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Walkthrough

by MikePenance

===============================================================================
                           GEX: ENTER THE GECKO (GBC)
         FAQ/Walkthrough (C) 2010 Mike Penance ([email protected])
                                V E R S I O N   1.0
                     Last Updated:  May 5, 2011  14:22
===============================================================================

  The Latest Version of this document can ALWAYS be found at....

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  If this document is posted on an unlisted website - please let me know, so I
  can dispense my own brand of over-stylised justice (clue: it involves angry
  ferrets and their pants).

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  THE HAPPY LAWYER DEPARTMENT

  This document may not be reproduced under any circumstances, except for
  personal, private use.  It may not be placed on any website or otherwise
  distributed publicly without prior written permission.  Use of this document
  on any other website or as a part of any public display is strictly
  prohibited, and a violation of copyright.  The author of this guide cannot
  be held responsible for anything occurring from the misuse of this document.


-------------------------------------------------------------------------------


  TABLE OF CONTENTS

    1.....Introduction [01.00]
    2.....Walkthrough [02.00]
            - Out of Toon [02.01]
            - Thursday the 12th [02.02]
            - Lava Daba Doo [02.03]
            - Smellraiser [02.04]
            - Frankensteinfeld [02.05]
            - Mao Tse Tongue [02.06]
            - www.dotcom.com [02.07]
            - Pangaea 90210 [02.08]
            - Fine Tooning [02.09]
            - Lizard in a China Shop [02.10]
            - Texas Chainsaw Manicure [02.11]
            - Chips and Dips [02.12]
            - Samurai Night Fever [02.13]
            - Bugged Out [02.14]
            - Mazed and Confused [02.15]
            - This Old Cave [02.16]
            - Honey I Shrunk the Gecko [02.17]
            - Poltergex [02.18]
            - No Weddings and a Funeral [02.19]
            - Channel Z [02.20]
    3.....Cheats and Codes [03.00]
    4.....Frequently Asked Questions [04.00]
    5.....Credits and Outro [05.00]


 ===== Introduction ================================================ 01.00 ====

     What's all this, then?  Yes, this is my second guide for the same game.
Well, I say "same," but it's actually vastly different, which should be more
than a little obvious, as it's for the Game Boy.  With the odd exception, this
is actually a pretty good game.


 ===== Walkthrough ================================================= 02.00 ====

     Each level (with the exception of bonus and secret levels) contains at
least one Silver Remote.  One Remote is hidden somewhere in the level and must
be found (Hidden Remote), and the other is rewarded after you collect 120 items
(Reward Remote).  I know 120 items sounds like a cruel and unusual amount to
collect, but it's not at all terrible.  Items are more than abundant, and
enemies and objects tend to drop several when struck.

In fact, you don't even need my help to acquire the Reward Remotes, as they're
easily obtainable through regular gameplay.  If, however, there are some extra
sneaky ways (and there are a few) to grab some more items along the way, expect
your bad self to be clued in.  It should be noted that collecting a Silver
Remote won't bring the level to an end like a Red Remote would, so they can be
gotten at any time you feel like it.  Silver Remotes, if you're wondering, will
unlock a bonus level after you've collected a specific amount (2, 4, 8, 16).

Just so you know, the items, you have to collect are split into three groups.
Once you've collected the first group (30), all the remaining items in the
level will change into the second group (40).  Once you've collected all of
those, the remaining items will change into the final group.  Upon collecting
those, that's when you'll receive the Reward Remote (if you already have it,
you'll receive an extra life).

If, for some strange reason, you can't see any more items and enemies (which
should never, ever happen), consider that lives are easy to get and that dying
resets the enemies.  However, dying will also reset the items of the current
group you're collecting, so caution is advised.


 ----- Out of Toon ------------------------------------------------- 02.01 ----

 === Jump to the Teetering Rock ===

     	The Flower not far from your start position is guaranteed to hit you
with its mallet as you pass unless you run and jump as you do so (if you're
quick, you can usually pass it before the head spawns on the stalk).  Make your
way up and continue along until you reach the river, where you should hitch a
ride on the moving log.  From that log, jump over to the centre island and then
up to the next log.  If you should fall here, you'll land quite a way down.

To get back to where you were, you'll need to make your way through the Hard
Head Area to the left.  Unless you're running and bouncing along, there is no
way you can avoid the objects that fall here, and even then, there's a pretty
good chance of being hit during a jump, due to the bad hit-boxes on the items.

Wait until the second log takes you over to the left, then hop off.  Run and
jump across the large gap, then take the moving log up to the top, being a
little bit cautious of the shark-sized Piranha below (I say 'a little' because
they're laughably weak and slow).  To your left is the entrance to Wabbit
Season (stand over the entrance and hold up).

Beyond the Flower and after a little bit of running, you'll encounter a Hunter.
Hunters are Fudd-esque buffoons that periodically discharge their guns (bullets
travel fast but not far and have no homing effect).  You have no need to fight
him now, but when you do find the need, jumping on his head three times will
see him done (he drops to the ground in a 'dead' pose after every hit, but
explodes on the final one).  Continue all the way along and ride the log next
to the cliff.

On top of the stump at the top (spring jump from the rock), you'll find a Blue
Fly.  Before the me-telling-you-what-it-does part, turn your attention to the
Bear Trap.  Bear Traps hop backwards and forwards rather slowly, hoping to take
a bite out of you - don't let that happen, duh.  Now, Blue Flies; in this game,
they act a little differently, as rather than bestow a semi-usless ability,
they fully restore your health, which is nice.  If your health is at full, take
it with you, anyway, as it'll automatically heal you if you take a hit.

Anyway, back to heading right.  After two more Bear Traps, you'll reach some
stumps, three to be exact.  Two of those stumps house another Bear Trap, and
you need to make your way over all of them to reach the top of the cliff.
If you want an extra life, one can be found by ignoring the stumps and keeping
right.  Just before the Green Fly (yes, Green Flies are extra lives in this
version), however, is a stationary Bear Trap that'll spring off the ground to
bite you as you leap over it.

So, from the top of the cliff, you have two choices; either head right or wait
for a platform to slide in from the left.  That platform takes you to another
one, which in turn takes you to another one - anyway, after several highly
tedious jumps that see you head almost back to the start of the area, you can
grab a few items and a Green Fly.  Great, right?

So, right from the top of the cliff?  A little way beyond the stump, you'll
encounter the second Hunter, whom you still don't care about.  From here, it's
a clear run to the exit of this area.  Out in the next area, continue right
until you pass the second stretch of water, then head up and hit the checkpoint
marker - when you next die, this is where you'll end up.  Heading all the way
right, past a couple more stretches of water, will see you find a Blue Fly.

From the checkpoint marker, head all the way up and make your way right (if you
head all the way left, you can ride a platform over to the Green Fly at the
start of the area).  Beyond a solitary Flower, a gap, and a Scorpion, you'll
find the entrance to the next area.  Just before that, you'll see your first
sticky wall; it doesn't lead anywhere special, though, but there are a few
items to be found along it.

In this next area, head right, but as you go, beware of the Cacti that jump out
of the ground.  You can't actually see them before they're in your face, so
make spring jumping your mode of transport here.  After the first such Cactus,
make your way up and over the platforms to the right.  At the end, double-back
to the left.  After a couple more fiendish Cacti (look at me, jumping from
plural to singular and back again), you'll reach a cliff.  I advise you not to
hurl yourself over the edge, but to wait for the log that'll shortly make its
way into view  ride it to reach the top of the cliff.

From the top, leap the gap with a flying kick (you'll likely kick a Bee in the
face as a bonus), but keep running, as you can leap the next one also (unless
you want to use the log).  The next gap can be crossed in exactly the same way
(you'll likely kick a Cactus in the eye as a bonus), after which, head up (mind
the Cactus) and make your way across the two logs to reach the other side.
Over there, despite the suspicious absence of a rock that teeters, you'll find
the Remote.


 === Hunt the Two Hunters ===

     This one is really easy, well, easier.  You can find the Hunters through
the Wabbit Hole and, as you know, they each take three hits to take care of.
After you've taken them both out, the Remote will appear to the right of where
you encountered the  first Hunter.


