave them behind. When you can
go no further, head down through the opening and then head left/west flying
over any and all obstacles in your path. When you can go no further in this
direction, go down the opening and head to the right all the way to the next
level. Your path should resemble a backwards S. There are also small,
ribbon-like enemies in this level that I call "space eels." They float around
in one place and are just as easily killed as they are avoided.
--Level 20--
-Inside General Krytos's Spaceship
-Objectives
-Traverse asteroid field
-Penetrate Dromak defenses
-Eradicate Baron Zemo and General Krytos
-Failure is not an option!
-Threats
-Large floating sentries
-Pop-up floor laser cannons
This level starts the interior of Krytos's spaceship. One of the first things
you will notice is the large floating sentry near the entrance. These are just
like the floating sentries you've destroyed in previous levels except they are
much larger and shoot many more times at a faster rate. They can be destroyed
by blaster shots just like everything else but I recommend avoiding them when
possible. The next thing you'll come upon is a pop-up laser cannon. These
fire a laser to the left and to the right when you come near. The direction of
the first shot is determined by your position. They are usually on a ledge
that is easy to shoot from a safe distance or position. There is also some
kind of "ground-like" substance on some parts of the floor that will slow you
down considerably but cause you no harm. The easiest way through this level is
to always to remember to go with the flow of the slide tube you enter. If you
find yourself "running against the wind" so to speak, then you are going the
wrong way. If you are running to the right and enter a slide tube from the
left, it should slide you to the right. If you find it pushing you back out
the way you entered, then you are going the wrong way. You've made it this far
so this level shouldn't give you much trouble.
--Level 21--
-Inside General Krytos's Spaceship 2
-Objectives
-Traverse asteroid field
-Penetrate Dromak defenses
-Eradicate Baron Zemo and General Krytos
-Failure is not an option!
-Threats
-Large floating sentries
-Pop-up floor laser cannons
-Dromak privates
-Creeping mines
This is it boys and girls, the final level. When you enter the level, fly up
to the platforms to the right. Be careful though, there is a Dromak private
here. Kill him and if you're lucky he will drop a blaster power-up. The level
is pretty straight forward, just go to the right-most part of the screen and
jump up a few ledges, taking out the laser cannons here, and head to your left.
Here you will see a familiar face.
==========
Baron Zemo
==========
He's back for more! ...And he's easier than before. Just shoot him and he
will run and jump over you to the other side. Just turn and shoot again. He
will be hit by your shot and do the "run and jump" thing again. Once again,
turn to your left and fire and you will hit him. He shoots no projectiles in
this fight, just runs and jumps. You can actually stay stationary and beat him
VERY easily. He will slump to the floor dead when you are done.
Continue on to the left and you will come to a Dromak private. Kill him easily
and continue through the level destroying the creeping mines, floating mines,
and floor lasers you come to. There is really no way to get lost here. After
fighting for a little while you will come to a large, empty room. General
Krytos will descend from the sky and the battle will start!
==============
General Krytos
==============
Now General Krytos has similar attacks to the Dromak Gladiator. He can throw
his axe, which can not be ducked under. He also creates some kind of dark
energy ball that he throws at you and also homes in on you. He also has a
charging attack that will hurt you. He can block your shots as well but he
doesn't do it as well as the Gladiator. Now you have a few choices on how
you'd like to kill him. You can shoot him with your blaster shots but I
wouldn't recommend it unless you've been very lucky and found at least two
blaster power-ups in this level. If you haven't found any power-ups, your
shots simply won't do enough damage to counter the damage Krytos is doing to
you. So I said to myself, "It's time to stop fooling around!" The strategy I
found that worked the best is just run up and use your roundhouse kick to kick
Krytos. This will take away more damage from him than he is doing to you so if
you start this fight with full health, it is a good bet you will win. For the
final boss, he wasn't as hard as I thought he would be.
When you kill Krytos, he will drop to the ground and dissolve but the level
isn't over. You must still get through a few more floating mines, floor
lasers, and Dromak privates but at this point you should be well aware of how
to defeat them. At the end of the level, you will fly up and the screen will
fade out. The next thing you will see is a cut scene of Krytos's spaceship
exploding and Ironman will fly up toward the player. You also see the cosmic
cube fly back to Earth and you have just beaten the game! Congratulations!
5.) Credits/Legal
1. I'd like to thank Rootsecure.net for their cool ASCII generator.
2. I'd like to thank GameFAQs for hosting this guide.
3. Some of this information was obtained from the instruction booklet for this
game
This guide is copyright (c)2004 Christopher Anderson
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