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Walkthrough

by Anholyn

                          Spider: The Video Game

.....................................
| Platform: Playstation             |
|                                   |
| Type: FAQ/Walkthrough             |
|                                   |
| Author: Raycon                    |
|                                   |
| Version 1.0                       |
|                                   |
|Date Completed: September 20, 2010 |
.....................................

-----------------------------------------------------------------------------
TABLE OF CONTENTS
-----------------------------------------------------------------------------

1. Introduction                                 <INTR>

2. Gameplay basics                              <GMBS>

3. Walkthrough                                  <WKTH>

	3.1 Laboratory                          <WK.1>

	3.2 Factory                             <WK.2>

	3.3 City                                <WK.3>

	3.4 Museum                              <WK.4>

	3.5 Sewer                               <WK.5>

	3.6 Evil Labs                           <WK.6>

4. Bestiary                                     <BEST>

5. Arsenal                                      <ARSN>

6. CD Pieces                                    <CDPC>

7. Level Passwords                              <LVPS>

8. Closing                                      <CLOS>

-----------------------------------------------------------------------------
1. Introduction                                 <INTR>
-----------------------------------------------------------------------------

	Spider: The Video Game is a little known game released way back in
1997, and yet despite all the technical advancement that�s transpired since
then, it still remains my favorite game. It�s not much compared to the 
innovation of modern developments, but perhaps it�s the simplistic gameplay
that gives it it�s charm... Anyhoo, this is my first FAQ, and hoping it goes
well; always figured the game could use a guide, if only just to compile all
the information that goes with the game, that might otherwise be lost to time.

-----------------------------------------------------------------------------
2. Gameplay Basics                              <GMBS>
-----------------------------------------------------------------------------

	The gameplay is relatively straightforward. It abides by basic 
platforming mechanics with a few twists that suit the mechanical spider 
theme... The object of the game is to survive (obviously) and reach the 
microchips placed throughout the levels (the green sphere things with a 
box-looking object inside them). Note, however, that there are often numerous
microchips per level. You never need all of them to pass to the next area, but
collecting all of them does unlock a "concept art" video after the credits.
This guide will detail the location of all of them, which you may pursue at
your discretion.

In addition to microchips, CD pieces are also scattered throughout the levels
of an area (usually 3). Collecting all 3 will unlock a bonus level (however,
these are not required to move forward with the game).

//////////////////////
Controls
//////////////////////

Directional Buttons                     Move in direction indicated
X                                       Jump / Spin web when upside down
O                                       Use armed front weapon
Square                                  Use armed rear weapon
Triangle                                N/A
R1 Button                               Switch between front weapons
L1 Button                               Switch between rear weapons
Start                                   Pause / Unpause
Select                                  Returns to map when paused
Start + Select                          Resets when held down

Note: controls are customizable from "controls" menu in options

//////////////////
Background
(source: Spider Instruction Booklet)
//////////////////

Excerpts from the research diary of Dr. Michael Kelly, Nanotechnology�s most
brilliant and innovative research scientist...

October 27, 2017
Arachnoid research day 522
**************************

Day 30 since port implanted in cyber-arachnid subject. All micro connections 
are responding. Dare I believe that the implant is a success... at last?

November 12, 2017
Arachnoid research day 538
**************************

12th attempt inserting cyber-leg into 2nd port on thorax of arachnid subject. 
And again, instantaneous electric spark melted connecter electrodes. What is 
the aberrant conductor? Think, think, think! Possibly should try anaerobic 
environment - vacuum tube - for critical phase?

November 16 2017
Arachnoid research day 542
**************************

Worked too late last night, vision too blurry for microsurgery today. Took the
day off to think, ponder and recharge... but couldn�t keep away from lab. Just
sitting here, musing... if the leg insertions take hold (and now that the 
electrical shorting problem is solved, success isn�t that far off), could other
types of cyber-implants be possible? Not necessarily for motility, but let�s 
say... neural actuators implanted in the cortex of the arachnid. That�s an 
avenue I must explore... the exchange of biologic data in electrical form...

January 1, 2018
Arachnoid research - electrical impulse phase, day 46
*****************************************************

The neural transmitter works! While wearing it, I beamed a motion impulse to 
the arachnid, and it reared its leg. My theory of electrical transubstantiation
of thought into movement has passed each proof test. My next goal: consistently
error-free transmission of movement. So far, three cyber-legs are active: no 
electrical fusing or shorting. Irritating message today on the ansa-phone - 
MicroTech is sending a flunky "just to see how things are progressing, won�t 
be in the way, pretend he�s not there." Fat chance. I�ll get rid of him fast. 
And I�ll cover the vacuum tube and FF04 electron magnifier while he�s here.

Janurary 5, 2018
Arachnoid research - electrical impulse phase, day 50
*****************************************************

I�ve cranked the magnification up to 200. The cyber-leg insertions are a piece
of cake - every one�s a success now. Have added a little something to my latest
leg implants: scaled-down weapon accessories. Used my scalpel for the first 
one. Concerning MircoTech, that guy yesterday was a beady-eyed royal pain. 
Funny, I still feel like he�s watching me.

February 16, 2018
Arachnoid research - electrical implulse phase, day 92
******************************************************

My schedule: arm the robotic arachnid and complete the neural transfer of 
critical data. If all goes well, I�ll be ready in about 3 weeks. This could be
my banner year. Finally!

March 7, 2018
Arachnoid research - electrical impulse phase, day 111
******************************************************

Neural transmitter malfunction... Data transfer a success, but the headpiece 
started to sear. Took several seconds after shutdown to yank it off my head. 
The force felt like a magnetic suction. Maybe data transfer rate is set too 
high? I�ll use a lower DTR setting and extend the transfer time for tomorrow�s
attempt.

March 8, 2018
Arachnoid research - electrical impulse phase, day 112
******************************************************

Legs inserted successfully. Subject arachnid primed for data transfer. DTR at
minimum, transfer time: 12 seconds. All dials at optimum settings. Here we go.
This one should be perfect...

-----------------------------------------------------------------------------
3. Walkthrough                                  <WKTH>
-----------------------------------------------------------------------------

This guide is assumes you are interesting in pursuing every microchip/CD Piece.
To accommodate that task, each level will be broken down into exits, or 
microchips (any of which may be used to navigate the level). It also assumes 
you will collect the DNA strands along your general path of exploration (and 
may refer to them for reference), and will mark points where an extra life is 
likely to be obtained (with EXTRA LIFE + 1) if you expend even a half-hearted 
effort to grab the one�s along the path (though they are in no way necessary).
Additionally, CD Pieces are listed in their respective section (should you need
it for reference). With that... let the game begin!

/////////////////////////////////////////////////////////////////////////////
3.1 Laboratory                                  <WK.1>
/////////////////////////////////////////////////////////////////////////////

Before the main menu comes up, an FMV plays depicting the beginning of the 
tragic scenario. A scene unfolds revealing the basic premise of the story. Dr.
Michael Kelly is attacked for the work on his project, but in the assault, the
machine fails to shut down resulting in the headpiece becoming grafted to Dr.
Kelly's skull (as described in the journal entries...). The thieves carry off 
his body, hoping to deal with the problem elsewhere. Meanwhile his mind is now
connected to his invention, a cybernetic spider, and it�s your job to pursue 
the attackers and save... yourself. Also, a box of experimental military 
technology was broken which released a bunch of mechanical insects. Onward!

++++++++++++++++++
Level 1: Lab Floor
Microchips: 1
++++++++++++++++++

-Microchip 1 (Table)-

This level�s fairly basic. The entire environment is circular, in that if you 
walk long enough in one direction, you�ll eventually return to where you 
started.

To begin, it really doesn�t matter which way you choose to go, so for 
simplicity�s sake, we�re going right (though note, there is a health pickup to
the left if you get hurt).

Just after the box (picking up any easy to grab DNA strands along the way), 
you�ll encounter the first enemy; a spider. This one�s a pain without a weapon,
but if you catch it from behind, you can take it out with two slashes, no 
problem (which is made easier by its predictable patrol pattern).

Once dealt with, climb the green tower, where you�re once again presented with
a choice, upper level or lower. For simplicity�s sake, we�ll take the upper 
first.

Be careful on the jump, as the flame jets will hurt you. Time your jump 
carefully (the jets use predictable timing). As soon as you clear the first, 
wait for the second to dissipate and get past that one. Now you have some 
breathing room. Cross over the computer and proceed carefully past the next 
alternating flame-jets in a similar fashion.

The lower path offers a new enemy, one of the more common ones: the wasp. Easy 
enough to ignore usually, and fairly difficult to take out with the slash 
without getting hurt yourself. Best ignored for now, �less you want to test 
your mettle with the slash.

At the end of both paths is another tower. Again, we�ll take the upper path for
simplicity�s sake. Be wary of the flame-jet that�s difficult to see on the 
edge. Time your jump carefully.

Just past the flame-jet is your first upgrade; the Flamethrower. At this point,
you have no reason not to grab it (better range than the slash, at least). On 
the other side is another flame-jet to sneak past and a DNA strand hanging in 
the air. Feel free to jump freely after it, as you�ll land safely on another
box like the one from the start (which may actually be a monitor, in 
hindsight...).

The bottom path offers only DNA strands, so feel free to go and grab those, or
ignore them altogether.

Atop the box at the end of both paths is another health point if you need it, 
as well as another spider on the other side. You may take it out with your new 
Flamethrower or just ignore it (though it doesn�t take much of your 
Flamethrower supply).

Continue down the path of DNA strands until you come across your next upgrade:
the Missile launcher. Arguably one of the easiest and most destructive 
upgrades, be sure to grab it (but be sure your flamethrower is equipped so you
don�t replace it by accident). Beware, as there is a wasp just past the Missile
upgrade. Fortunately, the Missile pickup makes these guys a cinch. Dispose or
ignore accordingly and move to the next tower (just make sure the green circle 
is clear around the target to avoid wasting a missile).

Once again, a decision point. For now, we�ll move onward. In-between the yellow
towers is another spider. Ignore or dispose, but be careful in crossing if you
leave it be (these things have a tendency to sneak up on me). Past that is 
another high/low road. The high just has a couple DNA strands, so do with that
what you will.

The lower road is about the same; continue past the blue tower and you�ll find
a wasp, and just past that a health point (if you did not take the one from the
beginning). And we�ve come full circle.

Back at the yellow tower (the path we ignored earlier), take the high road that
goes to the left; you will find initially a health point guarded by a spider. 
Use caution. Just past that is the exit, but don�t hit it just yet. Make a 
small jump (so you land on the platform, but not in the microchip) and crawl
under the platform. Roughly directly underneath the microchip is our first CD
Piece. Spin a web (the jump button) and snag it. Then hit the exit; we�re done
here.

++++++++++++++++++
Level 2: Sinks
Microchips: 1
++++++++++++++++++

-Microchip 1 (Fan)-

Another straightforward level, with the complexity being every part having a
high and low portion, which I�ll attempt to navigate.

Right off the bat, we have a challenge. A glowing blue sink (which will hurt 
you) and a spider patrolling on the other side. Get the timing down for the
spider (not too difficult; his patrol is fairly long) and make a clean jump to
the other side (this sink does not need a running start, but it does not hurt
to be careful). Then deal with the spider accordingly.

On the other side is the same thing, but shorter patrol this time. If you have
missiles left, consider using one, otherwise, take care in your timing. For 
this sink, you also might want to consider giving yourself a bit of a runway 
(just enough to get moving ought to do). Past that, besides the spider you may
or may not have dealt with, is a platform and a path of DNA strands going down.

This guide assumes the lower path for now. Before you plunge, take note of your
equipped weapons. If you have the Missile launcher and Flamethrower, you will 
want to have the one you find most useful equipped, in case you land on the 
upgrade at the bottom (if you follow the DNA strands straight down, you�ll be
fine).

At the bottom is the Poisoner, which works like the Flamethrower, but has a 
slow rising effect to it (great for wasps). It also seems to last
longer. As a downside, it seems to be less powerful than the Flamethrower, but
it lingers longer to do more damage, so the two sort of balance each other out.
The choice is yours; equip the weapon you want to keep first, then grab the 
upgrade (or leave it, but if you�ve used any, a full weapon is better than a
depleting one).

Just past that is a sink with a wasp on the other side (unless you�re making an
insanely long jump, you shouldn�t be able to hit the wasp. Also a health point
if you need it; take care of the wasp if you like, Poisons great at it. I 
recommend jumping to the wasp�s elevation to properly douse it in poison, but 
use little. It doesn�t take much to destroy a wasp with this stuff. Past the
sink ahead is a wall to climb to the next portion of sinks, but back to the
other path...

EXTRA LIFE + 1

On the upper path, the first platform is safe, so feel free to jump to it. The 
next has a patrolling spider, so beware and time it carefully. At the end of 
this second, long platform is the next set of sinks, where the upper and lower
paths converge.

You might be getting d�j� vu. Well, it�s not without reason; watch out for the
spider on the other side (again). His patrol is also long like the spider from
the start, so you have plenty of time after he turns away. Just take care to
jump far enough to cross the sink (small running start will do).

Past the spider on the other side is another sink (this one without a spider,
surprisingly), so leap at your own discretion. Past that... yet another upper
and lower path.

Upper path first this time. The first platform is safe. The second has a spider
circling it�s perimeter, to time that accordingly. Beyond that is a platform
slightly lower (also safe). And the platform just past that has another CD 
Piece. Feel free to grab, but DO NOT jump into the fan. I�ve tried it, it is 
fatal. The exit is directly below you (or more specifically, roughly below the
middle of the platform for reference). Feel free to webspin your way into it,
but for completion�s sake, I will cover the lower path as well (though there
isn�t anything significant).

Lower path: no upgrade this time, but otherwise same setup. There is a spider
on the other side of the first sink. He has a long patrol, so be careful. 
Otherwise, just more DNA strands and another sink to jump. On the other side is
the exit.

++++++++++++++++++
Level 3: Lab Top
Microchips: 3
++++++++++++++++++

-Microchip 1 (Counter End)-

Our first multi-exit level. I will cover the closest one first.

This level�s pretty tough, at least in relation to the last two. If you go to
the left, you�ll meet another element both familiar and new at the same time...
fire. Yes, it will kill you (eventually...). Conveniently, there is a shield 
beneath you. Once you grab it, you have roughly 5-7 seconds before it goes out
so move quickly to the other side, but be careful (er, more careful) as there
is a Missile upgrade partially obscured by the beaker. Make sure you don�t 
replace one of your better weapons by mistake.

To get back, simply crawl along the wall up and to the ceiling. Cross over as 
far as you can and webspin. Then simply jump back to the original platform (the
wires were in the way, which stopped you from doing that on the way over).

Back to the start of the mission, there is a gap with fire on the right. There
is a spider on the other side, but he doesn�t patrol all the way up the edge,
so in case you don�t see him, just make a small enough jump to clear the chasm
without going too far onto the counter. You should see him here; do whatever.

Be careful just past that, as there is a flask here. It may look innocuous, but
it will fall once you run under it. I�ve tried running under it enough to 
trigger the fall and run back, but it seems timed perfectly to make that almost
impossible. So just run like hell and jump the gap on the other side once past
the flask (but don�t jump too far).

Another flask. Same strategy.

A wall here confronts you, climb it (following the trail of DNA strands). 
Depending on what you�re equipped with at this point, it might be easier to 
follow the ceiling over (but not too far) until you see spider that dips up and
down from his web. If not equipped with heat-seeking missiles, it might be 
easier to slash/poison him to death when he returns to the ceiling. Your call.

Whatever you decide there, more wires block your path, so you have to jump back
down. Along the ground are DNA strands, and then another gap. Jump it.

Here, climb along the wall and then jump to the edge of the counter here. You
will come across a tall box and a short box, followed by a... what looks like
a mound. Be careful on the turn past the mound, as another spider patrols. 
Follow the path around another turn and to another string of DNA strands 
leading down. Go down.

Down here around the corner, you will find the Boomerang upgrade hovering in a
red-light (my personal favorite). Has unlimited ammo and great range; pick it
up if you have a free slot or that appeals to you, just watch out what weapon
you replace.

Past that is another gap. Jump to the wall for the DNA strands, or just jump
down. At the base of the box and across the gap is another spider (who is in
perfect range of the boomerang if you have it). Do whatever with that and cross
the gap.

EXTRA LIFE + 1

Past the gap is another glowing stand and a mound. Be careful at the top of the
first mound; a spider descends rapidly here. Either time your crossing or take
him out. Once that�s done, there�s a health point here at the top of the stack.
At the bottom is another fast descending spider. Watch out, take it out, and 
crawl up the side (DNA strands).

Crawl along the surface until you�re on the counter a level up. Another flask
confronts you... You should be able to clear it without having to jump (but 
make sure you clear it). Here, more fire. Make a careful jump to the first
narrow platform and stop. If you haven�t triggered it already, jump in place as
high as you can go (closer to the right edge if necessary), so that the spider
ahead of you starts to descend. Time your jump (it descends very low) or 
destroy it.

Jump to the next platform, where you�re confronted by an even larger gap. Get a
running start is all the advice I can really offer you (though there�s not much
room). As long as you�re at the edge when you jump, you should have no problems.
Once there, jump the higher platform in front of you (high jump), and to the 
platform below that. Just below it, you should be able to see your CD Piece. 
Move around to the bottom and grab it (the fire�s safely out of range, even at
the bottom of the pit).

Around the corner, you�ll find a drop (or crawl down, whatever; the game�s 
freedom is cool like that). Here you�ll find your first rear weapon: the Smart
Bomb. It�s capable or removing every enemy on your screen (with the exception
of bosses...). You don�t have any rear weapons, so you don�t have to worry
about replacing anything, pick it up.

Past that is another ramped ledge with fire pits. On a word of faith, crawl
around the edge of the platform to go under it (the fire can�t hurt you unless
you jump or something...). You should just be able to make out the blue shine
of something underneath. Webspin and grab it; it�s an extra life.

Back topside, make a bold leap to the other side. A spider will begin to 
descend in the gap you crossed, but it shouldn�t get even close to hitting you.
You can ignore it or destroy it at this point.

Crawl forward a little bit to a red glowing display, but don�t cross over it.
Jump in place in front of it and another spider will descend. Deal with that
however. On the other side? Microchip.

-Microchip 2 (Microscope Shelf)-

I will assume for microchip 2 that you haven�t grabbed microchip 1, so there
will be a lot of repeat. To skip to where the paths diverge, scroll to the 
DIV.131 tag in large outline below.

If you go to the left, you�ll meet another element both familiar and new at the
same time... fire. Yes, it will kill you (eventually...). Conveniently, there 
is a shield beneath you. Once you grab it, you have roughly 5-7 seconds before
it goes out so move quickly to the other side, but be careful (er, more 
careful) as there is a Missile upgrade partially obscured by the beaker. Make 
sure you don�t replace one of your better weapons by mistake.

To get back, simply crawl along the wall up and to the ceiling. Cross over as 
far as you can and webspin. Then simply jump back to the original platform 
(the wires were in the way, which stopped you from doing that on the way over).

Back to the start of the mission, there is a gap with fire on the right. There
is a spider on the other side, but he doesn�t patrol all the way up the edge, 
so in case you don�t see him, just make a small enough jump to clear the chasm
without going too far onto the counter. You should see him here; do whatever.

Be careful just past that, as there is a flask here. It may look innocuous, but
it will fall once you run under it. I�ve tried running under it enough to 
trigger the fall and run back, but it seems timed perfectly to make that almost
impossible. So just run like hell and jump the gap on the other side once past
the flask (but don�t jump too far).

Another flask. Same strategy.

A wall here confronts you, climb it (following the trail of DNA strands). 
Depending on what you�re equipped with at this point, it might be easier to 
follow the ceiling over (but not too far) until you see spider that dips up and
down from his web. If not equipped with heat-seeking missiles, it might be 
easier to slash/poison him to death when he returns to the ceiling. Your call.

Whatever you decide there, more wires block your path, so you have to jump back
down. Along the ground are DNA strands, and then another gap. Jump it.

Here, climb along the wall and then jump to the edge of the counter here. You
will come across a tall box and a short box, followed by a... what looks like a
mound. Be careful on the turn past the mound, as another spider patrols. Follow
the path around another turn and to another string of DNA strands leading down. 
Go down.

Down here around the corner, you will find the Boomerang hovering in a 
red-light (my personal favorite). Has unlimited ammo and great range; pick it
up if you have a free slot or that appeals to you, just watch out what weapon
you replace.

Past that is another gap. Jump to the wall for the DNA strands, or just jump
down. At the base of the box and across the gap is another spider (who is in 
perfect range of the boomerang if you have it). Do whatever with that and cross
the gap.

EXTRA LIFE + 1 (only if this is your first path)

Past the gap is another glowing stand and a mound. Be careful at the top of the
first mound; a spider descends rapidly here. Either time your crossing or take
him out. Once that�s done, there�s a health point here at the top of the stack.
At the bottom is another fast descending spider. Watch out, take it out, and 
crawl up the side (DNA strands).

Crawl along the surface until you�re on the counter a level up. Another flask
confronts you... You should be able to clear it without having to jump (but 
make sure you clear it). Here, more fire. Make a careful jump to the first 
narrow platform and stop. If you haven�t triggered it already, jump in place as
high as you can go (closer to the right edge if necessary), so that the spider
ahead of you starts to descend. Time your jump (it descends very low) or 
destroy it.

Jump to the next platform, where you�re confronted by an even larger gap. Get a
running start is all the advice I can really offer you (though there�s not much
room). As long as you�re at the edge when you jump, you should have no 
problems. Once there, jump the higher platform in front of you (high jump).

===================================DIV.131===================================

RETURN NOTE:
If you skipped here from above, simply follow the path until you get to the 
place with platform arranged in a pyramid sort of fashion (such as _-_) and 
stop at the highest of the platforms (should be a white pad/device of some 
kind in the background with green and blue buttons all over it).

Also, if you�re continuing from last microchip and keeping up with DNA strands:

EXTRA LIFE + 1

Anyway, here you might notice walls on either side of the white device. Jump 
onto either one (doesn�t really matter, but due to the ceiling being blocked, 
the left side might be easier) and approach the mounds on the shelf here. There
is a wasp on the other side, so beware of stray shots as you�re crossing the 
mound.

Past the mound (and the wasp) is another wall. Climb it and around to the 
microscope on the upper counter shelf here. You can probably see the microchip
on the other side. Step up and claim your prize.

-Microchip 3 (Counter End Alcove)-

Again, and in the future, this will assume you have NOT played through the last
microchip (Microscope Shelf), and a lot will repeat. To skip to the diverging 
point, scroll/find DIV.132.

If you go to the left, you�ll meet another element both familiar and new at the
same time... fire. Yes, it will kill you (eventually...). Conveniently, there 
is a shield beneath you. Once you grab it, you have roughly 5-7 seconds before
it goes out so move quickly to the other side, but be careful (er, more 
careful) as there is a Missile upgrade partially obscured by the beaker. Make
sure you don�t replace one of your better weapons by mistake.

To get back, simply crawl along the wall up and to the ceiling. Cross over as
far as you can and webspin. Then simply jump back to the original platform (the
wires were in the way, which stopped you from doing that on the way over).

Back to the start of the mission, there is a gap with fire on the right. There
is a spider on the other side, but he doesn�t patrol all the way up the edge, 
so in case you don�t see him, just make a small enough jump to clear the chasm
without going too far onto the counter. You should see him here; do whatever.

Be careful just past that, as there is a flask here. It may look innocuous, but
it will fall once you run under it. I�ve tried running under it enough to 
trigger the fall and run back, but it seems timed perfectly to make that almost
impossible. So just run like hell and jump the gap on the other side once past
the flask (but don�t jump too far).

Another flask. Same strategy.

A wall here confronts you, climb it (following the trail of DNA strands). 
Depending on what you�re equipped with at this point, it might be easier to 
follow the ceiling over (but not too far) until you see spider that dips up and
down from his web. If not equipped with heat-seeking missiles, it might be 
easier to slash/poison him to death when he returns to the ceiling. Your call.

Whatever you decide there, more wires block your path, so you have to jump back
down. Along the ground are DNA strands, and then another gap. Jump it.

Here, climb along the wall and then jump to the edge of the counter here. You
will come across a tall box and a short box, followed by a... what looks like a
mound. Be careful on the turn past the mound, as another spider patrols. Follow
the path around another turn and to another string of DNA strands leading down.
Go down.

Down here around the corner, you will find the Boomerang hovering in a 
red-light (my personal favorite). Has unlimited ammo and great range; pick it
up if you have a free slot or that appeals to you, just watch out what weapon
you replace.

Past that is another gap. Jump to the wall for the DNA strands, or just jump 
down. At the base of the box and across the gap is another spider (who is in
perfect range of the boomerang if you have it). Do whatever with that and cross
the gap.

EXTRA LIFE + 1 (only if this is your first microchip)

Past the gap is another glowing stand and a mound. Be careful at the top of the
first mound; a spider descends rapidly here. Either time your crossing or take
him out. Once that�s done, there�s a health point here at the top of the stack.
At the bottom is another fast descending spider. Watch out, take it out, and 
crawl up the side (DNA strands).

Crawl along the surface until you�re on the counter a level up. Another flask
confronts you... You should be able to clear it without having to jump (but 
make sure you clear it). Here, more fire. Make a careful jump to the first 
narrow platform and stop. If you haven�t triggered it already, jump in place as
high as you can go (closer to the right edge if necessary), so that the spider
ahead of you starts to descend. Time your jump (it descends very low) or 
destroy it.

Jump to the next platform, where you�re confronted by an even larger gap. Get a
running start is all the advice I can really offer you (though there�s not much
room). As long as you�re at the edge when you jump, you should have no 
problems. Once there, jump the higher platform in front of you (high jump), and
to the platform below that. Just below it, you should be able to see your CD 
Piece. Move around to the bottom and grab it (the fire�s safely out of range,
even at the bottom of the pit).

Around the corner

EXTRA LIFE + 1 (if 3rd microchip)

You�ll find a drop (or crawl down, whatever; the game�s freedom is cool like 
that). Here you�ll find your first rear weapon: the Smart Bomb. It�s capable 
or removing every enemy on your screen (with the exception of bosses...). You
don�t have any rear weapons, so you don�t have to worry about replacing 
anything, pick it up.

Past that is another ramped ledge with fire pits. On a word of faith, crawl
around the edge of the platform to go under it (the fire can�t hurt you unless
you jump or something...). You should just be able to make out the blue shine
of something underneath. Webspin and grab it; it�s an extra life.

Back topside, make a bold leap to the other side. A spider will begin to 
descend in the gap you crossed, but it shouldn�t get even close to hitting you.
You can ignore it or destroy it at this point.

Crawl forward a little bit to a red glowing display, but don�t cross over it.
Jump in place in front of it and another spider will descend. Deal with that 
however.

===================================DIV.132===================================

RETURN NOTE:
If you�ve skipped here from above, just go all the way to the end (the 
microchip at Counter End) but don�t jump into the microchip.

Ahead is the microchip, but don�t jump into it. Instead, go under and up the 
wall behind it. Beware, if you did not take out the spider over the red 
display, he will be here still. There will also be one descending into the pit
between the jump you made just before the red display.

Keep moving until the ceiling sharply turns up. Here, you will have to round
the corner quickly, that you are flat against the wall. As you move up, a 
spider will descend; you should be safe, but be careful when crossing past it�s
roost (unless you nuked it with a missile) and continue. Just above his hold is
the elusive third microchip.

+++++++++++++++++++++++++++
Level B1 (Bonus): 70�s Room
Microchips: 1
+++++++++++++++++++++++++++

If you grabbed all the CD Pieces, you�ll have access to this piece of work. 
Don�t relax just because it�s a bonus level... this one�s actually tougher than
most of the regular levels. By the end you�ll be grateful there�s only one 
microchip.

-Microchip 1 (Floor)-

Interesting... concept. Anyway, proceed forward to the bookshelf (the vent 
behind you is an instant death... don�t jump) and begin your ascent. At the 
top, beware a wasp at the far end. Beyond that, proceed down the side until you
get to an opening about halfway down.

