Your Account
    Log into your account here:
       Forgot Password

    Not registered? Sign Up for free
    Registration allows you to keep track of all your content and comments, save bookmarks, and post in all our forums.

Walkthrough

by Shotgunnova

       __ ___ _____ ___ ___ ___ ___ ___    ____ ___ _____ _____ _ _ _____
      [  |  _|_   _|  _|   | _ |  _|  _|  |  __|  _|     |_   _| \ |_   _|
     __| |  _| | | |  _| | |   ( |_|  _|  | [_ |  _| | | |_| |_|   |_| |_
    /____|___| |_| |_| |___|_\_|___|___|  |____|___|_|_|_|_____|_\_|_____|
_______________________________________________________________________________
���������������������������������������������������������������������| INDEX |�
                                                                      �������
    I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR
   II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS

       Characters ..................................................... CHRC
       Field Objects .................................................. FLDO
       Menu Overview .................................................. MNOV
       Tips N' Tricks ................................................. TPST

  III. JUNO WALKTHROUGH . . . . . . . . . . . . . . . . . . . . . . . . WLKJ

       01) Goldwood ................................................... WK01
       02) SS Anubis .................................................. WK02
       03) Walkway .................................................... WK03
       04) Tawfret .................................................... WK04
       05) Mizar's Palace ............................................. WK05

       VELA WALKTHROUGH . . . . . . . . . . . . . . . . . . . . . . . . WLKV

       06) Sekhmet .................................................... WK06
       07) Cerulean ................................................... WK07
       08) Ichor ...................................................... WK08
       09) Mizar's Palace ............................................. WK09

       LUPUS WALKTHROUGH  . . . . . . . . . . . . . . . . . . . . . . . WLKL

       10) Spawnship .................................................. WK10
       11) Rith Essa .................................................. WK11
       12) Eschebone .................................................. WK12
       13) Mizar's Palace ............................................. WK13

       FINDING THE SHIP PARTS / SAVING REMAINING TRIBALS  . . . . . . . WLKS

       14) Goldwood ................................................... WK14
       15) Spacestation ............................................... WK15
       16) Gem Quarry ................................................. WK16
       17) SS Anubis .................................................. WK17
       18) Walkway .................................................... WK18
       19) Sekhmet .................................................... WK19
       20) Water Ruin ................................................. WK20
       21) Ichor ...................................................... WK21
       22) Eschebone .................................................. WK22
       23) Rith Essa .................................................. WK23 
       24) Spawnship .................................................. WK24
       25) Collecting the Remaining Ship Parts ........................ WK25
       26) Asteroid ................................................... WK26

   IV. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN

       Tribal List .................................................... TRBL
       Weapons Guide .................................................. WPNS
       Health Upgrades ................................................ HLTH
       Key Guide ...................................................... NVGD
       Spaceship Parts ................................................ SPCP
       Floyd Missions ................................................. FLYD
       Unlockables .................................................... UNLK

    V. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . FAQZ
   VI. UPDATES & CONTRIBUTIONS  . . . . . . . . . . . . . . . . . . . . UPDT
  VII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT

_______________________________________________________________________________
�������������������������������������������������������������������������������
I. CONTROLS                                                              [CNTR]
_______________________________________________________________________________
�������������������������������������������������������������������������������
     ___ ,------. ___     D-PAD: Quick-selects weapon
    / L /        \ R \    START: Un/pause game
   /����          ����\   C-UP : Cycle weapon inventory
  ( _|�|_          ()  |  C-DWN: Cycle weapon inventory / Jetpack: hover
  ||_   _|        ()() |  C-LFT: Strafe left
  |  |_|   (ST)  B ()  |  C-RGT: Strafe right
  |               A    |  STICK: Controls movement
  |    ,-.  __  ,--.   |  A-BTN: Jump button / Zoom-in (s. rifle)
  (   )   ||  ||   (   )  B-BTN: Kneel/crawl on ground / Zoom-out (s. rifle)
   \_/    |(__)|    \_/   R-BTN: Manually aim
          |    |          L-BTN: ---
          (    )          
           \__/  Control configs can be changed around in the 'Options' menu.
_______________________________________________________________________________
�������������������������������������������������������������������������������
II. TH' BASICS                                                           [THBS]
_______________________________________________________________________________
�������������������������������������������������������������������������������
CHARACTERS         [CHRC]
�������������������������
 There are three characters to play as, and although none of them really speak
 too much, they have special abilities and items they acquire. They are:

            SPECIAL ABILITY                  SPECIAL ITEM
            ���������������                  ������������
 - Juno --> Can walk through lava unharmed   Crowbar (open floor hatches)
 - Vela --> Can swim underwater              Mine Key (enter R.E. Mine)
 - Lupus -> Can hover over short distances   Night Vision Goggles (see in dark)

 Also worth noting, only Juno and Vela can obtain the Blue Key, which singles
 Lupus out when it comes to collecting some Tribals.

FIELD OBJECTS      [FLDO]
�������������������������
 While playing levels ("the field") there is a ton of items and things just
 waiting to be picked up. Here's a rundown on what to expect:

|����������������|�����������������������������������������������������������|
| Ammo Crates    | Will refill ammo incrementally or completely              |
| Ammo Upgrades  | Permanently increase weapon's ammo capacity               |
| Barrels        | Explodes after enough hits. Stay away from blast radius!  |
| Container      | Mechanical-looking holder that houses weapons or keys     |
| Crates         | Breaks after enough hits. Has no blast radius.            |
| Drones         | The multi-colored, multi-sized enemies. Kill 'em!         |
| Drone Head     | A fallen drone's cranium. Can earn cheats by finding 'em! |
| Elevators      | You ride 'em, duh! Sometimes activated by hitting switch  |
| Floyd Pad      | Stand on it to initiate a Floyd Mission                   |
| Gems           | Colored gems restore varying degrees of health            |
| Gun            | Dead drone's weapon -- refills pistol or machinegun ammo  |
| Jetpack Pad    | Refuel jetpack (when applicable)                          |
| Landmines      | Blows up if someone gets too close; safe trigger w/ guns  |
| Lifeforce Door | Only opens after set amount of enemies have been slain    |
| Morphing Pad   | Changes character into a Tribal or Drone                  |
| Panels         | Though rare, destroying these turns off jailcell function |
| Spaceship Item | Special item that goes toward remaking Tribal spaceship.  |
| Special Items  | Items (like the Specialist Magazine) have story purposes  |
| Switches       | Though rare, shoot these to make objects work             |
| Totempole      | Touch it to unlock a cheat/bonus feature for multiplayer  |
| Tribals        | Cute teddy-bear-like creatures. All of 'em must be saved! |
| Tribal Head    | You killed a Tribal and took its head. Memento of shame.  |
| Tribal Lantern | Dropped by shot Tribals. Refills flamethrower ammunition. |
|________________|___________________________________________________________|

MENU OVERVIEW      [MNOV]
�������������������������
 Main Menu:

  CHARACTER -> Switch current character (when applicable)
  OPTIONS ---> See below
  HEALTH ----> View current health level
  WEAPONS ---> View available weapons for character
  MAP -------> View available planets (allows one to instantly warp there)
  INVENTORY -> View character-specific inventories
  TRIBALS ---> View all available planets' Tribal amounts per-area
  SPECIAL ---> View collected/missing Spaceship Parts

 Options Menu:

  SPEAKER SETTINGS ----> Adjust speaker type (stereo/mono)
  MUSIC VOLUME --------> Adjust music volume
  SFX VOLUME ----------> Adjust sound-effect volume (gunshots, splatters, etc.)
  WIDESCREEN SETTINGS -> Toggle widescreen mode
  CONTROL MODE --------> Change plugged-in controllers' modes (normal/expert)
  2-PLAYER SETTINGS ---> Change screen split (horizontal/vertical)
  CHEATS --------------> See available cheats and toggle their usage
  QUIT ----------------> Exit menu

TIPS N' TRICKS     [TPST]
�������������������������
 And here it is: tips! These things are generally culled from my own playing,
 although if a reader has any doozies to stick in here, I'll definitely
 consider doing so (provided it's worthwhile, doesn't rely on glitches, etc.)
 So with out further ado...

 � When you finish a planet, your ammo is NOT refilled. Sometimes it pays to
   backtrack a bit and scrounge up some, because as you'll find out, some ammo
   types are pretty dang hard to find (Sniper Rifle?) and some planets won't
   have any whatsoever.

 � Continues are your friend! If you die, your Tribal totals remain intact
   but your ammo levels remain the same. Each member starts with two per
   PLANET so they're in short supply -- use gemini refills to boost health in
   the meantime.

 � Jetpack fuel is only used while ascending. Since this screws with camera
   angles, it pays to oscillate the flying motion, which also helps for slim
   landings. Of course it conserves fuel as well, which is always good.

 � Juno fights the last level by himself. His important explosives (tri-rocket
   launcher, homing missiles) are bound to be less ammunition than his friends
   so make a note not to steal upgrades he should get on this end. A good
   example would be Lupus taking the huge amount of upgrades in the lava
   passage on the Spawnship.

 � If you shoot a Tribal who holds a lantern -- not with an explosive, of
   course -- they will drop it, and the thing can be used for flamethrower
   fuel. This tip's become rather common but it still works if you're fond
   of using that weapon.
                                                    _________________________
___________________________________________________/ III. WALKTHROUGH [WLKT] |_
�������������������������������������������������������������������������������
01) GOLDWOOD                                                             [WK01]
_______________________________________________________________________________
������������������������������������������������������������������\ As: Juno |�
                                                                   ����������
 STAGES: Outset, Interior, Rim (Lupus only), Lodge (Vela only)

 Jet Force Gemini's storyline lets the player choose which characters to go
 as -- Juno, Vela, or Lupus -- although this won't be available until after
 the second level is finished. For now, it's all Juno, baby!

  GOLDWOOD - HUB
 |������������������������������| After landing in an enemy-uninfested portion
 |              To Outset       | of the planet, meet with Magnus outside the
 |                   |          | ship to learn the Tribal King (Jeff) is
 |           _______|�|__       | waiting in the hut beyond. Talk with him
 |          |       ____ \      | there to be tasked with liberating his
 |  To     _|      (Jeff\ \     | people -- which look like gray teddy bears --
 | Lodge -|_        \_ H_) )    | from their drone oppressors. And although
 |          |             (     | the game saddles the player with this in a
 |          |              )    | nonchalant way, let me make it clear: all
 |          |             /\    | must be found to finish the game! They can't
 |           �����������\ \ P   | all be gotten now but we can eliminate some
 |                      _|�|_   | of the backtracking by finding 'em now.
 |                     /     \  |
 | P = To Fish Pond   ( START ) | The door to the Lodge requires the Yellow
 |                     \_____/  | Key, so we can't go there yet. Move toward
 |______________________________| the Outset door to get an explanation about
                                  what a Lifeforce door is and what those
 shiny lights alongside it denote. Three enemies will drop down and hover;
 they must be killed to open the Lifeforce door. But don't be fooled by their
 complacency: these appears in a few moments and will definitely fire back.

 Before leaving, there's a secret entrance to a fish pond near the li'l bridge
 in front of Jeff's adobe -- look for a black hole in the rockwall. There's a
 crate here that gives the best weapon in the game: Fish Food. You feed it to
 your enemies and they explode! ...NOT. You feed fish with it and that's all
 it's good for. There is, however, a Shuriken capacity upgrade here -- you'll
 need to get the weapon from the Lodge first, though, so remember this. When
 we get Vela, there's also a secret totem at the bottom of the pond to claim.

 For now, take the door near the chief's hut and exit this portion.

GOLDWOOD - OUTSET
�����������������                     _
               _________           __|2|_
              | �__   __|_____    |  |3| |
              | (  ) (  )     |_ _| H|_| |_
      Village-|     �          _|_    _   _|-EXIT
              |(_)  (  )P_   _|   |  | | |             
              |__    �� | |_|     |__|_|_|            |���������������������|
              |  __|����  | |_______                  | � = Tribal Location |
             _|__  |     / 1        |        _        | H = Health Upgrade  |
            (     �|    ( (�������| |      _|3|_      | # = Connected Path  |
             \ ����|     ) ) ___|� _|     |     |_    | Y = Yellow Key      |
              ���|_|    ( ( |  __ (       |  1   2|   | P = Pistol Upgrade  |
                ENTER   | | | |  ) )      |_____|�    |_____________________|
                        | |_| | ( (
                        /\___/___) )__
                   Caves     |  ����  |
                             |   Y    |
                              ��������
 The game gives an overview: watch out for weak soldier drones and snipers,
 pick up ammo crates, save Tribals, etc. Using the C-left/Right buttons to
 strafe is going to be a lifesaver, and doing it while targetting manually
 with R-button can take a bit of acclimation. Get these basics down quick,
 unless you want to sleep in a pine box!

 Under the first sniper's trunk is a Tribal [1/7], the only one along the
 footpath here. Proceed toward the village to find it crawling with weak
 drones and a couple snipers. Kill the former types from the entrance road
 (out of snipers' trajectory) and see if another Tribal [2/7] will run right
 for Juno -- this often happens. When the snipers are done, the lifeforce door
 opens...but don't be fooled; a few more reinforcements arrive from behind!
 This opens the other door. When the coast's clear, get a third Tribal [3/7]
 behind a house and the first pistol upgrade alongside another. Of the two
 newly-opened doors, take the one that leads into the caves.

 Whichever path is taken at the fork doesn't matter too much, although the
 right one leads to landmines (manually aim to destroy). Lame drones are the
 only ones inside. At the 2nd fork, take the high-tech tunnel to a small mine
 camp where the other four Tribals [4-7/7] are being put to work. Drones will
 enter from behind, too, so picking up the civilians first thing can pay off.
 Destroy the large crate here for the Yellow Key. This will let us get into
 the Lodge portion from the hub.

 Return to the entrance where the waterfall is pouring through the floor, exit
 back into the village, and go through the other door -- this leads to a scenic
 river. Grab the health upgrade on some steps, then backtrack to the start of
 this level -- we're going to hit up that Lodge!

GOLDWOOD - LODGE
����������������
 Right at the start is a huge purple machine-gunner. He looks buff but folds
 after a few rounds of pistol shots. Just strafe into his line of fire, hit
 him hard, then strafe out -- easy! Inside the cavern, on a left ledge, is a
 bunch of shurikens, a new weapon. These ninja stars are thrown at enemies and
 can be collected after they land (usually stuck to a wall). There's nothing
 else to do here right now, so leave again. Backtrack through the "Outset" and
 exit via the riverside door.

          Red Key  Gun
            _\__  Door   Proceed through this unnamed area until reaching a
           |    |  _|    gorge with a winding path up the cliff, a locked door
           |__��|_/ /    and Magnus in a dead-end somewhere. He'll bestow the
         __|    ___/     Red Key on Juno, which allows him to open doors of
        / _______  |     that color (duh?).
      _( (   |_   _|
     |  _|    _|_|_      With this in hand, enter the clifftop door and kill
    _|_  |   |     |     the purple gunner. Take the Machine Gun in the chest
   |  ___|   |  M  |     behind him, exit into the gorge, and use it to unlock
   |_|       |_____|     the door at the bottom. The path will lead 'round to
  START                  the next area.

GOLDWOOD - INTERIOR
�������������������             
          _________________
         |  _   _   _   _  |       At the start, there's a machinegun upgrade
         | ( ) (�) ( ) ( ) |       and the first [1/9] Tribal in the crook of
         |                 |       the path. Further up the road is a village
         |_   (_)   (_)    |       in ruins; beware of snipers. The second
           |_ �|�������|� _|       Tribal is on a hut's husk [2/9], and can be
           |M �|       |_|         obtained by going around back and jumping
           |_|�       _| |         onto the framework, then carefully getting
          ENTER      | P_|         the prize. The exit gate's guarded by a
                     |_  |         large drone and some cohorts, although they
                       | |_____    may blow themselves up like Three Stooges
                       |  ___  |   rejects -- d'oh!
                      _| |_ _| |_
                     |     |     | In the second area, neutralize the sniper
                     | GAP |     | on the treetop near the start and scramble
                     |_   _|_   _| for the pistol upgrade on the nearby box.
                       |_|  _|_|_  Past some floating UFO-type drones (strafe
                           |     | fire!), the fork leads to a doorway blocked
|������������������������| | ����| by an abyss -- can't go this way. Take the
| � - Tribal Location    | |_M  _| only accessible route and cut a swathe
| M - Machinegun Upgrade |  _|_|_  through the leagues of UFO-type enemies;
| P - Pistol Upgrade     | |     | when they're gone, both doors in the area
|________________________| |     | will be accessible (this includes the one
                           |_���_| across the pit). 
                             |_|   
                            EXIT   Take the nearest door and...

 This third small area has four [7/9] Tribals being guarded by a single
 maroon drone, who's slightly tougher than normal types. He may turn his fire
 on the innocents so save 'em first before letting him meet his maker. Crates
 here contain ammo refills and a machine gun upgrade. In the 4th screen, run
 for the invincibility pickup as a bunch of floating drones infiltrate the
 area and start a massacre. Before leaving, look for the final two [9/9]
 Tribals cowering behind a stack of crates. Exit when done!

_______________________________________________________________________________
�������������������������������������������������������������������������������
02) SS ANUBIS                                                            [WK02]
_______________________________________________________________________________
������������������������������������������������������������������\ As: Juno |�
                                                                   ����������
 STAGES: Hold, Passageway, Depository

 Right at the start of this area, before entering the Hold, look on the boxes
 to find a health increase and some upgrades for the pistol/machinegun. Climb
 higher on another stack of crates in the corner to find the Plasma Shotgun
 inside its container. The path up there leads to the same are as the lower
 door, but for now, ignore it and do take that lower one into...

SS ANUBIS - HOLD
����������������
        To Floyd Mission
                        \
                        |�|__
                        |  _ \-Cluster
                        ( (_) )  Bombs
                         \   /
                       ___| |
                      |  ___|                   _
            To Ship   | |___  2F Vent         _| |_   _____
                  \_  |___  |/      _______ _|  ��!|_|     |-Plasma 
                 _| |_    | |__    | _   _!|_  S   |_  M P | Shotgun
           Vela-| ��� |   |__  |   ||_| |_|| |_____| |_   _|
                |!��� |      |_|   | _   _ |           |_|---Start
                |_ � _|  ____| |_  ||_| |_||
                 _|�|_ _|T    �M!|_| _   _ | |������������������������������|
                |C    |_ ! !     |_ |_| |_|| | � - Tribal Location          |
                |!    | |___ _ __| |P      | | S - Shotgun Upgrade          |
                |    !|___ _| |     �������  | M - Machinegun Upgrade       |
                |      H  |___|              | P - Pistol Upgrade           |
                |_____|_|�    \              | ! - Jailcell Fusebox         |
                          Path to 2F         | T - Totem (Bonus Feature)    |
                                             | H - Health Upgrade           |
                                             | C - Clusterbomb Upgrade      |
                                             |______________________________|

 Upon starting, there'll be a few box-top snipers and drones running around,
 but nothing fancy and new. The two Tribals [2/10] here are near a large drone
 and explosive barrel, so watch your shooting -- heck, dash and in and get 'em
 first thing if y'need. There's a shotgun upgrade on one of the boxes; make
 sure to replenish ammo too, as it'll be the same amount from on Goldwood!
 Stand on one of the blue crate stacks and look for a control panel on the 2F
 walkway -- destroying this fusebox will unlock a jailcell, and we'll need to
 do all of 'em to get this area's Tribals.

 This area has six large tankers fixed to the ground, and a few drones are
 interspersed beneath. Save the machinegun for when the floating UFO-types
 infiltrate, as they'll unlock the lifeforce door within. Need health? Shoot
 the gems off the tankers and snatch 'em up where they fall. There's a pistol
 upgrade by the exit. Don't forget to destroy the fusebox near the entrance
 here, either.

 In the Hold's third room, there's a huge gap in the room's middle that can
 be navigated by platforms. Kill some drones near the third Tribal [3/7] and
 look around those crates for a 3rd fusebox; there's another to snipe in the
 platform pit, too. Get the machinegun upgrade if you didn't already, and spy
 the 5th fusebox above the exit door -- kpew!

 This next area's incline is split in two by a conveyor belt, while the lower
 entrance leads to the jailcell. Ignore the latter and force your way up --
 it has a few drones, snipers, fat drones, and mines all in one cool blend.
 When the coast is clear, a health upgrade, and a yet-unattainable Clusterbomb
 upgrade, and the 5th and 6th fuseboxes (behind crates, high up on wall in
 front of room entrance, respectively). Exit via the health upgrade's door.

 This leads back to the platform-over-gap room, just higher up. Since there
 are no enemies, carefully walk over the criss-crossed girders, find the totem
 in one corner [BONUS FEATURE UNLOCKED: Blue Ant in Deathmatch] and exit in
 the new upper door, which basically leads to a vent with drone larvae inside.
 At the end is a reward of Cluster Bombs, however. There's also a Floyd Mission
 nearby but we can't do that yet, so ignore it and backtrack to the conveyor
 belt room. The Clusterbomb Upgrade that was grayed-out before can be obtained
 now!

 Now it's off to the jailhouse. If you've blown up the seven fuseboxes so far,
 Vela and six Tribals [9/10] are now freeable, plus another [10/10] who has
 a fusebox alongside the cell. Congrats on saving all those cute fuzzywuzzums!
 The door Vela took leads to the level exit, and in fact, you can start going
 down Vela's storyline if y'want -- although this walkthrough won't.

SS ANUBIS - DEPOSITORY
����������������������
 To get here, re-enter the level (select from the 'Map' menu) and climb to
 where the Plasma Shotgun was, then further to the 2F walkway. Enter 'Hold'
 from here and take the 2F door.
                            _____
  � - Tribal Location      | � � |   To get here, re-enter the SS Anubis by
                           | ��� |   selecting it from the 'Map' menu. Upon
          _    ________    |_   _|   entering, climb up toward the Plasma
        _| |__|  __   _| ____|�|__   Shotgun's container and keep going higher
       |    __  |__|_|  |_   _   _|  onto the 2F walkway. Re-enter the Hold
       |____  |  __|      | | | |    from here and find the 2F door that runs
       |  __  | |_____    | |_| |_   right to the depository.
       |____  |_    _ |   |  ___  |
        _|  __| |_ |_||   |_|  ___|  Now, there's nothing particularly cool
       | _ |__  | _  _|     |___  |  _______  about this first portion, as it's
       |____  |_|_  |___    |  _  | | �� �� | basically drones and snipers in a
 ENTER-|_   |  _  |_  __|_  | |  _|_| ����� | labyrinthine cargo bay. Sometimes
         |____|___| |_    |_|    _|_   SHIP | the player can outfox a sniper by
                      |_|_______|   |_______| getting him when he's not looking
                                              but this is rather infrequent.
 There's only one way through here, so just pretend it's a placemat at Burger
 King and go to town (teehee?). There are two rooms that branch off from the
 maze: the north contains a portion of the Tribals [5/14], the exit dock has
 the other nine [14/14]. Since some of the babies are around the ship, take
 care not to prematurely finish the level!