 === Whack Five Purple Mushrooms ===

     The first Mushroom can be found to the left of the start point.  After the
first Flower, head down the ramp and make your way left - at the bottom of the
slope, you'll find the second Purple Mushroom.  Keep making your way left
(avoiding a few Flowers and a Hopper) until you reach the tree at the end.
From the top-right branch of that tree, jump over to the logs and make your way
over to the cliff.  On that cliff, along with a Green Fly and a Hopper, you'll
find the third Mushroom.

After you've made it up the waterfall, instead of heading left (towards the
Wabbit Hole), head right to find the fourth Purple Mushroom.  The fifth, you
ask?  The fifth can be found by continuing right from the fourth.  The Remote,
quite conveniently, can be found next to the last Mushroom.


 === Hidden Silver Remote ===

     From the bottom of the waterfall closest to the Wabbit Hole, head left and
dispatch the Hopper.  If you continue left and perform a running jump off the
edge, you'll land on the platform with the Silver Remote.

 o-INFO----------------------------------------------------------------------o
 | With your 2nd Silver Remote, your first bonus level -- Thursday the 12th  |
 | -- will be open for business.                                             |
 o---------------------------------------------------------------------------o


 ----- Thursday the 12th ------------------------------------------- 02.02 ----

 === Find the Items in the Given Time ===

                 o-----o-----o-----o I tried to explain this without a map.
                 |     |     |     | I got tongue-tied and lost consciousness.
         8       |  R  |     |  X  | So, yeah, here's a map.  You have three
                 |     |     |     | minutes to grab all the items.
           o-----o-----o-----o-----o
           |     |     |     |     | The numbers you see to the left of the map
         4 |     |  C  |  C  |     | indicate the number of items you'll find
           |     |     |     |     | on that particular floor.
           o-----o-----o-----o-----o
           |     |     |     |     | As for the numbers inside the map, they
         4 |  9  |     |  L  |     | show you which door to take and where that
           |  X  |     |     |     | door will place you on the next floor.
           o-----o-----o-----o-----o
           |     |  C  |     |  C  | C = Chandelier (drops to floor below).
         3 |     |  9  |     |  8  | L = There's a Green Fly behind this door.
           |     |     |     |     | R = Door that leads to the Gold Remote.
           o-----o-----o-----o-----o S = Stairs.  Climb them, yeah.
           |     |     |     |     |
         4 |  7  |  8  |  C  |  L  | The floor below the top cannot be reached
           |     |     |     |     | via a door, so you'll have to drop down
           o-----o-----o-----o-----o to reach the last four items, then make
           |  C  |     |     |     | your way back up.
         4 |  6  |     |  7  |     |
           |     |     |     |     | o-INFO-----------------------------------o
           o-----o-----o-----o-----o | With your 1st Gold Remote in hand, a   |
           |     |     |     |     | | secret level -- Lava Daba Doo -- will  |
         1 |  5  |  C  |  6  |     | | open up above the archway in the main  |
           |     |     |     |     | | area.  To reach it, climb the arch and |
           o-----o-----o-----o-----o | ride the platform found at the top.    |
           |     |     |     |     | o----------------------------------------o
         3 |     |     |  5  |     |
           |     |     |     |     |
           o-----o-----o-----o-----o
           |           |     |     |
         4 |     S     |  4  |     |
           |           |     |     |
           o-----o-----o-----o-----o
           |     |     |  C  |     |
         3 |  4  |     |  3  |     |
           |     |     |     |     |
           o-----o-----o-----o-----o
           |     |     |     |     |
         2 |     |  2  |  C  |  3  |
           |     |     |     |     |
           o-----o-----o-----o-----o
           |     |     |     |     |
         4 |  1  |     |     |  2  |
           |     |     |     |     |
           o-----o-----o-----o-----o
           |     |     |     |     |
         6 |     |  1  |     |     |
           |     |     |     |     |
           o-----o-----o-----o-----o


 ----- Lava Daba Doo ----------------------------------------------- 02.03 ----

 === Navigate the River of Fire ===

     After the first stretch of lava, you'll encounter an Ant; they're weak but
incredibly fast, so try to get it with a tail whip rather than attempting to
jump on it.  The third expanse of lava is quite long, so you'll need to use the
raft to ride across it.  After this bit, you'll have three more expanses of
lava to cross before you reach the end of the line.

Above you, you'll find a sticky wall that needs climbing.  From its conclusion
(mind the Ant), jump over to the moving platform.  From there, make your way
over several more until you reach the cave at the end (to get to the sixth such
platform, you'll need to spring jump).  From the cave exit, head right and up
the slope.  If you should fall down one of the holes, you'll have to make your
way back to the left (using a sticky wall, depending on where you fell).

The exit to this area can be found right at the top of the slope, but if you
continue further right, you'll find a Blue Fly guarded by an Egg with Legs.
The Egg isn't overly special, it just ambles backwards and forwards a little
and jumps.  Providing you took the exit, head right and jump to the sticky
wall.  On said sticky wall, you'll encounter Ants - unlike in other versions
of the game, being hit while on a sticky wall will cause you to fall (you can
quickly reattach when this happens).  To remedy that, mash the attack button
as you make your way around.  Ants aren't your only concern, as there are a few
lava hazards along the way.

Keep heading along the wall until you see the Blue Fly below you.  When you do,
drop down, then drop down another twice to reach a second sticky wall (ignore
the cave).  From the conclusion of the wall, head right, past the Ant, and into
the cave.  Inside the cave, head right and drop down onto the ledge below.
From here, watch out for the Pterosaur as it flaps about - not like it matters,
because as long as you're mashing attack, it won't hurt you.  Hop onto the raft
and ride it right, where you should make your way over the platforms (don't
even think about falling).

After several more sections of riding a platform over lava (and also after a
few more Pterosaurs), you'll encounter a second set of platforms.  From the far
right platform, carefully drop down to find a small piece of ground and another
river to sail across (and another Pterosaur).  Across the other side, you'll
have another set of platforms to scale, and another Pterosaur to contend with.

A little way ahead, you'll encounter your first Fire Plant.  Fire Plants hop a
little way into the air and spray a rather large area with embers.  If you have
the health to spare, just run past it (it's likely to jump over you, but not
always guaranteed), as over the next gap is the Remote.  If you don't have the
health to spare, try and catch the Fire Plant on the way down from its jump,
before it has a chance to spit anything.  If you fail at that, head left until
the Plant is off the screen, then come back and try again.


 ----- Smellraiser ------------------------------------------------- 02.04 ----

 === Survive the Haunted Mansion ===

     Head right and take out the Pumpkin, which for your information, is like
the Hopper you've encountered previously.  When you reach the dead-end, it,
well, isn't, as you can climb the wall.  From the top of said wall, continue
right, over the hole and through the door.

In here, head right and ride the table up.  From the top, if you head left,
you'll find a Green Fly.  Heading right is awesome, as providing you make it
over the chandelier (that drops when stepped on), you'll find the exit door.
The sign at the top of the stairs here tells you to step into the light, and
there's a checkpoint marker (with a Bat) at the bottom, so expect something
bad.

After the last bookcase, you will come to a red lantern shortly after.
Stepping into the light will abate the blood-lust of its Poltergeist owner.
While you're in the light, the Poltergeist will hover menacingly (for a pixel
construct) in front of you - to get past it without injury, you'll have to
spring jump over it.  Don't worry, though, it won't chase you far.

Climb the stairs and follow the path to the exit door.  Okay, not quite that
easy, as there's a Bat waiting at the top of the stairs, a Skull waiting just
before the second jump, and a Pumpkin near the door.  Skulls shoot embers like
a Fire Plant if you choose to let them, but they're rather slow to get started.

Head down the stairs and wade your way through the stinky toilet water.
You want to make your way up the platforms, but first, I'll let it be known
that there's a Blue Fly all the way to the right.  So, back to the platforms.
All the way at the top-right of the room is the Pumpkin-guarded exit door (I
still wouldn't put a marrow in charge of security).

Head right, but do it slowly, as the nearby suits of armour are waving their
axes in the air like they just don't care (who they decapitate).  If you want
another Blue Fly, make your way across the platforms from the raised section.
If you don't, just continue right without giving it a second thought.