Here you can jump across (to the stereo... thing), crawl to the ground, or 
investigate. On the latter path...

Inside, the shelf above the lavalamp just houses some DNA strands (your call).
The path on level with the lavalamp has an opening at the end; I would 
recommend either jumping down or crawling down the wall on the far side.

On this level is a clock where a spider is patrolling, so watch out. On the 
bottom (as you can hear) is a wasp and a Poisoner at the end (depending on what
you�re equipped with, you might pass it up).

Back at the entrance, the box across is patrolled by a spider, so watch 
carefully. A health point is at the top if you need it. The box to the left is
also patrolled by a spider, which you can destroy/ignore before continuing on
to the next bookshelf.

If you are interested in the bottom path I pointed out back at the 
intersection, it is occupied by a wasp, which may or may not be an appealing
alternative to two spiders. Once across, crawl up to the top where both paths
converge.

About halfway across the top is yet another wasp. Just past him is an opening
into the bookshelf (termite problem...?) that I will explore for completion
purposes.

Regardless how you descend, the first shelf is nothing but DNA strands. The 
second one has a spider patrolling (which can be avoided if you crawl along the
underside of the first shelf to the wall). The bottom shelf has more DNA 
strands and another opening. Here the paths again converge.

Up ahead is a corner, BE CAREFUL. A slug is on patrol on the other side of the
corner. Depending on what weapon, it can take more hits than most (2 
missiles/4 boomerang) and spits yellow... things at you from a distance (and 
tends to have an easier time hitting you than the wasp, considering it�s on 
the same level as you). If you stand close enough that screen just starts to 
tilt around the corner and stop, you might be able to get the slug to spit at
you (or whatever). If you�re far enough away from the turn, he won�t be able to
hit you. When the pellets stop, his back is turned, and that�s the time to 
pounce. The word here is caution. If you still have a smart bomb, feel free to
use it here.

Continue to the next bookshelf and scale it here.

EXTRA LIFE + 1

Past the opening just behind the lava lamp is another wasp. You could jump from
the far edge to some more speakers, but I�m going to start with the inside of 
the bookshelf.

The first shelf is only DNA strands, but the next has a spider. The third is 
also like the first, but the last (you might have noticed) has a wasp. At the 
end is the Mine rear weapon. It comes with 5 charges and can be used to lay 
stationary mines. Only really useful on patrolling enemies, but better than 
nothing (if you�ve used your smart bomb(s) already).

Back at the top, the first (small) stereo object is clear, as is the larger 
stereo next to it. The third (or, second LARGE stereo) has a spider on patrol.
The next does not, but the larger one after it does as well. You might notice
another spider patrolling along the top of the bookshelf in front of you as 
well.

Back to the bottom path, there is but a wasp and some DNA strands.

The bookshelf here (after doing whatever to the spider on the top) has an 
opening at the end. If you�re not interested, you can easily climb down and 
take the microchip at the bottom, but if not...

The first shelf has a spider crawling along the record player. Across the gap
is a clock and more DNA strands (nothing important). Below that is another 
spider on patrol, however he conveniently stop at the "The What" box, making 
him easy pickings if you descend from the right. The lower shelf has another 
spider as well and more DNA strands. An opening at the bottom reveals the 
microchip, but just past that is a Poisoner and Mine upgrade if you want them.
Again, watch the vent; instant death.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Microchips required to unlock gate: 3
Prospective number of microchips: 6
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

/////////////////////////////////////////////////////////////////////////////
3.2 Factory                                     <WK.2>
/////////////////////////////////////////////////////////////////////////////

You�re greeted with an FMV depicting the bad guys making an escape under the 
cover of darkness, before taking shelter in... a factory of some kind. After 
them!

++++++++++++++
Level 4: Boxes
Microchips: 1
++++++++++++++

-Microchip 1 (Forklift)-

One of the harder levels in my opinion. There may only be one microchip, but
the entire level is divided between a high road and a low road. For the purpose
of the guide, I will cover both paths, but note that you can only acquire the
CD Piece by taking the "low road."
 
You start on a box. Jump/crawl on to the next box, but stop at the top edge; a
spider patrols around the upcoming corner. Catch him off-guard. Around the 
corner, you fall onto another box (having reference points in this level is 
going to be... difficult) and can see a hanging box in front of you. It is 
clear, but the next one is not (spider on patrol). The one after that is as 
well- jump from there to the "wall" of boxes in front of you. As you climb up,
you will see a Flamethrower you can drop backwards to get. I will leave that
one to you...

EXTRA LIFE + 1

On the top, there is a gap (climbable) with a spider on the other side. Beyond
that are more hanging crates. Predictably, the first is clear, but the next is
not (spider). The bigger box you see past that is also clear, with a Mech-Mine
upgrade floating below it. Unless you are toting two smart bombs, I highly
recommend it; it does all the work of the regular Mine, but it moves opposite
the direction you are facing when placed. It will be perfect for hanging box 
guardians.

The next box is also clear, but the one just after that has another spider
doing his rounds. Making a safe landing and depositing a Mech-Mine in the right
direction is a sure-fire way to clear it out.

The next box is large, but beware up ahead. A new flying enemy, the bat is out,
and if you thought the wasp was bad, bats are a whole new ball game. Not only
is their flight path faster and more erratic (more difficult to nail with 
non-homing attacks) they drop grenades on top of that. I�d recommend Missiles,
but barring that, go for something with some range, or run and pray they don�t
hit you.

At this point, you have two paths available to you, one low and one high (as 
always). For the sake of CD Pieces, we will start with the low path. If you are
looking a detailed guide on the high path, find DIV.211. If it weighs any 
influence on your decision, there are no bats on the lower path.

At the bottom of this large box you will see an opening and another box you can
land on. Go there (before you get grenaded). On the other side of this box, you
will see a gap to jump. If you time your jump carefully (just slightly before 
the edge of the gap) you can land on the side of the jagged box above, leading
to a Missile pickup. Though it might be risky, and it�s up to you whether it�s
ultimately worth the effort or not.

Regardless what you decide, leap across and continue, but watch out for the 
spider atop the darker crate. If you crawl along the side of the box on the
left of this crate, you can find a Flamethrower pickup floating over the box 
the spider was on.

Back on the darker colored crate, you�ll find another gap to leap, followed by
a series of steplike crates and another gap past which is another hanging box.
Beware, as a spider is making the rounds on this one. Once dealt with or 
passed, you can safely preceed to the next half a box, but be careful on the 
jump to the next small hanging crate; there is a wasp doing the rounds between
this small box and the next one.

The next large box is safe, but the box across (and the area below) fall into a
spider�s patrol route, so use caution when proceeding at that point. The small
hanging box around the corner is also patrolled by a spider.

From here, jump to the lower box (the bigger one) and climb up to jump on the
smaller one hanging above the two. You will see another small box that looks 
like a tricky jump, but wait, as a spider is roaming around this one (if you 
have Mech-Mines left, you can make the jump and use that).

The next jump is about as tricky, but no spider this time, so take your time
and don�t fall. The longer box after that is spider-free for a change, and much
easier to reach this time, as is the small box after that. From the small box,
you should see the CD Piece floating in front of you. Take great care to not 
only snag the CD Piece in your jump, but try to align yourself so that you fall
along the chain in the background (ensuring you land on the box below).

Once you land, you can hear (and see) a wasp floating between the next two 
boxes. Be sure to take that into account when you jump. On the stretch of two
larger boxes beyond that, there is a spider to be aware of (however, he will
not show up until you jump, that I can tell; fortunately, he will start on the
opposite end, giving you plenty of time to destroy/avoid it).

On the forklifted box beyond that is the microchip, but note that there is an
extra life under the box just begging to be collected. Then feel free to 
collect the microchip.

====================================DIV.211==================================

Back at the large box, if you are taking the upper path, you will have to deal
with the bat. It doesn�t help in this situation that you�re forced to climb up
two boxes before you can even see it. Watch the grenades (and for christ�s 
sake, don�t get hit!) and time your move with the ebbing. Once taken care of 
(or avoided), you�ll cross more boxes in an undulating fashion before 
confronted with a turn.

When you get to the small box bridging a gap below, you can see another box 
hanging just above you. There is a spider guarding this one as well, so time
your jump well if you take the leap (though there is nothing but DNA strands
here). Keep forward until you hit the wall you have to scale and continue until
you get to an edge. You should see a bat floating out there, almost out of 
range. If can take it from here, that would be ideal.

Scaling down the side, you will see a Missile launcher, but it�s placed so 
close to the bottom it might not be worth it (though it is possible, just 
incredibly risky). Aside from that, the small hanging box ahead is clear as is
the next one. A spider guards the next piece of land, so bear that in mind. 
Keep forward around another turn and wait at the edge. A bat is making a long
patrol here, so be patient (you may to trigger it by stepping down, but don�t
linger). Do what you will and proceed carefully down the "steps." At the 
bottom, you will find another large hanging box and a Mech-Mine upgrade just 
below and to the right of it.

Nowhere else to go, the box is clear, but the smaller on past it is guarded by
a spider. The small box beyond that and the large one past that are clear as 
well. On the right side of the large box (after the turn), wait to see the 
spider crawling along the box on the other side. It will be a difficult jump to
time, so time it well.

On the other side is a gap and a small box on the other side. Jumping to it, 
you will see the CD Piece, but you are not able to get it on this path. Just 
ahead, you might see the faint edges of a wasp between the next two boxes, so
take that into account when you jump. On the stretch of two larger boxes beyond
that, there is a spider to be aware of.

On the forklifted box beyond that is the microchip, but note that there is an
extra life under the box just begging to be collected. Then feel free to 
collect it.

++++++++++++++++++
Level 5: Conveyors
Microchips: 1
++++++++++++++++++

-Microchip 1 (End of Chute)-

This is another multi-part level. I will try to cover every path here.

At the beginning, you will find yourself being blown towards a slide by a fan.
If you are quick enough (not that you don�t have plenty of time) you can go 
back and grab a Mine upgrade by the fan. But be careful, as with most 
questionably dangerous looking things in this game, the fan will kill you.

When done, take the slide down to the conveyor. It is long and full of DNA
strands. At the end is an inclined conveyor followed by a flat conveyor with a
wasp playing sentry over it. Time your jump carefully. Below the flat conveyor
is a Flamethrower pickup.

Three more inversely positioned inclined conveyors follow with a wasp floating
between the last and another flat conveyor at the top. Past that is another 
metal chute like the start with a compressor in front of the slide (time your
spree carefully; shouldn�t be too difficult here). The slide behind that leads
to a series of short flat conveyors. Another wasp to take heed of hovers just
past the second conveyor. Beyond which is another inclined conveyor that breaks
into two paths (yet again). I will cover both (the right path can be found 
below at DIV.221).

The left path is another inclined conveyor, this one with a Missile upgrade at
the top. A good tool that will prove useful for the wasp on the flat conveyor
to the right, as it trickily navigates forward and backward in the background,
making it only possible to be hit when it is in line with your character. 
Unless you have missiles, in which case one rocket takes care of that.

There is another tricky jump here to another inclined conveyor. The path again
divides into up and down. Take the upper path (another inclined conveyor), 
where you can easily spot the CD Piece floating inbetween the jump to the next
conveyor. If you aim to grab it, make sure you land on the larger flat conveyor
below it (a simple enough feat). The path to the right here leads to the right
path from earlier. Skip to DIV.222

===================================DIV.221===================================

The right path leads to a short flat conveyor with a health point. Past that is
a longer, downward inclined conveyor with a wasp floating inbetween the next 
conveyor (as well as a Smart Bomb pickup). There are two upward inclined 
conveyors past that, followed by a tricky jump to an inversely angled upward
conveyor on the left; this leads to where the left path ended. Head up the path
and to the long flat conveyor on the left and continue reading.

===================================DIV.222==================================

EXTRA LIFE + 1

So now that both paths have converged, jump to the angled conveyor on the left,
then make the jump to the conveyor above. If you followed the left path earlier
(or both) you will find this is from where you jumped down to grab the CD 
Piece. If not, feel free to grab it and return to this spot.

Instead of jumping down, jump across to the short flat conveyor, and to the 
next inclined upward conveyor. A longer conveyor follows that, succeeded by 
another chute. Be careful of this one; try to land on the edge (or just not too
far in) to avoid being crushed by the compressor on the other side.

Past the compressor is the microchip. Huzzah.

+++++++++++++++++++++++
Level 6: Machine Room
Microchips: 3
+++++++++++++++++++++++

Now, for the only multi-chip level of the Factory. It�s going to be tricky. 
I�ll start with the closest.

-Microchip 1 (Molten Pit)-

You start on a box with a fan blowing over you. As usual, this fan will kill 
you.

You can see a conveyor ahead you and a hole underneath it. Crawl into the hole.
On the underside, though hard to see at this angle, is a health point on the 
left. To the right is the first Electro-Beam upgrade of the game, but it is
guarded by a rapid flame-jet. If you are so ambitious, take the utmost caution.
It�s a beam that auto-targets any enemy on the screen. As a downside, it 
doesn�t come with much fuel, so use it wisely (or pass it up for more efficient
weapons).

Below are two conveyors, with a box against the wall below that. Beware, as to
the right of the box is a new enemy: the rat. Unlike the other ground enemies,
it�s very quick and unpredictable, capable of turning on a dime without notice.
On top of that, it spits green pellets (much like the slug). You don�t have to
deal with this rat, but if you decide to, it is best to use what distanced 
weapons you have at your disposal, without endangering yourself at close range
(at which the rat excels).

Otherwise, hop on the box and crawl down the side to the left and into the 
hole. Another rat will confront you on the upper level here, but you should be
able to bypass it very easily. Below, as you can see, is the microchip, at the
back of a molten pool. Grab the shield and hit the microchip before it fades, 
if you don�t care for the DNA strands.

-Microchip 2 (Hazard Chute)-

Skip to DIV.231 if you�re familiar enough with the level to at least the first
microchip (Molten Pit).

You start on a box with a fan blowing over you. As usual, this fan will kill
you.

You can see a conveyor ahead you and a hole underneath it. Crawl into the hole.
On the underside, though hard to see at this angle, is a health point on the 
left. To the right is the first Electro-Beam upgrade of the game, but it is 
guarded by a rapid flame-jet. If you are so ambitious, take the utmost caution.
It�s a beam that auto-targets any enemy on the screen. As a downside, it 
doesn�t come with much fuel, so use it wisely (or pass it up for more efficient
weapons).

Below are two conveyors, with a box against the wall below that. Beware, as to
the right of the box is a new enemy: the rat. Unlike the other ground enemies,
it�s very quick and unpredictable, capable of turning on a dime without notice.
On top of that, it spits green pellets (much like the slug). You don�t have to
deal with this rat, but if you decide to, it is best to use what distanced 
weapons you have at your disposal, without endangering yourself at close range
(at which the rat excels).

Otherwise, hop on the box and crawl down the side to the left and into the 
hole.

==================================DIV.231====================================

RETURN NOTE:
Return to the molten chute where you grabbed the first microchip (Molten Pit). 

You will see a rat on the upper left path here; it will have to be taken out,
preferably with a ranged weapon. If you prefer to dodge it, you�ll have to move
quickly, but considering the compressor on the other side of the rat, it�s 
recommended you find some way to get rid of it. All else fails, wait in the 
chute until it turns around and pounce on it. Just past the compressor, is 
your second microchip.

-Microchip 3 (Hole in the Wall)-

Now for the tougher one.

This time jump from the box, across the conveyor to the pile of boxes on the
other side. A spider will approach from ahead, and unfortunately his patrol
covers the entire pile of boxes, so beware. Ahead you will find a table (which
you can jump on to find two boxes and a bunch of DNA strands) and a conveyor
running vertically down below. If you take the conveyor, you will acquire a
bunch of DNA strands and be led to the area where the first rat from the other
two microchips dwells, but you don�t have any business down there, so just 
follow it back up.

Progress forward around a turn until you arrive at another conveyor belt (this
time vertically up). You will see a Boomerang upgrade halfway up, and the 
backside of the conveyor is full of DNA strands.

You will notice a hole on the wall behind the conveyor. Enter along the ceiling
to avoid being surprised by the rate inside. After dealing with it (if you did)
you can snag a bunch of DNA strands and an extra life.

Emerge from the hole and progress further up the wall. You will find yourself
in front of a conveyor that passes through flame jets. Instead of dealing with
them jump onto the closest "lip" of the flame-jet (preferably when it�s not
flaming, just to be safe) and scale it quickly to the top. You will find a
string of DNA strands, the last CD Piece for this area, and a Smart Bomb pickup
off to the other side of the jets.

EXTRA LIFE + 1

On the other side of the flame-jet conveyor, you will find two compressors
right next to each other (the other may not be visible from the first). Time
your run and race under the first, but be careful to stop between the two. 
There is little room, and I often get caught myself, so be extra careful here.
When you�ve successfully accomplished that, execute the easier task of dodging
the second one.

You will come to some boxes where a wasp patrols. After either dealing or 
skipping past that, the screen will turn to a box against the wall below a hole
in the wall. Unfortunately, there is yet another rat on the other side, and you
cannot cheat and use the ceiling like before. Either use something that 
auto-targets, or jump in front of the hole throwing the boomerang you might 
have picked up earlier. Aside from those options, you could run for it and hope
for the best; the angle here really isn�t friendly to most other weapons.

Past that is the microchip. Grab and you�re done.

+++++++++++++++++++++++
Level B2 (Bonus): Tubes
Microchips: 3
+++++++++++++++++++++++

If you didn�t see it, there are three microchips in this bonus level. Like the
other, it�s not exactly going to be a picnic. I�ll start with the closest.

-Microchip 1 (Doughnut)-

You start out in a tube reminiscent of the later Sewer chapters. This will be a
difficult level to navigate, so I�ll do my best to explain. You start on the
left side of a gap with water in it. Cross it without falling in (there is 
nothing on the other side).

On the other side, you might immediately notice the Electro-Beam at an 
intersection. Grab it if you wish. The upward path leads to a circular tube
with DNA strands and a spider. If not interested, skip the next paragraph.

Jump across so that you cling to the opposite side of the tube and crawl up
(so that you will be on the "bottom" of the tube further up). Ahead is yet
another intersection. This one is a circular tube, and it contains DNA strands
along its inside and outside surface. A spider crawls along the inner circle of
the tube, so beware. When finished, return to the first intersection.

If you are along the far right side of the tube here, continue down. Otherwise,
leap across so that you are in the proper position. Ahead, you should see a 
spider patrolling below, which you may destroy or avoid altogether. Be careful,
as just past that one, another spider is patrolling along the ceiling. At this
point either spin a web (don�t jump down)to avoid it, or destroy him and keep
truckin�.

You will hit a larger tube with a wasp patrolling the center (where a health
point is also located). Do not jump down (you may spin a web to grab the health
points) and keep along the ceiling. Eventually, the tube will intersect with
another going up (another health point is below this one; it is tricky, but you
can web spin and grab it without falling down). Follow this tube.

Halfway up, you will find a Poison pickup (your call). Past that, you will 
intersect again. A spider roams on the left; be careful in passing/eliminating
it and continue left. You will hit another circular tube. A spider guards the 
inner surface of this one as well. You may grab the DNA strands here, but when
you are finished, head through the microchip on the far side of the circular 
tube.

-Microchip 2 (Pond)-

Scroll to/find DIV.2B1 if you can find your way up to the previous microchip
(Doughnut).

You start out in a tube reminiscent of the later Sewer chapters. This will be a
difficult level to navigate, so I�ll do my best to explain. You start on the
left side of a gap with water in it. Cross it without falling in (there is
nothing on the other side).

On the other side, you might immediately notice the Electro-Beam at an 
intersection. Grab it if you wish. The upward path leads to a circular tube
with DNA strands and a spider. If not interested, skip the next paragraph.

Jump across so that you cling to the opposite side of the tube and crawl up (so
that you will be on the "bottom" of the tube further up). Ahead is yet another
intersection. This one is a circular tube, and it contains DNA strands along
its inside and outside surface. A spider crawls along the inner circle of the
tube, so beware. When finished, return to the first intersection.

If you are along the far right side of the tube here, continue down. Otherwise,
leap across so that you are in the proper position. Ahead, you should see a 
spider patrolling below, which you may destroy or avoid altogether. Be careful,
as just past that one, another spider is patrolling along the ceiling. At this
point either spin a web (don�t jump down)to avoid it, or destroy him and keep
truckin�.

You will hit a larger tube with a wasp patrolling the center (where a health
point is also located). Do not jump down (you may spin a web to grab the health
points) and keep along the ceiling. Eventually, the tube will intersect with
another going up (another health point is below this one; it is tricky, but you
can web spin and grab it without falling down). Follow this tube.

Halfway up, you will find a Poison pickup (your call). Past that, you will
intersect again. A spider roams on the left; be careful in passing/eliminating
it.

==================================DIV.2B1===================================

RETURN NOTE:
If you here after the last microchip, you will continue as normal until you
reach the intersection tube that goes straight up.

At this intersection you will proceed right instead of left (making it easy to
ignore the spider on the left). However, there is a spider on the ceiling to
watch out for, in the event you have a tendency to jump (not unlikely, 
considering the DNA strands on the ceiling).

Past this, you will find a pit with another Electro-Beam. This pickup is
unfortunately set very low in the pit, making it very hazardous to shoot for.
Feel free if you�re feeling lucky.

Past that is another large room with water along the bottom. The water will
cause damage (spider�s can�t swim; especially robotic ones, it turns out), so
stick to the rocks sticking above the surface. There is a health point between
the first rock and second, but its angle is tricky, so you may break even if
you don�t pull it off right.

On the other side before the next rock is a wasp. Once past, there is another
health point between this rock and the next (another tricky leap). Make that
jump, and the microchip is in the tube straight ahead; can�t miss it.

-Microchip 3 (End of Tube)-

If you�ve acquired either microchip (Pond or Doughnut), find/scroll to DIV.2B2

You start out in a tube reminiscent of the later Sewer chapters. This will be a
difficult level to navigate, so I�ll do my best to explain. You start on the 
left side of a gap with water in it. Cross it without falling in (there is 
nothing on the other side).

On the other side, you might immediately notice the Electro-Beam at an 
intersection. Grab it if you wish. The upward path leads to a circular tube 
with DNA strands and a spider. If not interested, skip the next paragraph.

Jump across so that you cling to the opposite side of the tube and crawl up 
(so that you will be on the "bottom" of the tube further up). Ahead is yet 
another intersection. This one is a circular tube, and it contains DNA strands
along its inside and outside surface. A spider crawls along the inner circle of
the tube, so beware. 

EXTRA LIFE + 1 (if third trip through level)

When finished, return to the first intersection.

===================================DIV.2B2===================================

RETURN NOTE:
Proceed to the first intersection of the level.

At the first intersection of the level, you will once again want to go down, 
but this time along the bottom. Watch out for the first spider that is on your
level this time. The next spider will be above you, and less of a threat (but
you may deal with it anyway if you want).

Ahead of you will be a larger tube with water along the bottom (which will
hurt you on contact). Use the rocks sticking out of the water to stay dry. 
Watch out, as a wasp floats between this rock and next one. Between the two is
a health point if you need it.

Past the second rock is another pair of rocks with a health point in-between.
Navigate them in the same way (no wasp this time). On the other side of the
pool is an intersection going down. Ahead is another circular tube with DNA
strands and a spider along the inside. Do with that information what you want.

When you�re done (or if you ignored it), go down, preferably on the right side
of the tube (to end up on the "ceiling"), but you can drop straight down to
pick up some DNA strands. A spider navigates the bottom surface of the tube up
ahead. Beyond him is another pit with a Poison pickup in the middle (this one
easily accessible with a decent jump). If you�re on the ceiling, you can 
webspin to reach it or pass it up.

Up ahead, the tunnel will turn "up". When the tunnel levels out again, there
will be a spider crawling (initially) on the ceiling. Ahead is the microchip,
surrounded by DNA strands. When you�re finished here, hit the exit.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Microchips required to unlock gate: 8
Prospective number of microchips: 14
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

>>>>>>>>>>>>>>>>>>>>>
Boss: Mechanical Arm
Microchips: None
>>>>>>>>>>>>>>>>>>>>>

The first of the game�s few bosses, this one�s actually fairly simple. Most of
the fight consists of you running in a constant circle around the boss. The arm
has 3 methods of assault:

When the arm throws its head back (figuratively), it�s launching a grenade. As
long as you are high enough in the air when it lands (you will have to time
this; not difficult- just jump a second after it�s thrown, the longer the wait,
the better it seems) it will not hit you, even if the grenade passes through
you.
 
When the boss attempts to position itself right over you, it�s about to attempt
to squash you. When it misses, return and attack with whatever you have at your
disposal before it recovers (for which there�s plenty of time).

The third attack you shouldn�t see until you�ve whittled the boss to about half
its life. It will lay down and begin to spin clockwise around the arena. The 
first revolution will be slow, but the next ones will be faster (not terribly)
so keep watch for that. Just jump over it as it circulates (should jump between
3-4 times) until it stops.

Looking at the chart below, it is not recommended to attack using a 
fuel-oriented weapon. Mech-Mines are indisputably the best, with missiles being
the second best weapon (normal Mines are impossible to place). Barring that, 
you�re best off with the slash. The boomerang might have range, but due to the
circular nature of the arena, it makes it highly inaccurate (the boomerang
travels straight; not along the path) without being RIGHT next to the boss, 
which puts you at risk of contact damage. But with all this under your belt,
the boss should give you next to no trouble.
 
HP:

Slash: 10       Flamethrower: P         Boomerang: 10           Mine: 3?

Missile: 5      Poisoner: P             Electro-Beam: P	        Mech-Mine: 3

/////////////////////////////////////////////////////////////////////////////
3.3 City                                        <WK.3>
/////////////////////////////////////////////////////////////////////////////

Another FMV unfolds, depicting our sinister kidnappers vacating the factory for
the city.

...Onward!

++++++++++++++++++++++++
Level 7: Down the Street
Microchips: 1
++++++++++++++++++++++++

This is another one of those levels that has only one exit, but two methods of
traversing it. I will try to cover both approaches.

-Microchip 1 (Drain Pipe)-

Right off the bat, you�ll be confronted with the newest enemy: the grasshopper.
Not terribly difficult, and a mostly predictable patrol route, the only 
complication is its tricky jumping pattern. Either catch it from behind, take
it out from afar, or just jump quickly over it during one of its jumps.

Just past that is another, so use the same method you did before. Just a little
further, you�ll see a sewer drain. Here is where the path breaks. Since the CD
Piece is in the lower path, I�ll cover that one first. If you�re planning on
taking the upper path, look for DIV.311. Otherwise, continue reading.

Lower path: crawl along one of the sides, into the drain from the left side as
a slug is oozing up and down the right. If you have not come across the slug
before, they are annoying. Use the same projectile method as the rat (though
a different color pellet), but are otherwise slow and exploitable. Catch them
from behind to deal with the easily.

After you�ve dealt with the slug (or passed it up), you�ll see the CD Piece on
the left side against the wall. Easy enough to pick up.

You might want to cross to the right side now, seeing as how the left kind 
of... dead ends (watch for the slug if you left it) and follow it around the
corner, so that you�ll be on the roof of the sewer trench.

You�ll see several boxes below which you can land on. Personally, I find it
easier to stick to the ceiling, but it�s your call. There is also a Mine 
upgrade here if you need it.

Just past the Mine upgrade, you might have noticed the blue water droplets
falling from the ceiling above the second box. Whether you�re on the boxes or
on the ceiling, you�ll have to time it (it will hurt you, as well as knock you
off the ceiling if that�s the case). As soon as it drops, run across (unless
you�re on the boxes, in which you�ll want to wait for it to stop splashing and
jump quickly to the next one before it drops again).

The box past that is safe, but the one on the other side of that is also being
dripped on, so time that one as well. The next two boxes have the exact same
line-up: safe and not safe. The set of three boxes beyond that one, however, is
water free. Once past the corner, the entire row of boxes are drip-less, so 
you�re safe to proceed at your own pace.