 Note that exiting from the depository opens up a "secret planet": Walkway.
 This doesn't have to be done now, although for continuity's sake, it's best
 to do it now -- that way we don't have to backtrack to get some upgrades on
 Tawfret.

_______________________________________________________________________________
�������������������������������������������������������������������������������
03) WALKWAY                                                              [WK03]
_______________________________________________________________________________
������������������������������������������������������������������\ As: Juno |�
                                                                   ����������
 STAGES: Peak

 This level is literally a walkway plus a building. Why stop here now? One
 reason: the Homing Missiles. They're inside the building's lifeforce door
 after the drones are defeated. Don't bother trying to get all the tribals
 as only three of the six are obtainable now, and we'll have to do it all over
 later anyway (once we get the jetpack).

 Once you get the missiles, leave for Tawfret. 

_______________________________________________________________________________
�������������������������������������������������������������������������������
04) TAWFRET                                                              [WK03]
_______________________________________________________________________________
������������������������������������������������������������������\ As: Juno |�
                                                                   ����������
 STAGES: Bog, Bridge, Castle

 First things first, it's important to know that these mutated red enemies are
 ONLY susceptible to explosions, so save your ammo for awhile.
 
TAWFRET - BOG
�������������    To Bridge               Each area of this rainy swamp is huge,
                     |                   and typically consists of a small dirt
                ____|�|____           _  parth surrounded by flooded remnants
               | S         |    _____|1| of a forest. Ignore everything until
               |___|1�|    |   |  _____| the third screen, where King Jeff'll
               |\TT\��     |  _| |_      bestow a Tri-Rocket launcher to cover
   Tri-Rocket -| _       _ | |  �  |     for his mistake. This weapon is used
    Launcher   ||       ��|| | � � |     to destroy the mutated enemies, but
              /| �       � | | � � |     is useless without some upgrades -- I
      Grenades  ����|_|����  |_____|     know from experience.
           _________| |___
          /          #    \  Use the new weapon to blow open mausoleum doors
         (           #     ) in town, which culls a huge bounty: 2 Tri-Rocket
         |            #    | upgrades, two tribals [2/10], and a new weapon
         |       ####  #   | (Grenades). Following this, there's a Shotgun
         |      #    ###   | upgrade behind a tombstone and one more pesky
         |     #           | Tribal hiding on the church ruins [3/10]. Note
         |      #    ####  | the church trapdoor that requires a crowbar...
         |       #   ####  |
          \_____ # ______  |       |�����������������������������������������|
               _|�|_    _|_|_____  | # - Dirtpath                            |
              /     \  |  #H     | | � - Tribal Location                     |
             ( START ) |  #    # | | S - Shotgun Upgrade                     |
              \_____/  |  # �� # | | T - Tri-Rocket Upgrade                  |
                       |   ####  | | H - Health Upgrade                      |
                       |_________| |_________________________________________|

 Backtrack to the first screen now, killing everyone in sight to open a
 lifeforce door in one of the corners. This leads to a dead-end area with two
 more Tribals [5/10] and a health upgrade. Get 'em all quick before the drones
 here catch on. No more Tribals can be collected just yet until that trapdoor
 is pry-openable, so we'll leave it for now.

 ONCE THE CROWBAR IS OBTAINED...

 After you return here with the crowbar from the next section, the trapdoor
 leads to a lady-or-tiger situation, where a tribal or mutant drone will be
 shown. However, all drones must be killed to unlock the jailed tribal in
 plain sight. Overall, there are five [10/10] to rescue.

TAWFRET - BRIDGE
����������������
             To Castle
     Flares     |
          _\___|�|_____   __________________________ ________________________
         |  __    __   | |                          |                        |
  Floyd -| |3�|    R\  | | � - Tribal Location      | ! - S. Rifle Upgrade   |
         | |!�|  '���| | | P - Pistol Upgrade       | H - H. Missile Upgrade |
         |  ��   .  1| | | R - Robot Component      | M - Remote Mines       |
         |  ()    ���  | | # - Connected Passageway | S - Shotgun Upgrade    |
         |_____P  _|�|_| | G - Gimlet's Pants       |                        |
         |         2�  | |__________________________|________________________|
          �����| |�����
            ___|�|____           _           Sniper Rifle is located within a
           | ####### (          |3|_____     house in Screen #4. Flares under
          / #       # \         |_____  |_   Floyd's platform (blow up door).
         | #####G#   # |            |� R  |
         | #   ###   # |  _____ ____|�����|�����|
         | #         # | | ��  |  __   R     M  |
         | ########### | | ! H   |  |_�� _|_____|
         |_____ # _____| |_____| |    | |
             __|�|__         __| |    | |
            |   #   |       |    |____| |  Upon entering, there are four [4/12]
            |   #   |       |     ______|  Tribals scattered around the bridge
            |  #    |       |__  |____     in front of Juno, plus a pistol
            |   #   |_         |____  |    upgrade at the bridge's foot. Some
            |__  ##   |             |2|    fish-type drones premiere here, and
        _______|   #  |              �     will oscillate back and forth if
       |           #  |  Juno is up high, but only boast a slight increase in
       |    #######   |  resilience over UFO types. Feel free to skip 'em.
       |   #      ____|  Get the Shotgun/Homing Missiles upgrades 'fore going.
       |  #      |
       |   #     (    In the second screen, nab the temporary invincibility
       |    #    |    and take out the fish drones who float around and fire
       |___ # ___|    nigh continuously (unless you can get a tree in-between).
      _____|�|_____   There'll be a few more of these encounters, and a big
     |     ____,-. |  one towards the end as well. Another new enemy are the
     |    /� __ � )|  squid type of floating drones, although since these'll
     |   (_�(  '-' |  only lock-on if Juno is inert, they're much easier than
     |     )H) ,-. |  the usual crap.
     |  S (_�\(   )|
     |      ) )'-' |  The third screen is basically a big pond with a shore
     |     ( (     |  surrounding, and an island in the middle. Swim out to it
     |_____  P_____|  and find some pants -- yes, pants -- stuck on a branch.
           |_|        We'll need these in the next area. Take note of the hole
          ENTER       under the island, which Vela can get to. Besides that,
                      skidaddle before the enemies go haywire (unlike others,
 these belligerent sons of guns don't act like braindead zombies).

 This one is the ruins of a larger town. Climb up some rubble to get in, then
 locate the large house occupied by an NPC (Gimlet)...and he has no pants. He
 gives the crowbar for finding his pants in the 3rd screen, and this will be
 of use both here and in the previous area. With the crowbar obtained, now it
 is time for the other special thing: getting Floyd. Talk with this robotic
 drone on an elevated platform to learn his three crucial components were
 scattered around town by enemies, and he can't move without them. All of
 these pieces are marked on the map, mind you. [Before this, get the fifth
 Tribal [5/12] in one of the remaining houses that contains the Sniper Rifle.]

 Okay, to reanimate Floyd, we'll need to find his three parts. One is on the
 wall, which also happens to be the way to get onto Gimlet's house. Juno can
 fall slide through the chimney and deliver a sack full of liberation for the
 Tribals within the network down there, of which there are five [10/12] to be
 found -- one is isolated and has to be obtained via the door under Floyd's
 platform. Most are hidden in rooms behind the breakable stone coffins, along
 with the two new weapons -- Remote Mines and Flares -- within this area, as
 well as upgrades for the Sniper Rifle. There's an upgrade alongside the S.R.
 for Homing Missiles, which may have been obtained if Juno went to Walkway
 already.

 Anyway, the final two Tribals of this level are _WELL_ hidden, and probably
 unnoticable without the flares (one of the few uses they ever have). Go under
 Floyd's platform and use them in the dark wall to highlight a makeshift
 stairway leading up to an attic in the ceiling, where the last two [12/12]
 are staying. There's a sniper rifle upgrade here, too.

 With everyone found, the level can end -- after you awaken Floyd, of course.
 The crowbar can be used to get the rest of the Tribals in the Bog portion,
 so if you want to do that now, replay that portion and enter the trapdoor
 under the church.

TAWFRET - CASTLE
����������������
       |������|                   The first task for Juno is, of course, to
       | SHIP |                   break the castle walls, which are guarded
       |_   __|                   by red-drone snipers; two cyborg types are
        _|�|______   ________     in the parapets. The sniper rifle earns its
       |          |_|    __  |    keep here, although a player can wing it --
       | BOSS     |_   �|__)T|__  most ammo boxes are full refills, luckily.
       |__________| |_��|�      |_____
                      | |       |___  |  For screen two, its back to the old
                    __| |_   ___|___| |  twisting, straightforward path
                   |   _| | |   |  ___|  through the drone horders -- like the
                   |��|_  | |   |___ !|  SS Anubis' depository, most are just
                   |__  | | |_______| |  regular types and green snipers. Get
                      | |_| |  ____   |  the machinegun upgrade at the start
                      |H    � /  __   |  and continue to a waterfall area; go
                       �������| (__|__|  the dry-land route, which leads to a
                              |__  |     homing missile upgrade. The next pool
 |��������������������������|    | |___  has 3 snipers; make a mental note of
 | � - Tribal Location      |    |___  | an underwater tunnel (for Vela).
 | H - Health Upgrade       |        |M| 
 | ! - H. Missile Upgrade   |     _ _|�|_ _  All the Tribals are in this 3rd
 | T - Tri-Rocket Upgrade   |    | |     | | screen are on the ground-floor
 | M - Machinegun Upgrade   |    |_       _| and in plain sight. The first one
 |__________________________|      |START|   is in the pillar room [1/6], the
                                    �|_|�    next near a water access tunnel
                                             [2/6], and in that direction, two
 others [4/6]. Upon coming to the lifeforce door, quickly get other two who're
 both in the snipers trajectory [6/6], just on different sides of the wall.
 Finally, before going through the lifeforce door, snatch the tri-rocket
 upgrade near the pillar room's other door. In this new pillar room, roll in
 the full upgrades for all weapons before proceeding further to...

 BOSS: Stag-Beetle Drone
 �����������������������
 Like all boss battles to follow, Juno cannot run around like normal; he can
 only strafe. And that's good as the camera isn't going to turn traitor and
 screw up here. Attack-wise, it can shoot out bats from its mouth and stomp
 the ground to make 1-2 shockwaves. Evading for the first can be done by
 shooting them or general maneuvering, and specific timed jumps for the latter.
 To kill the boss, it has to be broken down piecemeal: first shoot off its tiny
 mouth fangs to stop bat attacks, then blow off its head horns; finally, its
 head itself. The pieces can only be damaged when they sparkle, so don't waste
 ammo -- set up manual targetting! Either way, as long as a player has strafing
 down, this battle's difficulty redlines pretty hard and losing should be a
 far-off dream. [Difficulty? 2/10]
 
 Juno automatically exits towards the ship afterwards, although it's possible
 to go back and get Tribals [etc.] if needed. The plentiful refill boxes will
 have vanished, though. Either way, congratulate yourself on finding all the
 Tribals on a planet -- hopefully.

_______________________________________________________________________________
�������������������������������������������������������������������������������
05) MIZAR'S PALACE                                                       [WK04]
_______________________________________________________________________________
������������������������������������������������������������������\ As: Juno |�
                                                                   ����������
 STAGES: Lobby (Juno), Flume (Vela), Chasm (Lupus)

 Some of the stages can be partially explored by Juno right now, but the Flume
 is completely off-limits and there's not much to do in Chasm that Lupus won't
 be able to do better, so we'll ignore it. Floyd is required for this level so
 make sure he was reanimated back in Tawfret's Bridge section.

MIZAR'S PALACE - LOBBY
����������������������
 ____                                ____                    To Pyramid Area
|    |_________ ___________ ________|   �|                         _|�|_
|SSG |_        |_         _|       _| S �|                        |��   |
|____| |     ��| |       | |______| |   �|                _____ __|     |
        ������� _|       |           ����                |     |! | G G |
               |1        |                               |_�G�_|____   _|
                �|    P  |     |���������������������|     |�|______|�|______
                  ��| |��      | � - Tribal Location |  ___|M _____________  |
               |�|__|�|__|�|_  | # - Connected Path  | |  _  |        _____|_|
               |____   ______| | S - Shotgun Upgrade | | |_| |       |     |
               |  _     _  |   | G - Grenade Upgrade | |_  |�|     _ |_� �_|
               | |_|   |_| |   | M - Machgun Upgrade |   |  _|   _| |__|�|_
               |____   ____|   | ! - Bonus Totem     |   | |____|  _   __  |
                    | |        |_____________________|   |___M  ______| _|_|_
                    |_|                                      | |       | ��� |
                   START                                     |1|       |_____|
                                                              �
 Through the long opening passage, enter into the glossy outdoor plaza that
 really shows off how amazing the N64 can make graphics look -- strafing gives
 an effect that makes Juno seem like he's ice-skating! Beautiful. Kill the
 weak drones and proceed toward the temple. The entrance to Flume is in the
 underwater tunnel, which we can summarily ignore.

 The inner temple has lines of flamepots along the wall, and two doorways at
 the opposite end. Before doing anything though, grab the pistol upgrade right
 of the entrance. The "left" door leads to a huge firefight with Tribals in
 a safe corner [2/14], and the lifeforce door herein leads to two shotgun
 upgrades and a grenade upgrade. The "right" door leads to a similar battle
 before spitting Juno out in a room with three more Tribals [5/14] and a 3rd
 shotgun upgrade. With this area looted, return to the temple lobby and look
 at the "you are here" map -- it seems to suggest a hidden passage inside one
 of the flame pits. If you look at all of them, one flame is a hologram over
 a huge shaft -- jump down it after getting a whole bunch of ammo around the
 area.

 After taking the plunge, get our your tri-rocket launcher or grenades, which
 are going to be key in getting through the hordes of shield drones without
 wanting to throw the controller. Using the map above, notice that none of the
 nine Tribals in this area [14/14] are within the hallway, which is good; also
 good is that none are in imminent danger and are often alone. Throughout the
 area, there are two machinegun upgrades and three grenade upgrades -- wow! In
 the lava area with a cyborg drone, the totempole can be found in the secret
 room behind him [BONUS FEATURE UNLOCKED: Purple Termite in Deathmatch]. The
 lava room also holds the exit to this area.

 PYRAMID AREA
 ������������
 This incredibly huge area really has little sightseeing. Juno's "mission" is
 to locate three keys visually. The first is in the middle of the weird ring
 machine that's in constant motion; the second is in one of the upper corners
 near there; the final is above this area's exit door, in an high-up hole. It
 isn't that hard to find them -- they look like three yellow triangles, or a
 Triforce if you're a Zeldaphile. Didja find all of 'em? Good.

 With that done, exit this plaza to the "right," which should lead to the door
 to the Chasm portion -- we can ignore it, but go there for a second anyway.

 MIZAR'S PALACE - CHASM
 ����������������������
 Lupus is the only one who can get all the Tribals here, so instead, find the
 3 grenade upgrades in the corners and exit back to the pyramid area.

 PYRAMID AREA
 ������������
 Find the floor ring near the Chasm entrance that has some tokens around it;
 the middle is a start of a "Floyd Mission," which of course requires Floyd.
 His mission is to collect the three keys Juno identified earlier then finish
 the job by going into the passageway behind the one in the upper corner. The
 controls for the job are rather simple: A-button goes forward, B-stops, and
 the analog stick controls movement. If done right, there'll be a long scene
 where the pyramid moves onto the ring machine and Juno can enter it -- through
 a specific door, that is.

 NOTE: Finishing this level via the Pyramid means that Juno isn't playable till
       his comrades missions are done. If you want to avoid backtracking later,
       do all his upgrades/Tribal junk now!
 
 Either way, this ends Juno's solo run through the solar system. Vela's stuff
 is up next!
                                                    _________________________
___________________________________________________/ VELA WALKTHROUGH [WLKV] |_
�������������������������������������������������������������������������������
06) SEKHMET                                                              [WK06] 
_______________________________________________________________________________
������������������������������������������������������������������\ As: Vela |�
                                                                   ����������
 STAGES: Battle Cruiser

 Yup, only one stage. As you'll soon find, Vela is at bare-minimum equipment
 and will have to forage for upgrades. Unlike Lupus' missions which are much
 more generous in playing catchup, Vela's ain't as easy. Just one large stage
 to go through, however.

SEKHMET - BATTLE CRUISER
������������������������
 I hope you enjoy this map because even after rewriting it three times, it
 still doesn't align perfectly -- 'tis the pitfall of areas that are circular
 and interconnected!
                             Red Key   Plasma
                                    \  /  Shotgun
         ____________ ___________ _|�����|_
        /           _|___________|_    M  _|
       /   __________| \/\         |_____|
      /   /           \   \
     |   (  To Exit   /    \            ########
     |   |    _/      \    /            #    _|�|____
     | | | __| |__     \   \            #   |        |
     |�|�|/       \     \/\/#############   |        |-Lava Room
     |   |         \                        |__   ___|
     |   | G        )-Bonus   Green            |�|
     (   (         /  Totem    Key             |  ���|
      \   \__   __/            /               | � � |__
       \   \_|�|_ ___ ___ _/���\_ _/���\_ _____|______  )
        \1\|_   _|_  | H_|_  M   |       |     |      __)
         \/ _) (_  | | |   \___/� �\___/�|  �  |  �  |
           |     | | | |                 |___  |  ___|
           | �P� | | | |                     | | |
           | � � | |2  |                     (___)
           /�����   ���
          / ___________  |������������������������|��������������������������|
  Grenades |1    H    2| | � - Tribal Location    | P - Pistol Upgrade       |
            �|_______|�  | H - Health Upgrade     | M - Machinegun Upgrade   |
                  \      | G - Grenade Upgrade    | # - Connected Path       |
            Machinegun   |________________________|__________________________|

 Right behind Vela's starting point is a Grenades container, and there's a
 pistol upgrade on some boxes. Speaking of which, there are some Tribals [4/15]
 standing around in this landing area. There are three doors but only one will
 be unlocked to start; the others need a Green Key. Enter the adjacent chamber
 to find that this area is shaped in a circle or something close to it. Simple
 drones run around and even with a pistol, opening the lifeforce doors should
 be a simple task. Of the two lifeforce doors here, take the one that would
 lead back toward the launch pad area -- this leads to an empty chamber with
 a Machinegun and health upgrade inside. Exit and go through the lifeforce
 door ignored last time.

 Shield drones will be in here but there's few enough that the grenades can
 take care of 'em. Locate the door that requires a machinegun to unlock (just
 like Juno did back on Goldwood), which leads to another shield-drone hallway
 prefacing an empty chamber with an NPC. Talk with him and he'll give Vela the
 Red Key to spite Mizar. The magenta door is locked here, so return back two
 screens and take the higher door that leads to a cargo area with UFO-type
 enemies escorting drones around. Past them, a room with lava. Juno's needed
 to move around in the lava (that and the jetpack are why we can't get all the
 Tribals on this level now). UFO-types drop down when Vela tries to cross, so
 don't get caught off-guard on the thin catwalk en route to the red-key door.

 Past here are three interconnected areas with automated elevators and Tribals
 on isolated platforms. It's obvious how to enter and exit, but of the four
 Tribals here, only one [5/15] is obtainable -- lame. Past the elevator series
 is another cargo room leading into a chamber with a glass floor. Bust it up
 and get the Green Key in the chest below, which is adjacent to a machinegun
 upgrade. Enter the next hallway and turn right immediately to find the health
 upgrade in the blind corner. The UFO types and shield drones here can be
 run past and ignored. The green-key door leads back to the landing pad.

 With this new key, we can enter the final door from the 'pad. There's a huge
 spiral ramp around a center pillar, and although it's tempting to ignore all
 the annoying shield drones, there's a lifeforce door at the top so they'll
 all need to be six feet under. A grenade upgrade is at the foot of the ramp,
 and the level exit is past that lifeforce door.

_______________________________________________________________________________
�������������������������������������������������������������������������������
07) CERULEAN                                                             [WK07]
_______________________________________________________________________________
������������������������������������������������������������������\ As: Vela |�
CERULEAN - DUNE                                                    ����������
���������������
   _____
  /     \            Another 1-stage planet, and not nearly as annoying as the
 /       \___        previous. Get the pistol/machinegun upgrades by the ship,
(�� EXIT |__ \       snatch the goldbar hidden by the landing pad, then kill
 \       /  \ \      shield drones until reaching the snowswept planetscape.
  \_____/    ) ���\  Vela will need to find the two other goldbars -- marked on
        ___  | |�\ \____________  the map for easier reference -- in order to
       |   |_| | |_  _   _   _  | trade for the Tri-Rocket Launcher a cave-
       | T     ( |    | |     | |___   -dwelling NPC has nearby. As a kicker,
       |___|��\ \|____| (  T  |  _  |  there's a health upgrade as well.
               \___   __ \____) / ) |
              /   _| |_ \______/ _|�|_
             /   (  T  )      __/     |__,--------- UFO-types in Tandem
          Cave    \___/   _ _|           |_ __
       Complex           | |_             _|_ \
                        _| |_|____   ____|   ) )
                       |  P  |   _|_|_     /�   �\
                       |  S  |  |     |   ( B���Y )
                        �����   |  H  |    \_���_/
                                |_____|      |�|_
                                  /       ___|_  |_
                         Homing Missiles (         |  --.
                                    ______)       _|    |
  |������������������������|       / !            \     |    Snowswept
  | � - Tribal Location    |      /                \    |-- Planetscape
  | ! - Goldbar Location   |     (                  )   |
  | Y - Yellow Key         |      \                /    |
  | H - Health Upgrade     |       \   (�\_       /   --'
  | P - Pistol Upgrade     |        \__ \  \ !   /
  | S - Shotgun Upgrade    |           \ \_/�����|
  | B - Bonus Totempole    |            )  _/��| |
  | T - Tri-Rocket Upgrade |           _|_|_  _| |_
  |________________________|          |     |/ P M \
                                T.R. -|     | START )
                             Launcher |_____|\  !  /
                                              �����
 Another one-stage planet, and not nearly as annoying as Sekhmet. Get the
 pistol/machinegun upgrades in front, and then snatch the goldbar hidden
 behind Vera -- this is necessary in a moment. Proceed through the li'l canyon,
 killing shield drones, until it's possible to enter the snowswept countryside.
 There are two other goldbars to find here, one around the right corner and one
 along the wall on the opposite side of the hills. When all three are collected
 Vela can get the Tri-Rocket Launcher from the mining NPC in a previous door.
 There's also a health upgrade there!