Once you reach the platforms, make your way up and left.  Along the top of the
room, you'll find a final Poltergeist a little way along, and a final Skull
towards the end.  There's also a jump across a chandelier, but you don't need
me to tell you how to jump, right?  Yeah.  At the end, there are two doors, the
first one is the one you want.


 === Smash Five Blood Coolers ===

     From the top of the first climbable wall, ride the platform over to the
left to find your first Blood Cooler.  Cooler numero dos (that's two in
Spanish) can be found by dropping down the hole behind the first Skull.  In the
basement with the toilets, climb the first set of platforms and head left to
find number three (it's guarded by a Killer Doll - hit it once to knock its
head off, then hit the head to destroy it completely).

Once you reach the platforms in the room with the axes, head all the way to the
right to find the fourth Blood Cooler guarded by a Killer Doll.  In the last
room, head right to find the final Blood Cooler.  The Remote can be found at
the bottom of the stairs near the first Poltergeist.

 o-INFO----------------------------------------------------------------------o
 | With your 6th Red Remote, the gate in the middle of the area will open.   |
 o---------------------------------------------------------------------------o


 === Ride the Haunted Elevator ===

     In the second room, to the right of the exit door, tail whip the bookcase
below the painting to reveal a switch.  Tail whip the switch to activate the
elevator.  The elevator in question can be found all the way at the end of the
level, where the two doors are.  Yes, behind door number two is the elevator.
At the bottom, there's another pair of axes to make your way past.  Across the
gap, you'll find the Remote.


 === Hidden Silver Remote ===

     At the bottom of the elevator, drop down the gap after the axes and head
left to find it.

 o-INFO----------------------------------------------------------------------o
 | With your 4th Silver Remote, you'll unlock a new bonus level -- Lizard in |
 | a China Shop - at the top of the area behind the 9 Remote Gate.  At this  |
 | very moment, you haven't got enough Remotes to unlock that area.          |
 o---------------------------------------------------------------------------o


 ----- Frankensteinfeld -------------------------------------------- 02.05 ----

 === Run the Axe Gauntlet ===

     Use the sticky wall to the right to get past the lava below you (not like
you couldn't just jump or anything, it's just more dramatic), then enter the
door a little further along.  This next room presents you with a hole and two
doors.  Clear said hole and take the second door.  Head right and use the
vanishing table to cross the gap.  At the other side, take out the Monster (it
only takes a single hit to vanquish).

Keep heading right, over the lava pit, until you reach the drop with the ramp
behind you.  Head up the ramp and dispatch the head-throwing Poltergeist at the
top (yes, you can kill these ones).  You were heading left before, so you
should probably continue doing that.  Once you've reached the Pumpkin, you'll
find the gauntlet behind it.  Once you've braved the five suits of armour,
enter the door and bounce your way up to the Remote.


 === Head Down the Ramp ===

     At the start, where you're given the choice between two doors, take the
first one.  Make your way over the gaps (the first one requires you to wait for
a table to appear) and jump over to the sticky wall, which you should take in
an upward direction.  Take the door on the platform it leads to.  If you throw
yourself down to the right instead of taking the door, you'll land on a
platform with a Red Fly (invincibility), which is nice, but you'll have to make
your way back up.

Anyway, once through the door, cross the gap and continue right (if you were to
drop down the gap and hold left, you could enter the morgue and fiddle about
with some moving platforms to earn a Green Fly).  Before you can start heading
up, which is what you need to do, you'll have to head past two suits of armour
and tackle a Killer Doll at the top of the steps.  Once you're there, bounce
your way up the platforms and take the door.  In the next room, the Remote can
be found at the top of the ramp.

 o-INFO----------------------------------------------------------------------o
 | With your 9th Red Remote, the gate over to your right will unlock.        |
 o---------------------------------------------------------------------------o


 === Stick Across the Tower of Doom ===

     Head to where the gauntlet is, but instead of heading inside, head up the
ramp to the right and smack the Poltergeist at the top (the sticky wall next to
it leads round to a Green Fly, if you feel like making a slight detour).
After making your way past a Monster (after the chandeliers), a vanishing
table, and three more chandeliers, you'll arrive at the entrance to the maze,
guarded by a Bat.  When you're given the choice of direction, head right, up-
left, down, then follow the path around to the door (don't take a turn unless
the maze dictates you turn), until you reach the end (marked by a solid
platform to the right), where you should head up.

The maze itself is inhabited by floating, spiked balls, which slide backwards
and forwards across various sections of wall with some speed.  While the
journey itself is pretty mundane, you really need to keep an eye open, as the
sticky wall is quite thin in some places, allowing you to be knocked off quite
easily.  In the final room, mind the final few spiky enemies as you make your
way to the Remote.


 === Hidden Silver Remote ===

     Enter the first door, instead of heading across the gap using the
vanishing table, drop down to find the Remote.  To get back up, head up the
ramp to the left.


 ----- Mao Tse Tongue ---------------------------------------------- 02.06 ----

 === Defeat the Deadly Dragon ===

     Left sounds like a good direction to go in, and entering the door you find
there sounds like a cool thing to do.  Inside, head right and take a ride on
the moving platform, from which you should jump over to the platform with the
gong.  The idea with that is you're supposed to strike it to raise some steps
to the right, but it's really very temperamental, so keep smacking it until you
see the cut-scene with the steps raising.

Steps raised, continue right and climb them.  Before that, however, you'll be
introduced to your first launchpad (marked by the yin yang symbol) - any jump
made while you're on this platform will get a massive boost in height.  That
particular launchpad can be used to actually get you to the steps.  At the top
of those steps, you'll find the exit door to the right, but you'll also find a
moving platform to the left, which in turn takes you to a Blue Fly (which you
don't actually need right now, as there have been no enemies).

Outside, make your way over the roofs until you reach another door.
Don't fall, mind you, as you'll wind up back on the street, necessitating a lot
of walking to get back here.  Inside the room, the door takes you to, there
isn't overly much to do, so just smack the gong about until the exit door,
which you obviously need to take, opens.

Climb the sticky wall to the right, then bounce over to the roof and up to the
gong.  When struck, this particular gong raises some steps just to the right of
the building, allowing access to the exit.  Back out on the roof, head right
and gleefully smash the checkpoint marker, then continue in the direction you
were heading until you find your next door.

In here, right is still the preferred direction, and speaking of preferences,
I'd prefer if you killed that Scorpion.  Scorpions behave just like Ant,
running backwards and forwards, vainly hoping to make contact with you.
Sad, really.  Over to the right, on the platforms you need to make your way up,
it has a few friends, which are equally non-dangerous.

From the top platform, make your way up the sticky wall and left take note of
the launchpads.  If you hit the first one with a running spring jump, then hold
right from the second one, you'll land pretty close to the exit door, so close
that a running jump to the right will see you reach it.  From the right side of
this next roof, you can hitch a ride on a moving platform.  That platform, you
ask?  Well, it takes you to over to the next building, which was expected, I
suppose.  If you jump off the platform when you see the trail of items, you'll
land close to the door you obviously need to take.

In this next area, you need to proceed with caution, as when you reach the
tree, a shuriken will come flying at your head, following by an angry Ninja.
The Ninja has a godly speed and range advantage over you, so don't attempt to
fight him on the ground, take to the air and hit him where he has decreased
mobility.

With the Ninja dead, a moving platform will appear way over to the right.
This lovely platform can be used to reach the sticky wall which can be used in
turn to reach the Deadly Dragon.  The Dragon circles a pagoda with a cannon on
the roof.  Whenever its head is parallel with the roof, it'll spit a fireball
towards the cannon.  Tail whip the cannon to change its direction, then jump on
it to fire.  Ten hits to its head will vanquish the Dragon.  Over to the left,
on the little island, is the door that leads to the Remote.  Inside, climb up
to the right and follow the sticky wall around to reach the Remote in question.


 === Traverse the Steps ===

     Last time you took the door to the left, this time you need to take the
door all the way to the right.  Yes, the first room is as non-threatening as it
seems, just mock it for being dull and take the only other exit there.  All the
way to the right of this next room is a sticky wall that you can use to get to
an interesting bit.  To your left, dropping down over the gap with frightening
regularity, is a pendulum (well, I say 'pendulum,' but it doesn't swing like a
pendulum do).  The sticky tile below the gap won't help you at all, so ignore
it and use a running jump to cross the gap.  For your entertainment, there's
another such gap shortly after, then another one, but that doesn't count
because it doesn't have pendulum.