Once you get to the end of the roof, you can simply crawl out and onto the 
surface. Look to DIV.312 for where the paths converge.

===================================DIV.311===================================

Jump over the drain and approach the edge of the broken pavement (should see
dirt ahead). Be careful, for in the middle of the patch is a flame-jet, and 
just past that is a slug (refer to the bestiary if this is your first encounter
with it). You can skirt quickly past the flame-jet and wait at the edge of the
broken pavement to time your move on the slug. When it�s back is turned, that�s
the time to move.

Just past the slug is a health point. It�s risky, but possible. If you always
jump from the left to the right when attempting to grab it, worry first about
making the jump and second about grabbing the health point in-between, you 
might have better luck that way. But be warned, the water will kill you 
instantly. 

Past it is corner and another patch of dirt with a flame-jet in the middle of
broken sidewalk. A slug does not guard the pavement immediately past it, 
thankfully. More forward to the drain where the lower path reunites with the
upper.

===================================DIV.312===================================

Past the drain (moving right) you�ll find another turn. On the decline just
past it is a slug. It�s hard to know when to move with this one, as he�s
off-screen. You can rush him and hope he�s turned around or sit back on the
flat edge of the incline and wait for the pellets to stop (you should be out
of range) and move then.

Beyond him is another ditch with a life hanging above it, this one much easier
to grab than the life point earlier. Feel free to capitalize on it. Past the
ditch at the base of the incline is a grasshopper pouncing about. Eh, yeah,
deal with that (or don�t) and keep moving.

Another decline with a ditch, this one with a Missile upgrade hostage. Whether
you plan to risk it or not, beware of the slug on the other side. He should 
start further down, but like the last, it�s very difficult to tell when his
back is turned, so be extra careful to compensate (this is why I hate slugs).

EXTRA LIFE + 1

Past that you�ll find another turn, another decline with another slug on the
prowl. Just past that one is another slug (still on the same decline). Whether
you take them out or slip by, you�ll arrive at the base where the microchip is
waiting.

+++++++++++++++++++++++++
Level 8: Side of Building
Microchips: 2
+++++++++++++++++++++++++

-Microchip 1 (Left Side)-

You start on a ledge. To the left, you can see another one as well as a wasp
floating over it, so take that into account for your jump (be careful; the 
ledge and the wasp�s patrol is small). The next brick is clean, but a spider 
patrols the exposed piece of wood that climbs vertically in front of you.

Instead of climbing up, climb around and jump to the ledge on the other side of
it. The brick to the left of that one has a wasp flying over, but also an 
extra life underneath. Once you have that in tow (or feel you don�t need/want
it) return to the wood.

Up here you�ll have two choices, a ledge to your right or a pipe to your left.
Some extras lie to the right (guarded by a solitary wasp), but if you�re not 
interested, skip this and the next paragraph. Leap to the ledge on the right.
The aforementioned wasp is floating over the ledge to the right of this one, so
be careful (the wasp is about the same level as you are, making you easier to 
pick off).

Leap to the wasp ledge when clear/dealt with and to the next one, where you�ll
find a health point in the middle and a lateral piece of wood to the right. 
In the middle of the slat is a life (yet another) and a Missile upgrade below.
As there is nothing else this way, return to the junction with the pipe on the
left.

Back at the junction, jump to the pipe. You might notice a ledge off to the 
left. If you place yourself well, you can land it (but watch out for the wasp
floating back and forth over it). It has a Smart Bomb upgrade and some DNA
strands. To get back, take a leap of faith to the right. You�ll land on the
vertical slat from earlier.

Otherwise, continue to climb the pipe to come to another fork. For this
microchip, we will take the left path, where a spider can be seen patrolling.
Past him, jump onto the angled slat of wood above this ledge and climb to the
top. You will see a ledge on either side of you with a microchip on the one to
the left. Take that one.

-Microchip 2 (Right Side)-

If you�re comfortable finding your way up to the previous piece (Left Side),
find DIV.321.

You start on a ledge. To the left, you can see another one as well as a wasp
floating over it, so take that into account for your jump (be careful; the 
ledge and the wasp�s patrol is small). The next brick is clean, but a spider
patrols the exposed piece of wood that climbs vertically in front of you.

Instead of climbing up, climb around and jump to the ledge on the other side of
it. The brick to the left of that one has a wasp flying over, but also an extra
life underneath. Once you have that in tow (or feel you don�t need/want it) 
return to the wood.

Up here you�ll have two choices, a ledge to your right or a pipe to your left.
Some extras lie to the right (guarded by a solitary wasp), but if you�re not 
interested, skip this and the next paragraph. Leap to the ledge on the right.
The aforementioned wasp is floating over the ledge to the right of this one, so
be careful (the wasp is about the same level as you are, making you easier to 
pick off).

Leap to the wasp ledge when clear/dealt with and to the next one, where you�ll
find a health point in the middle and a lateral piece of wood to the right. In
the middle of the slat is a life (yet another) and a Missile upgrade below. 
As there is nothing else this way, return to the junction with the pipe on the
left.

Back at the junction, jump to the pipe. You might notice a ledge off to the 
left. If you place yourself well, you can land it (but watch out for the wasp 
floating back and forth over it). It has a Smart Bomb upgrade and some DNA 
strands. To get back, take a leap of faith to the right. You�ll land on the 
vertical slat from earlier.

Otherwise, continue to climb the pipe to come to another fork.

===================================DIV.321===================================

RETURN NOTE:
Go through the level until you reach the fork at the top of the pipe.

This time, you will want to jump to the ledge on the right. A spider crawls
along the angled wooden slat here, so watch for him before you attempt to 
climb it. At the top, try to jump to the side/underside of the ledge on the 
right. A wasp floats over it, and this puts you in a safer position to 
ignore/deal with it when the time is best. Watch out, as it hovers much lower
than most others.

Having past him, you will see a small ledge below and to the right of this one.
A spider roams it, so watch out. The next one is spider free. You will see a 
string of DNA strands which will easily lead you into the microchip, but if 
you�re interested in the CD Piece, don�t just yet. Instead, move to the left or
right side of the bottom of the brick and spin a web to descend as low as you
can to get a better bead on your target (though there�s no way to see it up
here; you will have to act on faith...). Beware, as a spider lurks down there
as well. Make the leap of faith and move to the underside of the brick 
(watching out for the spider that circles it) where you will find the CD Piece.
Now you may freely grab the exit.

+++++++++++++
Level 9: Park
Microchips: 2
+++++++++++++

-Microchip 1 (Burrow)-

You start out on a rock on a pond. How you got there, I have no idea. But there
is a stick poking out of the water in front of you. This jump is tricky, so try
to get a running start (though you don�t have much room) and try to make the 
leap.

At the top of the stick, you will see a log. On the log, you will see a spider
crawling about, so factor this in your timing. Then jump down. Regardless 
whether or not you took the spider out, crawl to the back end (the right side)
and dangle on the very edge of the underside. You should find an extra life.

From the back of the log you will another rock. Do your best not to overjump
it. Floating over this rock is a Missile upgrade. Don�t know what you have, so
that decision is up to you. Past that is another rock, again, jump carefully.

Another stick is beyond this rock. Try not to hit the water (it kills, 
surprisingly enough). Crawl to the end of this stick, where you might see a 
grasshopper leaping about in the dirt just a little up ahead. Jump down and 
avoid/kill the grasshopper in the process.

Up the path, you will see a beer bottle as part of the background (the game�s
realistic like that). Be careful, as a flamejet is going off just past it (from
a gasoline can, of all things). If you�re feeling risky, you can leap inside
when the flame jet is off to find an extra life. As long as you jump in and out
before it goes off again, you�ll be fine, but don�t try to crawl in from above;
it does not work.

Regardless what you do, leap over the flame-jet and onto the can to crawl past
it. Here, you will find a health point (might help if you got burnt getting the
life) and a stream. Jump the stream (might take a running start) but stop on 
the rock. A grasshopper moves back and forth ahead of you, so 
avoid/eliminate it.

Past the grasshopper, you�ll find a completely optional path. It houses a CD 
Piece and some other things, but is pretty tricky. If you want to pass it up,
find DIV.331. Otherwise, continue reading.

You�ll see the log with the opening just ahead. Crawl into the hole, but stop
once you can see yourself past the dirt. Flame-jets alternate here, so time
your descent down the wall. Past the most immediate flame-jet, you will see a
rat guarding the floor with a Missile launcher and an extra life in the air 
above it (with the second flame-jet flare just above that). Whether you kill
the rat or grab the extras is up to you.

Once on the ground (rat or not) move slowly. A flame-jet periodically blocks
your path just in front of you. Time your move carefully, as there is another
flame-jet on the other side. Past those two, however, the path up the incline
is mostly clear (the flame-jets above you shouldn�t reach you unless you jump).
When it levels out again, you�ll see a health point guarded by a flame-jet, 
completely optional.

Once the path starts to incline upward again, another flame-jet blocks your 
path (you�ll have to time this one, too). Just run when it dissipates until 
the level gets flat again to be safe. After that, keep climbing along the walls
until you reach the underside of an otherwise unaccessible log. Here is the CD
Piece.

Now for the fun part, backtracking. At the first flame-jet here (where the base
is level again), time your move past it. If you run down the incline and stop
at the base, you�ll be safe. As you keep moving, you�ll see another decline. 
At the base of this one is another two flame-jets in a row to time your way 
past. It isn�t until you�re crawling your way up the wall you started down on 
that you�ll have to watch out for the last flame-jet, alternating in blocking 
your path. Again, be careful here. Keep going and you�ll be back where you 
started.

===================================DIV.331===================================
 
Ignore the path leading into the log and jump over it. Keep along the path, 
past the grass and under the wooden block.

EXTRA LIFE + 1

Moving forward, the path will turn a couple of times and you�ll see a Mech-Mine
upgrade, good if you�re not already toting around Smart Bombs (and may be even
if you are). Past that is the log with the CD Piece underneath if you didn�t 
take the alternate path. Move carefully forward until you reach the edge.

Here you can jump across, or slide down a bit down the side (the wall is 
slippery here, so you will slide whether or not you want to) before you jump to
grab the extra life between the DNA strands. You should land in a concrete 
pipe. Moving forward, you�ll see two more rocks in water, but this jump will be
tricky from this camera angle.

A short (half) jump will cross the first one, but the second rock requires a 
running start. Once past that, approach the bank but stop- a spider advances on
you. Do whatever it is you do whenever that happens and past him is the 
microchip hidden away in a burrow.

-Microchip 2 (Pipe)-

If you feel you can navigate this level up to the last microchip (Burrow), 
scroll/find DIV.332.

You start out on a rock on a pond. How you got there, I have no idea. But there
is a stick poking out of the water in front of you. This jump is tricky, so try
to get a running start (though you don�t have much room) and try to make the 
leap.

At the top of the stick, you will see a log. On the log, you will see a spider
crawling about, so factor this in your timing. Then jump down. Regardless 
whether or not you took the spider out, crawl to the back end (the right side)
and dangle on the very edge of the underside. You should find an extra life.

From the back of the log you will another rock. Do your best not to overjump 
it. Floating over this rock is a Missile upgrade. Don�t know what you have, so
that decision is up to you. Past that is another rock, again, jump carefully.

Another stick is beyond this rock. Try not to hit the water (it kills, 
surprisingly enough). Crawl to the end of this stick, where you might see a 
grasshopper leaping about in the dirt just a little up ahead. Jump down and 
avoid/kill the grasshopper in the process.

Up the path, you will see a beer bottle as part of the background (the game�s
realistic like that). Be careful, as a flamejet is going off just past it (from
a gasoline can, of all things). If you�re feeling risky, you can leap inside 
when the flame jet is off to find an extra life. As long as you jump in and out
before it goes off again, you�ll be fine, but don�t try to crawl in from above;
it does not work.

Regardless what you do, leap over the flame-jet and onto the can to crawl past
it. Here, you will find a health point (might help if you got burnt getting the
life) and a stream. Jump the stream (might take a running start) but stop on
the rock. A grasshopper moves back and forth ahead of you, so avoid/eliminate
it.

Past the grasshopper, you�ll find a completely optional path. It houses a CD
Piece and some other things, but is pretty tricky. If you want to pass it up,
find DIV.333. Otherwise, continue reading.

You�ll see the log with the opening just ahead. Crawl into the hole, but stop
once you can see yourself past the dirt. Flame-jets alternate here, so time 
your descent down the wall. Past the most immediate flame-jet, you will see a
rat guarding the floor with a Missile launcher and an extra life in the air
above it (with the second flame-jet flare just above that). Whether you kill
the rat or grab the extras is up to you.

Once on the ground (rat or not) move slowly. A flame-jet periodically blocks
your path just in front of you. Time your move carefully, as there is another
flame-jet on the other side. Past those two, however, the path up the incline
is mostly clear (the flame-jets above you shouldn�t reach you unless you jump).
When it levels out again, you�ll see a health point guarded by a flame-jet, 
completely optional.

Once the path starts to incline upward again, another flame-jet blocks your 
path (you�ll have to time this one, too). Just run when it dissipates until the
level gets flat again to be safe. After that, keep climbing along the walls 
until you reach the underside of an otherwise inaccessible log. Here is the CD
Piece.

Now for the fun part, backtracking. At the first flame-jet here (where the 
base is level again), time your move past it. If you run down the incline and 
stop at the base, you�ll be safe. As you keep moving, you�ll see another 
decline. At the base of this one is another two flame-jets in a row to time 
your way past. It isn�t until you�re crawling your way up the wall you started
down on that you�ll have to watch out for the last flame-jet, alternating in 
blocking your path. Again, be careful here. Keep going and you�ll be back where
you started.

===================================DIV.333===================================
 
Ignore the path leading into the log and jump over it.

===================================DIV.332===================================

RETURN NOTE:
If from above, progress through the level until you reach the log with the 
alternate path.

Past the log is a dirt path with what looks like a wooden block over your head.
Jump onto this wooden block. It leads to a concrete tube. Follow it to the 
floating blocks. This camera angle is not jump friendly, so you will have to be
more careful about how you jump. It might be possible to overleap these jumps,
but most of a full jump should cover the distance perfectly, as well as the 
next one. Once on the other side, you can breathe a sigh of relief.

Move to the edge so that you can see the platform above you. A spider roams 
here and his patrol is dangerously short, so you will have to take him out. 
However you decide to do that, the platform above you is safe (and the one 
above that).

You might notice a couple of platforms to the right, but there is nothing 
there (I checked) so ignore them. Keep ascending the platforms until you spot
another spider crawling on top of one (fifth one up). You will have to take 
him out, too. After it, keep ascending until you reach the sixth platform up. 
You will see another pipe to your right and a platform to your left. The 
platform is empty, so take the pipe. In here is the microchip.

++++++++++++++++++++++++++
Level B3: Under the Street
Microchips: 1
++++++++++++++++++++++++++

-Microchip 1 (End of Sewer)-

This level resembles the alternate path from Down the Street. Regardless, you
start out on top of a piece of wood. Move forward slightly to see a spider 
patrolling the next piece of wood. Jump carefully.

The next piece of wood is safe. The one after that, however, is not. The spider
does not patrol down the end of the piece of wood, so as long as you do not 
land on top, you should avoid being hit.

Beyond that is yet another piece of wood (no spider here). There is a slug 
noticeably crawling along the next piece, so do what you can to avoid/destroy 
it before it hits you.

Past the slug slat, is another clear piece, as is the smaller piece past that.
There is a flat piece of wood next, but there is a spider crawling along it so
be careful.

Crawl around the corner to see antoher jump, but don�t jump yet. There is a 
rat on the other side. If you can see him and make the jump is safe (or better
yet, take it out from here) do so. Otherwise, make the leap and hope you can 
get the jump on him.

At the end of that piece, you�ll see another small piece sticking out, enemy
free. The larger slat ahead has another rat on it, so again, be careful. If you
can, try to wait until it turns around, but even then you�ll have to be quick.

Regardless what happens there, the next piece is safe. The flat piece just past
that has a slug patrolling, so use caution when leaping to take care of that.
The next piece is small and enemy-free, but another slug moves along the next 
piece of wood (you�d think somebody flushed away a log cabin) so whatever 
strategy worked for the last one, do that here. Once the slug is gone/passed 
up, you�ll see the microchip. Not too bad as far as bonus levels go.

++++++++++++++++++++++++++
Level 10: Along the Street
Microchips: 1
++++++++++++++++++++++++++

This is one of the tougher levels, but mostly because of all the surprises 
along the way. Hopefully, this guide will remove that problem, but there�s no 
telling; there are several new and difficult enemies along the way.

-Microchip 1 (Drain Pipe)-

The first surprise is just ahead. It�s a new enemy for this level: the fly, 
your basic suicide bomber. It usually floats in the foreground where it can�t 
hurt you first, then attacks from off-screen in an attempt to bombard your
location. It�s not tough to shake off, but it�s when they don�t start in the 
foreground, but in your line of fire. It goes down with any weapon in one hit, 
but most of the time it�s best to ignore them (they�re not great shots).

This one, however, is one of the latter. As you�re crawling forward, you will
see a square manhole with flame-jets coming out of it. A split second later, a
fly will appear from the left going straight for you. Either jump or crawl 
backwards to avoid it. It will then buzz off-screen for a moment and try to 
bombard you. Luckily, it�s accuracy the second time around isn�t good, so 
unless you�re standing absolutely still, you should be pretty well off.

As mentioned earlier, the manhole in front of you is spewing fire at regular 
intervals. Cross to the middle when it dies down. Before you cross the rest of
the way, there are two things to take note of: one is the Missile pickup just
past the manhole (you can probably see it). The other is the Grenadier bat that 
is performing a bombing run on the other side.

Unlike the other bat, this one takes more hits and carries "bouncing" grenades.
What this means for you is that when the bat flies your way, a string of 
grenades will be bouncing your way beneath it (making it impossible to 
dodge/jump past). Which really leaves one choice here (and the game was nice
enough to leave these missiles to provide an idea what that is).

Past the two drain pipes in the background is another bat on patrol. Respond in
kind. You�ll find another manhole just past that (same flame-jet pattern).

EXTRA LIFE + 1

The next part is very tricky, so I will try to explain. There is a bat and a
new enemy ahead, the mantis. The mantis comes equipped with a boomerang and 
does not go down easy. It appears out of the ground without warning and 
immediately begins to assault you unless it�s turned the wrong way (if you are
so lucky). On top of that, it can withdraw back into the ground just as it
appeared and reappear nearby (hopefully backwards). The deal is, depending on
how quickly you traverse the next patch and what you see along it, you will see
these enemies in a different order.

Scenario 1: you proceed slowly (or until you see a stray grenade) and stop when
you see a grenade or two bounce in front of you. If the bat is nowhere to be 
found, it is because the game has replaced it by the manhole you just crossed.
If you backtrack, you will find it. However, because of this, you will 
encounter the mantis on/just before the next manhole, often with its back 
turned (making it much easier to deal with).

Scenario 2: you proceed and see the bat flying in front of you (which you will
have to deal with however). For some reason, this causes the mantis to appear
a little ways after the manhole, and unfortunately, almost always facing you. 
My best is advice is as soon as you see it coming out of the ground, try to 
jump over it so that it can�t hit you (doesn�t turn around) and take it out 
that way.

It might be just my copy that causes this, but regardless, when the mantis is
dealt with or you have moved past it, you will round a corner where the 
sidewalk gives way to asphalt. On the other side of this patch is more sidewalk
with a health point attempting to hide behind the pole. There is also a 
Boomerang pick-up here, but know that its not terribly effective against the 
bats and mantises, but the range is helpful.

The manhole past the pickup is alternating flame-jets, making it slightly more
of a challenge. Time it well and don�t dwell, but watch out for the bat that 
patrols the other side. If you�re quick (and still have missiles) you should 
have no difficulty taking it out. Otherwise, try to catch with no grenades in
tow and run underneath before it fixes that.

The manhole past the bat has the same flame-jet pattern. Cross accordingly, but
watch out for the mantis that will appear on the other side (backwards if 
you�re lucky; if not, jump quickly over it).

Past the mantis around the bend is more asphalt and a grasshopper that patrols
it (which is rather harmless compared to everything else so far). Another lies
just beyond this one. Dispose or ignore and you should arrive at more sidewalk.
Be careful, as a mantis appears once you hop on the edge. Either take advantage
of its turned back or hop off and try again (and hope you get lucky).

However that is handled, there is a manhole behind him with the same 
alternating flame-jet pattern (not a terribly safe city) with a grasshopper 
just past it. On the other side of the grasshopper is another manhole (same 
pattern), but another mantis will appear on the other side, so be ready for it.

Past the mantis is yet another manhole with alternating flame-jets and another
grasshopper. If you keep going forward, you will find more asphalt, this one
with a microchip at the end. Hurray, on to the next chapter.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Microchips required to unlock gate: 12
Prospective number of microchips: 22
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
/////////////////////////////////////////////////////////////////////////////
3.4 Museum                                      <WK.4>
/////////////////////////////////////////////////////////////////////////////

Another FMV, this one of our flunkies rendezvousing with a getaway driver or
something... and they must have turned down the ride, as next you see the 
spider watching them hideout in a museum... Anyway

+++++++++++++++++++++++
Level 11: Display Cases
Microchips: 3
+++++++++++++++++++++++ 

-Microchip 1 (Display Cases)-

I absolutely love the song that plays here. That aside, we�re going to grab the
easy one first. This level may look simply on the exterior, but you have no 
idea how complicated it gets. I�d say all the levels take a leap in difficulty
from this point on; you have been warned.

You start on the floor with another one of those killer fans our spider seems
to hate so much, so go to the right, where you�ll see a display case with a 
spider waiting underneath to drop. Either kill it or run past it (merely 
jumping in place will trigger it).

The next two display cases are fine (helpfully color-coded white and guarded 
ones by black), but the next obviously is not. Whatever you do about the 
spider, there�s a Missile upgrade next to him. Watch out; a spider patrols the
ground just past this display case.

Past the one he�s guarding, you�ll find another enemy-free display case and a
wall. The wall is what we�re interested in, so climb until you can jump to the
side/top of the display case you just walked through (watch for the spider 
crawling up and down higher up the wall).

Feel free to jump from this display case to the next (we�re going backwards).
There are no more enemies to worry about on these display cases (if you killed
them earlier; if not, they�re still guarding the underside of some), so just
hop across until you reach the exit. If only they were all this easy.

-Microchip 2 (Under Pendulums)-

Now for the tricky ones. Find/scroll DIV.411 if you know your way around up to
the last microchip (Display Cases).

You start on the floor with another one of those killer fans our spider seems
to hate so much, so go to the right, where you�ll see a display case with a 
spider waiting underneath to drop. Either kill it or run past it (merely 
jumping in place will trigger it).

The next two display cases are fine (helpfully color-coded white and guarded 
ones by black), but the next obviously is not. Whatever you do about the spider
there�s a Missile upgrade next to him. Watch out; a spider patrols the ground 
just past this display case.

Past the one he�s guarding, you�ll find another enemy-free display case and a
wall.

===================================DIV.411===================================

RETURN NOTE:
If here from above, navigate your way past the display cases to the wall.

At the wall, watch out for the spider patrolling just a little higher up its 
surface. Once he�s been taken care of it (I don�t know any way to safely avoid
him), keep climbing until you crawl into a vent. At the end of this vent a 
spider lurks on the ceiling, waiting to drop down once triggered. You can take
care of him or run past him real fast (he�s not very quick).

You might have noticed a Smart Bomb on the ceiling. It only a little risky, but
if you get a running start and jump at the more "vertical" section of vent, you
can land on the opposite side (what would be the ceiling of the vent), but note
that you can only grab the opposite surface close to the fan at the bottom 
(where the surface is flat). As long as you jump as far as you can and don�t 
start TOO far back, you shouldn�t miss it.
 
Whether you went for the Smart Bomb or not, you�ll find out here are a bunch of
(apparently broken) television sets. Oh, and broken fuse boxes. Don�t touch the
wires on those; our spider doesn�t conduct electricity very well.

From the first set, you can see a fuse box to leap to, or if you go lower, 
another television in jumping range. Take the lower route (television) as the
fuse box is not in jumping range of anything past that.

On the right side of the television set is another fuse box. Jump to it (if by
some way it is possible, don�t hit the bottom). Don�t jump from here yet. 
Instead jump in place to trigger a spider descent. Either deal with him or time
your jump past him to the next set.

On top of the TV, you might notice another spider lurking betweenthe next jump.
Trigger him in the same way to clear the way. The next TV is clear, and has a 
health point floating underneath it if you need it. To the right of the TV are
two fuse boxes placed about as inconveniently as it gets.

Try to jump to the furthest one right without leaping into the wires of the 
higher one. From there, jump to the higher one (going backwards now) and to the
TV set you can see here. There is no spider (on the next either) so jump to the
next set in line (unless of course you didn�t kill the dangling ones from 
earlier; they�ll still be on the underside sliding up and down).

EXTRA LIFE + 1

The next TV is spider-free, too, but more fuses on the other side, so take 
note. If you hadn�t already guessed, you�ll have to jump to the closer one, 
then to the next, but don�t jump to the TV just yet. A spider circles the 
perimeter, so don�t jump at the wrong time.

The next TV does not have a spider, so jump freely there. The next one, 
however, does, so watch your jump. The next to TVs are clear, and you will see
a trail of DNA strands leading to the wall (that�s not coincidence, so jump to
the wall).

From here, don�t go down. There�s nothing down there (I checked). Just a fuse
box and fan right below that. If you keep climbing up, you�ll enter yet another
vent (about identical to the first). Like the last, if you time your jump well
and jump from where the vent starts to bend more "vertically" you should land 
on the other side (ceiling). No Smart Bomb, but a health point here if you need
it.

Whatever you decided, out the vent is a new area of steel beams and all kinds
of impractical torture devices (just kidding. Well, kinda). Keep moving forward
around two turns and you�ll see a jump. This one of those "what the hell" jumps
that makes this level difficult. Not only do you have to make it, you have to
watch the pendulum on the other side (spider doesn�t like pendulums either). 
Even worse, you have to make the jump again between another pendulum.

The first jump you�ll want to make low (so you grab the side and less the top;
if even just your legs are sticking out, it�ll get you). On the next jump, you
won�t be so lucky. My advice? Jump, and jump quickly. If you time it right, 
you jump past the whole gauntlet with a couple quickly and well-placed jumps.
There�s not much more advice I can give you here (though I suppose you could 
land perfectly between the pendulums, but that�s never worked out for me (crazy
hit detection)).

Past that is... more pendulums. In the middle of this set is a health point,
and on the underside of the middle "platform?" The microchip. If you want, you
can just jump to the first platform (before the first pendulum) and crawl
underneath that. Web spin, and you can easily make the jump to the exit without
even bothering with the pendulum.

-Microchip 3 (Top of Beams)-

Find/scroll DIV.413 if you know your way up to the previous microchip (Under
Pendulums) or to DIV.412 if you know the level well enough to the first 
microchip (Display Cases).

You start on the floor with another one of those killer fans our spider seems
to hate so much, so go to the right, where you�ll see a display case with a
spider waiting underneath to drop. Either kill it or run past it (merely 
jumping in place will trigger it).

The next two display cases are fine (helpfully color-coded white and guarded
ones by black), but the next obviously is not. Whatever you do about the 
spider, there�s a Missile upgrade next to him. Watch out; a spider patrols the
ground just past this display case.

Past the one he�s guarding, you�ll find another enemy-free display case and a
wall.

===================================DIV.412===================================

RETURN NOTE:
If here from above, navigate your way past the display cases to the wall.

At the wall, watch out for the spider patrolling just a little higher up its
surface. Once he�s been taken care of it (I don�t know any way to safely avoid
him), keep climbing until you crawl into a vent. At the end of this vent a 
spider lurks on the ceiling, waiting to drop down once triggered. You can take
care of him or run past him real fast (he�s not very quick).