 With this baby in tow, head across the hills to where the enemy encampment is
 along the wall, which leads into a cavern system. Right inside are the first
 six Tribals [6/8], a Yellow Key, and a totempole [BONUS FEATURE UNLOCKED: King
 of the Hill mode in Deathmatch]. The next area is full of natural rock
 formations and there's a rank-and-file group of UFO types flying around. They
 won't fight back but do make quite an annoying target to hit. One of the
 caves here leads to Homing Missiles and a health upgrade, the former which
 can help against the UFO types. Killing them all opens both lifeforce doors,
 one of which has a pistol and shotgun upgrade. Whew! Take the other to
 continue the cave complex.

 You'll quickly find that there are many forks, some of which lead to dead
 ends with lifeforce doors. Red termites and gigantic drones inhabit these
 cramped spaces, so if you're in having fun being a grenadier, make sure to
 watch out for suspended ceiling larvae -- grenades blow up on contact with
 them, and they can be hazardous if Vela's nearby. Either way, to get all the
 goodies in this portion, there'll have to be some backtracking...sorry, that
 is the way it is, folks. The first lifeforce doors has a small scene but the
 others have no attention drawn to them. Oftentimes the largest drones are the
 key to unlocking them. Before exiting in the "west," make sure to get the
 three tri-rocket upgrades, as they'll truly make Vela a force to be reckoned
 with.

 In the exit pad where the ship is, make sure to circle 'round and get the two
 final tribals [8/8] near a metal...uh, thing. That should end this level!

_______________________________________________________________________________
�������������������������������������������������������������������������������
08) ICHOR                                                                [WK08]
_______________________________________________________________________________
������������������������������������������������������������������\ As: Vela |�
                                                                   ����������
 STAGES: Military Base, Perimeter

 After disembarking, get the shotgun upgrade behind Vela and trek through the
 cargo yard with shield drones and a cyborg. When they're dirt stains, snatch
 a pistol upgrade and proceed through the lifeforce door, which         ___
 leads into a military encampment. Snipers and shield drones  _____/�\_|   |_
 are all cast here, the former doubling up in the three      |  ___   _|     |
 towers. Following the massacre, there are four exits to    _| |_  \_/ |___|�)
 find here: two on an upper L-shaped walkway, one below,   |     |_/ \      /
 and one locked (needs Blue Key). To reach said upper      |      _   )   To
 walkway, powerjump and climb onto it.           _____     |_   _| \_/   Boss
                                         _______|  P��|_ /\__| |         /
                                        |���   _|  !�� _|  ____|        To
                   _____     _________ _| ! G | |_   _|  \/            Exit
           _____ _|     |_ _| |H�!|  _|_______|   |_|
          |H���M|_  ���  _|_    � | |              |
          |�|���  |_____|   | ����  |        To Lava Room
         _|�|_______         �������
        |   |    _  |                      |����������������������������|
        |     |   | |                      | � - Tribal Location        |
 _____ _|     |     |-Flares               | H - Health Upgrade         |
|  ___|___ _ _|___|_|-Sniper Rifle         | ! - Homing Missile Upgrade |
| |     |_| |_____| |_____                 | P - Pistol Upgrade         |
| |     |_        | |     |                | S - Shotgun Upgrade        |
| |_____| |       | | <   |                | G - Grenade Upgrade        |
| |   |  _|_______| | <   |____            | M - Machinegun Upgrade     |
|  �   �|___________| <   _   _|           |____________________________|
 �������  |^ ^ ^ ^ ^     | | |_         
          |______________| |___|�����|  One of the walkway exits leads to a
                               |  P  |  small room with Flares and a Sniper
                               |_   _|  Rifle, then segways into the lower
                                _| |_   cargo bay (actually, any path available
                               /START\  from outside leads here). The door down
                              (   S   ) below leads into a hallway with two
                               \_____/  Tribals [2/16] around a platform base
                                        occupied by a cyborg drone and its
 shield-type cohorts. If you plan on blowing 'em sky high, collect all the
 innocents first! Immediately following, get the health upgrade and locate
 the staircase where two more [4/16] Tribals are guarded by squid drones. Vela
 may accidentally hit a Tribal if firing from above, so run below to collect.

 The next cargo dock has more Tribals on the ground level [6/16], so once
 again: take them first! Only shield drones and a couple snipers are here,
 and it's very easy for a stray rocket to decimate one of the cuddly friendly
 units. Through the next door, kill the cyborg drone on the lowest level to
 unlock the lifeforce door past some lateral piston traps. There's also a 2nd
 health upgrade in the stairway down there, and you may notice two out-of-reach
 Tribals [8/16] on a ledge here -- only Lupus can get them. Make it past the
 piston traps with timed runs to exit.

 Adjacent, this chamber has a bunch of buttons that control platforms as long
 as Vela stands on it. Get the homing missile upgrade hidden below first and
 make your way across to the grenade upgrade. Three Tribals [11/16] are here
 in one of the upper corners, as well as a mercenary machine that lets one
 refill their health/ammo to max by using Mizar tokens.

 Further on, there's another large cargo chamber with moving platforms. Take
 out the termite who starts running away, because he's going to execute two
 Tribals [13/16] around the corner. There's also another [14/16] on top of a
 doorway, but again, only Lupus can reach it. A homing missile upgrade is on
 some platforms here, and another [14/16] Tribal is on the one opposite there.
 Guess what? Vela probably can't get that one either, haha. Lupus cleans up
 here with his floating ability.

 So, with that in mind, exit via the lower passage to find the great outdoors
 just as you remember 'em: clear skies, a calm pond, ants with guns trying to
 kill you. UFO types fly in first, but shield drones are just down the path
 with the same intentions in mind. Past the 2nd group of UFO types, Vela will
 come to a bridge...and there's a planned ambush. Two machinegunners -- this
 time on actual emplacements -- are pointing at the bridge and can rip our gal
 to shreds pretty easily; there's also drones who run around here. Bypass the
 annoying guns by swimming the ditch on either side of the bridge, then leaving
 past the final UFO circle. Fill up on ammo in the final chamber, then enter
 the lava area to find...

 BOSS: Drone Queen
 �����������������
 Vela is suspended on a lava-traversing platform here so she can only go left
 or right, like Juno's fight before. The boss has a few attacks: (1) explosive
 slugs are dropped on one side, which can be evaded by strafing away (2)

 Like the last boss fight, there is a specific order to defeating it, and the
 pieces in question shimmer to show they're the current target. First, the
 two flytrap antennae, then the slug body itself. When the body explodes, the
 remaining portion of the queen goes airborne and is hard to hit without the
 homing missiles. When all (4) of its guns are defeated, just its floating
 body will remain. It always retains the explosive slug drop attack, but that
 should be rather easy to avoid by now.

 If Vela dies, she's automatically placed back in the ammo room, regardless of
 whether she has any continues left. Yes!

 ---

 When the boss is lava fodder, we find Lupus behind a door...and we can start
 his levels if we want! ...but let's finish Vela's path first, eh? There's one
 more screen to go through before the docked ship is found, and it's without
 enemies.

_______________________________________________________________________________
�������������������������������������������������������������������������������
09) MIZAR'S PALACE                                                       [WK09]
_______________________________________________________________________________
������������������������������������������������������������������\ As: Vela |�
                                                                   ����������
 STAGES: Lobby (Juno), Flume (Vela), Chasm (Lupus)
                                            ______
                                     /����\/ ____ \
                                    / /��\S /    ) )
                  To Lobby         / /   / /    / /
                     |            / /    \ \   / /
               |�|__|�|__|�|_    ( (   ___)S)_/ /
               |____   ____  |###| |##|START___/
               |  _     _  |�    | |__ ��|P|                /����\
               | |_|   |_| |     |  _ \  | |       ______  (      )
               |____   ____|    _| |_\ \_| |      / ____ \  \_  _/
                    | |        /     \\___ (     ( (    \ \___) )
                    |_|       (   M   )   \ \____| |___  \_   _/_____
                   START       \_____/     \_   _____  | /     '     \
                                            _| |_    | |(             )
 |�������������������������������������|   /     \   |_| \_____,_____/
 | � - Tribal Location                 |  (       ) _| |_     _
 | P - Pistol Upgrade                  |   \_____/ | � � |   | |--Exit to
 | M - Machinegun Upgrade              |           | � � | |�� ��|  Pyramid
 | S - Shotgun Upgrade                 |           |_____| | G G |      Area
 | G - Grenade Upgrade                 |              #    |_____|
 |_____________________________________|              #       #
                                                      #########
              
 Like Juno before, this mission starts in the outdoor plaza with reflective
 floor tiles; however, Vela can't enter the temple so she'll have to swim down
 to the underwater entrance. She can breathe indefinitely in this form so no
 reason to hurry for oxygen. This...is the entrance to the Flume portion. And
 there's no enemies whatsoever! This means Vela can simply swim around and get
 the upgrades strewn throughout the passages. Use the above map to find them
 all, being two shotgun upgrades, a pistol upgrade, a machinegun upgrade, and
 two grenade upgrades in the exit portion. All six Tribals [6/6] are in the
 last two screens as well.

 After exiting throug the waterfall, Vela ends up in the pyramid area that
 Juno created with Floyd. All she has to do is find the door that opens for
 her and head on in. Now we can get on with Lupus' portion!
                                                   __________________________
__________________________________________________/ LUPUS WALKTHROUGH [WLKL] |_
�������������������������������������������������������������������������������
10) SPAWNSHIP                                                            [WK10]
_______________________________________________________________________________
�����������������������������������������������������������������\ As: Lupus |�
                                                                  �����������
 STAGES: Troop Carrier

 Lupus' special ability is being able to float/hover over stretches of time
 with his hoverboots, which can be activated by pressing A-button in midjump.
 This will be necessary to get through some portions!

 NOTE: The map is multi-layered, meaning there is a room encompassing most of
 the walkways, and if you jump off, you land in a lower area. Obviously I can't
 translate this to perfection, so any numers match up. For instance, "1" means
 that there's a one-way fall into the other "1" room. Hopefully it won't look
 too convoluted.
                                                _|�|_
                                               |_   _|
                                            _____| |
                                 Yellow    |  _____|-Lava Passages w/ Upgrades
                  Sniper Rifle    Key      |_____  |
       ,-                     \_____\___   |  _____|     /�������\
       |                      |         |  |__   __|    / /�/ \�\ \
       |                      |_   _   _|  |       |_ _( ( (   ) ) )_|������|
       |                       _|�|_|�|__ _|Shocker _|_  | |   | |  _| EXIT |
       |                      |         _|_ H      |   ( ( (   ) ) ) |______|
       |                      |   ���  |   |_______|    \ \_\ /_/ /
       |                       ���| |��            \     \_______/
Upper -|              Shotgun  ___|�|__     _______ Lava
Rooms  |   Machinegun    )    |   | |  |   |       |
       |           \____/___ _|___|_|__|_ _|   �   |_ ______   ____
       |           /      PM|____________|_ 3  S    _|      |_|    |-Bonus
       |          (   H   )�  | 1 |^|  |   |   M   | |   5   _|____| Totem
       |          /\_   _/### |___|�|__|   |_______| |   P  |     \
       |    Start   _|�|_   # |   |�|  |  _______    |   S  |   Remote Mine
       |           /     \  # |   | |__|_| |___| |_ _|      |    Upgrade
       |          (       ) # | 2 |____|_   ___   _|________|   (Unavailable)
       '-          \_____/  # | _______|_| |___|4|_
                            # ||RED KEY|_   ___   _|-Green Key
     ######################## | �������| |_|___|_|    Required
     #    ______  ______       ��������
     #   |   1  ||  3�  |          |����������������������������������������|
     #   |_ _ __||_ _ __|          | � - Tribal Location                    |
     #    _| |_____| |__   _____   | # - One-way Drop (from Upper Floors)   |
     #  _|              |_|     |  | H - Health Upgrade                     |
     ##|_                _|  5  |  | P - Pistol Upgrade                     |
         |_   _____   __| |_____|  | M - Machinegun Upgrade                 |
          _|_|__  _|_|__           | S - Shotgun Upgrade                    |
         |   2  ||� 4  �|  LOWER   | # - Connected Passage                  |
         |      ||      |  ROOMS   |________________________________________|
          ������  ������\
             Homing Missile Upgrade (Unavailable)

 Like the other JFG members before him, Lupus starts with minimal equipment and
 ammo. Luckily, the shotgun and machinegun (plus one upgrade apiece) are both
 in the starting room; the latter types are up the small cargo lift. 

 In this next criss-cross walkway there is a Tribal [1/15] over the doorway,
 although since all of them can't be obtained at this moment, feel free to
 ignore its pleas and mosey on into the next room. There are moving platforms
 here and a shotgun/machinegun upgrade to get, plus another Tribal [2/15] if
 you're collecting 'em anyway. The next room is pretty much the same except
 shield drones are on both sides, and it's a pistol/shotgun upgrade combo.

 Following, there's a tic-tac-toe grid-shaped walkway stretched above Room 4.
 There are three exits: two accessible, one requiring a green key, which we
 don't have. One of the open passages leads to a cyborg drone guarding a Red
 Key -- which is necessary to proceed -- and the other leads to a lifeforce
 door guarded by UFO types. Through there we're back at the criss-cross walkway
 that leads to a red-key door. 

 There are a couple of snipers shooting from sewer drains here, and a red
 termite below runs to execute three Tribals [5/15] if Lupus does nothing to
 stop him. To get the Yellow Key, Lupus must powerjump and hover at the peak
 of said jump, then float into the sewer drain. The Sniper Rifle is there as
 well as the Yellow Key -- twofer! Yeah!

 Backtrack one room, go through the new door into a room with a broken walkway
 over lava -- uneventful except for a health upgrade near the starting point.
 There's a straightforward, empty bunch of rooms that leads to the exit

 #############################################################################

 OUT-OF-THE-WAY STUFF TO DO BEFORE LEAVING:

 - Enter Room #5 (on map) from the upper walkways and look for a drain below
   the platforms -- this is where a sniper was previously. Lupus can hover
   down, freefall, then hover again into there. The Bonus Totem can be found
   inside [UNLOCKS: Green Ant in Multiplayer]

 - In the lava room, the broken walkway goes around this metal-lookin' dome.
   The entrance faces the wall so it's easy to miss, but Lupus can hover down
   and get inside. Therein? A Shocker weapon! Getting back is harder, since
   our faithful friend will be taking damage from the lava. Try to powerjump
   and hover to the step where the health upgrade was.

 - Down by the lava room's dome is a small entrance. Juno, again, can tread
   easily through, but Lupus will have to bounce around. Inside are a whole
   bunch of upgrades: four tri-rocket launcher, four homing missile, timed
   mines, remote mines, and cluster bombs. None of these can be obtained now,
   but we'll come back to 'em eventually.

 #############################################################################

 As said before, leaving is easily possible past the lava room -- no one's
 on guard duty past there.

_______________________________________________________________________________
�������������������������������������������������������������������������������
11) RITH ESSA                                                            [WK11]
_______________________________________________________________________________
�����������������������������������������������������������������\ As: Lupus |�
                                                                  �����������
 STAGES: Bluff, Ascent, Interior, Mine

RITH ESSA - BLUFF
�����������������
      Blue Key                     The Bluff area can't be fully explored until
        Door  \                    a Blue Key is obtained, which means seeking
             _|�|__ ______ ___     out the Tribals here is a waste of time --
            |      | ��  _|_  |    in fact, only [2/8] can be found here, and
            |    | | |__|   | |    they're on the long bluff pathway. In the
            |    |___|_     | |___     area just past the starting point, make
            |_    H|   |    |___  |    sure to hover behind the waterfall and
             _|�|��|___|        | |-$$  get the homing missiles -- they'll be
            /M   �\   \         | |__    very useful in clearing out enemies on
           ( START ) Homing     |___ \    the bluff walkway, which has gobs of
            \_____/  Missiles     __) )   UFO-type floaters, and introduces the
                                 |��_/    propeller types. At the tri-fork past
 |������������������������|      |M|___    there, get the Tri-Rocket Launcher &
 | � - Tribal Location    |      |___  |  pistol upgrade, the health upgrade by
 | M - Machinegun Upgrade |          | |___    the locked mine door, and head
 | H - Health Upgrade     |          |___  |   on into the Interior portion.
 | P - Pistol Upgrade     |             _|_|___
 | $ - H. Missile Upgrade | Tri-Rocket-/ P    _|- To Ascent (Blue Key)
 |________________________| Launcher  / ,--.  \
                                    _(_(_   \  )
                                   |     |   )_)
                                   |  H  |    |
                    Cluster Bombs -|_   _|  To Interior
                                     |_|
                                      |
                              To Mine (Mine Key)
RITH ESSA - INTERIOR
��������������������
          START       Not much to say about this compact portion except that
          _|�|        it is the last one we'll visit on this world (for now),
         |�T |        and that all Tribals can be obtained. It helps that
          �| |        there are only four [4/4], all separated from each other,
    _______|v|____    and often on ledges where gunfire won't hit them. Lupus
  _/      _ � __  |   must be careful not to misfire his explosive weapons,
 /�_/\___/ |�|_ | |   though.
( (        ) �S|| )
 \ \____  / /�� )�)   Anyway, the enemies of this level are often shield drones
  \   _ \/ /���� /    and a few (small) packs of UFO drones, although there's a
   \_/ \__/ /����     cyborg drone on the first bridge near the start. About
   / _,____/����\     upgrades, there's a tri-rocket one near the first Tribal,
  (______|T EXIT )    a shotgun upgrade near the 2nd, and a final tri-rocket
          �\____/     upgrade near the exit craft.
 ________________________
| � - Tribal Location    | Before leaving for the next world, make sure to
| S - Shotgun Upgrade    | stock up on ammo -- nothing's lamer than reaching
| T - Tri-Rocket Upgrade | a planet and having to scrouge for munitions.
 ������������������������
_______________________________________________________________________________
�������������������������������������������������������������������������������
12) ESCHEBONE                                                            [WK12]
_______________________________________________________________________________
�����������������������������������������������������������������\ As: Lupus |�
                                                                  �����������
 STAGES: Thorax, Approach, Cortex

ESCHEBONE - APPROACH
��������������������  ___     |������������������������|���������������������|
           _|�|___   /   )    | � - Tribal Location    | ! - H. Missile Upg. |
         _| | |<  |_/ / /     | T - Tri-Rocket Upgrade | H - Health Upgrade  |
    To -|_  | |<  |__( (_     | M - Machinegun Upgrade | P - Pistol Upgrade  |
  Thorax  |_| |<  |   \_ \    |________________________|_____________________|
            |_|���      ) )      
                       ( (__ _|�����|_|�����|_________
                        \ ! |_  � � |_MP��H |_�      T|
                         ���  |_____| |_____| \�    /�
                              /                �|�|�
                      Grenades                /�   �\
                                             ( START )
                                              \_____/

 Enter the second screen to find -- surprise! -- more lava platforms. Termite
 type enemies will become more prevalent in coming levels, so get a bead on
 'em here for practice. There's a tri-rocket upgrade in one corner and a
 one Tribal by each the door [2/6]. Screen #3 has some UFO-type enemies
 floating on either side of a breakaway bridge, so be ready for it to fall.
 Even if you do get burned, however, there's full health geminis on either
 side. Get the machinegun, pistol, and health upgrades, plus two more Tribals
 [4/6] on the platforms.

 The fourth screen contains a grenade chest and a weird worm-monster's head,
 whose tongue is slappin' around. This is the game's way of telling you to
 throw a grenade into its face and use the tongue as a bridge. Get the final
 two Tribals [6/6] by the grenade chest and crawl into the beast's mouth.

 The worm interior is filled with small packs of UFO types and red termites,
 and once all are dead, the lifeforce door at the tunnel end unlocks. The
 final chamber of this level has a high bridge with termite snipers on it,
 so reciprocate by doing some headshots of your own. Their deaths open the
 door into the Thorax.

ESCHEBONE - THORAX
������������������   |�����|          Jetpack-equipped Vela is necessary to get
                     | END |          all the Tribals in this level, so I'll
                     |_   _|          mark the current ones [6/12] on the map
                    ___|�|_________   and we'll get the others when the level
                   |   G#          |  is revisited.
                   |   ##          |    
                   |  ###########  |  The first two Tribals are in the first
                   |  ##  BOSS  #  |  room and in sight, but atop unreachable
                   |    # #######  |  pillars for now. Instead, collect the
                   |______###______|  bountiful upgrades around the pillars'
                         _|�|_        base: a pistol, grenade, and cluster
                        |     |       bomb upgrade!
                        |_   _|
               _____   ___|�|___ __            |��������������������������|
              |  _  | |1       _|_ \           | � - Tribal Location      |
             _| |_| |  �|     |   \ \______    | P - Pistol Upgrade       |
            |     | |_ _|_____|_ __\_____  |   | C - Cluster Bomb Upgrade |
           _|  H  |___|_________|  \_   _| |_  | 1 - Connected Path       |
    Vela -|_______  |   |^ ^ ^|  �\_ |_|     | | # - Lava Walkway         |
    Only     __|  __|   |_   _| __/ _|       | | G - Grenade Upgrade      |
   (Pool)   |  __| ___    | |__| ��  __|_____| |__________________________|
           _| |_ _|  1|   |__  |____|
         _|     |  _|�      _| |
    To -|_  � �  _|        / __|   Inside the chamber beyond, tear up some UFO
  Floyd   |_____|         ( (      and red termite types to get clear access to
 Mission     |         _ _|�|_ _   the three doors. Two require Magenta Keys,
          Magenta     | | � � | |  but one has open passage. Take it through a
            Key       |_|_PCG_|_|  few rooms and in the last, there are two
                      /   |_|      Tribals that can finally be obtained (or
                   Merc   START    summarily ignored). The end of the path will
                Supplier           lead up to the large chamber's bridge.

 Inside the chamber beyond, fight some termites/UFO types in the huge expanse
 and make for the only accessible door of the three. The straightforward set
 of rooms beyond is infested with the enemy types listed above, and the final
 room has two more Tribals. At the end of the path is a lifeforce door that
 re-enters the large 4-door chamber, this time from up on the bridge.