Jump over to the moving platform, then over to the exit door, which should be
used to, well, exit.  All the way to the right is a gong that when struck
brings a platform to life, allowing you to reach the launchpad a little way to
your left.  If you use the launchpad to land on the platform on the left, you
can continue in that direction to find a Blue Fly (which is kind of redundant,
as you've not encountered an enemy yet).  As you can see, if you land on the
platform to the right, you'll spy a gong.  Strike the gong to open the exit
over to the right.

In here and to your right, a Ninja will rapidly appear to make you disappear.
There's no avoiding him, as if you don't kill him, the only thing to disappear
will be your chance of progress.  Once the Ninja is dead, a launchpad will
appear at either side of the room and, while leading to the exact same place,
the left one will see you reach it quicker.  Strike the gong to remove the
barrier blocking the exit door, then promptly stroll through it.  Climb the
wall to the left and make your way over the platforms.  They move slowly and
gently, and there's no punishment for falling.  The reward for making it across
them is the Remote.


 === Hidden Silver Remote ===

     Out on the roof where you need to ride the platform over to the next
building (i.e. the one that leads to the last area with the Deadly Dragon),
drop off the roof to the right and hold left to land next to the Silver Remote.
This sets you back quite a bit, but to get back on track, drop off the roof to
the right and continue in that direction.

 o-INFO----------------------------------------------------------------------o
 | With your 8th Silver Remote, you'll unlock a new bonus level -- Chips and |
 | Dips -- on the left side of the area behind the 13 Remote Gate, but you   |
 | currently don't have enough Red Remotes to open it.                       |
 o---------------------------------------------------------------------------o


 ----- www.dotcom.com ---------------------------------------------- 02.07 ----

 === Scale the Bionic Launch Tower ===

     Over to your left, you'll find a swirling ball of green light, this and
ones like it are vital to getting anything done around here.  By touching it,
you will grab a charge that can then be used to power objects such as bridges,
launchpads, and elevators.  With that said, grab a charge climb up the yellow
panels to your left.

From the block you wind up on, jump over to the left and take the launchpad
(there's a Blue Fly  right next to it if you find yourself wanting one) and
follow the path up to the exit.  In this next area, make your way right and
grab an additional charge before continuing.  Along the green platform ahead of
you runs an electrical current, which is a shocking revelation.  It runs quite
quickly, but is rather easy to jump over.  At the end of this section, hop over
to the green platform to take a ride up to another such section, where again,
right is the preferred direction.  After that one, there's one final section,
then I promise no more electrocution.

The fearsome enemy awaiting you at the end is a mighty Capacitor.  Fear its
mighty attack of bouncing up and down on the spot.  Surprisingly not very
mighty, actually.   All the way to the right, you'll find the exit door.
Welcome to the Bionic Launch Tower, which still isn't bionic or launch-y.
Head right and grab the charge, then continue and take the launchpad.
With this charge, you have to make two launchpads, then another four with the
next one.  At the top, you'll find a Mech, it's nothing more than a glorified
Scorpion, so don't sweat it.  A little further to the right is the Remote.

 o-INFO----------------------------------------------------------------------o
 | With your 13th Red Remote, the gate to the right of this level will open. |
 o---------------------------------------------------------------------------o


 === Cross the Data Bus Bridges ===

     From the start, again grab a charge, but this time head right and make
your way up the platforms all the way at the end.  The green arrow, when
stepped on, activates an energy bridge, which is nice.  To get to the exit,
simply follow the obvious path up to it, activating whatever bridges and using
whatever launchpads you come across.  At the top of the last launchpad, if you
head right, you can nab a Blue Fly.

So, in this next area, with the exception of a single, sad Capacitor, it's all
running and jumping.  There are lots of those lovely sections that see
electrical charges shot at you, but the area is pretty much flat, allowing you
to build up a good speed and scroll the screen before the charges appear.
At the other side, after a little walking, you'll find the exit.

Cross the gaps here and grab the charge all the way to the right, the jump over
to and activate the bridge.  If you should fall in the attempt, just climb the
wall to the left and try again.  There are three such bridges between you and
the exit, and some Capacitors, but they don't count.  Over to your right,
you'll no doubt spy a dradle-esque object - that's a platform dock.  A moving
platform bounces its way around the room by using three such docks.  Hop over
to the dock and wait for the platform to come back, then ride it over to the
other side of the gap.  If you fall off, grab the charge in the middle of the
room and use the launchpad to the left to get back up.  So, over at the other
side, you'll find the exit to the right.

In this final room, head right and grab the charge, then head back to the left
and activate the elevator platform.  Make your way over the bridges and ride
the subsequent platforms to reach the Remote.  You have to be quick, mind you,
as you need to activate two platforms and two bridges with your first charge,
after which, you're provided with another one, but that only needs to get you
across another one of each.


 === Hidden Silver Remote ===

     From the top of the Bionic Launch Tower, run and jump over to the left and
you'll see the Silver Remote on the next platform over.


 ----- Pangaea 90210 ----------------------------------------------- 02.08 ----

 === Assault the Lava Island ===

     The Dragonfly to your right is a new and unexciting enemy; it simply flies
backwards and forwards really slowly - nothing fancy.  If you break into a
sprint, you can avoid the Fire Plant and the Egg that live along this stretch
of path.  If you should do the unthinkable and get hit, the platforms after the
Fire Plant lead up to a Pterosaur-guarded Blue Fly.

After you've crossed the gap after the first blue rock, you'll be greeted by a
boulder falling from the top of the screen, if you keep running, there's an
eighty percent chance of it missing.  If you don't like those odds, wait for
the pieces of the boulder to fall off screen, then run for your life, you'll
make it to safety before the next one drops.

You like lava rivers, right?  Yeah, me, too.  Between you and your preferred
method of burning to death lies a small gap, a Fire Plant, and an Egg.
Don't let them keep you from your hot date.  Towards the end of said stretch of
river is a Pterosaur, so watch for a surprise flap-y creature in the face.
Make your way right and down, if you take the platform up to the ledge, you can
grab a lovely Red Fly, which is certainly worth saving for later.

Drop down to the right and keep on keeping on until you reach the lavafall.
Carefully use the platforms to cross the expanse, then dodge the Fire Plant and
head into the cave.  The platforms in front of you lead up to another Red Fly,
so presuming you already have one, eat it and grab the other one for twice the
fun.  Bounce across the platforms (watch out for the Raptor below if you fall)
and climb the sticky wall to reach the final stretch of river, where you should
eat the Red Fly and throw yourself arse-first into the river, bouncing your way
to the right.  Head up the platforms on the third stretch of river to reach the
Red Remote.


 === Climb the Volcano ===

     Remember the lavafall, where you made your way up it and went right?
Yeah, well, do it again but go left at the top this time.  All the way to the
left, you'll find another Red Fly, so if you want to use the one you have
already to get past the falling lava and the Eggs, your choice.  Just before
that second Red Fly is a sticky wall that's just begging to be climbed.

The path goes both left and right, but you'll be wanting to go right (going
left would ultimately bring you out to the right of the Lava Island, but you
actually need to glitch jump to reach the cave).  After several falling lava
hazards and another loser Egg, you'll come to the exit, which you don't need me
to tell you take.  Take the exit (told you anyway).  Just up from where you
enter the next area, you'll see the return of the boulder.  A little bit harder
to avoid this time, but as long as you wait for the pieces to leave the screen,
you'll have time enough to break into a sprint before another falls.

The sticky wall, as you can see, lets you grab that Green Fly.  Dispatch or
ignore the Fire Plant and cross the gap, then continue over the rest of the
platforms, riding any elevator platforms you come across.  With the exception
of the twin boulders (where it's better to just take the hit, but ideally,
you'll have a Red Fly), there isn't really anything other than a Fire Plant to
stand in your way.

Right at the end, you'll find a Blue Fly, and also an indication that you need
to climb the platforms near it to progress.  The Chasmosaur on the last of
those platforms is perfectly placid, and will allow you to smack it in the face
and kill it.  After the really long stretch of river after that (complete with
a pair of Pterosaurs), head up the ramp and over the two small pits to reach
the Remote.