You might have noticed a Smart Bomb on the ceiling. It only a little risky, but
if you get a running start and jump at the more "vertical" section of vent, you
can land on the opposite side (what would be the ceiling of the vent), but note
that you can only grab the opposite surface close to the fan at the bottom 
(where the surface is flat). As long as you jump as far as you can and don�t 
start TOO far back, you shouldn�t miss it.
 
Whether you went for the Smart Bomb or not, you�ll find out here are a bunch of
(apparently broken) television sets. Oh, and broken fuse boxes. Don�t touch the
wires on those; our spider doesn�t conduct electricity very well.

From the first set, you can see a fuse box to leap to, or if you go lower, 
another television in jumping range. Take the lower route (television) as the 
fuse box is not in jumping range of anything past that.

On the right side of the television set is another fuse box. Jump to it (if by
some way it is possible, don�t hit the bottom). Don�t jump from here yet. 
Instead jump in place to trigger a spider descent. Either deal with him or 
time your jump past him to the next set.

On top of the TV, you might notice another spider lurking betweenthe next jump.
Trigger him in the same way to clear the way. The next TV is clear, and has a 
health point floating underneath it if you need it. To the right of the TV are
two fuse boxes placed about as inconveniently as it gets.

Try to jump to the furthest one right without leaping into the wires of the 
higher one. From there, jump to the higher one (going backwards now) and to the
TV set you can see here. There is no spider (on the next either) so jump to the
next set in line (unless of course you didn�t kill the dangling ones from 
earlier; they�ll still be on the underside sliding up and down).

EXTRA LIFE + 1 (if this is your first microchip this level)

The next TV is spider-free, too, but more fuses on the other side, so take 
note. If you hadn�t already guessed, you�ll have to jump to the closer one, 
then to the next, but don�t jump to the TV just yet. A spider circles the 
perimeter, so don�t jump at the wrong time.

The next TV does not have a spider, so jump freely there. The next one, 
however, does, so watch your jump. The next two TVs are clear.

EXTRA LIFE + 1 (if this is your third visit)

On the side of the second TV you will see a trail of DNA strands leading to the
wall (that�s not coincidence, so jump to the wall).

From here, don�t go down. There�s nothing down there (I checked). Just a fuse 
box and fan right below that. If you keep climbing up, you�ll enter yet another
vent (about identical to the first). Like the last, if you time your jump well
and jump from where the vent starts to bend more "vertically" you should land
on the other side (ceiling). No Smart Bomb, but a health point here if you need
it.

Whatever you decided, out the vent is a new area of steel beams and all kinds
of impractical torture devices (just kidding. Well, kinda). Keep moving forward
around two turns and you�ll see a jump. This one of those "what the hell" jumps
that makes this level difficult. Not only do you have to make it, you have to
watch the pendulum on the other side (spider doesn�t like pendulums either).
Even worse, you have to make the jump again between another pendulum.

The first jump you�ll want to make low (so you grab the side and less the top;
if even just your legs are sticking out, it�ll get you). On the next jump, you
won�t be so lucky. My advice? Jump, and jump quickly. If you time it right, you
jump past the whole gauntlet with a couple quickly and well-placed jumps. 
There�s not much more advice I can give you here (though I suppose you could 
land perfectly between the pendulums, but that�s never worked out for me (crazy
hit detection)).

Past that is... more pendulums. In the middle of this set is a health point.

===================================DIV.413===================================

RETURN NOTE:
Yes, you will actually have to navigate these pendulums this time (if you�re
reading from above), so navigate your way through the level until you reach 
the point where you found the last microchip.

Depending on the situation on your run, you may actually have to time this the
right way; for me the pendulums were moving perfectly out of sync so that I 
couldn�t quickly jump past the second. If that is the case, as soon as you 
clear the first, position yourself about as centered on the narrow platform as
you can and jump when it�s safe. That�s the best I can offer you here.

Once past, you will find another long beam, this one leading a vertical beam
you will climb up. Unfortunately, the camera angle does not change to 
accommodate this. This isn�t a problem until you get to the top where you will
have to jump fans. Yeah. Jump long to avoid getting diced.

There is health point after the first fan if you need it. Jump the second fan
in the same manner as the first. As you come around the corner (once past that)
you will see a bunch of narrow beams sticking out of the wall. You will have to
jump from one to the next, so take care not to miss (they are narrow, after 
all).

On the last beam before the jump to a vertical one, watch for a spider on the
prowl (his patrol includes the entire length of the beam). Whatever you do 
about that, crawl under the vertical beam to the other side and climb on top
where things are safe and flat again. Further ahead is another spider, so don�t
run into it.

Past him is the microchip. Past the microchip is a fan, so don�t jump past it,
it�s not a trick (I checked). Just grab the exit.

+++++++++++++++++
Level 12: Volcano
Microchips: 3
+++++++++++++++++

Probably the hardest level in the game, if not for the enemies (one of the
toughest is introduced here), then for the INSANE jumps it demands you to make.
Not to mention the completely random exit microchip that can only be found by
pure chance (as far as I know). We�ll start with that one.

-Microchip 1 (Mid-Air)-

Hope you brought a good weapon, as a platform away is arguably the toughest of
all the enemies: the scorpion. Its tail fires beams like the wasp, but three at
a time (and a hell of a lot more accurate). You want to be extra careful 
whenever you try to jump over it; it will calculate your trajectory to try to 
pick you out of the air (no joke). You might be able to dupe it by getting just
close enough so it will try to pick you with its pincers and just fall short 
(better than being shot), which will give you an opportunity to either attack
or jump over (be warned; it turns around when you do). Whatever you do, use 
caution on this big guy. He doesn�t play around... Anything with range works
best (Missiles, Boomerang, Mech-Mines), but be careful with the boomerang, as
he can still shoot at you while being stunned some times (and takes several 
hits even with the boomerang). Poison kills it the fastest, if you�re able to
get that close.

Enemy profile aside, at the start you are on a platform in some lava (Museums
are pretty high-tech in the future, you see). On the next platform over is the
aforementioned scorpion, but a flame-jet intermittently goes off between the 
platforms, so watch out. Either rush the scorpion, or stand warily at the edge
(but don�t get hit by the beams) until he goes away (timing the flame-jet, of
course) and deal with him that way.

Once you�ve overtaken his platform the next is also guarded by a flame-jet (but
no scorpion). The one past that has just the opposite, so try to take it when
it�s safe. There is smaller rock dangerously low on the lava and a couple 
floating platforms past that. A wasp patrols between the second platform and
the one beyond that (off-screen), so be careful when jumping.

From the third platform, you will see a green pillar you can jump to. Do that.
On top is the Poisoner pickup, which is good for wasps and scorpions (but you
won�t see many more of the latter), so that�s up to you. You might have noticed
the wasp playing sentry to the left, so don�t get hit when timing your jump.

The floating platform past this has (probably) a much needed health point. The
one past that has a spider you might have noticed. Do whatever you do to make
sure you don�t land on it. Past this you will see a long jump to an angled rock
in the lava. Try not to miss, but be prepared to move quickly, as a wasp 
patrols the airspace between this rock and the next.

The next rock is smaller (and safe, if you took out the wasp) and the next is
tall (and also safe). The jump past that is to a smaller rock (which only makes
it trickier). Another wasp hovers between it and the next jump, so be prepared
to react fast if you arrive at a bad time. Two more small rocks follow that 
one, but if you took out the wasp, you will have no danger (other than 
missing).

Here you will find a really big pillar. Climb to the top. You might notice some
DNA strands forming a trail in the air back the way you came. If you start at
the top of the pillar and jump far enough out, you�ll see it leads to the CD
Piece for this level. As soon as you grab it, you should be high enough that if
you move yourself through the air back to the left, you should be able to land
on the pillar you just jumped off from. Much easier than trying your luck on 
one of the intermittent platforms below.

EXTRA LIFE + 1

Back on top of the pillar (whether you took it or not) you will see a platform
on the left side. Don�t jump yet; a spider trolls back and forth. Either take
him out or time your jump well. On the left of this platform is an even smaller
platform (palms getting sweaty yet?). Jump carefully.

The next jump is much less friendly. Not only is it to a smaller platform and
higher up, but a spider guards it. If you a ranged weapon, use it, otherwise
make the leap with arms swinging so this guy doesn�t have a chance to slash 
you. Past that it another platform right next to it, same size and everything.
Here you will have to take my advice and conduct a leap of faith. Simply "drop"
(literally) through the gap between these two identical level platforms. If you
don�t deviate from the path, you should land right in the microchip. How you�re
supposed to find it other than by accident, I have no freakin clue.

-Microchip 2 (Lava)-

If you know the stage well enough to the point of where you grabbed the last
microchip (Mid-Air), you can skip to DIV.421

Hope you brought a good weapon, as a platform away is arguably the toughest of
all the enemies: the scorpion. Its tail fires beams like the wasp, but three at
a time (and a hell of a lot more accurate). You want to be extra careful 
whenever you try to jump over it; it will calculate your trajectory to try to 
pick you out of the air (no joke). You might be able to dupe it by getting just
close enough so it will try to pick you with its pincers and just fall short 
(better than being shot), which will give you an opportunity to either attack 
or jump over (be warned; it turns around when you do). Whatever you do, use 
caution on this big guy. He doesn�t play around... Anything with range works 
best (Missiles, Boomerang, Mech-Mines), but be careful with the boomerang, as 
he can still shoot at you while being stunned some times (and takes several 
hits even with the boomerang). Poison kills it the fastest, if you�re able to 
get that close.

Enemy profile aside, at the start you are on a platform in some lava (Museums 
are pretty high-tech in the future, you see). On the next platform over is the
aforementioned scorpion, but a flame-jet intermittently goes off between the 
platforms, so watch out. Either rush the scorpion, or stand warily at the edge
(but don�t get hit by the beams) until he goes away (timing the flame-jet, of
course) and deal with him that way.

Once you�ve overtaken his platform the next is also guarded by a flame-jet (but
no scorpion). The one past that has just the opposite, so try to take it when 
it�s safe. There is smaller rock dangerously low on the lava and a couple 
floating platforms past that. A wasp patrols between the second platform and
the one beyond that (off-screen), so be careful when jumping.

From the third platform, you will see a green pillar you can jump to. Do that.
On top is the Poisoner pickup, which is good for wasps and scorpions (but you 
won�t see many more of the latter), so that�s up to you. You might have noticed
the wasp playing sentry to the left, so don�t get hit when timing your jump.

The floating platform past this has (probably) a much needed health point. The
one past that has a spider you might have noticed. Do whatever you do to make
sure you don�t land on it. Past this you will see a long jump to an angled rock
in the lava. Try not to miss, but be prepared to move quickly, as a wasp 
patrols the airspace between this rock and the next.

The next rock is smaller (and safe, if you took out the wasp) and the next is
tall (and also safe). The jump past that is to a smaller rock (which only makes
it trickier). Another wasp hovers between it and the next jump, so be prepared
to react fast if you arrive at a bad time. Two more small rocks follow that 
one, but if you took out the wasp, you will have no danger (other than 
missing).

Here you will find a really big pillar. Climb to the top. You might notice some
DNA strands forming a trail in the air back the way you came. If you start at 
the top of the pillar and jump far enough out, you�ll see it leads to the CD 
Piece for this level. As soon as you grab it, you should be high enough that if
you move yourself through the air back to the left, you should be able to land 
on the pillar you just jumped off from. Much easier than trying your luck on 
one of the intermittent platforms below.

EXTRA LIFE + 1 (if first visit)

===================================DIV.421===================================

RETURN NOTE:
If you are reading from the last chip (Mid-Air), you�ll want to go through the
level until you reach the really tall pillar where the CD Piece was.

There are actually two paths here, an upper and lower one (as usual). For 
convenience, I will cover the upper one first, as it has the added advantage 
that if you fall/miss a jump, there�s a chance you could land on the lower path
below, and not strictly lava. If you choose the lower path, skip to DIV.422.

Upper path:

Back on top of the pillar you will see a platform on the left side. Don�t jump
yet; a spider trolls back and forth. Either take him out or time your jump 
well. On the left of this platform is an even smaller platform. Jump carefully.

The next jump is much less friendly. Not only is it to a smaller platform and 
higher up, but a spider guards it. If you a ranged weapon, use it, otherwise 
make the leap with arms swinging so this guy doesn�t have a chance to slash 
you. Past that it another platform right next to it, same size and everything.

If you are here from above, you will recognize this spot as the place where you
dropped to find the last microchip. Instead, you�ll simply jump to other rock.
The next platform harbors a spider, to take care of it first, or jump when it�s
on its way back.

Whether you killed the spider or not, if you look closely, you will see a Smart
Bomb floating over the platform next. There are no enemies guarding it, but if
you do not want the Smart Bomb (for some reason) then place your jump to avoid
landing on it. 

EXTRA LIFE + 1 (if second visit)

Past this platform is another spider-guarded platform. The jump is tricky, so 
taking out the spider would make it easier, otherwise time it with the spider�s
trip back to the other side and take him out when you land it (or whatever). 
The next jump is again to a smaller platform. Careful.

Once again, you will see a pair of small sized platforms next to each other. 
Dropping between these two is a straight drop to the lava below (I checked) so
don�t do that this time. Skip to the next (apparently) enemy-clear one and 
stop, as another spider guards the larger platform past that. Once he�s dealt
with/jumped over, you�ll see a floating brick... thing. Jump to that and to the
top of the pillar past that. Skip to DIV.423.

===================================DIV.422===================================

If you chose the lower path, instead of jumping to the spider on the next 
platform, just crawl down the left side of the pillar. Eventually you will see
a floating platform closer to the bottom. Jump to that, but watch out for the
wasp that patrols on the other side.

Whether you took out the wasp or not, the next platform is a smaller one (and
easier to jump to if the wasp was destroyed), and that�s where you�re headed so
carefully make the jump. The next (larger) platform is also clear.

The airspace just past this one is also guarded by a wasp. Avoid/eliminate 
accordingly and jump to the next (smaller) platform. 

EXTRA LIFE + 1

The smaller platform (situated lower) has a wasp guarding the other side of it
off-screen, so be aware of that before you jump. 

There is a Missile upgrade here. Feel free to grab them and make wasp-swatting
much easier. After which, jump to its quarry. The rock past this has another
wasp on the other side, so be ready to move quickly if you jump at the wrong
time. The next jump is to a larger platform (made much easier by less of the
aforementioned wasp).

The next platform is also large, but hard to see (most of it is off-screen).
Not surprisingly, the other side of it is also guarded by a wasp. Whatever
strategy that�s gotten you this far with that must be working, so use it again
here.

You will find another large platform mostly off-screen. If the wasp is gone,
the jump will be easier, if not, jump carefully. Once there, at last, you�ve
reached the pillar. Simply climb to the top (there is a health point floating
along the way) and rejoin the top path.

===================================DIV.423===================================

Now that everything�s back together, this microchip requires that you crawl
down the left side of this pillar. Towards the bottom, you will see a shield,
but do not grab it yet. The shield here will go out well before you reach the
microchip. The best strategy that I�d found was to IMMEDIATELY after you grab
the shield to net you some distance. Then crawl as quickly as possible across
the lava, and right before the shield runs out (about .5- 1 second after it 
fades) make a leap of faith. With any luck, you�ll hit the exit. 

Alternatively, you could attempt to "drop" into it from the path above. If the
shield is giving you that much trouble, simply follow the top path to the end
(do not jump into the microchip here) and dangle from the underside of the last
brick. Drop straight down, voila, done.

-Microchip 3 (Floating Pillars)-

If you know the level up to the last microchip (Lava), skip to DIV.424

If you�ve gotten as far as the first (Mid-Air) and don�t know your way to the
second (Lava), you can skip to DIV.425

Hope you brought a good weapon, as a platform away is arguably the toughest of
all the enemies: the scorpion. Its tail fires beams like the wasp, but three at
a time (and a hell of a lot more accurate). You want to be extra careful 
whenever you try to jump over it; it will calculate your trajectory to try to
pick you out of the air (no joke). You might be able to dupe it by getting just
close enough so it will try to pick you with its pincers and just fall short 
(better than being shot), which will give you an opportunity to either attack 
or jump over (be warned; it turns around when you do). Whatever you do, use 
caution on this big guy. He doesn�t play around... Anything with range works 
best (Missiles, Boomerang, Mech-Mines), but be careful with the boomerang, as 
he can still shoot at you while being stunned some times (and takes several 
hits even with the boomerang). Poison kills it the fastest, if you�re able to 
get that close.

Enemy profile aside, at the start you are on a platform in some lava (Museums 
are pretty high-tech in the future, you see). On the next platform over is the
aforementioned scorpion, but a flame-jet intermittently goes off between the 
platforms, so watch out. Either rush the scorpion, or stand warily at the edge
(but don�t get hit by the beams) until he goes away (timing the flame-jet, of 
course) and deal with him that way.

Once you�ve overtaken his platform the next is also guarded by a flame-jet (but
no scorpion). The one past that has just the opposite, so try to take it when 
it�s safe. There is smaller rock dangerously low on the lava and a couple 
floating platforms past that. A wasp patrols between the second platform and 
the one beyond that (off-screen), so be careful when jumping.

From the third platform, you will see a green pillar you can jump to. Do that.
On top is the Poisoner pickup, which is good for wasps and scorpions (but you 
won�t see many more of the latter), so that�s up to you. You might have noticed
the wasp playing sentry to the left, so don�t get hit when timing your jump.

The floating platform past this has (probably) a much needed health point. The
one past that has a spider you might have noticed. Do whatever you do to make 
sure you don�t land on it. Past this you will see a long jump to an angled rock
in the lava. Try not to miss, but be prepared to move quickly, as a wasp 
patrols the airspace between this rock and the next.

The next rock is smaller (and safe, if you took out the wasp) and the next is
tall (and also safe). The jump past that is to a smaller rock (which only makes
it trickier). Another wasp hovers between it and the next jump, so be prepared
to react fast if you arrive at a bad time. Two more small rocks follow that 
one, but if you took out the wasp, you will have no danger (other than 
missing).

Here you will find a really big pillar. Climb to the top. You might notice some
DNA strands forming a trail in the air back the way you came. If you start at 
the top of the pillar and jump far enough out, you�ll see it leads to the CD 
Piece for this level. As soon as you grab it, you should be high enough that 
if you move yourself through the air back to the left, you should be able to 
land on the pillar you just jumped off from. Much easier than trying your luck
on one of the intermittent platforms below.

EXTRA LIFE + 1 (if first visit)

===================================DIV.425===================================

RETURN NOTE: 
If you are reading from the first chip (Mid-Air), you�ll want to go through
the level until you reach the really tall pillar where the CD Piece was. 

There are actually two paths here, an upper and lower one (as usual). For 
convenience, I will cover the upper one first, as it has the added advantage 
that if you fall/miss a jump, there�s a chance you could land on the lower path
below, and not strictly lava. If you choose the lower path, skip to DIV.426.

Upper path:

Back on top of the pillar you will see a platform on the left side. Don�t jump
yet; a spider trolls back and forth. Either take him out or time your jump 
well. On the left of this platform is an even smaller platform. Jump carefully.

The next jump is much less friendly. Not only is it to a smaller platform and
higher up, but a spider guards it. If you a ranged weapon, use it, otherwise 
make the leap with arms swinging so this guy doesn�t have a chance to slash 
you. Past that it another platform right next to it, same size and everything.

If you are here from above, you will recognize this spot as the place where you
dropped to find the last microchip. Instead, you�ll simply jump to other rock.
The next platform harbors a spider, to take care of it first, or jump when it�s
on its way back.

EXTRA LIFE + 1 (if third visit)

Whether you killed the spider or not, if you look closely, you will see a Smart
Bomb floating over the platform next. There are no enemies guarding it, but if
you do not want the Smart Bomb (for some reason) then place your jump to avoid
landing on it. 

EXTRA LIFE + 1 (if second visit)

Past this platform is another spider-guarded platform. The jump is tricky, so
taking out the spider would make it easier, otherwise time it with the spider�s
trip back to the other side and take him out when you land it (or whatever). 
The next jump is again to a smaller platform. Careful.

Once again, you will see a pair of small sized platforms next to each other.
Dropping between these two is a straight drop to the lava below (I checked) so
don�t do that this time. Skip to the next (apparently) enemy-clear one and 
stop, as another spider guards the larger platform past that. Once he�s dealt
with/jumped over, you�ll see a floating brick... thing. Jump to that and to the
top of the pillar past that. Skip to DIV.424.

===================================DIV.426===================================

If you chose the lower path, instead of jumping to the spider on the next 
platform, just crawl down the left side of the pillar. Eventually you will see
a floating platform closer to the bottom. Jump to that, but watch out for the
wasp that patrols on the other side.

Whether you took out the wasp or not, the next platform is a smaller one (and
easier to jump to if the wasp was destroyed), and that�s where you�re headed so
carefully make the jump. The next (larger) platform is also clear.

The airspace just past this one is also guarded by a wasp. Avoid/eliminate 
accordingly and jump to the next (smaller) platform. 

EXTRA LIFE + 1

The smaller platform (situated lower) has a wasp guarding the other side of it
off-screen, so be aware of that before you jump. 

There is a Missile upgrade here. Feel free to grab them and make wasp-swatting
much easier. After which, jump to its quarry. The rock past this has another 
wasp on the other side, so be ready to move quickly if you jump at the wrong
time. The next jump is to a larger platform (made much easier by less of the
aforementioned wasp).

The next platform is also large, but hard to see (most of it is off-screen).
Not surprisingly, the other side of it is also guarded by a wasp. Whatever 
strategy that�s gotten you this far with that must be working, so use it again
here.

You will find another large platform mostly off-screen. If the wasp is gone,
the jump will be easier, if not, jump carefully. Once there, at last, you�ve
reached the pillar. Simply climb to the top (there is a health point floating
along the way) and rejoin the top path.

===================================DIV.424===================================

RETURN NOTE: 
If this is in fact your third microchip (or your second, but you grabbed the
second microchip first), you can go ahead and make your way through the level
until you reach the pillar with the shield you used to grab the last microchip. 

On this pillar you are going to look to the upper path, where you�ll see 
another floating brick/rock thing. Before you jump, there is a wasp on the 
other side, so be ready to react quickly if your landing is at a bad time.

The next brick is further down, but safe, so go ahead and jump. The next brick
in line has a wasp hovering over the airspace just past it, so be careful of
that when you jump. Aside from the wasp, the brick is safe, as is the next one.
The brick after that is higher up, and also supports the microchip you�re after
on the top side.

++++++++++++++++++++++++
Level 13: Dinosaur Bones
Microchips: 1
++++++++++++++++++++++++

This is probably my favorite level, if not for the track playing in the 
background, or the unique tranquil theme of the level, then for the insane
amount of lives you can pick up here. Think of it as kind of a breather from
all the other challenges lately.

-Microchip 1 (Skull)-

You will start (surprisingly enough) on some dinosaur bones. Just ahead of you,
over a gap, is more dinosaur bones (3 long). Jump carefully and you might have 
noticed a moving "bone" oscillating back and forth over the gap to the left. 
Time your jump well and attempt to land on it.

It will cross the gap to a set of two dinosaur bones on the other side. Make 
the jump when you are close enough. From here, you can see another string of 
dinosaur bones (4), and from there more moving bone elevators. Jump to the next
one when it is close enough.

It will traverse the gap to another elevator (this one actually going up and
down). Jump to that one when it is safe. As this one ascends, you will see an
Electro-Beam upgrade directly above you; grab it if it�s better than what 
you�re currently carrying. After that, cross the gap to the next set of bones
(2).

The set after this is 4-long again, this time with a life floating underneath.
String down and grab it if you need it (why wouldn�t you?). Past that is 
another bone elevator. Jump when appropriate.

Another elevator-elevator junction here. Same strategy, jump when the two are
close enough and to the bone string beyond it. There is a spider on patrol on
this string, but his patrol stops before the end, so your jump should be safe.
You will land on what is the first portion of what appears to be a rib cage of
some kind.

EXTRA LIFE + 1

Beneath this rib-cage (you might have noticed) is a free extra life. There�s
absolutely no risk, and no reason not to grab it (unless you�re cool like 
that), so brace yourself for the next jump.

I find this one tricky because it goes up instead of sideways. Also there is a
spider lingering on the other side (if you jump low enough, his patrol won�t 
come near you), so take that into account. You should now be on the second rib
cage portion.

A third is just ahead of you. I�m sure you won�t be too surprised to hear it
also has a spider lurking just past your landing zone, but as long as you land
closer to the start of the chain, he won�t reach you. Ignore it or get of it, 
but on the underside (you probably already noticed) is yet another extra life.
If you string down from the underside you can grab this one without any risk as
well.

Back at the front of this third rib cage portion, you see another floating bone
set (we�ll call the dorsal vertebrae), a set of three. The jump shouldn�t give
you any difficulty (no enemies guarding it). There is another bone elevator on
the other side of this string; jump with care.

It will join with yet another bone elevator; jump to this one when convenient.
This will shockingly enough, connect with yet another bone elevator (you might
notice the CD Piece floating above it). Jump to this one and grab it if you�re
interested.

Jump to the next (and last) string ahead of you without worry (no spiders) and
then to the skull in front of you (kinda neat). Go down, along the underside 
first if you�re interested in not one, but TWO extra lives. Otherwise crawl 
into the mouth and voila, you�ve cleared it.

++++++++++++++++++++
Level 14: Model City
Microchips: 4
++++++++++++++++++++

Welcome to the only 4-microchip level. It�s a little tricky, but shouldn�t be
any trial compared to Volcano, and this guide will attempt to help to reduce 
even that. So with that in tow...

-Microchip 1 (Tomb)-

Right out of the gate, decision time. We�ll start toward the right (the more 
dangerous one with the flame-jet spewing out of a seemingly bottomless pit? 
Yeah, that way). Time your jump carefully across the flame-jets (they are 
reliably predictable) to reach the first platform. Then time another flame-jet
to reach the second.

You should land at the base of an incline (there are stairs in the foreground).
There are a ton of DNA strands here as well (feel free to grab them; there�s 
nothing on the other side worth mentioning), but watch out for the dual 
flame-jets halfway up. When you�ve grabbled all the DNA strands you can handle,
stop in front of them. When the flame-jets die down, crawl into the hole 
between them.

Along the way down, you�ll see a Missile upgrade (grab if useful) and just past
that another pit with a flame-jet. Time your jump. The next pit will to much 
surprise, be neither bottomless or be spewing fire. Instead, there is a spider
lurking inside, and an extra life if you consider it worth the effort.

Just past that is the microchip we�re after. Well that wasn�t so hard.

-Microchip 2 (Platforms Top)-

This time, we are going left (our only option left). Jump over the hole (no 
flame-jets this time) and take note of the spider crawling along the white 
marble sphinx sculpture thing, here. When dealt with/passed up, continue down
the sphinx�s backside. You�ll notice a pit with platforms. If you continue to
crawl down the backside, slightly into the pit (carefully) you can pick up 
another extra life (they�re just throwing them at us now). Otherwise, jump to
the first platform.

There is a flame-jet here and a bat (bomber) on the other side. Take it out
from here if you can, else time your jump across the flame-jet so that you 
don�t run into the bat at the same time. There is yet another platform on the
other side with a flame-jet. Time your jump to the piece of land ahead.

Another platform and flame-jets; same strategy. There is no bat this time, so
just worry about the fire. Once on the other side of the pit, you�ll see an 
incline (there are stairs in the foreground here). At the top of the incline,
is another bat. Either run past it or eliminate it.

On the other side of the incline the path will curve slightly and a spider
will be crawling about toward a black statue/sculpture thing. However you get
past the spider, climb the statue. You�ll see a Boomerang pickup over the 
fallen/angled column here.

Along the top a bat is flapping about. Either run past it or take it out when
the time is right. At the end of the statue (Stonehenge?) you�ll see a 
Mech-Mine upgrade dangling off to the side. Feel free to grab it. At the base
is a health point.