 Through the tunnel beyond, arrive at a pool room with a health upgrade, the
 final one for Lupus (hopefully). After slaughtering the hordes there, the
 ensuing tunnel leads to a two-tier room with similar enemy numbers, plus two
 exits this time. Make sure to nab the Magenta Key and the two Tribals on the
 floor, although the former is more important. The isolated door here leads to
 a Floyd mission, which we can save for later; the other leads back to the
 largest chamber's magenta door.

 With all that done, the only remaining door is the one with a magenta
 insignia. Behind it is a bunch of ammo boxes, which is a harbinger for...the
 boss in the next room!

 BOSS: Twin Mantids
 ������������������
 This is definitely the hardest of the three "prologue" bosses. The two
 mantes have machinegun arms, grenade-throwing capabilities, and a tailgun.
 There is a specific order for defeating these guys, and it won't be easy,
 since they switch out after enough damage.

 1) Destroy Mantis #1's arm (Mantis #2 does nothing)
 2) Destroy Mantis #1's other arm (Mantis #2 does nothing)
 3) Destroy Mantis #2's arm (Mantis #1 shoots dual missiles x2)
 4) Destroy Mantis #2's other arm (Mantis #1 shoots dual missiles x2)
 5) Destroy Mantis #1's tailgun (Mantis #2 shoots dual missiles x2)
 6) Destroy Mantis #2's tailgun (Mantis #1 idles)
 7) Destroy Mantis #1's head (both mantes shoots spit attack)
 8) Destroy Mantis #2's head (rapid-fire spitbombs)

 Ammo conservation is key, and when destroying the arm portions, it's best to
 use the pistol/machinegun, saving the explosives for later. The dual missiles
 are shot simultaneously and come in from two directions in a pincer attack,
 so to avoid one can (1) strafe in one direction and let the missiles converge
 away from Lupus (2) strafe-jump and let the missiles converge above, while
 strafing away from explosion (3) let rock formations on left/right absorb some
 of the hit and hopefully evade damage. The player will also notice that the
 missiles begin being fired every four jumps and that wait time by the final
 head-destroying portion becomes every time -- dangerous!

 A good tip is to only fire when the target is in the center, since the range
 is shorter and homing missiles/tri-rockets are more likely to hit. This will
 become essential for ammo conservation later when the 2nd tailgun target quits
 firing twice per middle section.

 When it comes down to shooting the heads, both mantises will become targets
 and alternate jumping into the middle to do their spit attack. Keep an eye
 on where the left/rightmost mantis is, because after shooting toward the
 center, strafe TOWARDS that direction to let the 2nd spit attack arc right
 overhead. Don't get caught in the crossfire as those spitbombs hurt like
 heck. Once one mantid's gone, though, it definitely gets easier.

 ---

 When the dust settles, it's time to exit the level. And for reference, the
 Tribal you see in the cutscene can't be rescued and doesn't count towards
 the overall rescue total.

_______________________________________________________________________________
�������������������������������������������������������������������������������
13) MIZAR'S PALACE                                                       [WK13]
_______________________________________________________________________________
�����������������������������������������������������������������\ As: Lupus |�
                                                                  �����������
 STAGES: Lobby (Juno), Flume (Vela), Chasm (Lupus)

MIZAR'S PALACE - CHASM
����������������������                 |��������������������������|
          /����������������|  _____    | � - Tribal Location      |
         / /�������������| |_|     |   | P - Pistol Upgrade       |
        / /              |      !  |   | S - Shotgun Upgrade      |
       ( (               | |�|_____|   | M - Machinegun Upgrade   |
        \ \       _______| |    /      | G - Grenade Upgrade      |
      ___) )     | G    M  | Elevator  | ! - Elevator (Connected) |
     |  _  |     |_   _|���            |__________________________|
    _| |_( (       ) )             _
   |     |\S\_____/M(_       _____|�|  Unlike the other two excursions here,
   |_____| \__S  ___  |     |     |�   our faithful canine starts somewhere
              | |  _| |_    |  !  |    other than the glass-floor plaza. Right
             _| |_|   ��|   |_____|    at the starting dock, the first two
            |_   _|   ��|     GAP      Tribals [2/10] are found to the left,
             _|�|_ �����    |�����|    and a pistol upgrade's nearby as well.
            |     |        _|  �  |_   Tote the tri-rocket launcher down the
     Night -|_   _|       |�        |  path as four giant drones and a nest
    Vision   _|�|_        |�        |  of UFO types are all waiting to ambush
   Goggles  |     |        �|     |�   the pup. When the lifeforce door opens,
            |     |         |_   _|    enter inside and find the Lupus-only
            |     |           |_|      item "Night Vision Goggles," which are
             �| |�             |       pretty self-explanitory, I hope. Step
             _| |_        To Pyramid   on the pad nearby to close the back
            /�� P \          Area      gates and turn on the function for the
           ( START )                   darkened tunnels ahead.
            \_____/
                                       The night-vision area is composed of a
 misshapen circle with three siderooms, one of which is the exit to the
 outdoors. It pays to snoop around as there's a bunch of upgrades: 2x Shotgun,
 2x Machinegun, and one for grenades hidden at a ledge bottom -- careful not to
 jump over it! A vacant room contains four Tribals [6/10] that are easy to
 miss; make sure to look for a hole in the wall! The elevator will lead out.

 The outdoor part of the Chasm could have been visited by Juno and Vela before,
 but Lupus is the only one who can really complete the Tribal hunting. One of
 the buggers [7/10] is on an isolated platform right behind where the lift
 lets Lupus off, and after floating to the waterfall, check inside that thing
 to find another hiding Tribal [8/10]. The final two Tribals are up near the
 exit, along one of the walls [10/10]. This should complete all the civilians
 on the planet, if you were thorough before.

 In the Pyramid area, locate Lupus' door. Assuming Juno/Vela's prologues were
 completed before...

 BOSS: Mizar
 �����������
 This is child's play, an mere taste of what's to come. Lupus will be the one
 to fight this, alone. Take out the Tri-Rocket Launcher and shoot Mizar in the
 face until the battle ends abruptly. He'll shield himself from damage so, like
 usual, only fire when the reticle appears.

 ---

 With all three allies prologues complete, King Jeff appears and says he'll
 help the team chase after Mizar and the asteroid destined for Earth...for a
 price. The team must rescue all captured Tribals and find the ancient ship's
 parts (x12). But, as an added bonus, all characters will gain jetpacks and
 can now use jetpack symbols to access new places. So, let the backtracking
 begin!
                     ________________________________________________________
____________________/ LOCATING SHIP PARTS / FINDING REMAINING TRIBALS [WLKS] |_
�������������������������������������������������������������������������������
14) GOLDWOOD                                                             [WK14]
_______________________________________________________________________________
�����������������������������������������������������������\ As: Vela, Lupus |�
                                                            �����������������
 The first backtracking portion is the first planet encountered, and there's a
 bit of areas we couldn't access fully before. Vela is required for Lodge, and
 Lupus for the Rim.

GOLDWOOD - LODGE
����������������        Intact Village
               _____     ______/____
              |     |_ _|     �     |-Mercenary Supplier
              | EXIT _|_     __  '__|
              |_____|   |___|��'  ��|_____
                            |__, '__| ��� |
                            |_ � _| | HHH |-UFO Cliff
                    __________|�|_  |_   _| 
                   |_  _   _ \    |  _|�|_  |��������������������������������|
           ______   / (_| | \   __|_|     | | ! - Shuriken Upgrade           |
       ,- |___   | |  __  |__| | ___      | | � - Tribal Location            |
Cliff -|  |  ____|_| |  |__   _|__  |_____| | H - Homing Missile Upgrade     |
 Area  '- |_    S|___|   __|�|____| |       | M - Machinegun Upgrade         |
            |_|��       |_      _   |       | G - Grenade Upgrade            |
          |�   �|         |   |___|���|     | T - Tri-Rocket Upgrade         |
          | � � |         | |___      |     | S - Sniper Rifle Upgrade       |
          |_____|         |   __      |     |________________________________|
           /              |__|  |_   _|
Vela's Hatch Key         _____   _|�|_   First things first, enter the yellow
                  Merc -|     |_|     |  key door (not pictured on map) in
                Supply  |     |_     T|  the area with King Jeff's adobe and
                        |_    | |G   T|  get the Shuriken! This portion of the
                          |�����|G   T|  Lodge isn't connected to the main one
                          |�!���|     |  so we have to do it now. Luckily,
                          |_   _|_   _|  there aren't any Tribals [etc.] to
                      ______|�(   ) )    fret over. To reach the Lodge proper,
                    _| M       \_/ /     enter the Outset portion and reach
                   |_ START ______/  the river bridge, then swim through the
                     |_____|         underwater tunnel.

 A machinegun upgrade is left of the starting point (on ledge), and further in
 a house can be accessed with four Tribals [4/15] and a rare shuriken upgrade.
 Further in, in the cavern with a bridge overhang, get the two grenade upgrades
 on the lower portion and the three (!) tri-rocket upgrades up on the bridge.
 There's a mercenary supplier in the house here, if that suits your fancy.

 This next area is rather labyrinthine and has no upgrades or Tribals, so it
 will be an uphill struggle against shield drones and a crapload of super
 cyborg drones, which can take upwards of 4 tri-rocket salvos to go belly-up!
 These harder types are found more often in the interconnected cavern parts.
 I'll break down the three doors, which lead to different areas:

 � CLIFF AREA: Through a flock of UFO types and drones, at the cliff bottom,
   is a doorway that leads to the 1st ship part, a [Power Cell]. Two Tribals
   [6/15] is within as well.

 � UFO CLIFF: This is the door farthest from the above, and contains a huge
   flock of UFO type enemies who aim for a blitzkreig. When they're gone, find
   the three homing missile upgrades and locate the three Tribals on tiny li'l
   cliff portions. This part can be hard: jumping to get one means the others'
   isolated platforms will start to fall. Even if it means Vela has to use a
   continue, get all of them -- it's better than restarting the entire level!
   [9/15]

 � INTACT VILLAGE: This enemy-less village has some houses, one of which
   contains a mercenary supplier, but is better known as where the other six
   [15/15] Tribals are located.

 Through the intact village portion is the level exit for Vela. Doing so in
 this fashion unlocks the "secret" level Spacestation.

GOLDWOOD - RIM                         ________
��������������                        |  ____  |
      |������������������������|      | |    | |______
      |   - Tribal Location    |   ___| |    |_______ \
      | S - S. Rifle Upgrade   |  |  ___|            ) )
      | M - Machinegun Upgrade |  | |                |S|
      |________________________|  | |  Outdoor Area -( (     _____
                                  |_|                 )�)   |  �  |
                                  )M)                ( (____|_   _|
       ____                   ___/ /                  \___   ___|
      /    \___              / __ (                     __| |___    ___
     ( EXIT _  |           _( (_ \ \__              /��|_______�\__/   \
      \____/ |�|__        /     \ \ ��\            ( (�  |___  |  _  �  )
             |__  |  ___ (   �   )(____)       _____) ) _|  ___| | \___/
                | |_/ _ \_\_   _/   /         / _   _/ |    � ___|
         _____  |  __/ \__|___|   Mine      _/ /_| |   |___  |
        |     |_| |               Trap     ( ��  | |_____ _|_|_
        |      ___|                         \____|  __   \ � � )
        |_____|                                ___) ) )   )___/-Shocker
                                              / ___/ (____)
                                             / /
                                            (_(
                                           START

 Now it's Lupus' turn to shine. You can have him obtain the Shuriken in the
 same way as the two JFG members before him, if you want. To reach the Rim
 stage, finish Outset and enter the Interior portion. In the screen past the
 village there's a fork, but one path is isolated by a huge pit. Lupus can,
 of course, float over it just barely to enter the Rim area. [It's a lifeforce
 door so kill everyone else first!]

 Inside, we find an annoying mess of cavern complexes, most of which place the
 Tribals in danger of explosions or crossfire. At the 2nd fork, go "left" to
 find the first two Tribals [2/11], which cues a UFO-type invasion -- hurry and
 collect the innocents. Back at the previous fork, go the opposite direction.

 In this two-tier area, kill the shield drones and enter the tunnel beyond to
 reach a fork. Go left to find another lonely Tribal [3/11], and proceed on
 further to reach a waterfall area with normal drones in sniping position.
 Kill all and find another on a platform near a Tribal [4/11], which can be
 hovered to when Lupus snipes the fiend. From that platform, spy a lifeforce
 door across the room and float to it; inside are two more Tribals [6/11].
 Don't forget to collect that Shocker weapon before heading back out, now!
 Up the door nearest the waterfall, re-enter the two-tier room and float to
 the Tribal [7/11] placed precipitously on a ledge, then float to the exit
 parallel to there.

 At this fork, go right and pick up the Tribal amidst the two drones [8/11],
 as they throw grenades...and that ain't good. When all are dead, take the
 left fork to reach an outdoor area. There's tons of drones and packs of UFO
 types here but no Tribals, so feel free to let loose with crazy blasts and
 explosions. Get the sniper rifle upgrade near the start, though.

 In the second mine portion, pick up the machinegun upgrade and reach the next
 fork. Go "left" to find two Tribals [10/11] behind some landmines, which will
 blow up if Lupus even tries to sidle around them -- I know from experience.
 The only way to save the innocents from a bloody end is to float over the
 mines, which can be hard given the weird ceiling clearance. Take them fast
 as there's a termite guard in with 'em! Getting out is easier.

 Back at the fork, kill the cyborg drone guarding the final Tribal [11/11] and
 use the door beyond to reach the ship exit. Whew! NOTE: If you accidentally
 killed any Tribals, backtrack to the Rim's starting point and try again,
 rather than using the ship which means Lupus will have to sprint through the
 Outset/Interior portions again -- lame!

 ---

 Finishing this level unlocks the Gem Quarry planet, which will be covered in
 a little bit. But first...

_______________________________________________________________________________
�������������������������������������������������������������������������������
15) SPACESTATION                                                         [WK15]
_______________________________________________________________________________
�������������������������������������������������������������������\ As: Any |�
                                                                    ���������
 STAGES: Abandoned Wreck

SPACESTATION - ABANDONED WRECK
������������������������������
 Keep in mind that the level structure is multi-tiered, but the map should be
 pretty accurate just the same.
       ___________________________
      | � - Tribal Location       |     |�����|
      | F - Flamethrower Upgrade  |     |     |
      | R - Remote Mines Upgrade  |     |_   _|
      |___________________________|    ___| |___     _     _____
                            _         |  _____  |  _|2|_  |     |
          __________      _|1|_    ___| |     | |_|     | |  3  |
         |  ______ 1|    |_ � _|  |  _  |     |  _  � � | |_   _|
         | ||_ ! _|�  _____| |   _| |_| |_____| | |_____|  _| |_
         | |__| |    |  ___  |  |     |___   ___|         |  _  |
         |  __  |    | |   |R|  |  3  |  _| |_            | |_| |
        _|�|  |2|  __| |___| |  |_____| |     |           |_   _|
       |  _|   �  |  ____   _|_____     | � � |           |  _  |_
      _| |_      _| |_  _| |_|     |    |_____|           | |_|  _|
     |�    |    |    F||R       �  |                      |_____| 
      �����      �| |�  �����|_____|
                 _| |_
              __/START\__
             |��       ��|-Flamethrower
             |__\_____/__|

 At the start, turn around and fall through the floor to the next-lowest,
 which has a sideroom with a Tribal [1/12]. A box here can be powerjumped off
 of to get back up, and so on. Using this method, find 3 more Tribals [4/12],
 one across from the Flamethrower container and one on the floor underneath.
 Make your way back to the starting point, which has a descending elevator.

 This will be a bit of an "Alien" type level, where enemies suddenly pop out
 from around corners and try to kill your character, but it's not that hard
 once the layout's learned. In the first room, get the flamethrower upgrade
 and drop down into the pit to get another Tribal [5/12], and another down the
 hall [6/12]. At the fork, go "right" then "left" to find the bonus totem room
 [UNLOCKED: Spacestation level in Deathmatch]. Locate the "1" on the map to
 find an elevator up.

 This upper path will connect back to the initial elevator, but we won't be
 going that way. Get another Tribal [7/12] right near the entry point and
 jetpack/float over the gap and continue straight to a remote mine upgrade
 [if you have it]. At the next fork, go left to find another remote mine
 upgrade -- yay! The eighth tribal [8/12] is in the dead-end room past the
 2nd upgrade, supposing no one's executed him. Take the "2" elevator down.

 Down here, rush to get the next two Tribals behind the drone [10/12], and
 explore the square passageway to find two more [12/12] left alone. That's all
 there is to do in this level, although you can kill more drones on the lowest
 floor if y'want. [There's even an empty room down there that basically says
 "you thought there was going to be a Tribal in here but you're mistaken!"]

 Leaving is possible by floating back to the ship on the upper level.

_______________________________________________________________________________
�������������������������������������������������������������������������������
16) GEM QUARRY                                                           [WK16]
_______________________________________________________________________________
�������������������������������������������������������������������\ As: Any |�
                                                                    ���������
 STAGES: Landing

 As was previously established, this level is obtained by finishing the Rim
 level on Goldwood as Lupus.

GEM QUARRY - LANDING
��������������������
 This level's not too hard Tribal-wise -- all of them [5/5] are standing in
 or around the initial village -- but we have the other task of firing up the
 quarry's power so it can blast asteroids out of the sky. To do this, enter
 the adjacent area where a Tribal (NPC, can't obtain) is dumping green gems
 into the quarry, and the generator machine is moving around in the middle.
 Do the painstaking task of shooting those gems into the machine's open hole,
 and when enough are done, talk to Magnus in the village to get the 2nd
 spaceship part: the [RADAR DISH]!

 [If you're having trouble with the generator part, remember that shooting
 them in front of the generator works well enough, and its vacuum will suck
 them in without a problem. It only elevates itself when a character is near.
 You'll know it's working as a loud resonation plays and the beam fattens.]

 Exit the same way y'entered, then head for the SS Anubis for unfinished
 business.

_______________________________________________________________________________
�������������������������������������������������������������������������������
17) SS ANUBIS                                                            [WK17]
_______________________________________________________________________________
�������������������������������������������������������������\ As: Vela/Juno |�
                                                              ���������������
SS ANUBIS - PASSAGEWAY
����������������������
 To reach the Passageway section, enter the Anubis' very first area (before
 the hold) and climb up past where Juno got the shotgun. The catwalk here has
 a fuel pad. Charge it to full and locate the ledge further up. Do a double
 jump and hold down A-button to keep flying upwards. Follow through the really
 long tunnel set when inside.

 After being spit out on the ship's outer walkway, grab the sniper rifle
 upgrade and head down to the pad guarded by a sniper. We'll have to float over
 a curving (bottomless) gorge, with only our wits and the occasional fuel
 refill to help us. There will be flocks of UFO types and ledges to rest on,
 so definitely stop to take a look around while flying. Along the way there's
 a sniper rifle upgrade.

 At the very end is a pad and an entrance with a laser grid, which alternates
 its position to give a temporary fly-in window. It's easy to fly in, actually,
 but the hardest part of this area is finding the two well-hidden Tribals [2/8]
 that are near this door. There's a tiny door slot to the right of the electric
 entryway trap, and by flying near enough, it slides back to reveal those two
 little buggers! [They can also be accessed after going through the electric
 trap, because the exit panel is also on the right side.] The Tribals' doors
 have no safety platform so don't waste too much fuel! After that rigamarole,
 kill the snipers and fly to their ledge, which then gives access to a doorway
 across an abyss. Continue on until a new screen can be entered.

 In this chamber, take a right and enter the door near the full-health gemini
 to find Midge, who gives Spaceship Part #3, the [FIN]. Bactrack one room,
 fly over the watery pit with laser pirahnas (!?) and heal up on the other
 side, exiting there as well. Beyond is a pillar with spinning platforms at
 intervals, which can be flown up to. At the very top, find six Tribals [8/8]
 standing in a bunch. How did they get up there? Magic powers of cuteness?
 The world may never know.

 If you have the Fin and all Tribals, it's time to exit...by backtracking all
 the way to start! Wow, pretty cruel, huh?

_______________________________________________________________________________
�������������������������������������������������������������������������������
18) WALKWAY                                                              [WK18]
_______________________________________________________________________________
������������������������������������������������������������������\ As: Juno |�
                                                                   ����������
WALKWAY - PEAK
��������������
 In case this area wasn't opened before, one has to deplete the Depository
 level of SS Anubis, which is accessible from the Hold's first room (2F). But
 anyway, this level is very easy once the jetpack's obtained. Fight your way
 up to the building and kill the drones; look for a jetpack pad around the
 way. Search around the roof and alongside the building to get the Tribals
 [4/6]. Remember two're alongside the building on a dead-end ledge, and that
 the jetpack only holds 20 units of fuel, so don't be a daredevil. The bonus
 totem is at the peak [UNLOCK: Rith Essa Mine in Deathmatch].

 The building's interior leads to a mercenary supplier and an elevator leading
 into the tunnels below. The shield drones are annoying but the tri-rocket
 launcher should have 30+ ammo by now; if all else fails, shuriken 'em! The
 last two Tribals [6/6] are about halfway through the sewers. Exit the same
 way y'came in.

_______________________________________________________________________________
�������������������������������������������������������������������������������
19) SEKHMET                                                              [WK19]
_______________________________________________________________________________
������������������������������������������������������������������\ As: Juno |�
                                                                   ����������
SEKHMET - BATTLE CRUISER
������������������������
    Jetpack-accessible             (2nd Totem)
           Walkway    3            Magenta Key      ___________
        ______/______/                      /      |1         2|
       / ____________|___________ _|�����|_/        �|_______|�
      / /    PAD    _|___________|_   M   _|
     / /   __________| \/\         |_____|      Mercenary Supplier
    / /   /           \   \                                  __\__
   ( (   (  To Exit   /    \            ########            |_� �_|
   | |   |    _/      \    /            #    _|�|____        _| |_
   |_| | | __| |__     \   \            #   |        |_ ____|     |
   | |�|�|/       \     \/\/#############   | LAVA!   _|____|   ? |-Blue Key
   | |   |         \                        |__   ___|      |_____|
   | |   | G Bonus  )                      /   |�|              \
   ( (   (   Totem /                           |  ���|      Shuriken
    \ \   \__   __/         ___                | � � |__     Upgrade
     \ \   \_|�|_ ___ ___ _/ � \_ _/���\_ _____|______  )       ________
      \ \1\|_   _|_  | H_|_ �M�  |       |     |      __)      |3  �    )
       \2\/ _) (_  | | |   \___/� �\___/�|  �  |  �  |          �����(�(
        \/ |     | | | |       \         |___  |  ___|                ) )
           | �P� | | | |    Green            | | |                   ( (
           | � � | |2  |     Key             (___)                    \�\
            �����   ���                                                )�)
|������������������������|��������������������������|                 / /
| � - Tribal Location    | P - Pistol Upgrade       |       _________/S/
| H - Health Upgrade     | M - Machinegun Upgrade   |      |2 _   ___|/
| G - Grenade Upgrade    | S - Sniper Rifle Upgrade |       �| | | |
|________________________|__________________________|        | END |
                                                              �����
 Back to the cruiser! This requires jetpack-equipped Juno and the green key,
 which Juno will need to collect first. This is good, however, as it allows
 him to get the eight [8/15] Tribals in the normal path that Vela took before,
 including two more [10/15] that can be accessed from a pipe in the lava room.
 The Blue Key is found within here as well. [For the isolated Tribals in the
 3-room portion, the jetpack pad is only found in the first room.]