 === Hidden Silver Remote ===

     After the Green Fly during 'Climb the Volcano,' instead of jumping the gap
immediately after, drop down and ride the platform across the lava to find the
Silver Remote.  At the end of the stretch of lava, follow the trail of items
down to find yourself near the Lava Island.


 ----- Fine Tooning ------------------------------------------------ 02.09 ----

 === Climb the Tree ===

     Our adventure begins next to the switch that activated the ship.
Continue left, and head up the vanishing block (there's a Blue Fly shortly
after the second Flower, and I bet it's most welcome).  At the top of the
blocks, hit the target switch to set the two blocks to the left into motion.
The first large block can't be jumped through, but the second one can, so once
you're onto the  first, don't worry about getting shoved back off.

All the way to the right of the ledge is a door that demands you take it - it
seems Wabbit Season is open again.  Head right, avoiding the two Bear Traps,
and make your way up the logs.  All the way to the left, past a couple more
Bear Traps, there's a moving platform for your riding pleasure.  From that
platform, you need to transfer to the next one and jump off to the right.
Of course, those Bear Traps probably had a go at you, so there's a nice Blue
Fly on the platform to the right.  Mind the hole as you continue left.
This area is strewn with Bears Traps, but persevere, because at the top of the
tree lies the Remote.


 === Storm the Castle ===

     You know how to easily avoid the Flowers to your right by now, but the
bouncing dominoes that follow are a little different, as they share the same
wonky hit-box as the falling objects that appear in the Hard Head Areas.
If you try to pass through the middle of them, you're likely to be fine, but
catch the bottom and you won't be.

Anyway, after three sets of those dominoes (okay, and a Bee), you're given the
choice of heading right or going up the ramp and making your way back to the
left.  Not much of a choice really, as right is a dead end.  At the top of the
ramp, cross the gap and give the target switch a smack - this one isn't all
that special, as it only moves the nearby block slightly left, but it's just
there to give you an idea.

Over the next gap, you'll find a Hard Head Area, but this one seems a slight
more forgiving when it comes to the number of falling items.  All the way to
the left, you'll be tasked with climbing a hill while a never-ending stream of
bowling balls bounces down towards you.  Fortunately for you, though, the
difficulty is somewhat alleviated by the terrible hit-boxes the balls posses.
As long as you don't make contact with the very bottom, you'll escape being
damaged.

Head right from the top and ride the platform across the gap.  If you should
fall here, head right and hit the three target switches to align the blocks
over to the left in the form of a staircase, which can be used to get back on
the platform.

That vanishing block spanning the next gap isn't really needed to cross it,
it's just there to show you the fun you can expect a little later.  After you
have ridden the next platform across the gap like a badass, you'll reach the
checkpoint marker, which you should promptly bludgeon.

Use the moving blocks ahead to get onto the hill, then make your way right and
smack the target switch at the other side of the gap, this will activate a set
of vanishing blocks down to the right.  If you fall while making your way
across, just climb the wall to the left to get back up.  At the other side, the
target switch will activate the block a little way above you.  The switch to
the right will activate the block next to it, but you don't need to bother to
get onto the large block, just run and bounce.

The block you did set in motion, however, can be ridden over to the ledge, from
which you need to jump over to the moving platform.  After you have ridden two
more platforms, you'll encounter the start of the vanishing-block-section-of-
fun that I previously hinted at.  You have two such sections with a total of
three blocks.  If you fall, expect to land in the water below the very first
vanishing block section.

At the other side, providing you're still not crying, there's another Hard Head
Area.  It's shorter than the last one, but seems to drop objects at a quicker
rate, which is just lovely.  Over the fishy-patrolled section of water, you'll
find a locked door that's identical to the one near the start of the level.
Over to the left is a switch that not only unlocks the door, but also raises
the sails on the ship.

Head through the door and down the ramp to the right.  With the sails up, you
can make your way up onto the pier.  Further right, beyond the Bee of doom lies
the castle.  Atop said castle is the rocket that takes you to the Remote,
however, you need to light its fuse.  Over to the right is a Red Fly, not only
will it make you invincible, it'll also allow you to light the fuse.
Don't worry about messing up, as that particular Red Fly telly is infinite.
To get to the top of the castle, simply jump up the draw bridge.  Eat the fly,
touch the fuse, jump onto the rocket, duh winning.

 o-INFO----------------------------------------------------------------------o
 | With your 18th Red Remote, the gate in the middle of the Central Area     |
 | will unlock.                                                              |
 o---------------------------------------------------------------------------o


 === Hidden Silver Remote ===

     From the top of the castle, head right, over the vanishing block, to find
the Silver Remote.


 ----- Lizard in a China Shop -------------------------------------- 02.10 ----

 === Find the Items in the Given Time ===

     This is all relatively straightforward, with the items all 31 items being
clearly on show.  Initially, you'll want to head over to the building on the
left, then drop down to the next level down.  From there, continue right and
ride the platform across the water to get to the far right building.
Once you've gotten every item there, head over the platforms and back to the
first building, where you should make your way down to the bottom floor of the
second building.

From the left side of that, there's another platform that can be ridden.
Getting onto this particular platform can prove a pain, as you can't just step
onto it, no, you have to jump, scrolling the screen up a fraction and rendering
the jump blind.  Actually, if you're feeling like a badass, a running jump from
the roof of the building should see you land right on the launchpad.
Providing you're still with us, hop onto the launchpad at the end and make your
way over the roofs.

Once you've made your way all the way to the left of the area (where the
stationary platform is sitting in the water), climb the building and make your
way over the platforms to the right, your goal being to make it to the roof of
the neighbouring building.  With those items collected, you'll find yourself
feeling mildly depressed at the thought of being short two items.  Head back to
the log and make your way left to find the final two.  Now, the Gold Remote,
where's it at, Holmes?  It's over the platforms to the left, so just keep
going.

 o-INFO----------------------------------------------------------------------o
 | With your 2nd Gold Remote, a secret level -- Texas Chainsaw Manicure --   |
 | will open for business to the left of Lava Daba Doo.                      |
 o---------------------------------------------------------------------------o


 ----- Texas Chainsaw Manicure ------------------------------------- 02.11 ----

 === Ride the Floating Furniture ===

     Make your way out of the pit using the tables, then head right.  At the
top of the next table, you may have a little trouble getting up onto the ledge
with the Green Fly, but it's obviously possible, because there's nowhere else
to go.  From there, you can ride the table over to the exit door.  In this next
room, at the top of the large staircase, avoid the axe and make your way up the
platforms.  If you wait a while here, you'll be greeted by another moving
table, which should be ridden to the door.

You have two choices here; either make your way carefully over the pools of
lava, climb the wall at the end and make your way back across the bookcases to
reach the table above you, or jump into the lava and bounce up to where you
need to be.  Either way, head right from the top of that table (there's a Blue
Fly halfway across) until you reach the exit door.

To continue, you need to ride the platform in the middle of the room up to the
door, however, it's lazy and doesn't wish to work at the current moment, so
head to the top of the ramp and take that door instead.  In here, drop down to
the left and ride the table across the lava.  At the other side, you've no
choice but to take the next table up, from the top of which, you need to get
into that little corridor while avoiding the axe, which is far harder than it
looks.

You have full health, so just take one for the team and keep going.  From the
top of that corridor, ride the platform over to a switch.  This switch, when
activated, will bring the table in the middle of the previous room to life.
Hit it and head back there and enter the door, silly.

Behind the axes lies a pit with a Killer Doll in.  As you know, they're lame in
this version, so drop down and take it out.  Climb the wall to your right and
make your way up the platforms.  If you wait a bit, your transportation will
arrive and helpfully take you to the exit.

Okay, the last room now.  If you fall in here, you're likely to get a lava
bath, but heading right will see you good.  Speaking of heading right, ride the
table across the gap, then ride the next one to the thin strip of sticky wall.
From the end of which, ride the table to its destination.  At the end of the
corridor, there's a vanishing table, and that's the only way to reach the ledge
with the Remote.  Wait until it reappears, then use it to bounce across the
gap.