If you continue, you�ll crawl over another black statue (unimportant) and catch
sight of a pit that lies just ahead. No fire here, but jump carefully. As you 
keep moving, you�ll see a platform up ahead and a pit with fire. The path keeps
going, but jump onto the platform here.

On the other side of the platform, you�ll spot another platform across that you
can jump to. On this platform, you can jump to a platform above the last one or
keep going left. For this microchip, we are going to take the latter.

Jump to the platform behind and above you. You will see yet another platform 
over this one, but with a spider on patrol. Do whatever it takes to jump past
him, and onto the platform past that one. Just above and to the left, you will
see the microchip.

-Microchip 3 (Platforms Left)-

If you have the level figured out well enough from the last one (Platforms 
Top), skip to DIV.441.

This time, we are going left (our only option left). Jump over the hole (no 
flame-jets this time) and take note of the spider crawling along the white 
marble sphinx sculpture thing, here. When dealt with/passed up, continue down
the sphinx�s backside. You�ll notice a pit with platforms. If you continue to
crawl down the backside, slightly into the pit (carefully) you can pick up 
another extra life (they�re just throwing them at us now). Otherwise, jump to
the first platform.

There is a flame-jet here and a bat (bomber) on the other side. Take it out 
from here if you can, else time your jump across the flame-jet so that you 
don�t run into the bat at the same time. There is yet another platform on the
other side with a flame-jet. Time your jump to the piece of land ahead.

Another platform and flame-jets; same strategy. There is no bat this time, so
just worry about the fire. Once on the other side of the pit, you�ll see an 
incline (there are stairs in the foreground here). At the top of the incline,
is another bat. Either run past it or eliminate it.

On the other side of the incline the path will curve slightly and a spider will
be crawling about toward a black statue/sculpture thing. However you get past
the spider, climb the statue. You�ll see a Boomerang pickup over the 
fallen/angled column here.

Along the top a bat is flapping about. Either run past it or take it out when
the time is right. At the end of the statue (Stonehenge?) you�ll see a 
Mech-Mine upgrade dangling off to the side. Feel free to grab it. At the base 
is a health point.

If you continue, you�ll crawl over another black statue (unimportant) and catch
sight of a pit that lies just ahead. No fire here, but jump carefully. As you 
keep moving, you�ll see a platform up ahead and a pit with fire. The path keeps
going, but jump onto the platform here.

On the other side of the platform, you�ll spot another platform across that you
can jump to. On this platform, you can jump to a platform above the last one or
keep going left.
 
===================================DIV.441===================================

RETURN NOTE:
Go through the level in much the same way as before, but stop when you reach
the platform at the end with a platform to the left and right to choose from.

Jump to the platform on the left, where you�ll see the CD Piece floating, but 
no clear indication of a safe landing spot. As long as you grab and don�t 
"float" backward, you should land without trouble. You�ll also see the 
microchip here, just to the left.

-Microchip 4 (Model)- 

If you�ve grabbed either of the two microchips previous (Platforms Top or 
Platforms Left) or know your way up until about that point, skip to DIV.442

This time, we are going left (our only option left). Jump over the hole (no 
flame-jets this time) and take note of the spider crawling along the white 
marble sphinx sculpture thing, here. When dealt with/passed up, continue down
the sphinx�s backside. You�ll notice a pit with platforms. If you continue to 
crawl down the backside, slightly into the pit (carefully) you can pick up 
another extra life (they�re just throwing them at us now). Otherwise, jump to
the first platform.

There is a flame-jet here and a bat (bomber) on the other side. Take it out
from here if you can, else time your jump across the flame-jet so that you 
don�t run into the bat at the same time. There is yet another platform on the
other side with a flame-jet. Time your jump to the piece of land ahead.

Another platform and flame-jets; same strategy. There is no bat this time, so
just worry about the fire. Once on the other side of the pit, you�ll see an 
incline (there are stairs in the foreground here). At the top of the incline,
is another bat. Either run past it or eliminate it.

On the other side of the incline the path will curve slightly and a spider will
be crawling about toward a black statue/sculpture thing. However you get past
the spider, climb the statue. You�ll see a Boomerang pickup over the 
fallen/angled column here.

Along the top a bat is flapping about. Either run past it or take it out when
the time is right. At the end of the statue (Stonehenge?) you�ll see a 
Mech-Mine upgrade dangling off to the side. Feel free to grab it. At the base 
is a health point.

If you continue, you�ll crawl over another black statue (unimportant) and catch
sight of a pit that lies just ahead. No fire here, but jump carefully. As you 
keep moving, you�ll see a platform up ahead and a pit with fire.

===================================DIV.442===================================

RETURN NOTE:
Proceed through the level until you reach cross the pit without fire and find
yourself at the platform you had to jump onto (that led to the two other 
microchips). This time, do not jump onto the platform.

Ignore the platform, but take care when passing in front of the corner with the
flame-jet; I have been hurt by it before. If you keep going, you pass some tall
pointy statues and come to another pit with fire and platforms. Time your jumps
carefully, but stop before you get to the other side. A spider crawls along the
area in which you would land. Either take it out or wait for it to leave.

On the other side, more flame-pits. Again, same strategy (but no spider 
blocking your path this time). If you keep moving forward, you will come to the
final microchip.

++++++++++++++++++++++++
Level B4 (Bonus): Temple
Microchips: 1
++++++++++++++++++++++++ 

Imagine someone saw the beginning of Volcano and thought that it was somehow a
cool idea to make the entire level like that. Well, that�s what Temple is. 
Fortunately, there�s only one microchip.

-Microchip 1 (Rock Bridge)-

As you move forward along the stone path, you will come to a pit of lava with a
grasshopper guarding the rock on the other side. Time your jump carefully or 
kill it from here.

The next jump is very long, so be sure to get a running start. From this 
thicker rock, you�ll see another but smaller rock to the left. Jump to it. Past
it you will see yet another rock (this one larger), so go there, too (no danger
save for the lava).

Around the turn here, you will see a much larger rock with an incline. There is
a wasp floating on the other side, so remember that when you jump. There is 
also a Missile pickup here (to help with the wasp, maybe). The rock past this 
is inversely inclined but clear (unless you didn�t kill the wasp), so jump 
there.

The next rock is smaller, and again guarded by a wasp, so be careful of that. 
The rock past that (other than the wasp you may or may not have taken care of)
is clear, as is the flat rock past that one. You will see a tall rock here to 
the left. A spider crawls along it, so make sure you don�t jump at a bad time.
Past that, you will see a rock here stretching from the ceiling. Go to that one
next.

EXTRA LIFE + 1

If you keep crawling up, you come to a very rapid flame jet with an extra life
hostage. If you look closely, you will see this is actually two flame-jets very
close to one another. The only way I�ve ever been able to grab it was by 
spinning a web down a little in front of it (very close and very little down 
the web), and using the momentum of the swing to leap into the extra life when
the furthest flame-jet had died down, but I�m rarely able to pull it off 
without getting burnt. Whether you�re willing to risk it is your call.

Back on the rock that stretches from the ceiling, just crawl around underneath
it to the other side. Along the ceiling here, you will see another flame-bait.
This one�s the Electro-beam upgrade and like the last, this is actually two 
flame-jets; again, if it is risky, but possible (if you even want the pickup to
begin with). Otherwise, spin a web down before you get to the flame-jet to spot
another tall rock sticking out of the lava. Drop to this.

To get to the other side, you will still have to dodge the flame-jet here, so
proceed carefully and quickly. There is another tall rock sticking out of the
lava here to jump to. The flame-jet beside this rock is out of range and 
shouldn�t lick you on the way up. From this rock, jump to the one to the left
that extends down from the ceiling.

The flame-jet just a bit to the right only guards DNA strands, so unless you�re
a die-hard collector or just want the challenge, it�s probably not worth it. 
When that�s settled (or ignored), watch out for the wasp on the other side and
crawl around the underside of this of this ceiling-born rock as well.

Crawl up and onto the ceiling, then down the other hanging rock (watching out
for the wasp if you left it) and onto the other side. Crawl up to the ceiling
and all the way to the hanging rock to the left here. You can jump to the tall
rock to the right here for some DNA strands, but otherwise there�s nothing of 
note.

On the left side, you see DNA strands leading to a shield. That�s not 
coincidence- take it and run (might be easier if you drop into it by web). You
should have plenty of time to hit the small pigmy-looking rock on the other 
side before it goes out. There is a health-point here on top of the second rock
if you need it.

There are flame-jets between the pigmy rocks, so if your shield ran out, time
your jump to the second pigmy rock carefully, and the same for the third. The
fourth has a Poisoner upgrade if you want it; if not, jump carefully (also 
avoiding the flame-jet here) so that you don�t pick it up.

The next four rocks are like the others; dodge the flames and jump when clear.
You will see a wickedly unstable looking platform at the end, so jump to it. 
The higher one after that is also safe, but the one past that has a rock over
it. It operates in the same manner as the flasks from the lab, only it�s got 
much more surface area, so I found it much safer to jump onto the platform and
jump back (if you jump just far enough on to the platform, you will trigger the
fall). I can seldom run past it without getting smashed.

The platform beyond that is clear, but the next has another block waiting to 
crush you. The block is closer, but I found the same strategy works here; jump
onto the platform and jump off, or if it fails to trigger, walk just far enough
in to trigger the fall and jump back.

Whatever was most successful for you, the next platform is clear, as is the
lower one past that. You will see a string of DNA strands on a rock; a mantis
will appear here. As soon as you land, be ready for anything. There�s no 
telling where it�ll show up or which way it�ll be facing.

Once he�s dealt with (or you ran like hell) you�ll find the microchip is at the
end of this rocks and bridges here.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Microchips required to unlock gate: 20
Prospective number of microchips: 34
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

>>>>>>>>>>>>>>>>>>>>>
Boss: Museum Boss
Microchips: None
>>>>>>>>>>>>>>>>>>>>>

Surprisingly, the hardest part of this fight for me is the part before the 
fight even starts.

When you start, you�ll be above a pit with lava in it and a Boomerang upgrade
will be right next to you. I find it very useful in this fight, but that�s 
ultimately up to you.

Jump down below to land on a glass/transparent ledge that spans the length of
the pit where a bunch of bricks will begin to fall and attempt to crush you. 
This is the hard part for me, so dodge them as best as you can and grab the 
health points when they appear if you need them (some bricks drop them). Since
bricks are primed to (sort of) land where you�re going to be, I found it useful
to rotate back and forth (throwing off the game�s ability to predict your 
movements), only moving when a brick was about to land on me.

When that�s over, the boss will appear. For most of the fight, he�ll just 
linger in the middle doing his thing. He only has one attack that I know of and
he�ll swing to the left or right side to use it (so you�ll see it coming). It
can be tricky to dodge if you don�t know the timing, but he breathes a long
burst of flame you�ll have to jump over. It takes some practice, but once you 
get that down, this boss is a cinch (it�s his only move). The only tough part 
is not knowing which side it�ll come from and the arena is narrow enough as it
is, but focus more on dodging and less on attacking and you should be fine.

The next part if landing hits on him; this is why the boomerang is so useful. 
In-between your jumps over his fire breath deal, you can launch a boomerang to
do some damage. Regardless, he lingers a moment after he attacks which is the 
perfect opportunity to attack. He is vulnerable when hanging around, but 
there�s a very high risk (depending on what weapon you�re using) you�ll hurt 
yourself by touching him. Would not recommend unless you�re relying on the safe
range of the boomerang or something of equivalent range. 

As far as weapons go, the Poisoner, Flamethrower, and Missile launcher will not
kill it, even if you�re equipped with two of each (I checked). The Slash is
possible, but takes forever (and is obviously more dangerous than the 
Boomerang�s safety of range). The Electro-Beam is especially nice, as you don�t
have to wait for it to attack to safely inflict damage; armed with two, the
boss�ll be dead before you�ve fully exhausted both. Barring that extreme 
strategy, the Boomerang is the next best choice (even if it�s not powerful).

Wear him down, and eventually the victory will be yours.

HP:

Slash: 16       Flamethrower: P         Boomerang: 16           Mine: N/A

Missile: >6     Poisoner: P             Electro-Beam: <2        Mech-Mine: N/A

/////////////////////////////////////////////////////////////////////////////
3.5 Sewer                                       <WK.5>
/////////////////////////////////////////////////////////////////////////////

Here, you�ll see another FMV with the spider tailing our usual suspects, only
to be rejected at the door. So he uses a little ingenuity (like a good spider
would). Anyway...

+++++++++++++++++++
Level 15: The Wells
Microchips: 3
+++++++++++++++++++

-Microchip 1 (Well 1 Mid-Air)-

Well, that�s a different track... Anyway, you start out in a tube/pipe like the
bonus level Tubes. If you try to go right, you�ll find the green portion of the
pipe has no traction, but if you keep jumping, you�ll find a Poison upgrade 
here.

Whether you want it or not, head to the left (the only other way) where the 
pipe will turn down.

EXTRA LIFE + 1

Watch out as the pipe levels out again, as a spider patrols along that portion.
When safe, follow the pipe around another bend, but again, watch out for the 
spider crawling along the other side of it. The pipe will eventually come to an
end and you�ll crawl down into... well, a well.

On the lower concrete ledge here, you�ll spot another one to the left, slightly
higher. A wasp patrols the air over it, so be careful. Past it will be a series
of smaller bricks, an obvious Electro-Beam pickup on the lower one. Take it if
you want, but otherwise take the higher rock.

You�ll see a wooden slat here that climbs vertically. Follow it up. A spider
patrols the small brick to the left at the top, so destroy it if you want to 
make your life easier. Above this rock is another with a string of DNA strands
hinting at it. Jump to this one. There will be a wasp above you, but you can 
ignore it if you want. Just jump as far left from here as you can and you have
the exit.

-Microchip 2 (Well 2 Mid-Air)-

If you�re good up until the last microchip (Well 1 Mid-Air), skip to DIV.511.

You start out in a tube/pipe like the bonus level Tubes. If you try to go 
right, you�ll find the green portion of the pipe has no traction, but if you
keep jumping, you�ll find a Poison upgrade here.

Whether you want it or not, head to the left (the only other way) where the
pipe will turn down.

EXTRA LIFE + 1 (if first visit)

Watch out as the pipe levels out again, as a spider patrols along that portion.
When safe, follow the pipe around another bend, but again, watch out for the 
spider crawling along the other side of it. The pipe will eventually come to an
end and you�ll crawl down into... well, a well.

On the lower concrete ledge here, you�ll spot another one to the left, slightly
higher. A wasp patrols the air over it, so be careful. Past it will be a series
of smaller bricks, an obvious Electro-Beam pickup on the lower one. Take it if
you want, but otherwise take the higher rock.

You�ll see a wooden slat here that climbs vertically. Follow it up. 

===================================DIV.511===================================

RETURN NOTE:
Just progress through the level until you get to the piece of wood with a 
spider guarding a small brick on the left and more wooden slats to the right.
 
You�ll notice a brick-guarding spider on the left and some more wooden slats
on the right. Ignore the spider and go right. On here, climb down the right 
side of the slats to see a brick with a string of DNA strands above it- a 
spider patrols here, so when it is safe jump to this one.

To the right of this you will notice two more bricks, one much lower with an
extra life on it. If you want it, you�ll either have to backtrack here (no
great setback) or make a risky jump to the longer platform on the left. The 
former is safer, but the latter shouldn�t be difficult if you hold left all the
way down when you jump (a leap of faith).

When back at where we started, this time jump to the higher one. There is a
rock to the left and above this one. Jump there. There will be another rock
higher up here, but to the right; a wasp hovers over it, so don�t get caught
off-guard when you jump.

Once dealt with, jump to the brick and pipe to the left and follow it into the
hole. You�ll be back in a pipe like the beginning. As the pipe starts to turn
left (and turn a shade of pink) a spider will approach you. Use your usual 
strategy for that. Past it, the path will turn into a slide to expedite your
descent.

Down here you�ll see a Mine pick-up, which isn�t a bad idea if you�re not 
toting anything already. If you changed your mind and want to traverse back up,
it�s very possible if you jump constantly. But moving forward, you�ll arrive in
yet another well.

You�re on the top of this one, it looks like, and just below the brick is 
another wooden strut with a spider making his rounds. Either ignore the spider
or take it and proceed to this strut.

EXTRA LIFE + 1

From the left side of this strut, you should see a familiar glowing green. Time
your jump well, and voila, the second microchip.

-Microchip 3 (Pipe)-

If you have grabbed the previous microchip (Well 2 Mid-Air) and know your way
around to at least that far, skip to DIV.512

If you know your way up to the first (Well 1 Mid-Air) but not the second, skip
to DIV.513

You start out in a tube/pipe like the bonus level Tubes. If you try to go 
right, you�ll find the green portion of the pipe has no traction, but if you
keep jumping, you�ll find a Poison upgrade here.

Whether you want it or not, head to the left (the only other way) where the 
pipe will turn down.

EXTRA LIFE + 1 (if first visit)

Watch out as the pipe levels out again, as a spider patrols along that portion.
When safe, follow the pipe around another bend, but again, watch out for the 
spider crawling along the other side of it. The pipe will eventually come to an
end and you�ll crawl down into... well, a well.

On the lower concrete ledge here, you�ll spot another one to the left, slightly
higher. A wasp patrols the air over it, so be careful. Past it will be a series
of smaller bricks, an obvious Electro-Beam pickup on the lower one. Take it if
you want, but otherwise take the higher rock.

You�ll see a wooden slat here that climbs vertically. Follow it up. 

===================================DIV.513===================================

RETURN NOTE:
Just progress through the level until you get to the piece of wood with a 
spider guarding a small brick on the left and more wooden slats to the right.
 
You�ll notice a brick-guarding spider on the left and some more wooden slats on
the right. Ignore the spider and go right. On here, climb down the right side 
of the slats to see a brick with a string of DNA strands above it- a spider 
patrols here, so when it is safe jump to this one.

To the right of this you will notice two more bricks, one much lower with an
extra life on it. If you want it, you�ll either have to backtrack here (no 
great setback) or make a risky jump to the longer platform on the left. The 
former is safer, but the latter shouldn�t be difficult if you hold left all 
the way down when you jump (a leap of faith).

When back at where we started, this time jump to the higher one. There is a
rock to the left and above this one. Jump there. There will be another rock 
higher up here, but to the right; a wasp hovers over it, so don�t get caught
off-guard when you jump.

Once dealt with, jump to the brick and pipe to the left and follow it into the
hole. You�ll be back in a pipe like the beginning. As the pipe starts to turn
left (and turn a shade of pink) a spider will approach you. Use your usual 
strategy for that. Past it, the path will turn into a slide to expedite your
descent.

Down here you�ll see a Mine pick-up, which isn�t a bad idea if you�re not 
toting anything already. If you changed your mind and want to traverse back up,
it�s very possible if you jump constantly. But moving forward, you�ll arrive in
yet another well.

You�re on the top of this one, it looks like, and just below the brick is 
another wooden strut with a spider making his rounds. Either ignore the spider
or take it and proceed to this strut.

===================================DIV.512===================================

RETURN NOTE: 
Proceed just as you did before until you reach the wooden slat in the second
well (where you jumped to grab the microchip).

Go to the right side of this wooden slat and jump to the rock you�ll see here
floating on its own to the right. You might notice the spider crawling along 
the wooden slat below this one; you can move to one of the other nearby rocks
if it gives you a better drop here.

Whatever you decided about the spider, you want to go to this slat. To the 
wooden slat just to left of this, you might see a health point barely visible
underneath the lower rock/brick thing. Grab if you need it and go back to the
right. There is another wooden slat in this direction; jump there.

At the rightmost side of this slat is a longer rock floating higher and to the
right, and another one below it. Jump to the latter. When you land, you�ll 
notice a spider running a perpetual web-spin underneath. Unfortunately, there
is no real way to reach him (unless you have an auto-targeting weapon, in which
case you might consider taking it out to make things easier later).

EXTRA LIFE + 1 (if third visit)

Otherwise, you�ll want to jump to the small rock to the left and below the 
slat, from there to the one below/left of that, and the one a little further 
left of that.  You�ll notice a spinning spider here, but no easy way to get it.
There is a slat just visible below this rock. Do your best to land on it.

There is an extra life on the right side of the slat (you�ll have to crawl down
and jump to it), but it is more difficult if you cannot take out the spider 
here. It�s a dead end, so you�ll have to jump back as well (take care not to
hit the spider).

Back on the other side of the slat (whether you chose to pursue the life or
not), you�ll see a long concrete ledge with a wasp on patrol. Either pass it up
or take it out and move toward the pipe at the back. The microchip is here, but
the spider I mentioned further up drops in front it, so time your jump well 
(unless you took it out, then congratulations).

+++++++++++++++++++++++++
Level 16: Along the Sewer 
Microchips: 2
+++++++++++++++++++++++++

-Microchip 1 (Food Carton)-

Like the track? Get used to it. A spider crawls toward you right at the start.
Don�t let it catch you off-guard. 

Jump to the floating brick here, then to the pipe (careful). A bat (grenadier)
will approach, but its flight path stops just before the pipe (but be ready in
case a stray grenade makes its mark). Whatever you decided to do about the bat,
jump to the string of DNA strands below and to the floating concrete brick.

To the left is a Poison pickup (you could have jumped here from the pipe as 
well, if you were feeling risky). The right one is what we want, so go there.
You will see a string of DNA strands leading to another pipe; jump with care.
There is another floating brick on the right of that, so jump to it and to the
edge of land past that.

There is another pipe here, but this one to crawl along and not so much 
straddle perilously over water hazards. Move forward until you see the gap and
the bat. Either time your jump to dodge the bat (it moves forward and back in
the background), or take it out with something that can reach it.

On the other side, the pipe turns up, but watch out when it levels out again;
there is a spider here. Past him and back on the ground on the other side of
the pipe, you will find my favorite pickup, the Boomerang under a floating 
rock. Regardless what you decide about it, jump on the rock. There is a pipe
past (the dangerous-er kind) and a bat flying like the last one between it. 
Either time your jump or take it out (the latter here actually being more 
dangerous due to the narrow pipe here).

On the next pipe�s underside is a health point if you need it. Jump to the pipe
past that to find another bat flying in and out of the third dimension. Same 
strategy as before and jump to the concrete block. Crawling along the piece of
land past the block you will come across something terrible. Giant spinning 
spider torture wheels (or close to it).

The trick to these is keep moving to align yourself with the next jump. 
Luckily, being a spider means you won�t fall off, so you can alternatively just
hunker down until it turns you into the position to jump and do it that way. 
Either way, when ready, jump to the first, but not yet to the second; a spider
crawls along it (and resisting its turning motion quite well). Whenever its 
safe (or when the spider is taken out), make the jump.

The next one, fortunately, does not have a spider, so feel free to jump 
whenever. The one past that is partially submerged in water; you will have to
jump quickly to the next wheel to avoid being thrown into it. On the next one,
a bat flies in and out of the background in front of the proceeding wheel 
(couldn�t be easy could it). When the bat is furthest AWAY from the screen 
(when it�s facing backwards and smallest) is the safest time to jump (unless
you can take it out; that would definitely be safer).

The water wheel beyond that is again, half-submerged in water, so jump quickly
to arrive back on land. Another pipe here (the good kind), but a spider crawls
along the top so be aware of that. If you follow the pipe down and around, you
will come to another gap with a bat on patrol (pretty popular with the sewer
crowd).

When safe, jump to the next pipe and follow it to the base where you�ll find
another health point (and a spider who comes to greet you). If interested, 
there is an extra life at the end of the pipe you see hanging here; just jump
onto the edge and follow it to the other side of the trench to find it. 
Otherwise, simply keep moving along to the Chinese food box where you�ll find
your microchip. That wasn�t so bad.

-Microchip 2 (Doughnut Pipe)-

If you have a handle on the level up to the last microchip (Food Carton), skip
to DIV.521

A spider crawls toward you right at the start. Don�t let it catch you 
off-guard. 

Jump to the floating brick here, then to the pipe (careful). A bat (grenadier)
will approach, but its flight path stops just before the pipe (but be ready in
case a stray grenade makes its mark). Whatever you decided to do about the bat,
jump to the string of DNA strands below and to the floating concrete brick.

To the left is a Poison pickup (you could have jumped here from the pipe as 
well, if you were feeling risky). The right one is what we want, so go there.
You will see a string of DNA strands leading to another pipe; jump with care.
There is another floating brick on the right of that, so jump to it and to the
edge of land past that.

There is another pipe here, but this one to crawl along and not so much 
straddle perilously over water hazards. Move forward until you see the gap and
the bat. Either time your jump to dodge the bat (it moves forward and back in
the background), or take it out with something that can reach it.

On the other side, the pipe turns up, but watch out when it levels out again;
there is a spider here. Past him and back on the ground on the other side of
the pipe, you will find my favorite pickup, the Boomerang under a floating 
rock. Regardless what you decide about it, jump on the rock. There is a pipe 
past (the dangerous-er kind) and a bat flying like the last one between it. 
Either time your jump or take it out (the latter here actually being more 
dangerous due to the narrow pipe here).

On the next pipe�s underside is a health point if you need it. Jump to the pipe
past that to find another bat flying in and out of the third dimension. Same 
strategy as before and jump to the concrete block. Crawling along the piece of
land past the block you will come across something terrible. Giant spinning 
spider torture wheels (or close to it).

The trick to these is keep moving to align yourself with the next jump. 
Luckily, being a spider means you won�t fall off, so you can alternatively just
hunker down until it turns you into the position to jump and do it that way. 
Either way, when ready, jump to the first, but not yet to the second; a spider
crawls along it (and resisting its turning motion quite well). Whenever its 
safe (or when the spider is taken out), make the jump.

The next one, fortunately, does not have a spider, so feel free to jump 
whenever. The one past that is partially submerged in water; you will have to
jump quickly to the next wheel to avoid being thrown into it. On the next one,
a bat flies in and out of the background in front of the proceeding wheel 
(couldn�t be easy could it). When the bat is furthest AWAY from the screen 
(when it�s facing backwards and smallest) is the safest time to jump (unless
you can take it out; that would definitely be safer).

The water wheel beyond that is again, half-submerged in water, so jump quickly
to arrive back on land. Another pipe here (the good kind), but a spider crawls
along the top so be aware of that. 

EXTRA LIFE + 1 (if second visit)

If you follow the pipe down and around, you will come to another gap with a bat
on patrol (pretty popular with the sewer crowd).

When safe, jump to the next pipe and follow it to the base where you�ll find
another health point (and a spider who comes to greet you). If interested, 
there is an extra life at the end of the pipe you see hanging here; just jump
onto the edge and follow it to the other side of the trench to find it.

===================================DIV.521===================================

RETURN NOTE:
You can go ahead and make your way to the end of the level, just don�t go to
the Chinese box.

Here you�ll see a pipe with its faucet hanging down (the same one you might 
have crawled along to get the extra life). Jump into this faucet and crawl down
its interior until you arrive underground. You�ll come to a circular pipe. At
the opposite end is the microchip, but on the right side is the level�s CD
Piece.

++++++++++++++++++++++
Level 17: Food Cartons
Microchips: 3 
++++++++++++++++++++++

I take it back, THIS is the hardest level in the game. You�ll see why in a
minute...

-Microchip 1 (Chute 1 Left)-

That�s right, top-down view. And yes, it is for the ENTIRE level. Hope you�re
good at judging those leaps...

Make the first jump to the tetris-shaped rock. At the end of this one, wait to
spot a spider patrolling the next tetris. Then jump to that one.

At the end of this, you�ll spot an egg-carton. Jump carefully to this. Ahead is
another rock with a spider. Jump when he�s gone or taken care of. The next rock
in line, fortunately, does not have a spider. Jump when ready. Here you�ll spot
a plastic tube. Take care when jumping into it and make sure you�re really "in"
it (and not still on the rock).

To hop out of the tube (onto the rock below you, not the rock ahead), simply
hop forward slightly. Here you can move backward along egg-cartons to claim the
Electro-Beam you no doubt spotted earlier, as well as a health-point floating
along the way, or move forward (but wait for the spider patrolling the other 
side to leave before you do).