 Now, when the Green Key is finally obtained, you'll notice a jetpack pad in
 with it. Shoot the glass ceiling twice and fly up to find a shaft with some
 platforms along the rim. Some UFO-type enemies will come in but beyond that,
 it's pretty easy with plenty of refills. There are three [13/15] on the
 ledges here.

 To get the last two Tribals [15/15], enter the room on the map where I
 specifically marked 'PAD'. This can be used to enter the upper walkway which
 goes in a full circle around the ship. With the Green Key, the last two
 tribals can be found on the enemy-less walkway along with a sniper rifle
 upgrade. Where 'END' is marked, that's the ship.

 Exiting this level from the alternate ship leads to the Water Ruin planet.

 ############################################################################
 You may want to re-enter this level after all Tribals have been found and
 get the two totems with Lupus. There's one in the spiral staircase that'll
 lead to the normal level exit and one behind the magenta-key exit, which
 unlocks the Male Tribal and Metallic Termite in multiplayer, respectively.
 ############################################################################

_______________________________________________________________________________
�������������������������������������������������������������������������������
20) WATER RUIN                                                           [WK20]
_______________________________________________________________________________
�����������������������������������������������������������������\ As: Lupus |�
                                                                  �����������
 STAGE: Lost Island

 |���������������������������|  The water ruin is covered in water -- alack!
 | � - Tribal Location       |  As is customary with a new level, look behind
 |___________________________|  the starting point and see if there's anything
 #############################  special; this time the first Tribal [1/8] is
 #######################|�|###  near the water's edge. Amidst the waves, on
 #############################  pieces of semi-sunken debris, are two more of
 ##################  � �  | |#  the marooned critters [3/8]. The remaining
 ##########|�|#####   �   |�|#  five Tribals [8/8] are all on the large island,
 ##################_______|_|#  either on the castle walls or near the Timed
 ########/ /##################  Mines container. [To get onto the walls, look
 #|_|###( (###################  for a low piece of rock and powerjump-hover to
 #######| |###################  the next-highest wall, etc.]
 #####/     \#########|�|#####
 ####( START )################  After you've beaten the level, re-enter it w/
 #####\   � /#################  Vela and swim underneath the island via a
 #############################  tunnel on one side. Inside, surface to find
 #############################  the 4th spaceship part, the [NITROGEN TANK]!
                                If she has the Flamethrower, she can get that
 upgrade in this room as well (check the corner; it's kinda hard to spot).

 NOTE: To get the 5th part on this level, you need to give the Earplugs to
 Ivana Bear, an NPC sitting in one of the interior corners of the castle ruins.
 The Earplugs are won by getting Gold (or better) in the Floyd races on the
 SS Anubis -- you can find the entrance to such races near the passage where
 the Cluster Bombs are obtained.

_______________________________________________________________________________
�������������������������������������������������������������������������������
21) ICHOR                                                                [WK21]
_______________________________________________________________________________
��������������������������\ As: Lupus (Military Base), Juno/Vela (Perimeter) |�
                           ��������������������������������������������������
 The reason our pal Lupus can't be used for both, despite having roughtly the
 same skills as his compatriots, is that he can't collect the required Blue
 Key _at all_, so we'll have to switch out at some point.               ___
                                                              _____/�\_|   |_
                                                             |  ___   _|     |
 ICHOR - MILITARY BASE                          Access      _| |_  \_/ |___|�)
 ���������������������                         to Lupus'   |     |_/ \      /
                                               Hatch Key   |      _   )   To
                            Mercenary Supplier   __\__     |_   _| \_/   Lava
                                         __\____|  P��|_ /\__| |         /
                                        |���   _|  !�� _|  ____|        To
                   _____     _________ _| ! G | |_   _|  \/            Exit
           _____ _|     |_ _| |H�!|  _|_______|   |_|
          |H���M|_  ���  _|_    � | |              |
          |�|���  |_____|   | ����  |        To Lava Room
         _|�|_______         �������
        |   |    _  |                      |����������������������������|
        |     |   | |                      | � - Tribal Location        |
 _____ _|     |     |-Flares               | H - Health Upgrade         |
|  ___|___ _ _|___|_|-Sniper Rifle         | ! - Homing Missile Upgrade |
| |     |_| |_____| |_____                 | P - Pistol Upgrade         |
| |     |_        | |     |                | S - Shotgun Upgrade        |
| |_____| |       | | <   |                | G - Grenade Upgrade        |
| |   |  _|_______| | <   |____            | M - Machinegun Upgrade     |
|  �   �|___________| <   _   _|           |____________________________|
 �������  |^ ^ ^ ^ ^     | | |_         
          |______________| |___|�����|  
                               |  P  |    NOTE: Most of the upgrades listed
                               |_   _|    can be gotten by Lupus but only if
                                _| |_     Vela neglected to get them before.
                               /START\    This is one of the times where the
                              (   S   )   upgrades are a one-time free-for-all
                               \_____/    so keep that in mind.

 Nothing special to start, although you'll want to get the Flares for Lupus
 since it's an opportune time. The first group is in the room with the cyborg
 drone [4/16], and next-door are three more [7/16] who need to be captured fast
 before they're executed or caught in crossfire. One is in a corner, one is
 behind a sniper, and one's above the entrance door -- aim carefully!

 Past there is the piston room where two more [9/16] are on an isolated ledge
 accessible by floating from the lateral piston trap area. Even more fun is
 getting the other Tribals in the colorized button room [12/16], where Lupus
 can simply hover to them instead of bothering with moving platforms. Beyond
 there is the fast-moving platform and the termite assassin, who wants to
 kill the lower Tribals around the corner. Overall, there are four [16/16] to
 find; use the jetpack to get two of 'em.

 After finding all the tribals, in the that same fast-moving platform room,
 use the jetpack and fly up into a higher pipe. This leads to a passage where
 we can get the sixth spaceship part, [LUPUS' HATCH KEY]!

  |��������������������������|                              ICHOR - PERIMETER
  | � - Tribal Location      |         |�������|����|       �����������������
  | # - Connected Passage    |         |         �� |
  | S - Shotgun Upgrade      |         |__   __|_  _|_
  | ! - Sniper Rifle Upgrade |         ___| |  |      |
  |__________________________|       _/  ___|  |ARCADE|
                                    |MORPH|    |______|
                           _   Pipe |_PAD_|
                         _|1|_   \   _|�|_
         ______ _____   |___!S|==��=|     |  Re-enter the level as Juno/Vela
        |  ____|  1  |  |    _|_____|_   _|  and enter the 2nd screen, which
        | |  __|���  |  |___  |_� �_      |  has the large encampment. The
       _| | |   �����   |S ___|_   _|_____|  Perimeter can be entered in two
      |!    |           |�    |_   _|        ways: (1) from the blue-key door
       �|_|_|           |��___|    �|  on the ground floor (2) through the
        /   \           |__    �  |�   blue-key door in the passageway entered
Entrance    Entrance    |_________|    from the L-shaped walkway (the one that
 (Low)       (High)                    doesn't lead to the Flares container).
                                 
 Either way, take out the two drone snipers and find the sniper rifle upgrade
 at the base of the first tower. There's no more enemies in this first screen.
 In the second U-shaped screen, the lifeforce door is unguarded...so how to
 open it? Find a window and start sniping enemies from the three far-off guard
 towers. When all are clear (some enemies don't appear unless you're at the
 right window), the lifeforce door opens.

 Beyond, a weak maze with a 2x shotgun upgrades, a sniper upgrade, and a
 bunch of shield drones. This makes it shuriken territory, pard! Power up
 the jetpack and, near this room's starting point, look on the "left" wall
 for a small pipe opening which connects to garage at the end of the level.
 Within are two Tribals [2/8], although I suggest turning around and going
 like normal. There's another Tribal near the corner [3/8] as well.

 In this way, in the area with the high ridges, there's three more [6/8]
 Tribals to get on top of the things and one below. In said garage, four
 machine-gun emplacement snipers are dawdling around. Sniping them in the head
 is a OHKO, but explosives work as well.

 Outside, stand on the drone morph pad to go incognito as a sniper drone. This
 is necessary to enter the "Big Bug Fun Club" casino down the nearby tunnel.
 Inside are some drones getting their boogie on, an arcade off to one side,
 and the final two Tribals [8/8] near the bartender. You might also see the
 miner NPC moonlighting as a deejay, haha. Exiting is the same way y'came into
 the level, sadly.

_______________________________________________________________________________
�������������������������������������������������������������������������������
22) ESCHEBONE                                                            [WK22]
_______________________________________________________________________________
�������������������������������������������\ As: Vela (Thorax), Any (Cortex) |�
                                            ���������������������������������
 You may have noticed that the revisiting part of the walkthrough has gone in
 order of appearance, and this this doesn't quite gel. The reason for this is
 that an item from here is required to do everything on Rith Essa, so that's
 the way it is. A lot better than having even more backtracking than required!

ESCHEBONE - CORTEX
������������������
   |�����|           |��������������������������|
   |     |-Oxygen    | � - Tribal Location      |
   |_   _|  Tank     | S - Sniper Rifle Upgrade |
    _|�|_            |__________________________|
   |    |
   ) |�| |_
  /�/  |__ \     To reach the Cortex, enter the Thorax section's first screen.
 ( (__    ) \    Those white lights on the wall actually lead to a small outer
  \__ \  (  _)   portion, and the right one of the two has a hidden jetpack
     \ \_/ /     refill behind a destructable door. Use this to fly onto the
      \ � /      worm's back and enter the tiny Cortex region.
      _) (_
     (_   _)     NOTE: To proceed, destroy filmy barriers with guns. This may
      _| |_            be self-evident, but eh...
     / ___ \
    / /   )�)    Right at the start, grab the sniper rifle upgrade and go down
  _/ (   (__ \   the path across from it, which has alternating electrical
 (_  _)     \�\  currents (low-damage attack). The first Tribals [2/5] are
  ( (___     ) ) found on this route. The third Tribal [3/5] is past the first
   \___ \   / /  mandatory room with electrical currents, in the mouth of a
       \ \_/ /   fork. Take the left route to pick up the fourth [4/5], and
        \S  /    at the very end, the last [5/5]. The room adjacent leads to
         |_|     the worm's brain, and just like its brain activity, there
        START    ain't much going on there. However, the seventh spaceship part
                 [OXYGEN TANK] is at the very top, so be sure to snag it now.

ESCHEBONE - THORAX
������������������                               |�����|          
                                                 | END |          
         |��������������������������|            |_   _|          
         | � - Tribal Location      |           ___|�|_________   
         | P - Pistol Upgrade       |          |   G#          |  
         | C - Cluster Bomb Upgrade |          |   ##          |  
         | 1 - Connected Path       |          |  ###########  |  
         | # - Lava Walkway         |          |  ##        #  |  
         | G - Grenade Upgrade      |          |    # #######  |
         |__________________________|          |______###______|  
                                                     _|�|_        
                                                    |     |       
     _____   _____                                  |_   _|
    |     |_|     |                        _____   ___|�|___ __            
    | � �  _      |        _____          |  _  | |1       _|_ \           
    |_   _| |_   _|       |     |___     _| |_| |  �|     |   \ \______    
      | |     | |         |      _  |   |     | |_ _|_____|_ __\_____  |   
      | |     | |_____    |_   _| | |_ _|  H  |___|_________|  \_   _| |_  
     _| |_    |  ___  |_   _| |_  |  _|_______  |   |^ ^ ^|  �\_ |_|     | 
    |     |  _| |_|     |_|     |_| |_   __|  __|   |_   _| __/ _|       | 
    |     | | � � |      _      | � � | |  __| ___    | |__| ��  __|_____|
    |_____| |_____|_____| |_____|_____|_| |_ _|  1|   |__  |____|
                     /               _|     |  _|�      _| |
            Specialist              |_  � �  _|        / __|   
             Magazine              /  |_____|         ( (      
                                 To      |          _ _|�|_ _   
                               Floyd   Magenta     | | � � | |-Jetpack  
                              Mission    Key       |_|_PCG_|_|   Pad
                                                  /    |_|      
                                 Mercenary Supplier   START

 To start, use the same method of getting on the worm as we just did for the
 Cortex portion, except stop short and fall through a "roof" hole, which'll
 drop Vela onto a pillar. From here, she can probably jump to one of the
 two [2/12] Tribals who need rescuing; repeat as necessary until they're
 obtained. Continue along into the bridge room and take the always-open door
 that gives bridge access, since we don't have the Magenta Key yet. Obviously
 get the Tribals [4/12] contained within here.

 Continue along to the Magenta Key room, pick up the titular item, and snag
 the Tribals [6/12] around to get the max amount the other characters could
 get. Backtrack to the pool room now and find the secret entrance there as
 only Vela can! I'm not gonna bother giving hardcore directions since there
 are no enemies and it's pretty straightforward. At the first fork go left
 to snatch the Blue Key and two Tribals [8/12], and continue down the right
 way three rooms to find the Specialist Magazine, which is the item needed to
 do the Mine portion on Rith Essa. At the next underwater fork, go left again
 and surface in another Tribal room [10/12]. Two rooms down the opposite way
 are the rest of the Tribals [12/12]. The last room here contains a full
 health refill, but other than that, exit the Thorax in your preferred way.
 Now we can blow this planet, yeehaw!

_______________________________________________________________________________
�������������������������������������������������������������������������������
23) RITH ESSA                                                            [WK23]
_______________________________________________________________________________
���������������������������������\ As: Juno/Vela (Bluff/Ascent), Vela (Mine) |�
                                  �������������������������������������������
RITH ESSA - BLUFF
�����������������
              ____               As previously told, we need someone who can
             / __ \              obtain the Blue Key to get all the Tribals
      ______( (_ \ \    /����)   on this level, which is why it's in the hands
     |  _______ \ \ \  / �� /    of Juno or Vela (Lupus can't get it).
     | |       \ \_\ \/ ___/
     |�|___/��\/   \   /         In the second screen, it's almost a straight
     |  ___    )    ) /          shot to the blue key door, which leads to a
     | |___\__/ \__/ (___        water-filled tunnel complex. At the first
     |  ______ \   |     |       fork, take a left to the Tribals [2/8] in a
     | |      ) )  |_   _|       cargo room, with a shotgun and sniper rifle
    _| |_    _|�|__ _|�|__ ___   upgrade.
   | � � |  |      | ��  _|_  |   
   | S ! |  |    | | |__|   | |-$$   Take the opposite direction through the
   |_____|  |    |___|_     | |___   lifeforce door and make your way along
            |_    H|   |    |___  |  to a fork where a bunch of UFO types are
             _|�|��|___|        | |  hovering in a room. There are two Tribals
            /M   �\   \         | |__   [4/8] here as well, but if you kill
           ( START ) Homing     |___ \  the UFOs first, they'll explode and
            \_____/  Missiles     __) ) kill the innocents, so snatch 'em up
                                 |��_/  first. Back at the fork, the other way
 |��������������������������|    |M|___   leads to a cyborg drone guarding a
 | � - Tribal Location      |    |___  |  door to the cliff, where the other
 | M - Machinegun Upgrade   |        | |___   Tribals [6/8] are located. The
 | H - Health Upgrade       |        |___  |  other two [8/8] are on the path
 | P - Pistol Upgrade       |           _|_|__      we've gotten before.
 | S - Shotgun Upgrade      |          /P    _|--.
 | ! - Sniper Rifle Upgrade |         / ,--.  \  '-- To Ascent (Blue Key)
 | $ - Homing Missile Upgr. |       _(_(_   \  )
 |__________________________|      |     |   )_)
                                   |  H  |    '--- To Interior 
                    Cluster Bombs -|_   _|
                                     |_|
                                      '-- To Mine (Mine Key required)
RITH ESSA - ASCENT
������������������
     ######
     #   _#_                  |�|
     #  / � \ _    _    _      �  _
     # ( ��� |_|  |_|  |_|       | |
     #  \___/                     � _
     #                    _        |_|        _____
     #                   |_|                 /  __ \
     #                       _      _      _(   __) )
     #                      |_|    |_|    |__\_|  _/
     #                    _                    |�| ___ ___
     #                   |_|                 ##| |/   /   )
     #                         _             # | ( ( ( ( (
     #                        |_|            # |____) ) )�)
     #                                       #     (___(�(
     #########################################          )_)
                                                       START

 The starting point is on a thin path around a bottomless pit, and there are
 a few promontories with snipers on them, including one to the left that only
 gets a trajectory when the ally runs toward the first two Tribals [2/6] on
 the footpath. The rest is straightforward and culminates in a lifeforce door
 at the top tower.

 Inside, take some time to eliminate the bobbing aerial squids and take out
 the normal drones on the spiral staircase downward. At the bottom, there's
 a jetpack course where the only landing points are flat-top pinnacles rising
 out of the cloudcover. Be sure to shoot the drone driving an, uh, air cadillac
 at the start lest it plague the progress throughout the area. Without that
 distraction, simply land and look around for refueling points. There aren't
 any Tribals here so don't bother sightseeing! [Use your sniper to check out
 for refill points, or ways not to go.]

 After making it to the second tower, find the three Tribals [5/6] working in
 the mine right near the surrendering drones, then kill any other resistance
 on the way up. En route is the last [6/6] Tribal near a target, so don't
 shoot too recklessly. At the top, the exit leads back into the first area of
 the stage, so it's easy to exit.

RITH ESSA - MINE                                             ________
����������������                      _                     |��      |
                                   __|2|                   _| |����|1|
                                  |  __|__                |_  |     �
   |����������������������|      _| |_/   \              ___| |
   | � - Tribal Location  |     |� !   /�\_\            |     |
   | ! - Deflector Shield |     |�   �|   ) )           | |���\       
   | # - Connected Path   |     | � � |  / /     _______|�|   Tribal
   |______________________|     |_   _| ( (     |2 _� �_  |   Morph
                 _           ___ _| |   _) )_    �|�    |�|   Pad
                (1(         |  _|___|  |     |  __ �| |� �
                 ) )       _| |_   __ _|     |_|  |_|�|
                ( (    __ |     | / _|        ��   ___|
                 \ \  / 1|| ��� ||1/  ���������|__|
                  ) )/ /� |  �  | �             /
                 / /( (   |_   _|      Jetpack Refill
                ( (_| |     |_|
                 \  � |    START
                  ����
 To get the Mine Key, we'll need to be Vela and have obtained the "Specialist
 Magazine" from the Eschebone Thorax level, which in order of this walkthrough,
 is right after this one. Once you have it, give the, err, literature to the
 NPC in the doghouse area and he'll trade it for the Miner's Key. Now we can
 get down and dirty in the shaft.

 #############################################################################
 If you didn't get the level's bonus totem in the pool right outside the mine
 hut, make sure to do that. [UNLOCKED: Tunnels level in multiplayer]
 #############################################################################

 The mine's first level opens into a large cavern with a rock bridge, and four
 Tribals [4/16] are within the lower quarry here. The second screen's quarry
 has three more [7/16], two at the bottom and one atop the elevator (which is
 started by shooting a switch obscured by boxes). Up near the moleman foreman
 (that's a weird phrase), there are two exits. Take the one to the "right" of
 the moleguy.

 This leads to a long interconnected area with six Tribals [13/16] all in a
 bunch of rooms, some requiring an elevator (shoot boxes to find switch). On
 the map you'll see a "Tribal Morph Pad" denoted. Change here and talk to the
 foreman later, and you'll find that he's really trying to double-cross the
 Gemini team. Agree to help him bury the [CARGO BAY KEY], but pocket that
 eighth spaceship part instead -- sucker!

 Now, change back to Vela and go to the elevator shaft that has a jetpack by
 its base. We left this for last 'cause I don't think the fake tribal form
 has the jetpack function, but anyway, soak up some fuel and fly to the top
 of the shaft to find the final two Tribals [16/16]. The bonus totem is also
 here [UNLOCK: Female Tribal in Multiplayer], and that's the last thing we've
 gotta do in this stage. Exit the same way y'came in, and if you see Farmer
 on the way out, give him a swift kick to the--

_______________________________________________________________________________
�������������������������������������������������������������������������������
24) SPAWNSHIP                                                            [WK24]
_______________________________________________________________________________
������������������������������������������������������������������\ As: Vela |�
                                                                   ����������
 Vela is required for this level, and the reason why this was left for last is
 because she needs both the Blue and Green Keys to collect all the Tribals. If
 you've gone in the walkthrough's order, these should both have been obtained.