 ----- Chips and Dips ---------------------------------------------- 02.12 ----

 === Find the Items in the Given Time ===

     Not an overly hard little jaunt, with the usual time limit to acquire 50
items.  Grab a charge and make your way right.  When you reach the second
launchpad, keep going right to find another charge and a couple of items.
Don't forget to grab the items in the air to the right of the launchpad before
continuing, the same can be said for the next launchpad, too.  After you've
reached the end of the sticky wall, drop down to the left to grab a few more
items - hold right to land in an area with a few more items and save yourself
some time.

So, back at the top of the sticky wall, head over the platforms and keep making
your way up anyway you can.  When you reach the large drop, again, throw
yourself down to the bottom face-first.  Grab a charge from the left and make
your way up the launchpad, grabbing the few remaining items (actually, you can
leave this area via the right once you have 8 or less items left).  At the top
of the next set of launchpads (there's a charge to the right of the area), ride
the platform up and head left to find the last few items.  The Remote?  Use the
launchpad and head right to find it.


 ----- Samurai Night Fever ----------------------------------------- 02.13 ----

 === Navigate the Power Towers ===

     Have a nice sprint to the right.  After you've crossed the bridge and
headed down the slope, keep an eye open for the spiky bar just hovering all a
aimless-like in the air.  Once past it, use the launchpad to get yourself up
and over the gap.  There's a Ninja waiting for you at the very top, but seeing
as you'll land above that red punk, you can just run away like a girl.

At the bottom of the next ramp, you'll find a Ninja - y'know, they're red and
want your spleen as a trophy.  Shortly after that, you'll need to carefully
traverse a pair of moving platforms, as the floor is lava (literally).  At the
other side, bang the gong and ride the newly-activated platform up to the ones
above you.  At the very top, you'll find a Green Fly, which is all well and
good, but to progress, you need to throw yourself off that platform, to the
right actually.

Head down the tunnel and hurl yourself over to the sticky wall, from the end of
which, head up the platforms and jump over to the next wall.  If you just hang
around the top, you'll see a platform slide onto the screen - riding it is the
cool thing to do.  Strike the gong at the other side, then head back across the
gap and continue left to find the newly-opened door.

Inside, head right and use the launchpad to get across the massive gap.
Body  intact, continue right, dropping into and climbing out of the pit.
Now for the  tricky bit, several more blind jumps to make, fortunately, failure
is only  rewarded with having to fight a Ninja and bounce back up to the start
of the  section, rather than just ending up dead.  As long as you didn't hit
the first  launchpad running, jumping as far as you can will see you land on
the next  pillar.

At the other side, ride the platform across the gap and strike the gong before
taking the next platform.  At the other side, strike both gongs and make your
way back across.  As you're doing that, you'll notice a platform coming down
from the top of the screen.  Using your amazing jumping powers, you need to
bounce up to it.  The problem is that you need to be in a running bounce to get
across to the platform at the top, which necessitates at bit of timing on your
part, to bounce directly from one to the other and maintain the bounce until
the top. From here, continue left, over one last platform to reach the Remote.


 === Ride the Floating Platforms ===

     Head left and drop down to the platform with the gong (if you enter the
door you come across on the way, you can grab a Green Fly).  I'd tell you about
the Dragonfly on the way, but it's probably sobbing in a corner somewhere.
That gong, when struck, will open one of the temples to the right.  Inside,
head over the platforms to the right - the first two are fans of vanishing and
the drop is quite fatal, so tread carefully.

After the second gap, you'll come face-to-face with a Ninja.  Space is limited
and you're probably going to get hit, so you may as well run for the platform
behind it and continue on your journey.  At the other side of the next gap,
you'll find a Red Fly, but you won't be wanting it just yet, so grab it and
keep it handy.

Continue over the many gaps and platforms until you reach another Ninja.
If you want to continue, you'll need to down this one, as the gate will only
lower once it's dead.  The journey right isn't too bad, just a couple of jumps
before the next bit.  Shortly after you cross the bridge, you'll see another
gong; whack it and ride the platform across the gap, where you'll find another
gong for your whacking pleasure.  Over to the right, just a little walk away,
is the Remote.


 === Climb the Towering Temple ===

     There's a gong you need to strike to open the last area.  Unlike the
console versions, you can't strike it and then exit the level, you need to
strike it on the same run.  The gong is the last one before riding the platform
up to get the second Remote.  Yeah, I know, it sucks.

Once you've done that, the second door at the start of the level will open.
Of course, the game hates you, so now you need to head through the first door
and hit the first gong near the Remote to lower the bridge in this newly-opened
area.  After that, you can continue.  At the top of the launchpad, make your
way down the vanishing platforms to get back to solid ground.  Don't worry,
though, there's no timing involved, as the platforms won't start until you get
close enough.

Enter the door at the top of the slope and prepare for pain.  To your right is
a Samurai, and to your left is a moving platform situated above a bed of lava.
Left it is, then.  At the other side, you'll appreciate the Blue Fly and the
dead end.  Yes, you need to travel back and face that Samurai.  One blow to the
head will remove its helmet, the next will remove its funny blue head.
Alternatively, just jump over it and grab the sticky wall.

At the top of said wall, make your way over the two lava pits and cling to the
next sticky wall.  The platforms above the next pit vanish, which is a pain,
but there are only two of them.  At the other side, bounce your way up the
platforms and head up the slope.  At the top, there's a Ninja, and he might
make you cry.  With the Ninja dead or avoided, hitch a ride on the moving
platform.  At the other side, that lone platform is of the vanishing variety -
wait until it reappears and use it to reach the final moving platform.  On the
roof to your left is the Remote.


 === Hidden Silver Remote ===

     On the first sticky wall, can you see the items, two of which you can't
reach?  Yeah, well, drop off the wall there to land on top of the Silver
Remote.  To get back up, jump over to the left and enter the door - this will
bring you out in front of the temple quite a bit before the sticky wall.

 o-INFO----------------------------------------------------------------------o
 | With your 16th Silver Remote, the final bonus level, found in the 18 Red  |
 | Remote Gate -- Bugged Out -- will join the party.                         |
 o---------------------------------------------------------------------------o


 ----- Bugged Out -------------------------------------------------- 02.14 ----

 === Find the Items in the Given Time ===

     The gear next to you is there for a reason.  Figured it out yet?  Spin the
gear by hitting it until you hear the item collection sound twice, then jump
over to the left (be careful not to touch the floor) and smash the Ant-like
enemies that have been driven from the television sets.  Yeah, you just have to
do that until you have all 50 items.  Once you do have those items, the Gold
Remote appears on the right side of the level.

 o-INFO----------------------------------------------------------------------o
 | With your 4th Gold Remote, the final secret level -- Mazed and Confused   |
 | -- will unlock.                                                           |
 o---------------------------------------------------------------------------o


 ----- Mazed and Confused ------------------------------------------ 02.15 ----

 === Pass the T.V. Forest ===

     Make your way down the ramp and over the static pit, then keep making your
way down further, avoiding obvious hazards such as flames.  After the high
voltage sign, drop down the gap, but ride the platform back up (by tail
whipping while stood on it) and continue left from the top.  All the way to the
left, ride the platform over to the sticky wall and make your way round to its
conclusion.  When you get to the ledge to the right, you may feel compelled to
throw yourself down, but don't, wait for the platform to come back and ride it
up.

At the top, you can get a Blue Fly by heading left.  If you can't see it, just
swing your tail round a bit, you'll soon find it.  Heading right from the top
is the way of progress.  That gap with the platform?  Yeah, throw yourself down
it and take the door at the bottom.

The door will bring you out in a similar pit, so ride the platform up and head
right.  Climb the platforms and keep making your way right, but keep an eye
open for the Socket Monster that rushes at you after the pit, but don't worry
too much, it'll go down in a single hit.  Make your way up and left,  you'll
eventually come to the Remote.


 === Cross the Blue Beams to the Rez Tower ===

     After the high voltage sign, drop down as before, but continue left.
So,  to your left (the Claw doesn't do anything, so ignore it), you'll find a
blue  strip of wall crossing a pit of static.  As you may have guessed, it's a
sticky  wall, which you should immediately get acquainted with.  The fans?
Just ignore  them, they won't blow you off or anything.  Once you've crossed
the next pit  along, show caution as you jump over the edge, as both progress
and death  awaits you below.  If you follow the line of items in the air,
you'll land  safely.  After the second such line, you'll land on an energy
bridge.