Whatever you did about the spider, past this tetris is another egg-carton. Jump
carefully. A spider guards the next tetris as well, so be careful when jumping
here, too. The next l shaped rock is spider free and has another tube. You can
keep moving forward or take the tube across and take the left path. This 
microchip is on the left path, so go there.

Jump carefully to the other side here and you�ll notice a green chute. It is
slippery, so once you climb over it you will slide to the other side. You might
notice an extra life along the way, so try not to miss it.

EXTRA LIFE + 1

If for some reason you changed your mind or you want to go back and try to get
the extra life, you can leap along the slime-chute to go back to where it 
started. Otherwise, you will come to a egg-carton tetris. There is a slug here,
so be careful as to when you jump.

The next rock is l shaped and has another plastic tube junction, but if you 
proceed past it a bit, you�ll see a health point on the other side. With that,
you�ll have to jump into the plastic tube to move on (so you�ll once again be
on the left path of this sewer trench).

On the other side of the tube is an egg carton; take care when leaping to it.
There is a small rock past that with another plastic tube junction. Move to the
end of the rock and try making a small leap backwards to land in the plastic 
tube. There is a Poisoner upgrade on the other side. If you do not want it, 
jump carefully to avoid picking it up (if it is even possible to avoid it, that
is). Then move to the end of this rock to spot the microchip.

-Microchip 2 (Chute 2 Right)-

If you�ve grabbed the last microchip (Chute 1 Left) or got a good enough idea
to that point in the level, scroll to DIV.531

Make the first jump to the tetris-shaped rock. At the end of this one, wait to
spot a spider patrolling the next tetris. Then jump to that one.

At the end of this, you�ll spot an egg-carton. Jump carefully to this. Ahead is
another rock with a spider. Jump when he�s gone or taken care of. The next rock
in line, fortunately, does not have a spider. Jump when ready. Here you�ll spot
a plastic tube. Take care when jumping into it and make sure you�re really "in"
it (and not still on the rock).

To hop out of the tube (onto the rock below you, not the rock ahead), simply
hop forward slightly. Here you can move backward along egg-cartons to claim the
Electro-Beam you no doubt spotted earlier, as well as a health-point floating
along the way, or move forward (but wait for the spider patrolling the other 
side to leave before you do).

Whatever you did about the spider, past this tetris is another egg-carton. Jump
carefully. A spider guards the next tetris as well, so be careful when jumping
here, too. The next l shaped rock is spider free and has another tube. You can
keep moving forward or take the tube across and take the left path. 

===================================DIV.531===================================

RETURN NOTE: 
Go through the level until you reach the plastic tube junction before the 
slime-chute.

Instead of taking the tube, ignore it so that you are on the right path. Jump
to the next rock where you come to a green chute. Like the first (if you from
above) you�ll slide down its length once you take it. To get back just jump 
repeatedly while moving backwards if for some reason you changed your mind.

EXTRA LIFE + 1 (if second visit)

On the other side you�ll see an egg-carton tetris. A slug roams here, so again,
be careful when you jump (and don�t get shot on the other side). Past this is a
lone rock and another egg-carton tetris. There is another slug here, so if you
want, you can wait on the first egg-carton tetris for it to turn around (you 
can see its shots from here, but it shouldn�t be able to hit you) and jump on
it when the shots stop coming.

At the end of this path is the part why I consider this the hardest level in
the game. This platform here is moving back and forth, and making a jump this
precise with this camera angle is difficult. The best I can suggest is don�t be
afraid to overjump it, as my problem is falling short.

If by some miracle you make it, there�ll be another slug-guarded egg-carton
tetris on the other side (if you�re quick, the slug won�t have a chance to turn
around). The rock past this is another plastic pipe junction (if you keep 
going, you�ll find an egg-carton with a Mine pickup if you�re interested). With
no other way to go, take the plastic tube.

The egg-carton tetris on the other side has another slug on the roam (maybe now
you see why I hate these things). Past him is to my horror, another moving 
platform. Again, timing is everything and it�s better to jump too far than not
far enough.

The other side has yet another slug. If you jump and move quickly enough 
(jumping off these things is much easier than jumping on) you should catch this
one off-guard, too. Past him is another rock with another plastic tube 
junction.

Leap into the entrance of the plastic tube and jump carefully at the other end
to get out of it (there is very little room to land on already). Ahead, moving
forward, will be an egg-carton, a lone rock, and another longer rock leading to
another slime chute. There is the level�s CD Piece along this chute, and the 
exit waiting for you at the end.


-Microchip 3 (Chute 2 Left)-

This is the most difficult of the three, just warning you now...

If you just ran the gauntlet that was the last chip (Chute 2 Right) or feel you
know the level well enough up to that point, find DIV.532

If you got a good idea how to navigate the map up to the first microchip (Chute
1 Left), but not the second, find DIV.533

Make the first jump to the tetris-shaped rock. At the end of this one, wait to
spot a spider patrolling the next tetris. Then jump to that one.

At the end of this, you�ll spot an egg-carton. Jump carefully to this. Ahead is
another rock with a spider. Jump when he�s gone or taken care of. The next rock
in line, fortunately, does not have a spider. Jump when ready. Here you�ll spot
a plastic tube. Take care when jumping into it and make sure you�re really "in"
it (and not still on the rock).

EXTRA LIFE + 1 (if third visit)

To hop out of the tube (onto the rock below you, not the rock ahead), simply
hop forward slightly. Here you can move backward along egg-cartons to claim the
Electro-Beam you no doubt spotted earlier, as well as a health-point floating 
along the way, or move forward (but wait for the spider patrolling the other 
side to leave before you do).

Whatever you did about the spider, past this tetris is another egg-carton. Jump
carefully. A spider guards the next tetris as well, so be careful when jumping 
here, too. The next l shaped rock is spider free and has another tube. You can
keep moving forward or take the tube across and take the left path. 

===================================DIV.533===================================

RETURN NOTE: 
Go through the level until you reach the plastic tube junction before the 
slime-chute.

Instead of taking the tube, ignore it so that you are on the right path. Jump
to the next rock where you come to a green chute. Like the first (if you from
above) you�ll slide down its length once you take it. To get back just jump 
repeatedly while moving backwards if for some reason you changed your mind.

EXTRA LIFE + 1 (if second visit)

On the other side you�ll see an egg-carton tetris. A slug roams here, so again,
be careful when you jump (and don�t get shot on the other side). Past this is a
lone rock and another egg-carton tetris. There is another slug here, so if you
want, you can wait on the first egg-carton tetris for it to turn around (you
can see its shots from here, but it shouldn�t be able to hit you) and jump on
it when the shots stop coming.

At the end of this path is the part why I consider this the hardest level in
the game. This platform here is moving back and forth, and making a jump this
precise with this camera angle is difficult. The best I can suggest is don�t be
afraid to overjump it, as my problem is falling short.

If by some miracle you make it, there�ll be another slug-guarded egg-carton
tetris on the other side (if you�re quick, the slug won�t have a chance to turn
around). The rock past this is another plastic pipe junction (if you keep 
going, you�ll find an egg-carton with a Mine pickup if you�re interested). With
no other way to go, take the plastic tube.

The egg-carton tetris on the other side has another slug on the roam (maybe now
you see why I hate these things). Past him is to my horror, another moving 
platform. Again, timing is everything and it�s better to jump too far than not
far enough.

The other side has yet another slug. If you jump and move quickly enough 
(jumping off these things is much easier than jumping on) you should catch this
one off-guard, too. Past him is another rock with another plastic tube 
junction.

===================================DIV.532===================================

RETURN NOTE: 
Go through the level like last time until you get to not the first, but the 
SECOND slime chute, or to the plastic tube junction we took to get to the 
second slime chute (take the right path at the first slime chute).


For this microchip, we are not taking the junction, so move past it and jump to
the next rock and the one beyond that to find another slime chute. About 
halfway down it will be another life. At the end is another egg-carton tetris
with surprisingly, no slug sentry. The lone rock past that is clear too, but to
my horror, the epitome of evil lies on the other side (I know; what�s next,
locusts?). A sideways moving platform.

This leaves even less leeway, so timing is EVERYTHING. Jump early so that you
should land just as the platform stops and starts to move back the other way.
That�s about all the advice I have for this monster. If you make it, you will
find yourself with two options. The path on the right has another Electro-Beam
upgrade. The left path, on the other hand offers a health point.

Whichever you choose, you�ll find another moving platform stops at both. You�ll
have to jump here (using the same working strategy you�ve been using, 
hopefully) and to the egg-carton tetris ahead. There is a slug here, and the
erratic motion of the platform will make you difficult to hit if you want to
wait its patrol out, but unless you dawdle excessively, you should again catch
this one with its back turned.

The next tetris tells the same story. Use the strategy that works for you and
find your way past it. At the other end is another sideways moving platform.
But don�t be intimidated, this is the last one. Just past it is another Chinese
box with the microchip resting smugly on top. Congrats, it�s all downhill from
here. Mostly.

+++++++++++++++++++++
Level 18: Up the Well
Microchips: 3
+++++++++++++++++++++

-Microchip 1 (Brick Over Waterfall)-

D�j� vu? You start in a similar place to the first well level, but no Poison
pickup here. Crawl along to immediately emerge into the well in question. 
Careful, as a spider crawls along the rock/brick ledge just below you. At the
other end is small rock/brick to jump to, and another slightly higher and on
the right.

There is a pipe opening to the right here whose sides you can crawl along 
safely.

EXTRA LIFE + 1

There is a wooden strut to the right of that with a Poison upgrade resting
safely on the other side if you�re looking for it. Jump to the rock on the 
left, and to the pair past that. You will see a lone rock slightly below and to
the left with a longer rock to the left of that. The first rock is safe, but be
warned of the scorpion crawling along the second (alternatively, you could jump
from the last wooden strut to the one to the right, mostly avoiding the 
scorpion altogether).

Whether you jumped there from the left or made your way to it past the scorpion
from the right, climb the wooden slat here. At the top is a pipe and a lateral
wooden strut. Jump to this. Two wooden struts to the right (or alternatively,
the wooden strut on the other side of the pipe; this is circular, after all) is
a spider roaming if you�re out for blood.

You�re more interested in the lone rock ledge above the first lateral strut
you jumped to. To the left of this is a brick that looks just out of range. In
fact, it�s not and if you jump at the right time and get enough of a running 
start, you can catch the side. Once here, you probably noticed the exit. If 
you�re interested in the extra life next to it, just crawl under the exit to
grab it.

-Microchip 2 (Under Wooden Strut)-

Those that have a handle on the map up to the last microchip (Brick Over 
Waterfall) can skip to DIV.541

Crawl along to immediately emerge into the well in question. Careful, as a
spider crawls along the rock/brick ledge just below you. At the other end is
small rock/brick to jump to, and another slightly higher and on the right.

There is a pipe opening to the right here whose sides you can crawl along 
safely.

EXTRA LIFE + 1 (if first visit)

There is a wooden strut to the right of that with a Poison upgrade resting 
safely on the other side if you�re looking for it. Jump to the rock on the 
left, and to the pair past that. You will see a lone rock slightly below and to
the left with a longer rock to the left of that. The first rock is safe, but be
warned of the scorpion crawling along the second (alternatively, you could jump
from the last wooden strut to the one to the right, mostly avoiding the 
scorpion altogether).

Whether you jumped there from the left or made your way to it past the scorpion
from the right, climb the wooden slat here. At the top is a pipe and a lateral
wooden strut. Jump to this. Two wooden struts to the right (or alternatively,
the wooden strut on the other side of the pipe; this is circular, after all) is
a spider roaming if you�re out for blood.

You�re more interested in the lone rock ledge above the first lateral strut you
jumped to.

===================================DIV.541===================================

RETURN NOTE: 
Return to the rock you used to jump to the ledge with last microchip.

Jump to the next longer brick on the right and to the one past that. You will
see a track along which an elevator travels. Once on it, on your ascension, you
should see another elevator. Jump to it when you get the opportunity, but watch
out for the scorpion that will guard the ledge on the right.

Three more elevators on the right side of this ledge, again, with a scorpion
guarding the rock past them. There is also an Electro-Beam upgrade at the 
bottom of the third elevator�s path. Once you grab it (should you pursue it),
just time your jump so you land on the third elevator again as it hits the 
bottom of its track.

Back where the scorpion was, you�ll notice a wooden slat to right here that is
safe to jump to. You�ll notice right away the exit, but also the extra life 
next to it. To reach it, go around over the top and climb along the underside.

-Microchip 3 (Top of Well)-

If you�ve got a good enough idea where to go up to the last microchip (Under
Wooden Strut), skip to DIV.542

If you�re familiar up to the first (Brick Over Waterfall) but not the second,
skip to DIV.543

Crawl along to immediately emerge into the well in question. Careful, as a 
spider crawls along the rock/brick ledge just below you. 

EXTRA LIFE + 1 (if third visit)

At the other end is small rock/brick to jump to, and another slightly higher
and on the right.

There is a pipe opening to the right here whose sides you can crawl along 
safely.

EXTRA LIFE + 1 (if first visit)

There is a wooden strut to the right of that with a Poison upgrade resting
safely on the other side if you�re looking for it. Jump to the rock on the 
left, and to the pair past that. You will see a lone rock slightly below and to
the left with a longer rock to the left of that. The first rock is safe, but be
warned of the scorpion crawling along the second (alternatively, you could jump
from the last wooden strut to the one to the right, mostly avoiding the 
scorpion altogether).

Whether you jumped there from the left or made your way to it past the scorpion
from the right, climb the wooden slat here. At the top is a pipe and a lateral
wooden strut. Jump to this. Two wooden struts to the right (or alternatively, 
the wooden strut on the other side of the pipe; this is circular, after all) is
a spider roaming if you�re out for blood.

You�re more interested in the lone rock ledge above the first lateral strut you
jumped to.

===================================DIV.543===================================

RETURN NOTE: 
Return to the rock you used to jump to the ledge with last microchip (Brick 
Over Waterfall).

Jump to the next longer brick on the right and to the one past that. You will
see a track along which an elevator travels. Once on it, on your ascension, you
should see another elevator. Jump to it when you get the opportunity, but watch
out for the scorpion that will guard the ledge on the right.

Three more elevators on the right side of this ledge, again, with a scorpion 
guarding the rock past them. There is also an Electro-Beam upgrade at the 
bottom of the third elevator�s path. Once you grab it (should you pursue it),
just time your jump so you land on the third elevator again as it hits the 
bottom of its track.

Back where the scorpion was, you�ll notice a wooden slat to right here that is
safe to jump to.

===================================DIV.542===================================

RETURN NOTE: 
Go all the way to the wooden slat where the last exit was located (Under Wooden
Strut).

Once here, you�ll see an exit, but not the one we�re interested in, so ignore
it. Instead, crawl along the top and to the right. You�ll spot two lone bricks
in a row, safe to jump. Past that is another L-shaped junction of wooden slats
with an elevator just to the right.

At the apex of the track is a lone brick ledge with a slanted slat next to it
(both safe to climb). Two wooden blocks follow that (also safe), as is the
wooden block higher and to the left. The slat left of that is patrolled by a
spider. The valve/pipe/water spewing thing above you has the level�s CD Piece.

The slat the spider was guarding leads to a couple concrete blocks with more
wooden slats above it and a concrete brick just visible to the left. You can
jump to this block and grab the exit in the pipe opening, or keep climbing the
wooden blocks (there�s no enemies or anything of great interest up there). 
Whichever way you go, the exit is to the left.

++++++++++++++++++++++++++++++
Level B5 (Bonus): Ryan�s World
Microchips: 1
++++++++++++++++++++++++++++++

-Microchip 1 (End of Sewer)-

There�s really not much here but a shedload of DNA strands, so you shouldn�t
have any trouble with that... Just crawl along the path, over the pipe, jump
the food carton gap, and proceed to the exit.

EXTRA LIFE + 2

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Microchips required to unlock gate: 29
Prospective number of microchips: 47
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

/////////////////////////////////////////////////////////////////////////////
3.6 Evil Labs                                   <WK.6>
/////////////////////////////////////////////////////////////////////////////

An FMV plays where you see the spider means business, and finally catches up to
our evildoing antagonists...

++++++++++++++++++++++++
Level 19: Circuit Boards
Microchips: 2
++++++++++++++++++++++++

The game takes a jump in difficulty here, but hopefully this guide will keep it
from being too big of an issue.

-Microchip 1 (Lower Path)-

You start (surprisingly enough) on a circuit board. The ribbon in front of you
leads to another circuit boards, this one with an electrified gate that�s best
jumped over, but watch out for the spider that patrols the other side. Past
that is another ribbon that ends in a gap. Jump from this floating ribbon to
the next and to the one after that.

A spider patrols this entire path, but you probably won�t find it until you
pass the circuit board, but keep a look out for it. Along the past the circuit
board is a Missile upgrade, so pick that up if you�re feeling destructive or
something. The circuit board on the other side has a wasp and another 
electrified gate.

However you get around that, crawl along the ribbon to reach a circuit board
above the previous one. There is a fan on the other side (fatal as usual) and
an electrified fence. There is little landing room, so jump carefully. On the
circuit board to the right of this, you�ll find a break in the path.

Take the lower path, and if you follow the ribbon past this circuit board, you
will find a break; a grasshopper patrols the other side, so factor that in 
before you jump. Past the ribbon it controls (or controlled) is a 
disc-holder/station deal (someone with better technical expertise would better
be able to tell you what it is).

From there, you will have to jump to another ribbon, this one connected to some
sort of... device. Anyway, keep climbing- the path will turn to a slippery
silver. A bat (grenadier) flies here over the flat portion of the ribbon, so
time your climb so that you don�t get hit by one of its bouncing grenades.

EXTRA LIFE + 1

Surviving that, the next ribbon has a Flamethrower pickup and past that a 
spider on patrol. From the ribbon, you will see a tricky looking jump to an
angled slippery silver surface below. Just make sure you jump to the ribbon at
the bottom before you fall (and an extra life if you feel like being risky 
here, though you can reach it with a crazy jump from the ribbon, too).

Past this ribbon, a grasshopper guards the circuit board. Beyond that, the 
ribbon will end in a gap with another slippery surface. Just make sure you keep
climbing and you shouldn�t have to worry about falling, but watch for the 
spider to roams this spiral. At the top is the microchip.

-Microchip 2 (Upper Path)-

If you are familiar enough with the level at least up to the last microchip
(Lower Path), skip to DIV.611

You start (surprisingly enough) on a circuit board. The ribbon in front of you
leads to another circuit boards, this one with an electrified gate that�s best
jumped over, but watch out for the spider that patrols the other side. Past 
that is another ribbon that ends in a gap. Jump from this floating ribbon to
the next and to the one after that.

A spider patrols this entire path, but you probably won�t find it until you
pass the circuit board, but keep a look out for it. Along the past the circuit
board is a Missile upgrade, so pick that up if you�re feeling destructive or 
something. The circuit board on the other side has a wasp and another 
electrified gate.

However you get around that, crawl along the ribbon to reach a circuit board
above the previous one. There is a fan on the other side (fatal as usual) and
an electrified fence. There is little landing room, so jump carefully. On the
circuit board to the right of this, you�ll find a break in the path.

===================================DIV.611===================================

RETURN NOTE: 
Retrace your steps to where the path split after the circuit board with the
electric gate and the killer fan.

Take the upper path here, jump to the next circuit board, but watch out for
the wasp that guards the next two. The circuit board past him is pretty safe
(if you destroyed him). You�ll see a ribbon here that a spider patrols the 
upper portion of, so look out for him at about the point the ribbon flattens
out.

Further up the ribbon, you�ll see a small circuit board. A bat (grenadier) 
flies over the circuit board ahead of this one, and its grenades may bounce
your way, so either pull out some tricky dodging maneuvers, or find a way to
take it out (probably both). The next circuit board has a spider slinking 
about, so watch your jump. It also has a health point, should you need it.

Here the path splits again. The upper path is a dead end (for now) so take the
lower path.

The lower path leads to a small circuit board with a precarious looking string
of DNA strands leading down. Follow them closely if you want to avoid running
into a spider patrolling just ahead of where they end. If you go to the right,
you�ll see another circuit board floating. This one with another electric fence
and CD Piece.

Back where the spider was (or is) climb the ribbon he was guarding. You�ll 
follow it upside down back around right side up. A bat (bomber) will be flying
over the circuit board to the right here, so watch out. If you go to the right,
you�ll find a Missile pickup and an extra life, but jumping down here will take
you to the (previously dead-ended) upper path, so you�ll have to make your way
back around to the S-shaped ribbon.

Back on top of the S-shaped ribbon, if you follow it around you�ll find a 
circuit board guarded by a grasshopper. Once past that formidable adversary, 
you�ll notice a very small circuit board floating off to the left. If you jump
to that, you�ll notice another, slightly higher, but this one with a spider 
roaming about. The next is clear, but the one following has a spider out to 
make your life harder.

The small platform past the second spider-infested platform is also spider 
free. Off to the left, you can just barely see the corner of the circuit board
you�re set to jump next. Should you make it, follow the ribbon to the fan. If
you acquired the last microchip already, you should recognize the silver 
slippery ribbons on the other side; this is the other half of the spiral chain.

EXTRA LIFE + 1

Regardless, jump the fan and climb the silvery ribbon- as long as you�re 
moving, the ribbon should not give you any trouble. Unlike the other, there is
no spider here, so climb to the top where the microchip is waiting.

+++++++++++++++++
Level 20: Lab Top
Microchips: 3
+++++++++++++++++

This level parallels the third level of the game of the game some. Except with
a ramped up difficulty and a new enemy.

-Microchip 1 (Ceiling at Flame-Jets)-

You start out next to a sink on the counter. If you jump to the left, you�ll
find a Boomerang upgrade in a glowing green display, like it was just waiting
for you to come along. Back where you started, creep to the first sink where
you�ll encounter the level�s new enemy, the infected rat. As far as taking it
out, handle it just like you would the first rat except expect it to take more
hits before it goes down.

Past him is another sink to jump over, where you�ll find a box against the 
wall. Climb the wall and continue to leap across the shelves until you reach 
the opposite wall. When you reach the first narrow ledge of the third level,
stop. On the other side is a flask. Try your best to jump as far past it as 
possible so that it doesn�t have time to crush you in-between the landing 
animation (which slows you down). On the other side is another flask to brave;
run fast and crawl around the edge to avoid being crushed.

The next ledge has another flask. Jump as far past it as you can and keep 
moving so it doesn�t hit you. Past the glowing green display is a corner, but
around the corner is another infected rat. Try to keep it from getting the drop
on you. Past him is another flask.

Hop down the hole (or crawl) on the other side of the flask. You�ll see another
gap to the right. You can skip the gap to find a flask over a white light, but
it doesn�t lead to anything but DNA strands on the ceiling. Down the 
aforementioned hole, there are two strings of DNA strands on the left (with a
massive sink that�s difficult to leap), but nothing else of note.

If you drop/web-spin from the edge of the gap you should land on the counter on
the other side of the massive sink. The sink to the right here is leap-able, 
but it�s a narrow landing strip, so be careful not to overshoot it. A blue pool
is in the gap on the other side of this. Before you jump it, know that there is
an infected rat inside the biohazard box on the other side, so don�t let it 
catch you off-guard.

When the rat is dealt with, hop the pit of blue ooze on the other side. Around
the corner is another sink (interestingly enough, there is a health point in
this sink, but it�s obviously a wasted effort). Leap past it to find another
biohazard box (no infected rat this time) where you can collect a Smart Bomb
pickup.

Outside the biohazard box is a large sink; get a running start to make sure you
clear it (the blue stuff kills you instantly). There is a box on the other side
you can use to climb the nearby wall. Jump to the narrow platform, then to the
next one. Climb the wall past that and leap onto the shelf a level up.

Apparently flame-jets are a common occurrence in corporate lab environments. 
Time your past it as I�m sure you�re well versed by this point. The next is 
tricky as there is a flask in-between the two flame-jets. It�s possible to stop
before the flask, but then it will be difficult to get enough of a running 
start to outrun the flask, so it�s recommended you run and stop just after the
flask, dodging the crash and just short of the flame-jet. Whichever, once the
flask is down, time your way past the third jet.

There is a pit at this wall here where a flame-jet is going off. Jump to the
wall and instead climb up (carefully). There is a flame-jet up here, too, so 
watch your step. In the middle of the cieilng is our exit.

-Microchip 2 (Hole in Wall)-

If you read from above and have a good enough handle on the map up to that 
point, skip to DIV.621

You start out next to a sink on the counter. If you jump to the left, you�ll
find a Boomerang upgrade in a glowing green display, like it was just waiting
for you to come along. Back where you started, creep to the first sink where 
you�ll encounter the level�s new enemy, the infected rat. As far as taking it
out, handle it just like you would the first rat except expect it to take more
hits before it goes down.

EXTRA LIFE + 1 (if second visit)

Past him is another sink to jump over, where you�ll find a box against the 
wall. Climb the wall and continue to leap across the shelves until you reach
 the opposite wall. When you reach the first narrow ledge of the third level,
stop. On the other side is a flask. Try your best to jump as far past it as 
possible so that it doesn�t have time to crush you in-between the landing 
animation (which slows you down). On the other side is another flask to brave;
run fast and crawl around the edge to avoid being crushed.

The next ledge has another flask. Jump as far past it as you can and keep 
moving so it doesn�t hit you. Past the glowing green display is a corner, but
around the corner is another infected rat. Try to keep it from getting the drop
on you. Past him is another flask.

Hop down the hole (or crawl) on the other side of the flask. You�ll see 
another gap to the right. You can skip the gap to find a flask over a white 
light, but it doesn�t lead to anything but DNA strands on the ceiling. Down the
aforementioned hole, there are two strings of DNA strands on the left (with a 
massive sink that�s difficult to leap), but nothing else of note.

If you drop/web-spin from the edge of the gap you should land on the counter
on the other side of the massive sink. The sink to the right here is leap-able,
but it�s a narrow landing strip, so be careful not to overshoot it. A blue pool
is in the gap on the other side of this. Before you jump it, know that there is
an infected rat inside the biohazard box on the other side, so don�t let it 
catch you off-guard.

When the rat is dealt with, hop the pit of blue ooze on the other side. Around
the corner is another sink (interestingly enough, there is a health point in 
this sink, but it�s obviously a wasted effort). Leap past it to find another 
biohazard box (no infected rat this time) where you can collect a Smart Bomb 
pickup.

Outside the biohazard box is a large sink; get a running start to make sure you
clear it (the blue stuff kills you instantly). There is a box on the other side
you can use to climb the nearby wall. Jump to the narrow platform, then to the
next one. Climb the wall past that and leap onto the shelf a level up.

Apparently flame-jets are a common occurrence in corporate lab environments. 
Time your past it as I�m sure you�re well versed by this point. The next is 
tricky as there is a flask in-between the two flame-jets. It�s possible to stop
before the flask, but then it will be difficult to get enough of a running 
start to outrun the flask, so it�s recommended you run and stop just after the
flask, dodging the crash and just short of the flame-jet. Whichever, once the 
flask is down, time your way past the third jet.

===================================DIV.621===================================
 
RETURN NOTE: 
Make your way to the flame-jet section and stop before the wall you climbed to
reach the last microchip (Ceiling at Flame-Jets).

Jump to the wall here, but watch the flame-jet below. When it has subsided, go
ahead and climb down here. On the level below, there will be two sinks to the
right with a small landing space between them. Jump carefully past the two of
them. The wall on the other side (when climbed) leads to a level up. Here you
will see a flame-jet guarding and extra life if you dare (it�s not too 
difficult).

To the right, past the microscope and the turn is another infected rat to watch
out for. In the gap he was guarding, a level down and basking in a glowing 
green display, is a health point. If not interested or once grabbed, continue
down the wall on the left. It will end in a sink; take care to jump over it. 
Past it is more blue stuff (but narrower) and a biohazard box with a flame-jet
beyond that.