SPAWNSHIP - TROOP CARRIER                      |�����|
�������������������������                      |_   _|-SPACESHIP PART
                                                _|�|_   (Juno's Hatch Key)
                                               |_   _|
                                            _____| |
                                 Yellow    |  _____|-Lava Passages w/ Upgrades
                  Sniper Rifle    Key      |_____  |
       ,-                     \_____\___   |  _____|     /�������\
       |                      |         |  |__   __|    / /�/ \�\ \
       |                      |_   _   _|  |       |_ _( ( (   ) ) )_|������|
       |                       _|�|_|�|__ _|Shocker _|_  | |   | |  _| EXIT |
       |                      |         _|_ H      |   ( ( (   ) ) ) |______|
       |                      |   ���  |   |_______|    \ \_\ /_/ /
       |          Underwater   ���| |��            \     \_______/
Upper -|           Entrance \  ___|�|__     _______ Lava
Rooms  |            (���)    \|   | |  |   |       |
       |            ________ _|___|_|__|_ _|   �   |_ ______   ____
       |           /      PM|____________|_ 3  S    _|      |_|    |-Bonus
       |          (   H   )�  | 1 |^|  |   |   M   | |   5   _|____| Totem
       |           \_   _/### |___|�|__|   |_______| |   P  |     \
       |            _|�|_   # |   |�|  |  _______    |   S  |   Remote Mine
       |           /     \  # |   | |__|_| |___| |_ _|      |    Upgrade
       |          ( START ) # | 2 |____|_   ___   _|________|  _____
       '-          \_____/  # | _______|_| |___|4|_ _|      |_|     |
                            # ||RED KEY|_   ___   _|_        _| ����|
     ######################## | �������| |_|___|_|   |______| |_____|
     #    ______  ______       ��������
     #   |   1  ||  3�  |          |����������������������������������������|
     #   |_ _ __||_ _ __|          | � - Tribal Location                    |
     #    _| |_____| |__   _____   | # - One-way Drop (from Upper Floors)   |
     #  _|              |_|     |  | H - Health Upgrade                     |
     ##|_                _|  5  |  | P - Pistol Upgrade                     |
         |_   _____   __| |_____|  | M - Machinegun Upgrade                 |
          _|_|__  _|_|__           | S - Shotgun Upgrade                    |
         |   2  ||� 4! �|  LOWER   | # - Connected Passage                  |
         |      ||      |  ROOMS   | ! - Homing Missile Upgrade             |
          ������  ������           | R - Remote Mine Upgrade                |
                                   |________________________________________|

 Most of the upgrades on the map should've been obtained as Lupus, but I've
 left 'em in in case Vela can pick up some scraps (the remote mine and homing
 missile ones might still be here).

 Anyway, ignore the Tribal in the 3rd screen and go to the 4th, where he's
 on the upper ledge [1/15]. Drop down to the lower room from here to get one
 more of those buggers [2/15], then exit into the hallway. There are two of
 these guys straight across the way [4/15], but make sure to get 'em before
 they're murdered in cold blood. Kittie-corner to this room is another with
 more water than the rest, and of course there's an exit 'specially for Vela!
 Fight through two rooms of enemies to find a vacant shaft with a Shocker
 weapon for her, plus three Tribals [7/15] that can be obtained by using the
 jetpack.

 Return to the upper floors, once again ignore the Tribal on the doorway, and
 continue to the across the two platform rooms to the one with the green-key
 door. Through the electrical traps, find a coterie of four Tribals [11/15] in
 the dead-end room. NOW, finally go back to the ignored Tribal on the 3rd
 screen's doorway and snatch him [12/15] before taking the red key door.
 Remember to kill the drone down below immediately or he'll execute the three
 Tribals [15/15] there. That completes the level effectively. [NOTE: If any of
 these Tribals keep dying, think about reversing the suggested order and doing
 them first!]

 ############################################################################
 After you've gotten all the Tribals and saved, return here with Juno and go
 to the lava room again. This time, jump in and wade through the doorway --
 it has plenty of goodies for Juno (or Lupus, but Juno is the one who needs
 them the most, for the Asteroid level). At the very end is the spaceship
 part [JUNO'S HATCH KEY], the ninth spaceship part so far.
 ############################################################################

_______________________________________________________________________________
�������������������������������������������������������������������������������
25) FINDING THE REST OF THE SPACESHIP PARTS                              [WK25]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 So far there've been eight found, which means four remain. Recap of the ones
 found so far:
 _____ __________________ __________________________ _________________________
| WHO | PIECE            | PLANET/AREA              | LOCATION                |
|�����|������������������|��������������������������|�������������������������|
|  V  | Vela's Hatch Key | Goldwood/Lodge           | Isolated cliff area     |
| JVL | Radar Dish       | Gem Quarry/Landing       | From Magnus             |
| J   | SS Anubis        | SS Anubis/Passageway     | From Magnus             |
|  V  | Nitrogen Tank    | Water Ruin/Lost Island   | Tunnel under island     |
| JVL | Power Cell       | Water Ruin/Lost Island   | Give Earplugs to Ivana* |
| JVL | Lupus' Hatch Key | Ichor/Military Base      | Last Tribal room (pipe) |
| JVL | Oxygen Tank      | Eschebone/Cortex         | Top of "brain" room     |
|  V  | Deflector Shield | Rith Essa/Mine           | Obtain from Farmer**    |
| J   | Juno's Hatch Key | Spawnship/Troop Carrier  | Lava room -> lower door | 
|_____|__________________|__________________________|_________________________|

 As for the others, which haven't been mentioned because they're on planets
 where all the Tribals were already found, here's the lowdown:

 CARGO BAY KEY - Tawfret (Bridge). Required: Vela. Swim underneath the tree
                 where Gimlet's pants were, then talk to Gimlet afterwards.

 STABILIZER    - If you've obtained all Tribals, and you should have if you
                 followed this walkthrough, talk with King Jeff inside the
                 Mizar's Palace's pyramid to obtain. [You'll need to talk to
                 him twice if you haven't talked to him before.

 FUSE          - Inside Mizar's Palace's pyramid area, ignore the larger one
                 and find the smaller one in a dead end. Inside, jetpack onto
                 a pillar's drone morph pad, go through the door, jump on the
                 round elevator, and descend to find a racetrack for drones.
                 In the lobby, find an empty vehicle and drive it into the
                 next screen, where the race will start. Get first place and
                 the Fuse is yours! [You need to practically get every speed
                 boost every round to beat the sniper drone]

 About the Fuse: if you find yourself losing a lot like I did, it may just
 be because your analog stick is pressed but not giving you a boost. It must
 be directed forward (or forward-diagonal) to keep up with the sniper racer,
 otherwise you'll find yourself about 100 M.P.H. short and constantly failing.
 Keep an eye on that speedometer. Beating the race also opens up that track
 for multiplayer as an added bonus. [To exit the vehicle, park it where you
 found it.]

 ###

 When you have all parts collected, go back and see King Jeff and he'll send
 everyone on their way to the final level.

_______________________________________________________________________________
�������������������������������������������������������������������������������
26) ASTEROID                                                             [WK26]
_______________________________________________________________________________
������������������������������������������������������������������\ As: Juno |�
                                                                   ����������
ASTEROID - MIZAR'S LAIR
�����������������������
 The final level is the Asteroid, and as you'll see during the cutscene, only
 Juno will be playing it. This is the reason why you should've saved some of
 the best upgrades for him and not hogged 'em all with your faves (Lupus is
 mine!), or he'll may be under-equipped for this task. Either way, let's get
 down to business. [There are no upgrades or Tribals on this level, naturally.]

 ---

 Kickstart the action by moseying into the 2nd screen and sliding down the
 slope into the middle, where a tunnel entrance can be found. Within the icy
 corridor is a bunch of shield drones and a few cyborg types, and there's only
 one exit -- hooray for straightforwardness!

 Outside, hop across the couple of pillars and enter a 2nd icy cavern, where
 more of the same enemies stage their last stand. You'll notice a bunch of
 cyborgs in a cryogenic sleep (or maybe they fell into an ice-cube mixer), and
 they will reawaken if their cold shells are broken by explosions/gunfire. It
 doesn't really matter but somethin' to think about. The exit is blocked by
 one of these fellas, by the way.

 Back outside again, the circular pit Juno starts lets the enemies along the
 rim have potshots with grenades and RPGs, so reciprocate with tri-rockets
 and homing missiles to avoid unnecessary damage. Slaying these doofuses will
 open the lifeforce door, which leads back to the abyss with stepping stone
 platforms. Use the jetpack to get over to the other door we haven't been
 through...another icy cavern! This one has tons of ammo at its end, so take
 advantage of the generosiy, 'cause you'll definitely need it. Outside...

 FINAL BOSS: Mizar
 �����������������
 His attacks are as follows:

 - Meteor Summon (small rocks buffet the platform; strafe to avoid)
 - Shockwave Claw (hits platform with claw, making small red shockwave)
 - Cold Breath (shoots long beam of breath; strafe to avoid)
 - Eye Lasers (shoots purple beams; strafe to avoid)
 - Lightning Claw (sweeps platform with lightning; can do continuous damage)

 For the meteor summons, they're just like the mantids' missiles that Lupus
 fought: semi-homing, and can be baited to miss by strafe-jumping. Do this
 back and forth to avoid most of 'em, although some usually hit. All of the
 rest are very easy to avoid, although for cold breath you'll want to be as
 far away from wherever Mizar is when he starts and strafe in the opposite
 direction (don't be in the middle or he can pin you if it's a long stream).

 Most of his attacks are pretty lame, but the lightning claw is the hardest-
 -hitting of them all. I would guess it does about 1 unit of damage but since
 it does continous damage, it has an effect of draining health as long as
 Juno stands within it. A player will have to effectively strafe-JUMP to
 avoid, then switch to the opposite direction as the beam catches on quickly.
 This is probably the biggest reason for resetting. You can also stand in the
 middle and simply leap over the beam when it comes, although Mizar will often
 switch its speed so this way sucks if he's going slo-mo. Anyway...

 The first target on Mizar is his jetpack, which is exposed only when he's
 done his shockwave claw attack and is flying away. Homing Missiles, although
 weaker than tri-rockets, work well here because as long as Juno keeps the
 R-button held down, he can lock in on that jetpack and send a few missiles
 that way when Mizar's vulnerable. Successful hits make a 'zap' sound, for
 reference. When enough hits are landed (probably about 15 missiles), he'll
 lose his flying ability and smash into the platform. This ends the 'first
 portion' of the boss fight.

 For this ground-based part, Mizar retains his eye beam and cold breath
 attacks, and his claw arm is the first target. The boss will cover his face
 to avoid direct attacks, but the arm can still be shot...because he's dumb.
 When it's broken off, just attack his face as much as you can and eventually
 his head will blow off and his body is flung into space. [This part is rather
 easy and even if you just aim towards his face with tri-rockets, one's sure
 to hit him. Whoever said you needed 40+ ammo is way off base.]

 ###

 After the boss battle, there's one last thing to do: a Floyd mission to
 blow up the core. The mission is to simply find the core within the time
 limit, and it's very straightforward. Just be sure to shoot out the icy
 barriers and, if possible, the black pointy rocks. When it's all over, it's
 all over! Hooray for Jet Force, hooray for Earth! Maybe Hooray for Tribal
 voodoo magic...
          _________          _______    _______  _        ______   _ 
          \__   __/|\     /|(  ____ \  (  ____ \( (    /|(  __  \ ( )
             ) (   | )   ( || (    \/  | (    \/|  \  ( || (  \  )| |
             | |   | (___) || (__      | (__    |   \ | || |   ) || |
             | |   |  ___  ||  __)     |  __)   | (\ \) || |   | || |
             | |   | (   ) || (        | (      | | \   || |   ) |(_)
             | |   | )   ( || (____/\  | (____/\| )  \  || (__/  ) _ 
             )_(   |/     \|(_______/  (_______/|/    )_)(______/ (_)
 
                    Enjoy the hilarious breakdancing credits!

                                                      _______________________
_____________________________________________________/ IV. APPENDICES [TRBL] |_
�������������������������������������������������������������������������������
TRIBAL LIST                                                              [TRBL]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Tribals are the harmless native species of Goldwood, looking like tiny teddy
 bears with big doe eyes. And they've been enslaved. Juno's team is tasked
 with liberating them from their captors, and it won't be easy. Like enemies,
 they too can be killed, so it's wise to watch where yer shootin'. Each planet
 will have these critters, although some can't be gotten the first time they
 are visited due to key/equipment/character restrictions. Here's a list of
 what's needed:
  ________________ _________________ _____ __________________________________
 | PLANET         | AREA            | AS? | EQUIPMENT NEEDED                 |
 |����������������|�����������������|�����|����������������������������������|
 | Goldwood       | Outset          | JVL | -------------------------------- |
 | Goldwood       | Interior        | JVL | -------------------------------- |
 | Goldwood       | Lodge           |  V  | -------------------------------- |
 | Goldwood       | Rim             |   L | -------------------------------- |
 | Spacestation   | Abandoned Wreck | JVL | Jetpack                          |
 | Gem Quarry     | Landing         | JVL | -------------------------------- |
 | SS Anubis      | Hold            | JVL | -------------------------------- |
 | SS Anubis      | Depository      | JVL | -------------------------------- |
 | SS Anubis      | Passageway      | JVL | Jetpack                          |
 | Walkway        | Peak            | J   | Jetpack, Crowbar                 |
 | Tawfret        | Bog             | J   | Crowbar                          |
 | Tawfret        | Bridge          | J   | Crowbar                          |
 | Tawfret        | Castle          | JVL | -------------------------------- |
 | Sekhmet        | Battle Cruiser  | J   | Jetpack, Green Key               |
 | Water Ruin     | Lost Island     |   L | -------------------------------- |
 | Cerulean       | Dune            | JVL | -------------------------------- |
 | Ichor          | Military Base   |   L | Jetpack                          |
 | Ichor          | Perimeter       | JV  | Jetpack, Blue Key                |
 | Spawnship      | Troop Carrier   |  V  | Red Key, Green Key               |
 | Rith Essa      | Bluff           | JV  | Blue Key                         |
 | Rith Essa      | Interior        | JVL | -------------------------------- |
 | Rith Essa      | Ascent          | JV  | Blue Key                         |
 | Rith Essa      | Mine            |  V  | Specialist Magazine (Vela-only)  |
 | Eschebone      | Approach        | JVL | -------------------------------- |
 | Eschebone      | Cortex          | JVL | Jetpack                          |
 | Eschebone      | Thorax          |  V  | Jetpack                          |
 | Mizar's Palace | Lobby           | J   | -------------------------------- |
 | Mizar's Palace | Flume           |  V  | -------------------------------- |
 | Mizar's Palace | Chasm           |   L | -------------------------------- |
 |________________|_________________|_____|__________________________________|

 I think that's right. Email me if I forgot a key or something. ^____^

GOLDWOOD - OUTSET [7]
���������������������
 |�| Along footpath, under 1st sniper's tree
 |�| Running around in the drone-infested village
 |�| Behind house in drone-infested village
 |�| In the mines 
 |�| In the mines
 |�| In the mines
 |�| In the mines
  �
GOLDWOOD - INTERIOR [9]
�����������������������
 |�| 1st screen, path to village
 |�| 1st screen, village; on top of a "house"
 |�| 3rd screen, wandering around crates
 |�| 3rd screen, wandering around crates
 |�| 3rd screen, wandering around crates
 |�| 3rd screen, wandering around crates
 |�| Near exit gate, behind crate stack
 |�| Near exit gate, behind crate stack
 |�| Near exit gate, behind crate stack
  �
GOLDWOOD - LODGE
����������������
 |�| Toward start of Lodge (via riverside), in a house
 |�| Toward start of Lodge (via riverside), in a house
 |�| Toward start of Lodge (via riverside), in a house
 |�| Toward start of Lodge (via riverside), in a house
 |�| Isolated cliff area #1, in room with Vela's Hatch Key
 |�| Isolated cliff area #1, in room with Vela's Hatch Key
 |�| Isolated cliff area #2, on an isolated (breakaway) platform
 |�| Isolated cliff area #2, on an isolated (breakaway) platform
 |�| Isolated cliff area #2, on an isolated (breakaway) platform
 |�| Intact village portion, outdoors
 |�| Intact village portion, outdoors
 |�| Intact village portion, in a house
 |�| Intact village portion, in a house
 |�| Intact village portion, in a house
 |�| Intact village portion, in a house
  �
GOLDWOOD - RIM [11]
�������������������
 |�| 1st area, dead-end room
 |�| 1st area, dead-end room
 |�| 2nd area, dead-end room
 |�| 2nd area, ledge in waterfall room
 |�| 2nd area, ledge in waterfall room leads to dead-end chamber (inside)
 |�| 2nd area, ledge in waterfall room leads to dead-end chamber (inside)
 |�| 2nd area, ledge in two-tier hallway
 |�| 2nd area, past two-tier hallway (upper), dead-end room
 |�| 4th area, behind landmine boobytrap
 |�| 4th area, behind landmine boobytrap
  �
SS ANUBIS - HOLD [10]
���������������������
 |�| Hold's first area, by cyborg drone
 |�| Hold's first area, by cyborg drone
 |�| Hold's third area, on a crate
 |�| Jailcell
 |�| Jailcell  |�������������������������������������������������������������|
 |�| Jailcell  | Imprisoned Tribals can only be freed by destroying a power  |
 |�| Jailcell  | cell that corresponds to their forcefield. See the walkthru |
 |�| Jailcell  | for more details on them (8 in all, but 1's for Vela).      |
 |�| Jailcell  |_____________________________________________________________|
 |�| Jailcell
  �
SS ANUBIS - DEPOSITORY [14]
���������������������������
 |�| In the depository maze's sideroom
 |�| In the depository maze's sideroom
 |�| In the depository maze's sideroom
 |�| In the depository maze's sideroom
 |�| In the depository maze's sideroom
 |�| In the ship bay area
 |�| In the ship bay area
 |�| In the ship bay area
 |�| In the ship bay area
 |�| In the ship bay area
 |�| In the ship bay area
 |�| In the ship bay area
 |�| In the ship bay area
 |�| In the ship bay area
  �
SS ANUBIS - PASSAGEWAY [8]
��������������������������
 |�| In the bottomless gorge area, in secret room left of electrified passage
 |�| In the bottomless gorge area, in secret room left of electrified passage
 |�| At very end of area, on top of the pillar with spinning platforms
 |�| At very end of area, on top of the pillar with spinning platforms
 |�| At very end of area, on top of the pillar with spinning platforms
 |�| At very end of area, on top of the pillar with spinning platforms
 |�| At very end of area, on top of the pillar with spinning platforms
 |�| At very end of area, on top of the pillar with spinning platforms
  �
TAWFRET - BOG [10]
������������������
 |�| Town Ruins, in a mausoleum (blow open with tri-rocket launcher)
 |�| Town Ruins, in a mausoleum (blow open with tri-rocket launcher)
 |�| Town Ruins, on the church's fallen wall
 |�| Cul-de-sac area accessible via 2nd screen's lifeforce door; in the swamp
 |�| Cul-de-sac area accessible via 2nd screen's lifeforce door; in the swamp
 |�| Town Ruins, under church trapdoor; behind door
 |�| Town Ruins, under church trapdoor; behind door
 |�| Town Ruins, under church trapdoor; behind door
 |�| Town Ruins, under church trapdoor; behind door
 |�| Town Ruins, under church trapdoor; imprisoned in cell
  �
TAWFRET - BRIDGE [12]
���������������������
 |�| 1st screen, on the winding bridge
 |�| 1st screen, on the winding bridge
 |�| 1st screen, on the winding bridge
 |�| 1st screen, on the winding bridge
 |�| Town Ruins, in one of the tiny houses
 |�| Sewer accessible via Gimlet's chimney
 |�| Sewer accessible via Gimlet's chimney
 |�| Sewer accessible via Gimlet's chimney; behind a breakable stone coffin
 |�| Sewer accessible via Gimlet's chimney; behind a breakable stone coffin
 |�| Sewer accessible via Floyd's platform interior; crowbar required
 |�| Hiding in secret attic inside Floyd's platform (use flares to find stair)
 |�| Hiding in secret attic inside Floyd's platform (use flares to find stair)
  �
TAWFRET - CASTLE [6]
��������������������
 |�| In 3nd screen, hiding in pillar room
 |�| In 3nd screen, hiding in waterway access tunnel
 |�| In 3rd screen, Along footpath, near some snipers
 |�| In 3rd screen, Along footpath, near some snipers
 |�| In 3rd screen, Along footpath, near lifeforce door
 |�| In 3rd screen, Along footpath, near lifeforce door
  �
MIZAR'S PALACE - LOBBY [14]
���������������������������
 |�| Inner temple, "right" upgrade room
 |�| Inner temple, "right" upgrade room
 |�| Inner temple, "right" upgrade room
 |�| Inner temple, "left" battle room; in a corner
 |�| Inner temple, "left" battle room; in a corner
 |�| Lower passageways, 1st room
 |�| Lower passageways, 1st room
 |�| Lower passageways, 1st room
 |�| Lower passageways, 2nd room
 |�| Lower passageways, 2nd room
 |�| Lower passageways, 3rd room
 |�| Lower passageways, 3rd room
 |�| Lower passageways, lava room
 |�| Lower passageways, lava room
  �
MIZAR'S PALACE - FLUME [6]
��������������������������
 |�| Penultimate screen (1st surfacing point)
 |�| Penultimate screen (1st surfacing point)
 |�| Penultimate screen (1st surfacing point)
 |�| Penultimate screen (1st surfacing point)
 |�| Final screen with exit waterfall
 |�| Final screen with exit waterfall
  �
MIZAR'S PALACE - CHASM
����������������������
 |�| Starting point
 |�| Starting point
 |�| In night-vision tunnels, empty room; look for a hole which leads to them
 |�| In night-vision tunnels, empty room; look for a hole which leads to them
 |�| In night-vision tunnels, empty room; look for a hole which leads to them
 |�| In night-vision tunnels, empty room; look for a hole which leads to them
 |�| Outdoor area, isolated platform
 |�| Outdoor area, behind waterfall
 |�| Outdoor area, near exit door (to right)
 |�| Outdoor area, near exit door (to right)
  �
SEKHMET - BATTLE CRUISER [15]
�����������������������������
 |�| Starting point
 |�| Starting point
 |�| Starting point
 |�| Starting point
 |�| In lava room, enter pipe to find new room with Tribals
 |�| In lava room, enter pipe to find new room with Tribals
 |�| Elevator room #1 (post-lava room)
 |�| Elevator room #2 (post-lava room)
 |�| Elevator room #2 (post-lava room)
 |�| Elevator room #3 (post-lava room)
 |�| In green key room, shoot glass ceilings and jetpack into shaft; on ledge
 |�| In green key room, shoot glass ceilings and jetpack into shaft; on ledge
 |�| In green key room, shoot glass ceilings and jetpack into shaft; on ledge
 |�| Isolated passageway (requires jetpack) accessible from 3rd room (see map)
 |�| Isolated passageway (requires jetpack) accessible from 3rd room (see map)
  �
CERULEAN - DUNE [8]
�������������������
 |�| 2nd screen's initial cavern
 |�| 2nd screen's initial cavern
 |�| 2nd screen's initial cavern
 |�| 2nd screen's initial cavern
 |�| 2nd screen's initial cavern
 |�| 2nd screen's initial cavern
 |�| Level exit screen, side of ship opposite entrance
 |�| Level exit screen, side of ship opposite entrance
  �
ICHOR - MILITARY BASE [15]
��������������������������
 |�| First room with a cyborg drone, base of its platform
 |�| First room with a cyborg drone, base of its platform
 |�| First room with a cyborg drone, down the stair ramp
 |�| First room with a cyborg drone, down the stair ramp
 |�| Adjacent room, on top of entrance
 |�| Adjacent room, around a ground-floor corner
 |�| Adjacent room, behind a sniper drone
 |�| Lateral piston trap room, high isolated ledge
 |�| Lateral piston trap room, high isolated ledge
 |�| Colorized buttons/platform room, corner ledge
 |�| Colorized buttons/platform room, corner ledge
 |�| Colorized buttons/platform room, corner ledge
 |�| Fast-moving platform room, on top of a doorframe
 |�| Fast-moving platform room, on top of an isolated ledge
 |�| Fast-moving platform room, ground-floor corner
 |�| Fast-moving platform room, ground-floor corner
  �
ICHOR - PERIMETER [8]
���������������������
 |�| 3rd screen, behind a box in first large room
 |�| 3rd screen, past first large room, on a yellow-and-black ridge [jetpack!]
 |�| 3rd screen, past first large room, on a yellow-and-black ridge [jetpack!]
 |�| 3rd screen, area with jetpack-required tribals, ground floor
 |�| 3rd screen, in wall pipe that connects 1st large room to ending garage
 |�| 3rd screen, in wall pipe that connects 1st large room to ending garage
 |�| In Big Bug Fun Club, by bartender drone
 |�| In Big Bug Fun Club, by bartender drone
  �
SPAWNSHIP - TROOP CARRIER [15]
������������������������������
 |�| 3rd area (upper crossing catwalks), on a doorframe
 |�| 1st moving platform area (upper)
 |�| Area past 2nd moving platform room has a green door (two rooms beyond)
 |�| Area past 2nd moving platform room has a green door (two rooms beyond)
 |�| Area past 2nd moving platform room has a green door (two rooms beyond)
 |�| Area past 2nd moving platform room has a green door (two rooms beyond)
 |�| 1st moving platform room (floor)
 |�| Area past 2nd moving platform room w/ green door (floor)
 |�| Area past 2nd moving platform room w/ green door (floor)
 |�| 3rd screen (lower) has underwater entrance; two rooms beyond
 |�| 3rd screen (lower) has underwater entrance; two rooms beyond
 |�| 3rd screen (lower) has underwater entrance; two rooms beyond
 |�| Past red-key door in 3rd area (floor)
 |�| Past red-key door in 3rd area (floor)
 |�| Past red-key door in 3rd area (floor)
  �
RITH ESSA - INTERIOR [4]
������������������������
 |�| On ledge near start 
 |�| Near underside of 1st bridge
 |�| On ledge with Mizar tokens, before small lake leading to bridge access
 |�| On meandering cliff area (post-bridge)
  �
RITH ESSA - BLUFF [8]
���������������������
 |�| Inside waterlogged mine behind blue key door; in weapon upgrade room
 |�| Inside waterlogged mine behind blue key door; in weapon upgrade room
 |�| Inside waterlogged mine behind blue key door; antechamber further in
 |�| Inside waterlogged mine behind blue key door; antechamber further in
 |�| 2nd area, on isolated cliff; must go through blue-key mines to reach it
 |�| 2nd area, on isolated cliff; must go through blue-key mines to reach it
 |�| 3rd area (long walkway), by a bunch of large drones
 |�| 3rd area (long walkway), by a bunch of large drones
  �
RITH ESSA - ASCENT [6]
����������������������
 |�| 1st area, on footpath
 |�| 1st area, on footpath
 |�| 2nd tower, interior base
 |�| 2nd tower, interior base
 |�| 2nd tower, interior base
 |�| 2nd tower, near base, a little ways up spiral ramp
  �
RITH ESSA - MINE [16]
���������������������
 |�| 1st area, lower quarry
 |�| 1st area, lower quarry
 |�| 1st area, lower quarry
 |�| 1st area, lower quarry
 |�| 2nd area, cargo lift base
 |�| 2nd area, cargo lift base
 |�| 2nd area, cargo lift peak (by cliff)
 |�| Top of 2nd cargo lift deeper in mine
 |�| Top of 2nd cargo lift deeper in mine
 |�| Top of 2nd cargo lift deeper in mine (by cliff)
 |�| Bottom of 2nd cargo lift deeper in mine
 |�| Cavern with tribal morph pad
 |�| Cavern with tribal morph pad
 |�| Passageway with stairs (there's only one)
 |�| In elevator shaft (there's only one), use jetpack to fly into upper quarry
 |�| In elevator shaft (there's only one), use jetpack to fly into upper quarry
  �
ESCHEBONE - APPROACH [6]
������������������������
 |�| 2nd screen, by entrance
 |�| 2nd screen, by exit into 3rd screen
 |�| 3rd screen, on lava platform alongside breakaway bridge
 |�| 3rd screen, on lava platform alongside breakaway bridge
 |�| 4th screen, on lava platform alongside grenade container
 |�| 4th screen, on lava platform alongside grenade container
  �
ESCHEBONE - CORTEX [5]
����������������������
 |�| 1st screen, passageway
 |�| 1st screen, passageway
 |�| 1st screen, passageway
 |�| 1st screen, passageway
 |�| 1st screen, passageway
  �
ESCHEBONE - THORAX [12]
�����������������������
 |�| First room, on a pillar (fall through roof hole to access)
 |�| First room, on a pillar (fall through roof hole to access)
 |�| Path that leads up to the main chamber's bridge, natural vent room
 |�| Path that leads up to the main chamber's bridge, natural vent room
 |�| Magenta Key room, floor
 |�| Magenta Key room, floor
 |�| Underwater tunnels, surfacing point #1 -.
 |�| Underwater tunnels, surfacing point #1  |
 |�| Underwater tunnels, surfacing point #3  |- These require Vela, but it's
 |�| Underwater tunnels, surfacing point #3  |  enemy-less and straightforward
 |�| Underwater tunnels, surfacing point #4  |  so it shouldn't be too hard.
 |�| Underwater tunnels, surfacing point #4 -'
  �
WALKWAY - PEAK [6]
������������������
 |�| 1st area, on building
 |�| 1st area, on building
 |�| 1st area, lower ledge near building
 |�| 1st area, lower ledge near building
 |�| Building sewers
 |�| Building sewers
  �
SPACESTATION - ABANDONED WRECK [12]
�����������������������������������
 |�| Near starting point, in a sideroom (explore via melted floor path)
 |�| Near starting point, in a sideroom (explore via melted floor path)
 |�| Near starting point, in a sideroom (explore via melted floor path)
 |�| Near starting point, in a sideroom (explore via melted floor path)
 |�| 1st tunnel complex (Floor B2), in room with flamethrower upgrade
 |�| 1st tunnel complex (Floor B2), lower passages
 |�| 1st tunnel complex (Floor B2), by an elevator 
 |�| 1st tunnel complex (Floor B2), dead-end room by remote mines upgrade
 |�| 2nd tunnel complex (Floor B3), 1st room
 |�| 2nd tunnel complex (Floor B3), 1st room
 |�| 2nd tunnel complex (Floor B3), sideroom
 |�| 2nd tunnel complex (Floor B3), sideroom
  �
GEM QUARRY - LANDING [5]
������������������������
 |�| Village
 |�| Village
 |�| Village
 |�| Village
 |�| Village
  �
WATER RUIN - LOST ISLAND [8]
����������������������������
 |�| Behind ship
 |�| On half-sunken debris
 |�| On half-sunken debris
 |�| On ruined castle wall
 |�| On ruined castle wall
 |�| On ruined castle wall
 |�| On ruined castle wall
 |�| By Timed Mines container
  �
_______________________________________________________________________________
�������������������������������������������������������������������������������
WEAPONS GUIDE                                                            [WPNS]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Happiness is a warm gun, as they say. Each member of the Jet Force team
 begins with a piddly pistol, and can eventually learn enough firepower to
 break into Fort Knox -- but it takes time, searching, and tons of upgrades
 to make it worthwhile. The list is broken down by weapon, then by upgrades
 per teammate (since each finds the weapon in a different place).