     To your left is an odd little enemy that resembles a speaker with arms.
Should  you care?  No, not really, just jump over it, as it doesn't do anything
but float up and down.  So, yeah, continue over the bridges until you get to
the one after the satellite dish.  From that one, you seemingly have nowhere
to go, but notice ye the line of items, as following them down will take you
to safety.  From there, head right, down the satellite dishes until you reach
the next bridge.  From there, drop down and dispatch another of those speaker
enemies and continue left.  Keeping make your way down and left to reach the
Remote.


 ----- This Old Cave ----------------------------------------------- 02.16 ----

 === Watch for Falling Lava ===

     After the second sticky wall, instead of continuing right, head up the
platforms.  At the top, heading left will see you find a Blue Fly, while
heading right will see you progress (and confront a pair of Eggs).  As you
climb the sticky wall, watch out for lava falling from above.  It's only a
small wall, but the lava continues to drop as you make your way across the next
couple of lava pits.  At the top of the next section of sticky wall, you'll
find the Remote over to the right.


 === Ride the Steam Vents ===

     From the Raptor-guarded checkpoint marker (found by continuing right after
the second sticky wall), jump over to the platform to the right and from there,
drop down while holding right to land on a platform far below.  Needless to
say, but said for effect, messing up will see you dead.

Head right and ride the platform over the lava.  At the other side, continue
right.  Just before the lava, you'll see a steam vent in the ground, standing
over this and timing your jump with the steam see your jump magnified by
several times, allowing you to reach the platforms above you.

From the top platform (note the Blue Fly of joy), jump over to the right to
land on a platform further down.  From here, ride the next two steam vents up
and head left.  Past the Dragonfly and Fire Plant and over the platforms,
you'll find the Remote.

 o-INFO----------------------------------------------------------------------o
 | With your 26th Red Remote, the platform inside the 13 Remote Area, to the |
 | right, will activate.                                                     |
 o---------------------------------------------------------------------------o


 === Bounce Over the Chasm ===

     From the checkpoint marker, instead of making your way right and down,
head up the platforms to continue your journey across the lava.  Once you've
crossed the second pit and made it onto the ledge, the Remote is just a little
walk to your right.


 === Hidden Silver Remote ===

     At the top of the second vent, instead of heading left for the Red Remote,
head over the platforms to the right to find the Silver Remote (there's an Egg
along the way, but we don't care).  To get back, head down and ride the
platform across the lava to be taken back to the first vent (watch out for the
Pterosaur on the way to the lava).


 ----- Honey I Shrunk the Gecko ------------------------------------ 02.17 ----

 === Charge to the Top ===

     To your left is your first Bug - it flies, well, hovers backwards and
forwards slowly, waiting for you to kill it (climbing the platforms in front of
you and heading left rewards a Blue Fly)  To the left of that is a charge for
the grabbing.  With said charge, head back to the right and ride the launchpad.
At the top, continue right and deal with the pair of Ant-like creatures that
you've encountered previously, then grab another charge and ride the green
platform to its destination.

At the top, head left, past another Bug, to grab a charge.  Over to the right,
dispatch the Mech (another enemy that attacks purely by running backwards and
forwards) and ride the launchpad.  At the top, the bridge will activate,
allowing you to continue further left.  At the end, climb the platforms
(stepping on one lowers both until you step off) and make your way along the
sticky wall to the left (dropping off halfway gets you a Blue Fly).  Providing
you were quick, by time you reach the end, you'll have charge enough to
activate the bridge below you.

Enter the door at the other side of the bridge and make your way right (mind
the Bug) and over the familiar green platforms with a purple charge running
through them - nothing tricky this time.  At the other side, behind the
Capacitor, is the exit door.

To your left, you'll find the checkpoint marker, to your right, you'll find a
charge guarded by a Mech and a Bug.  Climbing those platforms will take you to
a Blue Fly, which is nice.  With the charge, head back to the left and ride the
launchpad up to the sticky wall.  At the top, a Bug and another charge is
waiting for you.  Continue right, by time you've reached the green platform and
fought the Mech, the charge will have expired, so continue right and mash
another Mech and grab another charge.

Continue right and ride the launchpad and take the door at the top this time.
In this area, you'll find a really long but straightforward green wire/purple
charge section, at the end of which, a solitary Bug stands between you and the
door.

All the way to the right, you'll find a charge.  If you return to the first
launchpad, you'll earn a Blue Fly for your troubles.  Of course, this will get
you nowhere, so take your charge and bounce up the launchpads to the right.
At the top, make your way to the left to find the Remote.


 === Find the I.O Tower ===

     In the checkpoint area, instead of heading across the second sticky wall,
drop down and enter the door to the right.  Make your way up the blocks to the
left and hitch a ride on the platform.  The idea is to stay with it the whole
time, but if you jump off when it reaches the first dock and head left (watch
for the the Ant-like enemy), you can grab a Blue Fly.

Sticking with the platform will take you round to the exit, providing you
remember to jump off and not ride the platform back round.  If you fall in this
next area, you'll end up back in the checkpoint room, but thankfully there's
only one platform jump to.  Nothing to do at the other side but enter the door.
In the final area, make your way up the platforms to the right and take a ride
on the platform.  After you've ping-ponged a bit (well, twice), hop off and
head left to reach the Remote.


 === Charge the A.C.T. Steps ===

     In the checkpoint area, after reaching the area with the two Mechs, grab
the charge to the right and head back and ride the green platform.  From the
top, follow the path around, smiting any inferior enemy you encounter until you
reach the sticky wall, which obviously needs climbing.  When the wall branches
off, if you continue straight along, you'll find a Blue Fly.  Heading up and
right will see you find the exit door.

In here, wreck the Mechs and grab a charge, after which, climb the platforms
and activate the moving one at the top, it'll take you directly to another one,
which you need to activate with this charge or face trying again.  At the top,
you still need to be quick, as there's one more Mech to fight and two more
platforms and a bridge to activate with this charge.  After crossing
the bridge, just keep on keeping on to reach the Remote.


 === Hidden Silver Remote ===

     In the checkpoint area, with the choice of routes, take the launchpad and
cling to the sticky wall to the left, then follow it round to reach the Silver
Remote.


 ----- Poltergex --------------------------------------------------- 02.18 ----

 === Ascend the Ghost Tower ===

     Head up the stairs to the left and past the suit of armour, then continue
up the next flight of stairs and through the door.  In the next room, make your
way over the chandeliers and enter the door.  If you should fall, head left and
enter the door to be taken back to the main hall.  In this next room, if you
look in the bottom-right corner, you'll find a Red Fly.  Make your way up the
platforms to get back to where you were, then perform a flying kick over to the
left to reach the chandelier, then hop over to the next one.  At the other
side, enter the door.

Head over the chandeliers and enter the door.  In here, head right until you
see the moving table.  Just above you is another Red Fly, so you may as well
use the one you already have and grab another.  Ride the table to the top and
enter the door.

Climb the wall to the right and make your way over the platforms to the left
(keep an eye out for the Monster) and enter the door at the other side.  This
bit is simple, just follow the sticky wall round until you reach the door,
which should obviously be entered.

After the axes, ride the platform up and smash the pumpkin.  The door can be
found to the left.  In this next room, head over the platforms and chandeliers,
then enter the door.  Welcome to the final room.  As the hint showed, this
place is full of Poltergeist that enjoy to bowling their heads at you.
Be thankful, you're still sitting on a Red Fly, so chow down and make your way
up the stairs to reach the Remote.  The Green Fly on the way up can be gotten
by dropping down the hole in the floor above.


 === Reach the Top of the Morgue ===

     In the room with the second Red Fly, instead of riding the table up and
entering the door, head right and enter the door there.  In here, it's a
straight run right until you see the red coffins sliding in and out of the
walls - this is the start of the morgue, and those coffins can be climbed just
like any other platform.  At the top, keep the pace right and head up the next
set of platforms.  At the top, simply make your way across the platforms to
reach the Remote.


 === Smash Eight Blood Coolers ===

     From the first set of stairs, take the right branch and jump the gap to
find the first of many Blood Coolers.  In the second room, you'll find the
second Cooler right next to you as you enter.  Blood Cooler numero tres is in
the bottom-left corner of the third room.

