=============================================================================== 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.... GameFAQs http://www.gamefaqs.com Honest Gamers http://www.honestgamers.com 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). --------------------------------------------------------------------- If you liked this guide, then please feel free to show appreciation and hit the rate/recommend button at the top of this page. 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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 ===============================================================================