 The walkthrough will have upgrade locations in the maps, so for further
 reference, check that. Remember that to get an upgrade you must first have
 the weapon -- otherwise, the backpack is transparent and useless. I'll write
 the notation in this format:

 U: Upgrade info
 J: Juno info
 V: Vela info
 L: Lupus info

 NOTE: A 'Hub Area' is my term for places on a planet that aren't part of any
 actual stage but usually lead into them. An example is the first area on
 Goldwood where King Jeff's house is, which leads into the Lodge and Outset.

 IMPORTANT: Some weapon upgrades can be collected by all characters, but many
 are one-time-only. Note that I don't differentiate between the two types
 when I say all can collect them; it's just a first-come, first-serve basis.

FISH FOOD
���������
 The most powerful weapon in the game, these pellets allow any character to,
 with much hard work, feed fish in ponds and rivers. The collection method is
 very hard, and it requires you to open a heavy container in the game's first
 level, in a secret pond in the hub area. It's so strong, it can defeat the
 final boss in one hit! ...If you didn't get the hint that this useless item
 just feeds fish, maybe your brain is mush. =p

 J,V,L: Goldwood (Hub), at the fish pond
   _____ __________________ _________________ ____________________________
  | WHO | PLANET           | SECTION         | LOCATION                   |
  |�����|������������������|�����������������|����������������������������|
  | JVL | ---------------- | --------------- | -------------------------- |
  |_____|__________________|_________________|____________________________|

PISTOL
������
 The standard-issue Jet Force Pistol. This is a peculiar weapon for two
 reasons: its rapid-fire capability requires recharging after every 6-7
 rounds, and if ammo runs out, there is a weaker unlimited ammunition that
 is replaced until some's found. Overall, it's a pretty trusty weapon that
 gains a high ammo capacity, but is definitely outclassed by some of the
 later guns. It's everyone's initial equip for a reason. [UPGRADE: +100 Ammo]

 U: +100 Ammo
 J: Default weapon
 V: Default weapon
 L: Default weapon
   _____ __________________ _________________ ____________________________
  | WHO | PLANET           | SECTION         | LOCATION                   |
  |�����|������������������|�����������������|����������������������������|
  | JVL | Goldwood         | Outset          | By village house           |
  | JVL | Goldwood         | Interior        | 2nd screen, on a box       |
  | JVL | SS Anubis        | [Hub Area]      | On a box                   |
  | JVL | SS Anubis        | Hold            | By Room 2's lifeforce door |
  | JVL | Tawfret          | Bridge          | 1st screen, by entrance    |
  | JVL | Tawfret          | Bridge          | 4th screen, on outer wall  |
  | JVL | Sekhmet          | Battle Cruiser  | Starting point             |
  | JVL | Cerulean         | Dune            | Starting point             |
  | JVL | Ichor            | Military Base   | Near start point, on a box |
  | JVL | Ichor            | Military Base   | Fast-moving platforms room |
  | JVL | Spawnship        | Troop Carrier   | Starting point             |
  | JVL | Spawnship        | Troop Carrier   | 2nd platformer room        |
  | JVL | Rith Essa        | [Hub Area]      | By a door                  |
  | JVL | Eschebone        | Approach        | By screen 3's bridge       |
  | JVL | Eschebone        | Thorax          | Starting screen            |
  | J   | Mizar's Palace   | Lobby           | Right of entrance          |
  |  V  | Mizar's Palace   | Flume           | By starting point          |
  |_____|__________________|_________________|____________________________|

SHURIKEN [UPGRADE: +10 Ammo]
��������
 These ninja throwing stars may not have too much power, but are unique in a
 few ways: (1) they can be usually be collected after being thrown (2) they
 instantly kill shield drones (3) small drones hit with them are beheaded,
 making it a great weapon for collecting...well, heads. Upgrades aren't too
 common so make sure to snag 'em if they're around. One more cool thing about
 this ninja star is that it has semi-homing and boomerang qualities, allowing
 it to sometimes return to the character if there're no obstacles on the way
 back! Did I mention the weapon pierces multiple enemies? It's seriously
 pretty cool.

 U: +10 Ammo
 J,V,L: Goldwood (Hub), enter yellow door to find part of Lodge; inside
   _____ __________________ _________________ ____________________________
  | WHO | PLANET           | SECTION         | LOCATION                   |
  |�����|������������������|�����������������|����������������������������|
  | JVL | Goldwood         | [Hub Area]      | By the fish pond           |
  |  V  | Goldwood         | Lodge           | In a Tribal hut            |
  | J L | Sekhmet          | Battle Cruiser  | Lava room: enter far pipe  |
  |_____|__________________|_________________|____________________________|

MACHINE GUN
�����������
 As the in-game description says, it's rapid-fire capabilities make it wildly
 inaccurate, to the point where most ammo is wasted. Still, if you want to
 quickly get rid of weak swarms of aerial enemies, this is your man...err,
 gun. Upgrades are plentiful due to the usage it gets -- don't leave home
 without one!

 U: +100 Ammo
 J: Goldwood (Hub), area with Red Key; inside a cliff cave
 V: Sekhmet (Battle Cruiser); in 2nd area, through a lifeforce door
 L: Spawnship (Troop Carrier), starting point
   _____ __________________ _________________ ____________________________
  | WHO | PLANET           | SECTION         | LOCATION                   |
  |�����|������������������|�����������������|����������������������������|
  | JVL | Goldwood         | Interior        | Starting point, on a box   |
  | JVL | Goldwood         | Interior        | 3rd area, on a crate       |
  |  V  | Goldwood         | Lodge           | (via river) left of entry  |
  |   L | Goldwood         | Rim             | 2nd tunnel complex         |
  | JVL | SS Anubis        | [Hub Area]      | On a box                   |
  | JVL | SS Anubis        | Hold            | 3rd area, on a crate       |
  | JVL | Tawfret          | Castle          | 2nd area, by left wall     |
  | JVL | Sekhmet          | Battle Cruiser  | Plasma Shotgun chamber     |
  | JVL | Sekhmet          | Battle Cruiser  | By Green Key chest         |
  | JVL | Cerulean         | Dune            | By starting point          |
  | JVL | Ichor            | Military Base   | By starting point          |
  | JVL | Ichor            | Military Base   | 1st room with Tribals      |
  | JVL | Spawnship        | Troop Carrier   | 1st platformer room        |
  | J   | Spawnship        | Troop Carrier   | Lava room: take lower path |
  | JVL | Rith Essa        | Bluff           | Starting point             |
  | JVL | Rith Essa        | Bluff           | Long footpath w/ 2 Tribals |
  | JVL | Eschebone        | Approach        | 3rd screen, on lava pltfrm |
  |  V  | Mizar's Palace   | Flume           | A dead-end room            |
  |   L | Mizar's Palace   | Chasm           | In a night-vision tunnel   |
  |   L | Mizar's Palace   | Chasm           | In a night-vision tunnel   |
  |_____|__________________|_________________|____________________________|

PLASMA SHOTGUN
��������������
 The Shotgun has the ability to be charged, which means it can be rather weak
 and rapid-fire or slow and very powerful. For instance, one powered-up hit
 can explode a normal drone but it'll take several hits just to knock one's
 head off in rapid-fire mode. It isn't scattershot and can't pierce foes, so
 it's really not much of a shotgun...and I know shotguns. ;)

 U: +10 Ammo
 J: S.S. Anubis (Hub), starting point, on top of some boxes
 V: Sekhmet (Battle Cruiser), in room where mole NPC gives the Red Key
 L: Spawnship (Troop Carrier), starting point
   _____ __________________ _________________ ____________________________
  | WHO | PLANET           | SECTION         | LOCATION                   |
  |�����|������������������|�����������������|����������������������������|
  | JVL | SS Anubis        | Hold            | 1st screen, on a box       |
  | JVL | Tawfret          | Bog             | Ruined town, by tombstone  |
  | JVL | Tawfret          | Bridge          | 1st screen, in lake        |
  | JVL | Sekhmet          | Battle Cruiser  | 3rd room past lava, floor  |
  | JVL | Sekhmet          | Battle Cruiser  | Past Magenta Key door      |
  | JVL | Sekhmet          | Battle Cruiser  | Past Magenta Key door      |
  | JVL | Cerulean         | Dune            | 3rd area cave, y-key door  |
  | JVL | Ichor            | Military Base   | Behind starting point      |
  | JV  | Ichor            | Perimeter       | 3rd screen, warehouse      |
  | JV  | Ichor            | Perimeter       | 3rd screen, warehouse      |
  | JVL | Spawnship        | Troop Carrier   | 1st platformer room        |
  | JVL | Spawnship        | Troop Carrier   | 2nd platformer room        |
  | JVL | Rith Essa        | Bluff           | Start of long 3rd section  |
  | JV  | Rith Essa        | Bluff           | In Blue Key door; on crate |
  | JVL | Rith Essa        | Interior        | Near 2nd tribal by bridge  |
  | J   | Mizar's Palace   | Lobby           | Upper floor, dead-end room |
  | J   | Mizar's Palace   | Lobby           | Upper floor, dead-end room |
  |  V  | Mizar's Palace   | Flume           | Underwater passageway      |
  |  V  | Mizar's Palace   | Flume           | Underwater passageway      |
  |   L | Mizar's Palace   | Chasm           | In the night-vision tunnel |
  |   L | Mizar's Palace   | Chasm           | In the night-vision tunnel |
  |_____|__________________|_________________|____________________________|

CLUSTER BOMBS
�������������
 Cluster Bombs are super-grenades, in that after they explode a first time,
 three bomblets parachute down and explode for an even wider range. Ammo
 refills are rare and upgrades are even rarer, which makes usage of this item
 tricky: too few ammo to be really useful, but it's way overpowered and great
 for clearing cramped areas (if you don't get caught in the blast yourself).

 U: +1 Bomb
 J: SS Anubis (Hold), end of passage that stems from totempole room (2F)
 V: Rith Essa, hub area leading into Mine section
 L: Rith Essa, hub area leading into Mine section
   _____ __________________ _________________ ____________________________
  | WHO | PLANET           | SECTION         | LOCATION                   |
  |�����|������������������|�����������������|����������������������������|
  |  V  | Goldwood         | Lodge           | Room by bridge cavern      |
  | JVL | SS Anubis        | Hold            | Conveyor belt room         |
  | J   | Spawnship        | Troop Carrier   | Lava room: take lower path |
  | JVL | Eschebone        | Thorax          | Starting point             |
  |_____|__________________|_________________|____________________________|

HOMING MISSILES
���������������
 Although not as powerful as the tri-rocket launcher, homing missiles can be
 fired single-shot and lock on to enemies while the R-button is held. For
 bosses whose weakspot is only revealed every so often (such as final boss),
 holding R-button can hold the lock-on even when shooting isn't possible. A
 pretty decent weapon that gets a lot of upgrades, and only second fiddle
 to the tri-rockets. Yay explosions!

 U: +5 Ammo
 J: Walkway (Peak), inside building
 V: Cerulean (Dune), 3rd screen; sideroom leads right to it
 L: Rith Essa (Bluff), 2nd screen; float toward waterfall ledge; cave behind
   _____ __________________ _________________ ____________________________
  | WHO | PLANET           | SECTION         | LOCATION                   |
  |�����|������������������|�����������������|����������������������������|
  |  V  | Goldwood         | Lodge           | Isolated cliff area        |
  |  V  | Goldwood         | Lodge           | Isolated cliff area        |
  |  V  | Goldwood         | Lodge           | Isolated cliff area        |
  | JVL | Tawfret          | Bridge          | 1st screen, on bridge      |
  | JVL | Tawfret          | Bridge          | Sewer under Gimlet's house |
  | JVL | Tawfret          | Castle          | 2nd screen, waterfall area |
  | JVL | Sekhmet          | Battle Cruiser  | Past Magenta Key door      |
  | JVL | Sekhmet          | Battle Cruiser  | Past Magenta Key door      |
  | JVL | Sekhmet          | Battle Cruiser  | Past Magenta Key door      |
  | JVL | Ichor            | Military Base   | Lateral piston trap room   |
  | JVL | Ichor            | Military Base   | Room w/ colorized buttons  |
  | JVL | Ichor            | Military Base   | Room right after one above |
  | JVL | Spawnship        | Troop Carrier   | One of the lower rooms     |
  | J   | Spawnship        | Troop Carrier   | Lava room: take lower path |
  | J   | Spawnship        | Troop Carrier   | Lava room: take lower path |
  | J   | Spawnship        | Troop Carrier   | Lava room: take lower path |
  | J   | Spawnship        | Troop Carrier   | Lava room: take lower path |
  | JVL | Rith Essa        | Bluff           | Long path; low ledge (hid) |
  | JVL | Rith Essa        | Bluff           | Long path; low ledge (hid) |
  | JVL | Eschebone        | Approach        | 5th screen, near beginning |
  |_____|__________________|_________________|____________________________|

TRI-ROCKET LAUNCHER [UPGRADE: +5 Ammo]
�������������������
 A.K.A. the most powerful weapon in the game. It fires one rocket forward and
 two that spiral around it, which makes it likely to hit something if you just
 fire at its general direction, either with impact or explosion. It doesn't
 have a homing feature but that's alright. Get out there and cause some
 collateral damage! [NOTE: Juno gets gypped early on when it comes to ammo
 upgrades, so don't steal his upgrades on the Spawnship as Lupus -- he'll
 need 'em for the last boss.]

 U: +5 Ammo
 J: Tawfret (Bog), given by King Jeff in ruined village
 V: Cerulean (Dune), trade three gold bricks to the mole NPC
 L: Rith Essa (Hub); after finishing the Bluff, in a waterfall area container
   _____ __________________ _________________ ____________________________
  | WHO | PLANET           | SECTION         | LOCATION                   |
  |�����|������������������|�����������������|����������������������������|
  |  V  | Goldwood         | Lodge           | In the bridge cavern       |
  |  V  | Goldwood         | Lodge           | In the bridge cavern       |
  |  V  | Goldwood         | Lodge           | In the bridge cavern       |
  | JVL | Tawfret          | Bog             | Ruined town; in mausoleum  |
  | JVL | Tawfret          | Bog             | Ruined town; in mausoleum  |
  | JVL | Tawfret          | Castle          | 2nd screen, by pillar room |
  | JVL | Sekhmet          | Battle Cruiser  | Past Magenta Key door      |
  | JVL | Sekhmet          | Battle Cruiser  | Past Magenta Key door      |
  | JVL | Cerulean         | Dune            | 4th screen cave; anteroom  |
  | JVL | Cerulean         | Dune            | 4th screen cave; anteroom  |
  | JVL | Cerulean         | Dune            | 4th screen cave; anteroom  |
  | J L | Spawnship        | Troop Carrier   | Lava room: take lower path |
  | J L | Spawnship        | Troop Carrier   | Lava room: take lower path |
  | J L | Spawnship        | Troop Carrier   | Lava room: take lower path |
  | J L | Spawnship        | Troop Carrier   | Lava room: take lower path |
  | JVL | Rith Essa        | Interior        | Near 1st Tribal            |
  | JVL | Rith Essa        | Interior        | Last screen, by entrance   |
  | JVL | Eschebone        | Approach        | 2nd screen, in a corner    |
  |_____|__________________|_________________|____________________________|

GRENADES
��������
 Slow to throw, quick to blow. Grenades, of course, are arcing projectiles
 that explode on contact or after an internal fuse runs out. Not as powerful
 or accurate as homing missiles or the tri-rocket launcher, it's still a good
 third-string weapon if nothing else is available. Luckily most allies will
 end up with 60-70+ ammo for it, so go ahead and be reckless.