This biohazard box actually connects to another, this one with another infected
rat. If you arrive using the ceiling of from the first box, you can avoid it 
altogether (or put yourself in a better position to attack). On the other side
is a wall. As you climb it you�ll notice a CD Piece guarded by a flame-jet. 
Grab it when the flames are down if it�s of interest to you.

The next level has another flame-jet, seemingly empty-handed. It may be 
difficult to see, but there is actually a hole on the other side of this 
flame-jet. When it subsides, jump past and through the hole. In here will be a
load of DNA strands and the microchip. 

EXTRA LIFE + 1

There is a rat on the level above you, so take care not to jump too high as to
hit it by mistake (has happened to me). When you have collected DNA strands to
your heart�s delight, take the exit.

-Microchip 3 (Wall by Shield)-

If you are acquainted enough with the level from the last microchip (Hole in
Wall), skip to DIV.622

If you are familiar with the first (Ceiling at Flame-Jets), but not up to the
second, skip to DIV.623

You start out next to a sink on the counter. If you jump to the left, you�ll
find a Boomerang upgrade in a glowing green display, like it was just waiting
for you to come along. Back where you started, creep to the first sink where 
you�ll encounter the level�s new enemy, the infected rat. As far as taking it
out, handle it just like you would the first rat except expect it to take more
hits before it goes down.

EXTRA LIFE + 1 (if second visit)

Past him is another sink to jump over, where you�ll find a box against the 
wall. Climb the wall and continue to leap across the shelves until you reach
the opposite wall.

EXTRA LIFE + 1 (if third visit)

When you reach the first narrow ledge of the third level, stop. On the other
side is a flask. Try your best to jump as far past it as possible so that it
doesn�t have time to crush you in-between the landing animation (which slows
you down). On the other side is another flask to brave; run fast and crawl
around the edge to avoid being crushed.

The next ledge has another flask. Jump as far past it as you can and keep 
moving so it doesn�t hit you. Past the glowing green display is a corner, but
around the corner is another infected rat. Try to keep it from getting the drop
on you. Past him is another flask.

Hop down the hole (or crawl) on the other side of the flask. You�ll see another
gap to the right. You can skip the gap to find a flask over a white light, but
it doesn�t lead to anything but DNA strands on the ceiling. Down the 
aforementioned hole, there are two strings of DNA strands on the left (with a
massive sink that�s difficult to leap), but nothing else of note.

If you drop/web-spin from the edge of the gap you should land on the counter
on the other side of the massive sink. The sink to the right here is leap-able,
but it�s a narrow landing strip, so be careful not to overshoot it. A blue pool
is in the gap on the other side of this. Before you jump it, know that there is
an infected rat inside the biohazard box on the other side, so don�t let it 
catch you off-guard.

When the rat is dealt with, hop the pit of blue ooze on the other side. Around
the corner is another sink (interestingly enough, there is a health point in 
this sink, but it�s obviously a wasted effort). Leap past it to find another 
biohazard box (no infected rat this time) where you can collect a Smart Bomb 
pickup.

Outside the biohazard box is a large sink; get a running start to make sure you
clear it (the blue stuff kills you instantly). There is a box on the other side
you can use to climb the nearby wall. Jump to the narrow platform, then to the
next one. Climb the wall past that and leap onto the shelf a level up.

Apparently flame-jets are a common occurrence in corporate lab environments. 
Time your past it as I�m sure you�re well versed by this point. The next is 
tricky as there is a flask in-between the two flame-jets. It�s possible to stop
before the flask, but then it will be difficult to get enough of a running 
start to outrun the flask, so it�s recommended you run and stop just after the
flask, dodging the crash and just short of the flame-jet. Whichever, once the 
flask is down, time your way past the third jet.

===================================DIV.623===================================
 
RETURN NOTE: 
Make your way to the flame-jet section and stop before the wall you climbed to
reach the last microchip (Ceiling at Flame-Jets).

Jump to the wall here, but watch the flame-jet below. When it has subsided, go
ahead and climb down here. On the level below, there will be two sinks to the
right with a small landing space between them. Jump carefully past the two of
them. The wall on the other side (when climbed) leads to a level up. Here you
will see a flame-jet guarding and extra life if you dare (it�s not too 
difficult).

To the right, past the microscope and the turn is another infected rat to
watch out for. In the gap he was guarding, a level down and basking in a
glowing green display, is a health point. If not interested or once grabbed,
continue down the wall on the left. It will end in a sink; take care to jump
over it. Past it is more blue stuff (but narrower) and a biohazard box with a
flame-jet beyond that.

This biohazard box actually connects to another, this one with another infected
rat. If you arrive using the ceiling of from the first box, you can avoid it 
altogether (or put yourself in a better position to attack). On the other side
is a wall. As you climb it you�ll notice a CD Piece guarded by a flame-jet. 
Grab it when the flames are down if it�s of interest to you.

===================================DIV.622===================================

RETURN NOTE: 
Proceed through the level to the flame jets on the other side of the 
double-biohazard box, but do not enter the flame-jet or the hole past the 
flame-jet this time.

Above the flame-jet with the CD Piece is another flame-jet, but no prize worth
trying for this time around, so continue. The level past that has another 
infected rat. Crawl up and along the ceiling to get in a better position to
time your move. Beyond it you will see some boxes, and on the other side a 
flame-jet guarding a shield. It�s not necessary, but it won�t hurt.

Whether by crawling along the wall and ceiling of the alcove the shield was in,
or just jumping from the boxes here, there is a flask hanging precariously on 
the edge (the shield would help with this). Past the flask is a microscope with
a flame-jet on the ground next to it, and another on the wall to the left. 
Getting past these two will be tricky (the shield again, would help), but the
microchip is on the wall just above these two.

+++++++++++++++++++++
Level 21: Hard Drives
Microchips: 2
+++++++++++++++++++++

I�m terrible at these floating platform levels, but maybe you�ll have an easier
time.
 
-Microchip 1 (Right of Conveyor)-

You start out on a circuit board (sound familiar). Below you, you might be able
to see a fan. Don�t land on the circuit board in front of it, as the fan is 
blowing towards an electrified gate at the end of the board. If you instead 
leap as far as you can, you�ll land on the ribbon past the gate, but watch out
for the spider that patrols here (he should start higher up, giving you plenty
of time to dodge/react).

Follow the ribbon until you see the first CD Holder/Disk Drive thing that lets
you crawl around, but don�t get too far ahead- a bat (bomber) if flying over 
it, so try to come around when you�re it�s not bombing directly over you...

On the circuit board to the left here you�ll see a spider, but nothing else (so
feel free to pass it up, less you got it out for the sucker). On the other side
is another ribbon. Follow it to the next CD holder thing, where you�ll see a 
string of DNA strands leading off it. If you ignore those for now and follow 
the CDs, you�ll spot an extra life you might noticed earlier, relatively 
risk-free. Also a spider on the platform below you.

Here you can leap to the spider platform, or go up to the DNA strands from
earlier and jump along them. In the middle of them is an Electro-Beam pickup.
You�ll land on the platform just past the spider-occupied one. Whichever you
choose, the platform past that has a bat (grenadier) flying over it (it won�t
patrol unless you�re on the very edge of the platform, if you�re trying to time
your jump).

There is a CD Holder past the bat. There is a high and low path here as well.
If you choose the higher (the more difficult in my opinion) skip the next 
paragraph. For the lower, keep reading.

If you decide to crawl around and under the CD tray, and the second CD tray you
will find a health point. If you drop by a web, you can swing and jump on to 
the platform here (without hitting the gates alongside the CD holder). There is
an electrified gate on this platform to watch out for and the next platform is
at first empty, but a spider will crawl along the ribbon past it. There is a 
platform to the left and slightly higher that will lead you to the upper side
of the CD holders if you changed your mind, but otherwise continue down the 
ribbon until you hit a platform with a fan at the end. This is where the paths
join (skip the next two paragraphs).

On the higher path, you can crawl down the inside of the CD holder to the 
ribbon where a spider roams back and forth (the electrified gate at the base of
the first CD holder makes it a tight fit) and up the other CD holder, or just
jump across without bothering with the spider at all. On the second CD holder
you might notice the floating circuit board that�s higher than the others; this
is the higher path. A little ahead, you�ll spot a fan; you will have to be 
quick here. As soon as you jump to the platform, be prepared to jump again, 
this time to the wall on the right side.

Climb along here until you reach the edge of the ribbon. You might be able to
see the end is electrified. I think this is to stop you from crawling along the
underside. Anyway, leap down here (the string of DNA strands might help) and 
crawl along the ribbon until you see another drop down to a circuit board below
(the end of the ribbon here is also electrified). Jump down here to rejoin the
bottom path.

On the platform past the fan at the end of this circuit board a spider patrols;
be sure not to jump into it. On the other side is a conveyor that just loops 
around. On the other side you�ll see a string of DNA strands, which are 
probably your safest bet on a safe jump to the next one. On the other side of
the next is a similar string of DNA strands, this one with a health point in 
the middle, but the platform past it is guarded by a spider, so don�t jump at
the wrong time.

You might notice another conveyor belt past this one, but this one is more 
complex. Still, jump across and follow the belt around, but be prepared to jump
when you hit the declining side- a roller up ahead will crush if you don�t. 
There is another roller with the same problem just after this one. Past those
two, the path is mostly clear. Just follow the conveyor around until you see a
CD holder you can jump to on the right and time your jump well.

On the other side you will simultaneously spot a wasp and the exit. There is an
extra life on the underside if you are interested, otherwise take the exit.

-Microchip 2 (Under Conveyor)-

If you grabbed the last microchip (Right of Conveyor) and are familiar enough
with the level to that point, skip to DIV.631

You start out on a circuit board. Below you, you might be able to see a fan. 
Don�t land on the circuit board in front of it, as the fan is blowing towards
an electrified gate at the end of the board. If you instead leap as far as you
can, you�ll land on the ribbon past the gate, but watch out for the spider that
patrols here (he should start higher up, giving you plenty of time to 
dodge/react).

Follow the ribbon until you see the first CD Holder/Disk Drive thing that lets
you crawl around, but don�t get too far ahead- a bat (bomber) if flying over 
it, so try to come around when you�re it�s not bombing directly over you...

On the circuit board to the left here you�ll see a spider, but nothing else (so
feel free to pass it up, less you got it out for the sucker). On the other side
is another ribbon. Follow it to the next CD holder thing, where you�ll see a 
string of DNA strands leading off it. If you ignore those for now and follow 
the CDs, you�ll spot an extra life you might noticed earlier, relatively 
risk-free. Also a spider on the platform below you.

Here you can leap to the spider platform, or go up to the DNA strands from
earlier and jump along them. In the middle of them is an Electro-Beam pickup.
You�ll land on the platform just past the spider-occupied one. Whichever you
choose, the platform past that has a bat (grenadier) flying over it (it won�t
patrol unless you�re on the very edge of the platform, if you�re trying to time
your jump).

There is a CD Holder past the bat. There is a high and low path here as well.
If you choose the higher (the more difficult in my opinion) skip the next 
paragraph. For the lower, keep reading.

If you decide to crawl around and under the CD tray, and the second CD tray you
will find a health point. If you drop by a web, you can swing and jump on to 
the platform here (without hitting the gates alongside the CD holder). There is
an electrified gate on this platform to watch out for and the next platform is
at first empty, but a spider will crawl along the ribbon past it. There is a
platform to the left and slightly higher that will lead you to the upper side
of the CD holders if you changed your mind, but otherwise continue down the 
ribbon until you hit a platform with a fan at the end. This is where the paths
join (skip the next two paragraphs).

On the higher path, you can crawl down the inside of the CD holder to the 
ribbon where a spider roams back and forth (the electrified gate at the base of
the first CD holder makes it a tight fit) and up the other CD holder, or just
jump across without bothering with the spider at all. On the second CD holder
you might notice the floating circuit board that�s higher than the others; this
is the higher path. A little ahead, you�ll spot a fan; you will have to be 
quick here. As soon as you jump to the platform, be prepared to jump again, 
this time to the wall on the right side.

Climb along here until you reach the edge of the ribbon. You might be able to
see the end is electrified. I think this is to stop you from crawling along the
underside. Anyway, leap down here (the string of DNA strands might help) and 
crawl along the ribbon until you see another drop down to a circuit board below
(the end of the ribbon here is also electrified). Jump down here to rejoin the
bottom path.

On the platform past the fan at the end of this circuit board a spider patrols;
be sure not to jump into it. On the other side is a conveyor that just loops 
around. On the other side you�ll see a string of DNA strands, which are 
probably your safest bet on a safe jump to the next one. On the other side of
the next is a similar string of DNA strands, this one with a health point in 
the middle, but the platform past it is guarded by a spider, so don�t jump at
the wrong time.

EXTRA LIFE + 1 (if second visit)

===================================DIV.631===================================

RETURN NOTE: 
Go through the level like normal (high or low path doesn�t matter) but stop 
before the third (complex) conveyor. I�ll go through it again for the sake of
convenience.

On the other side of this platform is another conveyor, but this one is more
complex. Go ahead and jump and follow it up, but be ready to jump over the 
roller ahead when the conveyor declines. There is another roller on the other
side of the flat portion as well, so jump over that one to avoid being crushed.

On the other side of the rollers, follow the conveyor around until you begin to
turn upside down. You will see a Smart Bomb upgrade here. Here is where we want
to land (the platform past it is also acceptable), so grab it if you want, 
otherwise jump carefully to avoid it.

When on the platform past the Smart Bomb pickup (whether you landed or jumped
here) you will see another platform to the left and higher. If you approach it
slowly, the mantis that guards it should appear. If you can take it out safely
from here, certainly do so, otherwise find another way to get past/get rid of 
it.

The platform past the mantis-occupied one is a long jump, but possible (get a
good running start). The circuit board, ribbon, and platform connected to it 
are all safe. The next one is clear too, but a wasp guards the one above/to the
left of it, so be sure you don�t leap into any of its stray shots. When you 
think you have a clear jump, leap to the wasp-guarded platform. There is 
another platform higher and to the right here, but it only leads to the 
conveyor belt (if you want to go back). Otherwise, continue down the ribbon to
grab the CD Piece and exit.

+++++++++++++++++++++++++++++++
Level B6 (Bonus): Brian�s Folly
Microchips: 1
+++++++++++++++++++++++++++++++

-Microchip 1 (Middle of Ceiling)-

Another level just loaded with DNA strands. Go up the wall next to the TV and
across the lights on the next level up and follow them across to the other 
side. On the opposite wall, crawl up here to the next level of lights as well.
Jump across these to arrive back at the left side a level up. Climb the TVs 
here and up to the ceiling. Crawl along it to the right, but don�t grab the 
microchip (in the middle of the ceiling) just yet. Go a little further and on
the right side of the ceiling, basking in the light, is a CD Piece.

A CD Piece in a bonus level!?

EXTRA LIFE + 2

++++++++++++++++++++++++
Level 22: On the Ceiling
Microchips: 3
++++++++++++++++++++++++

This�ll be the real test right here. Long, loaded with enemies, and about as
loaded with tricks and traps as it gets. Plus, I don�t know about you, but it
makes my hands sweat like crazy.

-Microchip 1 (Hanging Light)-

You start out on a TV (much like the bonus level). Climb from here to the 
ceiling. As you make your way past a divider you�ll notice a fly. If you crawl
across it quickly and to the nearby light, spin a web and dangle low enough, 
the fly will crash into the ceiling above you (neat, huh; stole it off the demo
>_>).

That little instance of blatant plagiarism aside, crawl across the next divider
to the TV here. On the other side of the TV is an electrified surface on the
ceiling (which will kill you to climb on, but won�t hurt your back if you�re
jumping past it), and a scorpion on the TV below you. Do what you need to be 
sure he doesn�t pick you off.

Below the left side of his TV are some lights to jump from, leading to the 
left. Between the second and third is a health point, but a fly will buzz in
the foreground here as well. Just don�t stand still and it should miss you 
completely. There is nothing past the fourth light, so return to the TV.

Regardless what surface (from the ceiling to TV or the lower ones) jump across.
On the ceiling here in the corner is a Boomerang upgrade (if you want it). 
Otherwise, crawl along the left side of this TV here to reach other side. A 
spider patrols along the ceiling here, so watch out.

As you come around the turn, you�ll find another TV with a scorpion on top
(they�re popular enemies here). Below him and his TV is a Mine pickup. The
ceiling past the TV is electrified (or something) so you�ll have to drop to 
these hanging lights here. When jumping to the third one, another fly will buzz
into the foreground; again, if you�re not standing still, you should be fine.

The fourth jump looks tricky but is in fact perfectly survivable. There is a 
health point up here (you could probably leap to the divider and grab it that
way; the divider is not electrified). A jump to the fifth light and another fly
appears. Same strategy should work here, too.

The ceiling up here is not electrified, so jump to the divider here to get back
up there (there is another light below and to the right, but it doesn�t go 
anywhere). A spider runs a patrol just past the light up here on the ceiling,
so keep an eye out for it.

Around the corner, you�ll run into another divider. A scorpion guards the other
side (but there are hanging lights here, the first one is below the light on
the ceiling before the divider; you can drop to it here), so whichever strategy
gets you past alive is obviously the best one.

However that�s handled, the ceiling is where you need to be, so find a way up
here, or just keep crawling along if you�re already there. Around the divider
here will be a hole, so crawl inside.

As an interesting twist, it is now the floor that is lav- er, electrified, so
don�t fall. Up past this crooked pipe/vent is a spider to be wary of. Crawl
along to the next vent and follow it around the corner. At the end will be a
block, and on it will be a scorpion. I suppose you don�t have to take it out if
you don�t want to/can�t, in which case crawl along the bottom and jump to the
next vent here.

At the end of this vent (after a turn) will be a floating block (how do they
do that?) with a health point below. On the right will be a spider dangling
from a web, so take it out or time your jump carefully and proceed to the next
vent, which leads out of the ceiling.

On the other side of the divider is simultaneously a Missile upgrade and a fly
that threatens to bombard you (after showing his smug little mug in the 
foreground). Once that immobilizing threat is dealt with, continue along, but
beware of the scorpion that patrols on the other side of the divider (and 
usually starts on the other side of a turn, making it tricky for him to hit 
you).

Past the scorpion�s path is another divider, some more electrified ceiling 
tiles, and another series of hanging lights. Go for the latter and jump to the
one past it. Don�t jump to the TV just a little further though; a spider 
dangles menacingly overhead, so take care of that first (or don�t). Then jump
to the TV. There is an extra life underneath if you care to expend the effort,
otherwise jump to the hanging light here.

The next hanging light is a tricky jump, but possible. Go on faith and jump to
the one below and to the right of that one. To the right is another hanging 
light with the exit you�re after.

-Microchip 2 (Off Hanging Lights)-

If you�re familiar enough with the level from the last microchip (Hanging
Lights), skip to DIV.641

You start out on a TV (much like the bonus level). Climb from here to the 
ceiling. As you make your way past a divider you�ll notice a fly. If you crawl
across it quickly and to the nearby light, spin a web and dangle low enough, 
the fly will crash into the ceiling above you (neat, huh; stole it off the demo
>_>).

That little instance of blatant plagiarism aside, crawl across the next divider
to the TV here. On the other side of the TV is an electrified surface on the 
ceiling (which will kill you to climb on, but won�t hurt your back if you�re 
jumping past it), and a scorpion on the TV below you. Do what you need to be 
sure he doesn�t pick you off.

EXTRA LIFE + 1 (if second visit)

Below the left side of his TV are some lights to jump from, leading to the 
left. Between the second and third is a health point, but a fly will buzz in
the foreground here as well. Just don�t stand still and it should miss you 
completely. There is nothing past the fourth light, so return to the TV.

Regardless what surface (from the ceiling to TV or the lower ones) jump across.
On the ceiling here in the corner is a Boomerang upgrade (if you want it). 
Otherwise, crawl along the left side of this TV here to reach other side. A 
spider patrols along the ceiling here, so watch out.

As you come around the turn, you�ll find another TV with a scorpion on top. 
Below him and his TV is a Mine pickup. The ceiling past the TV is electrified
(or something) so you�ll have to drop to these hanging lights here. When 
jumping to the third one, another fly will buzz into the foreground; again, if
you�re not standing still, you should be fine.

The fourth jump looks tricky but is in fact perfectly survivable. There is a
health point up here (you could probably leap to the divider and grab it that
way; the divider is not electrified). A jump to the fifth light and another fly
appears. Same strategy should work here, too.

The ceiling up here is not electrified, so jump to the divider here to get back
up there (there is another light below and to the right, but it doesn�t go 
anywhere). A spider runs a patrol just past the light up here on the ceiling,
so keep an eye out for it.

Around the corner, you�ll run into another divider. A scorpion guards the other
side (but there are hanging lights here, the first one is below the light on
the ceiling before the divider; you can drop to it here), so whichever strategy
gets you past alive is obviously the best one.

However that�s handled, the ceiling is where you need to be, so find a way up
here, or just keep crawling along if you�re already there. Around the divider
here will be a hole, so crawl inside.

As an interesting twist, it is now the floor that is electrified, so don�t 
fall. Up past this crooked pipe/vent is a spider to be wary of. Crawl along to
the next vent and follow it around the corner. At the end will be a block, and
on it will be a scorpion. I suppose you don�t have to take it out if you don�t
want to/can�t, in which case crawl along the bottom and jump to the next vent
here.

At the end of this vent (after a turn) will be a floating block with a health
point below. On the right will be a spider dangling from a web, so take it out
or time your jump carefully and proceed to the next vent, which leads out of 
the ceiling.

On the other side of the divider is simultaneously a Missile upgrade and a fly
that threatens to bombard you (after showing his smug little mug in the 
foreground). Once that immobilizing threat is dealt with, continue along, but
beware of the scorpion that patrols on the other side of the divider (and 
usually starts on the other side of a turn, making it tricky for him to hit 
you).

Past the scorpion�s path is another divider, some more electrified ceiling 
tiles, and another series of hanging lights. Go for the latter and jump to the
one past it. Don�t jump to the TV just a little further though; a spider 
dangles menacingly overhead, so take care of that first (or don�t). Then jump
to the TV. There is an extra life underneath if you care to expend the effort,
otherwise jump to the hanging light here.

The next hanging light is a tricky jump, but possible.

===================================DIV.641===================================

RETURN NOTE: 
Go through as normal, past the trip into the ceiling, the TV with the extra
life under it, and stop once you make the jump to the really high hanging 
light.

From here, jump to the ceiling divider (watch out for the spider patrolling on
the other side). Past said spider is another turn, and just around this turn is
a scorpion, so be careful at that point. Move along, and just past the next 
divider will be yet another fly (same setup). On the TV past him a spider makes
himself home, so however you handle competition, take care of that.

If you crawl around these TVs, you�ll find some hanging lights off to the left;
they lead to a health point if you�re interested. On the right side of the TVs
is a scorpion prowling on a TV below. Past him and to the right of the TV 
station here is another turn that a spider guards closely. Before the divider
you might have spotted the Missile upgrade floating here (above a hanging 
light). Whether you want it not, fall/jump to this light.

There is another hanging light to the right of this one, but a spider roaming
about it makes the jump difficult (unless the missiles could somehow help with
that). The one to the right of that, thankfully, is clear. You might be able to
see another one off to the right here; it�s safe as well, but a scorpion 
guarding the TV next to it might fire a few stray shots in your direction. Take
care not to be a casualty.

There are three hanging lights past this TV. A fly tries to move in on you in
this process (for some reason he does not buzz in front of the screen for me
here, so expect it without warning). Fortunately, the exit is off to the right
of the third light.

-Microchip 3 (End of Wall)-

If you�re familiar with the level up to the microchip described above (Off 
Hanging Lights), skip ahead to DIV.642

If you�re familiar with the level up to the first microchip (Hanging Lights)
but NOT the second (Off Hanging Lights), skip to DIV.643

You start out on a TV (much like the bonus level). Climb from here to the
ceiling. As you make your way past a divider you�ll notice a fly. If you crawl
across it quickly and to the nearby light, spin a web and dangle low enough, 
the fly will crash into the ceiling above you (neat, huh; stole it off the demo
>_>).

EXTRA LIFE + 1 (if third visit)

That little instance of blatant plagiarism aside, crawl across the next divider
to the TV here. On the other side of the TV is an electrified surface on the
ceiling (which will kill you to climb on, but won�t hurt your back if you�re
jumping past it), and a scorpion on the TV below you. Do what you need to be
sure he doesn�t pick you off.

EXTRA LIFE + 1 (if second visit)

Below the left side of his TV are some lights to jump from, leading to the 
left. Between the second and third is a health point, but a fly will buzz in
the foreground here as well. Just don�t stand still and it should miss you 
completely. There is nothing past the fourth light, so return to the TV.

Regardless what surface (from the ceiling to TV or the lower ones) jump across.
On the ceiling here in the corner is a Boomerang upgrade (if you want it). 
Otherwise, crawl along the left side of this TV here to reach other side. A 
spider patrols along the ceiling here, so watch out.

As you come around the turn, you�ll find another TV with a scorpion on top. 
Below him and his TV is a Mine pickup. The ceiling past the TV is electrified
(or something) so you�ll have to drop to these hanging lights here. When 
jumping to the third one, another fly will buzz into the foreground; again, if
you�re not standing still, you should be fine.

The fourth jump looks tricky but is in fact perfectly survivable. There is a
health point up here (you could probably leap to the divider and grab it that
way; the divider is not electrified). A jump to the fifth light and another fly
appears. Same strategy should work here, too.

The ceiling up here is not electrified, so jump to the divider here to get back
up there (there is another light below and to the right, but it doesn�t go 
anywhere). A spider runs a patrol just past the light up here on the ceiling,
so keep an eye out for it.

Around the corner, you�ll run into another divider. A scorpion guards the other
side (but there are hanging lights here, the first one is below the light on 
the ceiling before the divider; you can drop to it here), so whichever strategy
gets you past alive is obviously the best one.

However that�s handled, the ceiling is where you need to be, so find a way up
here, or just keep crawling along if you�re already there. Around the divider
here will be a hole, so crawl inside.

As an interesting twist, it is now the floor that is electrified, so don�t 
fall. Up past this crooked pipe/vent is a spider to be wary of. Crawl along to
the next vent and follow it around the corner. At the end will be a block, and
on it will be a scorpion. I suppose you don�t have to take it out if you don�t
want to/can�t, in which case crawl along the bottom and jump to the next vent
here.

At the end of this vent (after a turn) will be a floating block with a health
point below. On the right will be a spider dangling from a web, so take it out
or time your jump carefully and proceed to the next vent, which leads out of 
the ceiling.

On the other side of the divider is simultaneously a Missile upgrade and a fly
that threatens to bombard you (after showing his smug little mug in the 
foreground). Once that immobilizing threat is dealt with, continue along, but
beware of the scorpion that patrols on the other side of the divider (and 
usually starts on the other side of a turn, making it tricky for him to hit 
you).

Past the scorpion�s path is another divider, some more electrified ceiling 
tiles, and another series of hanging lights. Go for the latter and jump to the
one past it. Don�t jump to the TV just a little further though; a spider 
dangles menacingly overhead, so take care of that first (or don�t). Then jump
to the TV. There is an extra life underneath if you care to expend the effort,
otherwise jump to the hanging light here.

The next hanging light is a tricky jump, but possible.

===================================DIV.643===================================

RETURN NOTE: 
Go through as normal, past the trip into the ceiling, the TV with the extra 
life under it, and stop once you make the jump to the really high hanging 
light.

From here, jump to the ceiling divider (watch out for the spider patrolling on
the other side). Past said spider is another turn, and just around this turn is
a scorpion, so be careful at that point. Move along, and just past the next 
divider will be yet another fly (same setup). On the TV past him a spider makes
himself home, so however you handle competition, take care of that.

If you crawl around these TVs, you�ll find some hanging lights off to the left;
they lead to a health point if you�re interested. On the right side of the TVs
is a scorpion prowling on a TV below. Past him and to the right of the TV 
station here is another turn that a spider guards closely. Before the divider 
you might have spotted the Missile upgrade floating here (above a hanging 
light).