In the fourth room, after riding the table across the gap, climb down the
sticky wall and ride the platform over to the right to reach the fourth Blood
Cooler.  In the fifth room (i.e. the one directly after the fourth Cooler),
you'll find the Cooler to the right.  Enter the door in the bottom-left corner
of the starting area and head right.  In the next area (grab the Blue Fly) and
climb the sticky wall, then enter the door.  Head all the way past the axes and
the flame pit and climb the sticky wall.  At the end is Cooler number six.

In the room with the second Red Fly, ride the table up and enter the door.
Head to your left to find the seventh Blood Cooler in amongst the Poltergeist.
From the seventh Cooler, head back to the right and take the door.  A running
jump to the right now will see you land next to the eighth and final Blood
Cooler.  The door here leads to the Remote.  Before you grab it, you might want
to make your way up and over the platforms to grab a Green Fly.


 === Hidden Silver Remote ===

     The Silver Remote can be found just below the fourth Blood Cooler.
Push the coffin into the alcove to the left before riding the platform across
to get it, otherwise you'll have trouble getting back up.


 ----- No Weddings and a Funeral ----------------------------------- 02.19 ----

 === Penetrate Rez's Inner Sanctum ===

     Beyond the speaker-like enemy and past the static pit, you'll find a pair
of speaker platforms spanning a gap.  Standing on one will see the second one
slide ahead, allowing you to cross the gap by alternating between platforms.
If you should fall, you'll have to deal with the Socket Monster in the pit.
To get the platforms back to the left, simply stay on the floor of the pit and
they'll make their way back.

In the next area, with the exception of a Socket Monster, it's a straight run
to the next door.  Head left and crank the platform up using tail whips.
After riding the next platform up, head right and climb the conveyor with the
safety chevrons.  At the top, head left and climb the sticky wall, at the top
of which, ride the platform up and continue right to find the door.

Again, this room features you running right, smacking a Socket Monster, and
heading through the next door.  Spin the gear next to the static pit to make a
platform appear.  To get across the pit safely, you're going to have to be
quick to use that platform, as once the gear stops spinning, it'll lower again.

You're only one platform ride away from a second, far more annoying platform
section.  Spin the gear as much as you can, then make your way over the two
platforms it raises.  At the top of the sticky wall found at the other side,
head right and flying kick your way along the platforms (don't worry about the
conveyor, it spins but it doesn't affect you) and enter the door at the other
side.

In the next area, you're faced with more platforms and more static, but there's
no gear in sight, meaning you can just take your time and bounce over the pits
at your own pace to reach the door.  In this next area, jump over the first pit
and swing away at the gear to raise the platforms in the second pit.

At the other side, make your way up the platforms and across the conveyor
belts.  Ride the platform, and at the top, head right and ride the next one.
The exit door can be found to the left, but hidden in the darkness to the right
is a Blue Fly, which is nice.

In this next area, climb the conveyor belt to the right and drop off at the top
(mind the speaker-like enemy).  Make your way over the gap and ratchet the
platform up to the conveyor belt.  From the second conveyor belt, walk off the
edge and you'll land on a ledge, this makes it easier to jump to the platform
and ride it to the door.  In here, keep running right until you reach the
static pit.  Jump to the platform hovering above it and hop off to the right to
reach the Remote.

 o-INFO----------------------------------------------------------------------o
 | With your 34th and final Red Remote, Channel Z -- the level just to your  |
 | right -- will unlock, allowing for your final showdown with Rez.          |
 o---------------------------------------------------------------------------o


 === Hidden Silver Remote ===

     In the second-to-last room (the one with the two static pits with a gear
in the middle), after crossing the second pit, look in the top-right corner.
Make your way over the conveyor belts and ride the platform as usual, but
instead of riding the next platform, run over the edge to the right and hug the
wall, you'll land on the final hidden Silver Remote.


 ----- Channel Z --------------------------------------------------- 02.20 ----

 === Defeat Rez in the Final Battle ===

     The battle with Rez starts with you having to run like a girl.  As you
make your way right, over the platforms, you'll find yourself having to dodge
balls of energy shot from the cannons in the floor.  While this is going on,
Rez will be chasing you, which is as fun as it sounds.  Although Rez can't be
harmed here, he can be stopped momentarily by hitting him.  Use this time to
get as far as you can, because when he comes back on screen, he'll do so at
great speed, leaving you with the options of ducking or jumping and hitting him
again.

Once you've reached the end of this area, enter the television door to begin
the final showdown.  In the middle of the room sits Rez, but don't worry, he's
almost completely harmless.  At the top of the platforms in front of you is a
button - when pressed, it'll drop a television on Rez.  Head back down and
bounce over Rez and climb the platforms at the other side of the room to find
another button.  Simply keep travelling backwards and forwards between buttons
until Rez is dead (10 hits in total).  Your reward, whether or not you
collected everything in the game, is a one-screen thank you message, which just
sucks.


 ===== Cheats and Codes ============================================ 03.00 ====

 === Master Password ===

     Enter D + B x20, U + B, R + A x2, U + A, D + B, L + B, U + B, R + A as a
password to give yourself all the Remotes.


 === 255 Lives ===

     If you enter R + A for your entire password, you'll start the game with,
you guessed it, 255 lives.  While in the Media Dimension, your life count won't
display your new life count, but once you start a level, it'll change.


 ===== Frequently Asked Questions ================================== 04.00 ====

 === General Questions ===

 Q: What's the difference between this and the other versions?

 A: The most complete version (Playstation) of the game has many more levels
    than this one.  The Rocket Channel, three boss channels, and eight bonus
    levels have been cut, reducing the number of collectables from 39 Red/28
    Silver/12 Gold to 34 Red/24 Silver/4 Gold.


 Q: What do the White Flies do?

 A: White Flies do the same as Red Flies, it's a palette error.  White Flies
    can be found in some Scream TV levels and also in some Pre-History Channel
    levels, so I'd make a guess at them originally being intended to act like
    Blue Flies from the console versions (immunity to falling lava and
    Poltergeist).


 === Questions About This Guide ===

 Q: Can I use your guide on my site?

 A: As of this moment, no you cannot host my guide.  Why?  Because I believe
    that the number of sites that I�m allowing to host this guide is enough,
    enough to keep track of and enough to provide adequate distribution to you,
    the wonderful FAQ-reading public.


 Q: I have this guide, would it be okay if I used a part of yours?

 A: *Chokes* part of mine?  What would be the point of that?  You can use my
    guide as reference for all the things that I can�t own (i.e. facts), but
    you can�t go lifting entire paragraphs, even if you credit me for it.
    Just read the copyright notice at the top of this guide, and then think
    twice before 'borrowing' anything from me.


 Q: If I've found something that you were too stupid to include, or something
    that you've missed, what should I do?

 A: You could take it, turn it sideways and shove it... *ahem* just drop me
    a line and tell me in exact detail as to what it was that I screwed up on
    or missed out.  If you can help me to make this guide more accurate, you�ll
    win a cookie, a kudos cookie (great on calories, lousy on taste).


 ===== Credits and Outro =========================================== 05.00 ====

     Look down, now back to me.  Where are you?  You're at the end of this
guide.  I'm on a gecko.  I love this bit, we all get to the end and have some
tea, then I throw you out.  As always, I hope this has been of some use to you.
Off you go, and make sure that the last one to leave turns the lights out.


 === Special Mentions and Thanks ===

  The layout of this guide is based upon the layout used by Dalez in his Breath
    of Fire IV guide [http://www.gamefaqs.com/features/recognition/2741.html].

     If for some strange reason, you would actually like to thank me, feel free
to sign my guestbook [http://www.lah-di-dah.net/apps/guestbook] and pledge to
serve as my vassal - too far?  Well, just sign it and leave out the "serving me
for all eternity" bit (if you like).


-------------------------------------------------------------------------------
No, Mr. President, they have no idea of my true identity.  Yes, Mr. President,
it all went according to plan.  Shall I continue with the second phase of the
operation?  Yes sir, understood.
-------------------------------------------------------------------------------

===============================================================================
     Gex: Enter the Gecko (C) 1998 David A. Palmer Productions
          Gex: Enter the Gecko - FAQ/Walkthrough (C) 2011 Mike Penance
===============================================================================