===================================DIV.642===================================

RETURN NOTE: 
Retrace your steps up to the point where you picked up the missiles over the
hanging light (shortly before the Hanging Lights).

If you grabbed the Missile upgrade here, leap to the divider on the ceiling to
return. Otherwise, move across it and make your way up the inclined slope of 
the ceiling. At the apex is the CD Piece, hanging below a light. Watch out 
here, as a fly will try to dive bomb you (it came after me without warning, 
maybe it�ll be nicer to you).

EXTRA LIFE + 1

On the other side, you�ll have to climb down a wall, but watch for the scorpion
guarding the TV here. Whether you snuck past when he wasn�t looking or put your
arsenal to use, crawl around the underside of the TV and continue. A spider 
roams the area just past it, so don�t be too hasty. When you get past the 
spider, you�ll hit another divider, but there is a scorpion on the other side
to worry about. Best if you are able to take this guy with a ranged weapon of
some sort.

If you somehow find a way past him, you�ll eventually hit a wall. Just a little
further down this wall is the microchip, but don�t take the bait yet. Instead,
return to the light that shining from the ceiling a little to the left of it
and drop here. You�ll land on the last CD Piece and an extra life. Now you�re
free to grab the exit.

+++++++++++++++++++++++++++++
Level B7 (Bonus): Kip�s Bonus
Microchips: 1
+++++++++++++++++++++++++++++

It�s actually impossible to die on this level (I checked); if by some chance
you leap off the tracks on the outermost edges of the level, you will be 
directed back to the level select screen, with no penalty to your lives.

This level consists of several sloped panels, all angled in such a way that you
will eventually (provided you don�t climb against the slope and jump off 
repeatedly) land in the microchip at the end.

You start on a flat panel, from which there is a string of DNA strands and a 
Smart Bomb upgrade. This path we will call the "center."

If you leap to the left, you�ll land on a slope (that if you jump at the DNA
strand trail halfway down) that leads to a plethora of DNA strands with a life
at the end. It will drop onto the slope that leads to the microchip.

If you jump to the right from the start (past "center") you�ll land on another
slope directed to the right that will dead, but if you leap on the DNA strand
trail before it ends, you�ll land on a slope with a Missile upgrade.

If you leap at the DNA strand trail here, you�ll land on a slope with the 
Flamethrower. Visible below this is another slope you can reach by climbing 
against the inclined and leaping to it; it carries a Boomerang pickup and two
extra lives. If you follow this all the way down, it will lead to the exit.

If you leap down the "center," you will obviously pick-up the Smart Bomb 
upgrade on the way, and fall into the stream of DNA strands (and the one extra
life) along the way and drop you onto the slope that ends in the microchip.

If you jump down the "center," but float slightly to the right on the way down,
you�ll land on a slope with another Boomerang upgrade and a Smart Bomb pickup
(at the top).

That about covers it...

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Microchips required to unlock gate: 20
Prospective number of microchips: 34
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

>>>>>>>>>>>>>>>>
Boss: Brain
Microchips: None
>>>>>>>>>>>>>>>>

That�s right, a bowl of mushy gray matter (er, pink?) was pulling the strings
the entire time! But now it�s time to show it who�s, er, boss!

Upon selecting the level, you�ll be treated to an FMV depicting our favorite
spider out to take on the big guy himself.

As for the boss, it has only two attacks to be aware of. One is the laser eye
trail (probably the most difficult thing this guy is going to dish out). 
Whenever it starts, just jump over it to avoid damage.

The second move this guy has up his sleeve is the stab (which is exactly what
it sounds like. If you�re quick, you might be able to get an attack in here 
before he pulls his spine back (yeah, I don�t know either). It�s pretty quick,
so if you�re having trouble dodging it, I advise running whichever direction 
you�re facing (as the spider takes too long to turn around). Other than that,
good reflexes.

However, the fight is not as obvious as it looks (at least it wasn�t for 
me...). You might notice (running around the stage) a bunch of electrified rods
under glass. If you were lucky enough to find out by accident, his laser eyes
are capable of breaking the glass, exposing the rod underneath (don�t worry;
it can�t hurt you). The goal is trick it into "stabbing" the rods, at which
point he�ll be electrocuted (doing the real damage here). You can contribute by
attacking the claw while he�s busy screaming, speeding things up.

As it turns out, the rods themselves won�t kill him. It will take at least 4
Slashes after using all six rods (so it�s recommended you attack him while he�s
screaming in agony). Surprisingly, the Poisoner I found the most effective;
armed with two, the boss�ll be down before he gets to the sixth rod. The next
most effective (also surprising) is the Flamethrower. Mech-Mines are also good
(and a good way to stack up on damage if combined with any of the previous 
two). The only weapon that doesn�t seem to work well (barring the obvious
stationary Mine) is the Boomerang. The range is great, but the slow attack 
speed actually hurts here, making it a less than optimal choice of weapon.
Even with all 6 rods, it took 24 total Boomerang hits to take the boss down
for good.

HP:

Slash: 27+      Flamethrower: (8+)      Boomerang: 24+          Mine: N/A

Missile: (21+)  Poisoner: 2             Electro-Beam: (18+)     Mech-Mine: (12)

Due to the variable number of rods and attacks per stun, an accurate health
measure here is impossible to determine. Attack as much as you can between 
stuns and it shouldn�t even take all 6. The numbers in parenthesis indicate the
number of Slashes it took after two sets of the respective weapon were used up.
With the exception of the Boomerang, nothing required all six rods and some 
less than even five.
 
Whittle him down and you�re done! Enjoy the finale.

-----------------------------------------------------------------------------
4.0 Bestiary                                    <BEST>
-----------------------------------------------------------------------------

Seeing as how enemies have no fixed measure of health (and the number of hits
varies with each weapon to each enemy) I�ve composed a charge listing how many
hits, or the effectiveness of each weapon. A weapon with a number denotes how
many hits that enemy will consistently require with that weapon. Ex:

Slash: 2

A weapon with a letter denotes effectiveness.
Ex:

Poisoner: E

E = Effective (a single tap/dose will take it out).
M = Moderate (two doses)
P = Poor (three and up; either wastes ammo or doesn�t effect it)

The difficulty rating measures how difficult enemies are to eliminate in
relation to one another, and the evasion rating measures how difficult enemies
are to ignore/elude.

With that in mind, on to the usual suspects.

Spider
Difficulty: 3/10
Evasion: 2/10

Probably one of the more basic enemies, and simultaneously one of the more
difficult ones if improperly equipped. It looks like a you�d think a spider
would, except metallic silver (and often sporting a black widow hourglass on
its abdomen). Can only attack by slashing at you (or simply coming into contact
with it, as all enemies). They always roam about the same route, occasionally,
stringing from the ceiling and guarding a vertical patrol route instead of 
lateral. Easily dealt with any weapon with the exception of the Electro-Beam,
but Mines work great on easy patrol routes. Can be taken out in:

Slash: 2        Flamethrower: M         Boomerang: 2            Mine: 1

Missile: 1      Poisoner: E             Electro-Beam: P         Mech-Mine: 1

Wasp
Difficulty: 5/10
Evasion: 3/10

Can be very easy or very difficult depending on what you�re carrying. With your
basic slash, it�s possible, but you should use caution, especially considering
that just touching the sucker will inflict damage on you. Being airborne, it 
has a certain advantage over our eight-legged protagonist, and to top it off, 
it shoots blue projectiles (typically) two at a time, making it a real pain. 
However, unless dealing with multiple enemies, it�s easy enough to evade that 
they can typically be ignored. Best dealt with using Missiles or Poison.

Slash: 2        Flamethrower: E         Boomerang: 2            Mine: N/A

Missile: 1      Poisoner: E             Electro-Beam: M         Mech-Mine: N/A

Slug
Difficulty: 5/10
Evasion: 4/10

Maybe it�s just me, but I have the toughest time with these suckers. Take a 
considerable amount of damage (with some weapons), and shoot projectiles to 
boot. To make matters worse, they usually creep along the same elevation you�re
on, making them noticeably better shots than the wasps. One consolation is that
they run predictable patrol routes (like the non-web spinning spiders), making
it easy to take advantage of them. That is, if you know where they show up.
It�s just a matter of getting close before they take you out. Mech-Mines and
Poison seems to be the most effective method of disposal, but barring that, the
Boomerang if only for ammo efficiency/range (the Slash is a good alternative if
you catch them off guard).

Slash: 2        Flamethrower: M         Boomerang: 4            Mine: 1

Missile: 2      Poisoner: E             Electro-Beam: P         Mech-Mine: 1

Bat (Bomber)
Difficulty: 7/10
Evasion: 5/10

A major annoyance, they are the knock the wasp out of the ballpark for aerial
threat award. Like most enemies, they fly in predictable patrols, all the while
dropping grenades. They�re a bit faster, making them more of a challenge, but 
their straight line of flight makes them a little easier to intercept, though
it is difficult to land a hit with some closer-ranged weapons. I�ve learned to
rely on the Missile launcher or Electro-Beam (auto-target weapons) for threats
like these.

Slash: 2        Flamethrower: M         Boomerang: 2            Mine: N/A

Missile: 1      Poisoner: M             Electro-Beam: E         Mech-Mine: N/A

Bat 2 (Grenadier)
Difficulty 8/10
Evasion 8/10

A dark, more blue shade, it�s about the same to the other bat in just about 
every way except it takes more hits to take out, and the grenades it drops 
bounce instead of exploding on impact. Why is this worse? The grenades explode
on contact with you (becoming an obstacle themselves), and when the bat is 
hovering neatly over a flat playing field, the grenades tend to bounce directly
beneath its flight path, making it impossible to run past/jump below, and the 
grenades tend to stack up quickly. It�s not uncommon to see as many as 3-5
grenades in tow where these guys are patrolling. Take them out with Missiles or
Electro-Beam for best results (auto-target). Everything else either has poor
range or takes too many hits.

Slash: 2        Flamethrower: P         Boomerang: 4            Mine: N/A

Missile: 1      Poisoner: P             Electro-Beam: E         Mech-Mine: N/A

Rat
Difficulty: 7/10
Evasion: 5/10

Quick and not very predictable, these suckers are one of the more difficult
enemies (though I suppose it depends on what you�re equipped with). They spit
pellets in the same manner as the slugs (except green) and aggressively charge
toward you, often causing more damage from contact that actually landing a hit
on you (though they�re about as accurate as the slug when on the same level as
the character). Unlike the slug, their routes are not so predictable and have a
tendency to react (turn around) much much quicker, making them more difficult
to deal with. Dispatch from afar if you can, otherwise, foresight (knowing 
where they�ll appear) is the best weapon you can confront them with when 
dealing with shorter range weapons.

Slash: 2        Flamethrower: E         Boomerang: 2            Mine: 1

Missile: 1      Poisoner: M             Electro-Beam: E         Mech-Mine: 1

Infected Rat
Difficulty: 8/10
Evasion: 8/10

Just as quick and erratic as the first rat, this one takes more hits to put 
down for good. Otherwise, it operates in the same manner; runs back and forth
and spits green pellets at you. Like the other, it�s best to catch it 
off-guard, but also like the first rat, it turns on a dime (unlike most other
enemies). Missiles are not recommended (unless you regularly tote around two of
them) and Mech-Mines are definitely the most effective. Barring that, the
Boomerang and Electro-Beam are good for range, and Flamethrower and Poisoner
are next in line for efficiency, but it�s not recommended you ever get that 
close to one.

Slash: 4        Flamethrower: P         Boomerang: 4            Mine: 1

Missile: 4      Poisoner: P             Electro-Beam: M         Mech-Mine: 1

Grasshopper
Difficulty: 2/10
Evasion: 2/10

Probably the easiest enemy in the game; it makes no effort to directly attack
you, just jumps back and forth on a fixed route. Can jump over it almost 
effortlessly, ignoring it altogether, or you can destroy it, probably just as
easily. But beware, the grasshopper likes to play dead. Once you get it on its
back, it�ll take one more hit to take out (to eliminate it completely and keep
it from getting back up). Not that you have to, unless you plan on 
backtracking. It doesn�t get up unless you leave the screen for some distance
(but it�s not like killing it again is all that difficult). Whatever�s easiest.
The Boomerang is probably the best weapon here for range and efficiency 
(barring rear weapons), but Poison works great too.

Slash: 3        Flamethrower: M         Boomerang: 2            Mine: 1

Missile: 2      Poisoner: E             Electro-Beam: P         Mech-Mine: 1

Fly
Difficulty: 4/10
Evasion: 3/10

Your basic suicide bomber enemy. You will often see it buzzing in the 
foreground before it flies off-screen, where it will eventually return to 
kamikaze your predicted location. Normally pretty easy to avoid, but tough to
take out due to their speed and direct flight patterns. Auto-target weapons 
seem to be the only reliable way to take them out first (though just about 
anything will kill it), but it�s usually a waste of ammo; they�re not tough to
dodge.

Slash: 1        Flamethrower: E         Boomerang: 1            Mine: 1

Missile: 1      Poisoner: E             Electro-Beam: E         Mech-Mine: 1

Mantis
Difficulty: 7/10
Evasion: 5/10

Another difficult enemy, the mantis emerges from the ground without warning and
may or may not be facing in the right direction to attack (hopefully the 
latter). It�s equipped with the boomerang, making dodging difficult, and always
has the ability to retreat back into the ground to reappear somewhere nearby
(hopefully facing the wrong way). If you don�t catch it off guard, either run
back and try again, or expect a challenge. They don�t go down easy. Most easily
disposed with the Flamethrower or Mech-Mine. I would recommend the Missile and
Electro-Beam next, if only for the convenience of long range and auto-targeting
features, and only the Boomerang if you�re on a long enough playing field (it 
neatly out-ranges the mantis' Boomerang).

Slash: 3        Flamethrower: E         Boomerang: 5            Mine: 1

Missile: 2      Poisoner: M             Electro-Beam: M         Mech-Mine: 1

Scorpion
Difficulty: 9/10
Evasion: 8/10

Probably the baddest mother up in this place. Fires blue beams like the wasp 
(but a whole three at a time) and with much greater precision. Due to the 
flexibility of its tail, it�s able to fire at you from just about anywhere. 
Barring that, it�ll try to nab you with its pincers. Tough to jump over when
firing (it actually adjusts to your position in the middle of discharging), and
quick to turn around when you do. To prove my point, it takes a whole TWO 
Mech-Mines to take out. That�s how you know it�s not playing around. The best
weapon is undoubtedly the Poison, but you never want to be that close to one,
and is only recommended in minimal risk cases. Aside from that Mech-Mines and
Missiles are the next best choice, and only the Boomerang if you have the drop
on it (it sometimes has time to fire in-between hits). Use the Slash if you�re
feeling risky or you have a good position on it.

Slash: 3        Flamethrower: P         Boomerang: 3            Mine: 2

Missile: 3      Poisoner: E             Electro-Beam: M         Mech-Mine: 2

-----------------------------------------------------------------------------
5.0 Arsenal                                     <ARSN>
-----------------------------------------------------------------------------

-Front Weapons-

Slash- the default starting weapon; the slash is the most basic weapon and
what you will default to when all any of the offensive weapons are exhausted.
Only works at close-range, making it the most hazardous weapon in the arsenal.
However, if used right, it can be very dependable so long as the user takes 
caution.

Homing Missile- probably the most destructive; comes packaged with three fire
and forget missiles that lock-on to enemies (as indicated by the green cursor
around foes). It�s downfall it�s the short supply, which is even further 
complicated when coupled with enemies that require multiple hits. For some
enemies, it is better not to fire in rapid succession, as it increases the 
chance of missing.

Flamethrower- the rarest weapon in the game (for some reason), but an overall
reliable weapon that comes with a good supply of fuel, it�s great at taking out
targets at a range further than the default Slash. It fires in a straight line,
making it ideal for targets on the same elevation/incline as yourself, but poor
against those that aren�t. Exhausts slightly faster than the Poisoner, but much
slower than the Electro-Beam.
 
Poisoner- operates in a manner similar to the Flamethrower (comes packaged with
a supply meter), but instead of firing in a straight line, it emits a poisonous
cloud about a full Flamethrower�s length in front of you, before slowly rising
in an upward direction as it gradually dissipates. As an added bonus, it 
lingers long, allowing for more damage to be dealt to enemies caught in the
cloud. Great for removing foes at angles or above, especially when upside down
or hanging from a web. A benefit of the Poisoner is it�s fuel supply, lasting
the longest of the supply-based weapons. 

Boomerang- probably my personal favorite, the Boomerang does exactly what it
says; it fires a fixed length in front of the character and comes right back,
damaging any enemy along its dispatched or returning flight path. It has no
ammo meter, as it will last either until your current life expires or you 
replace it with another weapon (it doesn�t run out). Note, that the Boomerang
typically does not follow changes in the path, and will often miss foes at 
anything but a straight line (even when the game�s path is not). It also
requires some deal of timing to hit more tricky enemies.

Electro-beam- my favorite concept, but slightly more disappointing in practice.
This shining blue upgrade has the potential to automatically target anything on
the screen with perfect accuracy. The downside? Most enemies take a tremendous
amount of the supply meter before it destroys them for good, but how can you
argue with auto-targeting?

-Rear Weapons-

Smart Bomb- probably one of the more useful rear weapons, this black pick-up
removes every enemy from the screen instantly. The downside? One shot.

Mine- the weakest of the rear weapons in my opinion, this spiky blue upgrade
does what it sounds like; at the press of a button, it deploys a Mine at your
location. However, this is only useful for enemies that move in predictable 
patterns, specifically ones that will come along your path.

Mech Mine- a more useful version of the mine, when placed, this red-orange
spiky pickup will immediately begin to roam in the opposite direction your are
facing. Great for setting up enemies coming your way, and even better on
isolated objects on which the mine can circle completely (ensuring the target
is struck).

-Miscellaneous-

DNA Strands- these are the flashing blue and red triangles you�ll see
throughout the majority of the game. On their own, they don�t do anything, but
when 100 are collected, they reward you with an extra life. Vigilante players
who don�t go out of their way to avoid them will find these tend to add up
fairly quickly.

Health Capsules- a simple circle with a white health cross inside it, these
restore your hitpoints. However, you can never have more than two, so it may be
wise to pass up extras in the event you need them a moment later.

Extra Lives- these blue spider shaped icons do just what you think; free extra
life. Some levels are jampacked with these, making it easy to stock up.

Shield- at times these are necessary, and others seemingly pointless. These 
pale blue spheres grant temporary invulnerability, great for traversing 
dangerous environments, but the brief fade in color before they go out is 
perilously short, so caution is always advised when undertaking them. Enemies
unfortunate enough to come into contact with the shield are typically destroyed
on impact, a fact which should be taken into consideration.

-----------------------------------------------------------------------------
6.0 CD Pieces                                   <CDPC>
-----------------------------------------------------------------------------

For convenience, CD Pieces will be listed as belonging their respected areas.
Therefore, CD Piece 3.2 indicates CD Piece 2 of the Area 3 CD. Note, that Area
6 has 2 CDs, which can be obtained in any order; the first CD pieces here will
always make the first CD, no matter where they are acquired.

Piece 1.1 - Level 1 (Lab Floor)

Under the platform the exit is resting on. Just don�t jump into the exit and
crawl under the platform; you can�t miss it.

Piece 1.2 - Level 2 (Sinks)

At the end of the level. On the platform above the microchip (on the upper 
path). Take care not to hit the fans.

Piece 1.3 - Level 3 (Lap Top)

Close to the end of the level (in the path of microchip 1) you will see three
ledges arranged in pyramid fashion _-_ with a white console in the background
of the upper ledge. On the ledge further right, you should see the CD Piece 
below you; simply crawl around and grab, the fire should be far enough way not
to bother you.

Piece 2.1 - Level 4 (Boxes)

At the end of the level. Can only be obtained by the "lower" path at the split.
From the edge of the box before the jump down below at the end, you should see
the CD Piece floating there. Jump carefully, both to grab the CD Piece and not
fall down. Line yourself up with the chain in the background to ensure you land
on the box (or at least help).

Piece 2.2 - Level 5 (Conveyors)

Near the end, while on the upper path of conveyors before the chute with the
final compressor, you much fall between the inclined upward conveyor and the
short flat conveyor (all this hover over a longer flat conveyor below, ensuring
a safe fall). It�s hard to miss.

Piece 2.3 - Level 6 (Machine Room)

On the way to microchip 3 (following the guide) you will come across a trio of
flame-jets high up the wall behind a vertical conveyor belt. Instead of 
crossing under the flame-jets, jump onto the side of the nearest one (take care
to avoid jumping when the flame-jet is active; I have gotten burned this way) 
and quickly climb to the top. Along here is your CD Piece.

Piece 3.1 - Level 7 (Down the Street)

Shortly after the level starts, past two grasshoppers, you�ll see a drain. 
Crawl down the left side (ignoring the slug on the right). Further down, still
on the left side of the vertical trench, is the CD Piece.

Piece 3.2 - Level 8 (Side of Building)

On the side of the second microchip (following the guide), you will see a
string of DNA strands leading to a clean drop into the exit. Avoid it for now
and spin a web instead on the left or right side of this DNA strand path (so
that you will land beside the microchip and not on it). A spider patrols the
brick down here, but if you land it safely (again, watching out for the spider)
the CD Piece is under the brick here.

Piece 3.3 - Level 9 (Park)

At the start of the level, past the pond, flaming gasoline tank and stream,
you�ll see a log with an opening up ahead. Crawl into the opening where you�ll
find an alternate path full of flame-jets. Time your way carefully through the
jets (and watch for the rat at the bottom of the initial descent) and slowly 
work your way up the path. At the top, resting in the underside of a log, is 
the CD Piece. Getting back out is another story.

Piece 4.1 - Level 12 (Volcano)

Progress through level until you reach a really tall pillar with a trail of DNA
strands leading into the air behind you. The CD Piece is at the end (slightly
under) this DNA trail. To land safely once you grab, immediately float to the
left again and you should grab back onto the pillar before you hit the bottom
(with some breathing at that).

Piece 4.2 - Level 13 (Dinosaur Bones)

Just before the end of this level, you�ll eventually come to three moving bone
pieces (the elevators this guide refers to) in a row. A top the path of the 
third "elevator" is the CD Piece.

Piece 4.3 - Level 14 (Model City)

Towards the end of microchips 2 & 3 following the guide (all the way to end on
the left path on the start), you will have to hop onto the platforms and follow
them to the left (ignore the one up and to the right). You should see the CD
Piece floating here. As long as you drop straight down from grabbing it (or
better, further left) you will land safely. On the path to microchip 3, you 
cannot miss it.

Piece 5.1 - Level 16 (Along the Sewer)

At the end, jump into the pipe whose end is hanging down here. Crawl along 
until you reach a circular pipe with a microchip on the opposite side. The CD
Piece is on the right side of this circular pipe.

Piece 5.2 - Level 17 (Food Cartons)

When you get to first slime chute junction, take the right one. Proceed down
until you get to another junction with two slime chutes. The CD Piece is in the
right one.

Piece 5.3 - Level 18 (Up the Well)

As you navigate up (closer to the furthest microchip) you�ll arrive at an area
where you�ll have to jump from a wooden slat to two wooden blocks next to each
other and another wooden block and slat on the left. A water pipe opens just 
above this gap; the CD Piece is hiding above the pipe.

Piece 6.1 - Level 19 (Circuit Boards)

When the level splits the first time, take the upper path. When it splits the
second time, take the lower. When you follow the string of DNA strands down,
you�ll land on a circuit board. Go to the right to find another circuit board,
this one with an electrified gate and the CD Piece on the other side.

Piece 6.2 - Level 20 (Lap Top)

Past the double-biohazard box, you�ll find a wall. Climb up and the next level
up, you�ll see the CD Piece being guarded by a single flame-jet. Time your move
to avoid damage.

Piece 6.3 - Level 21 (Hard Drives)

Next to the second microchip; at the bottom of the third conveyor (the one with
rollers that try to crush you), you�ll find a series of platforms. Follow them
to the left and this will be at the end by the microchip.

Piece 6.4 - Level B6 (Bryan�s Folly)

Go across the stage one level at a time, working your way up until you find a
way onto the ceiling. On the right side of the ceiling, in the light a ceiling
bulb, is the CD Piece.

Piece 6.5 - Level 22 (On the Ceiling)

Close to the end of the level (on the route past the closest exit), you�ll spot
a Missile pickup hanging below the ceiling, over a hanging light. Whether you
grab them or not, on the ceiling keep past the divider up ahead and follow the
ceiling. It will begin to incline sharply (repeatedly). At the apex, basking in
the light is the CD Piece. Watch out, as a fly will attempt to subvert your 
efforts here, so plan ahead.

Piece 6.6 - Level 22 (On the Ceiling)

Just before the furthest microchip (the one along the wall; level goes no
further past this one), you�ll see another one of those circular ceiling 
lights. Spin a web and drop straight down. You should land on the CD Piece and
extra life.

-----------------------------------------------------------------------------
7.0 Level Passwords                             <LVPS>
-----------------------------------------------------------------------------

If for some reason you lost your data at a certain point (or you get the urge
to play a certain level), I will provide these passwords here. Though I don�t
see what reason you could have for not wanting to play through the regular game
again!

Level 1: Lab Floor

1FMLC939GPR8F3BF7KT1

Level 2: Sinks

CHMLC939GPR8F3LWGTS3

Level 3: Lab Top

86MLC939GPR8F3VFQ5S4

Level B1: 70�s Room

FW1MC939GPR8F3BF7KT1

Level 4: Boxes

FW1MC939GPR8F36DTTS3

Level 5: Conveyors

BSRMC939GPR8F3VTKKT1

Level 6: Machine Room

WDRQC939GPR8F3LM8S95

Level B2: Tubes

8WV5L939GPR8F36DTTS3

Mechanical Arm Boss

8WV5L939GPR8F3G1QJB4

Level 7: Down the Street

9WV5L939GPR8F3LRT6S4

Level 8: Side of Building

6SXXS939GPR8F3LRT6S4

Level 9: Park

W9PNT839GPR8F3B9LVS3

Level B3: Under the Street

N7KB3Y19GPR8F3V95HR5

Level 10: Along the Street

N7KB3Y19GPR8F3GGK4T3

Level 11: Display Cases

P7KB3Y19GPR8F3BPFGC3

Level 12: Volcano

G7KB3Y11GPR8F3BPFGC3

Level 13: Dinosaur Bones

H7KB3Y1QFPR8F3QXSDS4

Level 14: Model City

J7KB3Y1GWPR8F31766D1

Level B4: Temple

K7KB3Y1B15S8F3QXSDS4

Museum Boss

K7KB3Y1B15S8F3BTQBB4

Level 15: The Wells

V7KB3Y1B15S8F3QS7QC1

Level 16: Along the Sewer

W7KB3Y1VBVP8F3LC1M95

Level 17: Food Cartons

X7KB3Y1VLN7BF31CH1C3

Level 18: Up the Well

Y7KB3Y1VV16QF3QS7QC1

Level B5: Ryan�s World

Q7KB3Y1LDRTQD3VKCDT1

Level 19: Circuit Boards

Q7KB3Y1LDRTQD3LCQSR3

Level 20: Lab Top

R7KB3Y118H56T1WTY4R4

Level 21: Hard Drives

S7KB3Y118H56T1TCQSR3

Level B6: Brian�s Folly

T7KB3Y118H56T1FNY4R4

Level 22: On the Ceiling

T7KB3Y118H56T1TC4LD1

Level B7: Kip�s Bonus

68KB3Y118H56T151P6C4

Final Boss

68KB3Y118H56T1TMVM35

-----------------------------------------------------------------------------
8.0 Closing                                     <CLOS>
-----------------------------------------------------------------------------

This guide was garnered using the Spider: The Video Game instruction booklet
and my efforts going through the game. I�m happy to provide permission to use
this guide at additional websites, so long as I am contacted to discuss the 
situation prior. If you have any questions, issues, or comments, I can be 
reached at my email: [email protected]. Hope it was useful, and you enjoyed 
the game as much I did!