 U: +10 Ammo
 J: Tawfret (Bog), ruined town; use tri-rockets to blow open mausoleum door
 V: Sekhmet (Battle Cruiser), starting point
 L: Eschebone (Approach), midway point; mandatory
   _____ __________________ _________________ ____________________________
  | WHO |PLANET           | SECTION         | LOCATION                   |
  |�����|������������������|�����������������|����������������������������|
  |  V  | Goldwood         | Lodge           | Cavern with bridge         |
  |  V  | Goldwood         | Lodge           | Cavern with bridge         |
  | JVL | Sekhmet          | Battle Cruiser  | Base of spiral stairs room |
  | JVL | Ichor            | Military Base   | Colorized buttons room     |
  | JVL | Eschebone        | Thorax          | Starting section           |
  | JVL | Eschebone        | Thorax          | Lava room (post-boss)      |
  | J   | Mizar's Palace   | Lobby           | Upper floor, dead-end room |
  | J   | Mizar's Palace   | Lobby           | Lower passage; in a room   |
  | J   | Mizar's Palace   | Lobby           | Lower passage; lava room   |
  | J   | Mizar's Palace   | Lobby           | Lower passage; lava room   |
  |  V  | Mizar's Palace   | Flume           | Final screen w/ waterfall  |
  |  V  | Mizar's Palace   | Flume           | Final screen w/ waterfall  |
  |   L | Mizar's Palace   | Chasm           | In the night-vision tunnel |
  | JVL | Mizar's Palace   | Chasm           | Outdoors, by a stream      |
  | JVL | Mizar's Palace   | Chasm           | Outdoors, by a stream      |
  | JVL | Mizar's Palace   | Chasm           | Outdoors, by a stream      |
  |_____|__________________|_________________|____________________________|

SNIPER RIFLE
������������
 The most accurate of any normal weapon, and the only one with a zoom function
 (hold R-button, press A to zoom, B to zoom out), the sniper rifle packs a
 punch on normal drones but not as much on fatter enemies or bosses. Very good
 for getting a jump on enemies or staying out of their range (as is the case
 with aerial types who stay in formation).

 U: +10 Ammo
 J: Tawfret (Bridge), town area; in a house with a Tribal and surrendering ant
 V: Ichor (Military Base), in 2nd area use upper walkway to exit; in hallway
 L: Spawnship (Troop Carrier), in room with Yellow Key
   _____ __________________ _________________ ____________________________
  | WHO | PLANET           | SECTION         | LOCATION                   |
  |�����|������������������|�����������������|����������������������������|
  |  V  | Goldwood         | Lodge           | An isolated cliff area     |
  |   L | Goldwood         | Rim             | Meandering outdoor area    |
  | JVL | SS Anubis        | Passageway      | Bottomless gorge, on ledge |
  | JVL | SS Anubis        | Passageway      | Bottomless gorge, on ledge |
  | JVL | Tawfret          | Bridge          | Town, in an intact house   |
  | JVL | Tawfret          | Bridge          | House Floyd's on; in attic |
  | JV  | Ichor            | Perimeter       | Area 1, sniper tower base  |
  | JV  | Ichor            | Perimeter       | 3rd screen, warehouse      |
  | JV  | Rith Essa        | Bluff           | In Blue Key door; on crate |
  | JVL | Eschebone        | Cortex          | Starting point             |
  |_____|__________________|_________________|____________________________|

REMOTE MINES
������������
 Fun if you like playing around with enemies, or if you don't have normal
 grenades/missiles/tri-rockets. You see where I'm going with this. There are
 not too many upgrades and they're mostly outclassed. For reference, these
 mines are thrown and then "remote"ly (manually) triggered, hence the name.

 U: +5 Ammo
 J,V,L: Tawfret (Bridge), sewer beneath Gimlet's house; behind stone coffin
   _____ __________________ _________________ ____________________________
  | WHO | PLANET           | SECTION         | LOCATION                   |
  |�����|������������������|�����������������|����������������������������|
  | JVL | Tawfret          | Bridge          | Sewer under Gimlet's house |
  |   L | Spawnship        | Troop Carrier   | In bonus totem room        |
  | J   | Spawnship        | Troop Carrier   | Lava room: take lower path |
  | JVL | Spacestation     | Abandoned Wreck | First tunnel complex (B2)  |
  | JVL | Spacestation     | Abandoned Wreck | First tunnel complex (B2)  |
  |_____|__________________|_________________|____________________________|

FLARES
������
 Flares have no attack potential and thus are pretty dang useless. There's
 only one part in the game where you'd ever want to use them, and that's to
 find the hidden Tribals underneath Floyd's platform in the Tawfret/Bridge
 area. Besides that, they're a waste of rotation space.

 J: Tawfret (Bridge), underneath & inside the platform Floyd's on (bomb door)
 V: Ichor (Military Base), exit 2nd area via upper walkway; in a hallway
 L: Tawfret (Bridge), underneath & inside the platform Floyd's on (bomb door)
   _____ __________________ _________________ ____________________________
  | WHO | PLANET           | SECTION         | LOCATION                   |
  |�����|������������������|�����������������|����������������������������|
  | JVL | ---------------- | --------------- | -------------------------- |
  |_____|__________________|_________________|____________________________|

SHOCKER
�������
 This experimental weapon is like a taser that electrocutes its enemies, and
 paralyzes them as the stuff runs throughout their body. Its upgrades are
 very rare but it's not too bad if you want to show your sadistic side. This
 weapon doesn't have an ammo stock really; when you increase its "ammo," it
 really increases the amount of jolt it has before it has to recharge.

 U: +30 Charge
 J: Spawnship (Troop Carrier), lava room; enter metal dome to find
 V: Spawnship (Troop Carrier), lava room; enter metal dome to find
 L: Goldwood (Rim), waterfall area; enter upper lifeforce door; in a corner
   _____ __________________ _________________ ____________________________
  | WHO | PLANET           | SECTION         | LOCATION                   |
  |�����|������������������|�����������������|����������������������������|
  | J L | Sekhmet          | Battle Cruiser  | Lava room: enter far pipe  |
  | JV  | Rith Essa        | Bluff           | Thru Blue Key door; cliff  |
  |_____|__________________|_________________|____________________________|

FLAMETHROWER
������������
 The Flamethrower sounds really cool but really isn't. First off, it "BURNS"
 through fuel like no tomorow, so after three or four seconds you're already
 dry (and ammo ain't that common, mind you). Two, burning enemies can run
 around still and damage the user if they get close enough. Just take a look
 at the upgrade screen to see that no one gets to really pack any "HEAT" on
 this. I'm so good at puns.

 U: +30 Ammo
 J,V,L: Spacestation (Abandoned Wreck), starting area, 3F (use ceiling holes)
   _____ __________________ _________________ ____________________________
  | WHO | PLANET           | SECTION         | LOCATION                   |
  |�����|������������������|�����������������|����������������������������|
  | JVL | Goldwood         | [Hub Area]      | By the fish pond           |
  |   L | Tawfret          | Bridge          | 1st area, isolated hut     |
  | J   | Spawnship        | Troop Carrier   | Lava room: take lower path |
  | JVL | Spacestation     | Abandoned Wreck | 1st Tunnel Complex         |
  |  V  | Water Ruin       | Lost Island     | Pond underwater entrance   |
  |_____|__________________|_________________|____________________________|

TIMED MINES
�����������
 Timed mines are basically proximity mines, which automatically explode when
 they detect movement within their radius. If you've seen enemy landmines
 which emit a red aura (detection area) they're pretty much the same. However,
 by holding down the Z-button for awhile, you can put a timed fuse on these
 suckers. Like Remote Mines, they're better for toying around with your foes
 or if you've run out of ammo on the other heavy-hitters.

 U: +5 Mines
 J,V,L: Water Ruin (Lost Island), on the main island near a Tribal
   _____ __________________ _________________ ____________________________
  | WHO | PLANET           | SECTION         | LOCATION                   |
  |�����|������������������|�����������������|����������������������������|
  |   L | Tawfret          | Bridge          | 1st screen, isolated hut   |
  | JVL | Sekhmet          | Battle Cruiser  | Lava room; in the lava     |
  | J   | Spawnship        | Troop Carrier   | Lava room: take lower path |
  |_____|__________________|_________________|____________________________|

_______________________________________________________________________________
�������������������������������������������������������������������������������
HEALTH UPGRADES                                                          [HLTH]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Anyone knows that health is important to surviving in a game -- it doesn't
 even need to be said. In this game, each character's healthmeter has a set
 number of bars on it. For instance, Juno starts with six. This actually
 equates to 24 bars, since the crystal in the middle stands for 4 doses. When
 a health upgrade is collected, it adds one permanent bar to each, so that'll
 give 4 more doses. The team will need as much as they can get, no doubt
 about it!

 The walkthrough's maps give the locations easier, so look there if needed.

JUNO
����
 |�| Goldwood (Hub): King Jeff's house
 |�| Goldwood (Outset): On the steps along the river, past the village
 |�| SS Anubis: before entering Hold portion, on top of a box
 |�| SS Anubis: Conveyor belt room, behind a (breakable) glass window
 |�| Tawfret (Bog): go through 2nd screen's lifeforce door; right to left
 |�| Tawfret (Castle): 3rd area, in a wall niche
  �
VELA
����
 |�| Sekhmet (Battle Cruiser), in room where machinegun is
 |�| Sekhmet (Battle Cruiser), hallway just past Green Key room
 |�| Cerulean (Dune), in the Tri-Rocket Launcher NPC's cave
 |�| Cerulean (Dune), in the homing missiles chamber
 |�| Ichor (Military Base), first room with Tribals
 |�| Ichor (Military Base), room with lateral piston trap
  �
LUPUS
�����
 |�| Spawnship (Troop Carrier), starting room
 |�| Spawnship (Troop Carrier), lava room
 |�| Rith Essa (Bluff), on isolated ledge near Homing Missiles' waterfall
 |�| Rith Essa, hub area right before Mine; on doghouse
 |�| Eschebone (Approach), 3rd screen; to right of entrance, on lava platform
 |�| Eschebone (Thorax), pool room
  �
_______________________________________________________________________________
�������������������������������������������������������������������������������
KEY LIST                                                                 [NVGD]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Y'won't get anywhere without those pesky keys, so here's a list of where to
 find 'em. A few are out of the way, actually... Excuse the abbreviations!
   ______________ ______________ ______________ ______________ ______________ 
  | BLUE KEY     | RED KEY      | YELLOW KEY   | GREEN KEY    | MAGENTA KEY  |
 _|��������������|��������������|��������������|��������������|��������������|
|J| Sekhmet/B.C. | Goldwood/Out | Goldwood/Out | Sekhmet/B.C. | Eschebone/Tx |
|V| Eschebone/Tx | Sekhmet/B.C. | Cerulean/Dun | Sekhmet/B.C. | Eschebone/Tx |
|L| ------------ | Spawnship/TC | Spawnship/TC | Sekhmet/B.C. | Eschebone/Tx |
 �|______________|______________|______________|______________|______________|

 Some characters can get keys in two different places, but I'm just listing
 the ones that come naturally (you can only get one anyway). Lupus can't get
 the Blue Key, as he's barred from entering the pipe in Sekhmet and the one
 on Eschebone is underwater. Sorry, pup!

_______________________________________________________________________________
�������������������������������������������������������������������������������
SPACESHIP PARTS                                                          [SPCP]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 A mandatory part of the game, searching for the spaceship parts to rebuild
 the ancient vessel sounds fun in theory...but having to search all the worlds
 for one little trinket can be a real chore. For expedience' sake, I'll just
 list 'em and things'll be hunky dory. [You can check which parts have been
 obtained in the 'Special' menu -- found items are shown, green holograms are
 shown for missing parts.]

 If you need further help, consult the walkthrough -- some locations can't be
 as precise as they need if they want to fit in the table.
 _____ __________________ __________________________ _________________________
| WHO | PIECE            | PLANET/AREA              | LOCATION                |
|�����|������������������|��������������������������|�������������������������|
|  V  | Vela's Hatch Key | Goldwood/Lodge           | Isolated cliff area     |
| JVL | Radar Dish       | Gem Quarry/Landing       | From Magnus             |
| J   | SS Anubis        | SS Anubis/Passageway     | From Magnus             |
|  V  | Nitrogen Tank    | Water Ruin/Lost Island   | Tunnel under island     |
| JVL | Power Cell       | Water Ruin/Lost Island   | Give Earplugs to Ivana* |
| JVL | Lupus' Hatch Key | Ichor/Military Base      | Last Tribal room (pipe) |
| JVL | Oxygen Tank      | Eschebone/Cortex         | Top of "brain" room     |
|  V  | Deflector Shield | Rith Essa/Mine           | Obtain from Farmer**    |
| J   | Juno's Hatch Key | Spawnship/Troop Carrier  | Lava room -> lower door |
|  V  | Cargo Bay Key    | Tawfret/Bridge           | From Gimlet***          |
| JVL | Stabilizer       | Mizar's Palace/Pyramid   | From King Jeff****      |
| JV  | Fuse             | Mizar's Palace/Pyramid   | From Drone Races*****   |
|_____|__________________|__________________________|_________________________|

 * - The Earplugs are won from the SS Anubis' Floyd races, by getting gold or
     better. Ivana sits in the castle ruins, in an interior corner.

 ** - Farmer is the moleman who acts as overseer to the workers. Within the
      mine is a morph pad that makes Vela look like a worker. Talk to him in
      this state to find out the foreman is actually a bad guy, and agree to
      bury the Deflector Shield when he asks.

 *** - As Vela, swim under the island in the third screen to find Gimlet, who
       will bestow the item. 

 **** - King Jeff gives the Stabilizer for liberating all Tribals on all of
        the worlds (including secret ones). Talk to him twice to get it.

 ***** - The Drone Races are in the pyramid area's smallest pyramid. Jetpack
         onto the drone morph pad, enter the adjacent room, take the elevator
         down. Within the outdoor lobby, there's an empty racecart that can
         be used. The Fuse is awarded for getting 1st place in the races.

_______________________________________________________________________________
�������������������������������������������������������������������������������
FLOYD MISSIONS                                                           [FLYD]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Floyd is an air drone who turns traitor on Mizar and is punished by being
 dismantled and thrown around the Tawfret/Bridge level. After Juno pieces him
 back together, he proves his worth by helping the team out. But, there are
 also some fun missions for him to do. Getting Gold rankings on Goldwood and
 Rith Essa will unlock their respective target ranges, and getting Expert on
 them all unlocks the Cyborg Stag in multiplayer mode.

 GOLDWOOD : Hub area where he Juno collects Red Key
 SS ANUBIS: [Hold] Crawlspace near Cluster Bombs container on 2F
 ESCHEBONE: [Thorax] In room where Magenta Key is given, enter side door
 ICHOR    : [Military Base] 3rd screen (cargo area) 

 There aren't really any tips to give except to learn the course and hone your
 skills. Getting Expert rankings means collecting all collectibles, destroying
 all targets, and still making it to the end in a certain amount of time. Most
 are pretty dang hard until a routine is made, although for some a shortcut
 is needed to make it on time (for instance, in the Anubis' main generator
 room, down and to the right is a shortcut with the 8th circuitboard, which
 is normally passed over).

_______________________________________________________________________________
�������������������������������������������������������������������������������
UNLOCKABLES                                                              [UNLK]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 A.K.A. "Where do I find all those stupid totem poles?" + other stuff

 Totempoles are those black monolithic-lookin' things that will light up when
 a character touches them. They're often placed in secret spots, and when
 active, open a bonus feature for multiplayer. Here's a quickie table to show
 what's what:
  ______________________________ _____ ______________________________________
 | PLANET / AREA                | AS? | CHARACTER UNLOCKED                   |
 |������������������������������|�����|��������������������������������������|
 | Goldwood [Hub]               |  V  | Yellow Drone                         |
 | SS Anubis [Hold]             | JVL | Blue Drone                           |
 | Tawfret [Bridge]             |   L | Zombie Termite                       |
 | Tawfret [Bridge]             |  V  | Beetle Termite                       |
 | Mizar's Palace [Lobby]       | J   | Purple Termite                       |
 | Sekhmet [Battle Cruiser]     | JVL | Male Tribal                          |
 | Sekhmet [Battle Cruiser]     |   L | Metal Termite                        |
 | Ichor [Military Base]        | J   | Red Drone                            |
 | Spawnship [Troop Carrier]    |   L | Green Drone                          |
 | Rith Essa [Mine]             |  V  | Female Tribal                        |
 | ---------------------------- | --- | Cyborg Stag                          |
 |______________________________|_____|______________________________________|

 � YELLOW DRONE  : At bottom of pool where the Fish Food is obtained
 � BLUE DRONE    : 2F in moving platform room; access 2F from conveyor room
 � ZOMBIE TERMITE: Isolated hut in the first screen; float to lifeforce door
 � BEETLE TERMITE: First screen's lake. Cave entrance is where bubbles surface
 � PURPLE TERMITE: In lower lava room, kill beetle drone and enter room behind
 � MALE TRIBAL   : Through Magenta Door in room where Vela's Shotgun was
 � METAL TERMITE : In room with spiral staircase, float to column from top
 � RED DRONE     : In room with last 4 Tribals, upper door's lava room -> totem
 � GREEN DRONE   : (1st platformer area) - Float into pipe where sniper is
 � FEMALE TRIBAL : In screen with two Tribals at top of elevator shaft
 � CYBORG STAG   : Get Expert rankings on all (4) Floyd missions
  ______________________________ _____ ______________________________________
 | PLANET / AREA                | AS? | MODE UNLOCKED                        |
 |������������������������������|�����|��������������������������������������|
 | Goldwood/Outset              | JVL | "Goldwood Target Range" in multiplyr |
 | Spacestation/Abandoned Wreck | JVL | "Space Station" in multiplayer       |
 | Walkway/Peak                 | JVL | "Rith Essa Mine" in multiplayer      |
 | Cerulean/Dune                | JVL | "King of the Hill" in multiplayer    |
 | Ichor/Perimeter              | JVL | "Jeff & Barry's Racing" in multi     |
 | Ichor/Perimeter              | JVL | "Jeff & Barry's Racing II" in multi  |
 | Ichor/Perimeter              | JVL | "Greenwood Village" in multi         |
 | Rith Essa/Hub                |  V  | "Tunnels" in multiplayer             |
 | Eschebone/Thorax             | JVL | "Rith Essa Target Range" in multi    |
 | Mizar's Palace/Hub           | JVL | "Mizar's 3D Racing" in multi         |
 |______________________________|_____|______________________________________|

 � G. TARGET RANGE : Get Gold+ on the planet's Floyd Mission
 � RITH ESSA MINE  : Jetpack onto the top of the building's roof
 � KING OF THE HILL: In cavern with first bunch of Tribals; in plain sight
 � J&B'S RACING    : Beat machine's best score at Big Bug Fun Club
 � J&B'S RACING II : Beat machine's best score at Big Bug Fun Club
 � GREENWOOD VILLGE: Beat hi scores for both J&B Racing machines 
 � TUNNELS         : Finish Bluff to find a waterfall hub; swim under to cave
 � SPACE STATION   : Lower area of 1st tunnel complex (B2), dead-end room
 � R.E. T. RANGE   : Get Gold+ on the planet's Floyd Mission
 � MIZAR'S 3D RAC. : Get first place in the races (this is mandatory)

 NOTE: To get the J&B Racing II machine to work in the Ichor/Perimeter club,
 you'll need to win an Arcade circuit board from Ichor's Floyd Mission. This
 is done by, of course, getting a Gold ranking.
  ______________________________ ____________________________________________
 | CHEAT UNLOCKED               | METHOD OF DOING SO...                      |
 |������������������������������|��������������������������������������������|
 | Rainbow Blood                | Collect 100 Drone Heads                    |
 | Character Kids               | Collect 200 Drone Heads                    |
 | Ants Into Pants              | Collect 300 Drone Heads                    |
 |______________________________|____________________________________________|

 Rainbow Blood makes drones' bodily fluids become polychromatic, Character
 Kids turns the Jet Force crew into their younger selves, and "Ants Into
 Pants" -- if you manage to collect 300 heads -- turns all the drones into
 Rare's mascot, Mr. Pants. Hilarity ensues! [NOTE: All drones are behead-able
 and all count toward the overall total.] It's also worth noting that the
 headcount is not collective, and one person literally has to reach the amount
 to enable it for everyone else. =p

_______________________________________________________________________________
�������������������������������������������������������������������������������
V. FREQUENTLY ASKED QUESTIONS                                            [FAQZ]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 [Q] - Where are Gimlet's pants?
 [A] - In the area right before there (Tawfret/Bridge/Area 4) is an island
       with the pants in the tree. Jump on the branches to collect it.

 [Q] - Where is Ivana Bear's Earplugs?
 [A] - They're won by getting gold in the SS Anubis' Floyd Mission.

 [Q] - Where's Lupus' Blue Key?
 [A] - He can't get the Blue Key!

 [Q] - How do I get the jetpack?
 [A] - Complete Juno, Vela, and Lupus' initial arcs and after they all meet
       up in Mizar's Palace, King Jeff will upgrade them all so they have
       that capability.

 [Q] - When I collect a Tribal, what do the face icons mean?
 [A] - Sad face: # unrescued
       Happy face: # rescued
       X-face: # killed

 [Q] - I can't start the Floyd Mission! What the heck?
 [A] - You need at least one Mizar Token. There's usually one in the room.

 [Q] - Why can't I play co-op mode?
 [A] - You need to have found and remantled Floyd on Tawfret (Bridge), which
       is the third planet in Juno's arc.

 [Q] - You forgot an upgrade!
 [A] - Drop me a line -- I'm sure I flubbed something there.

_______________________________________________________________________________
�������������������������������������������������������������������������������
VI. UPDATES & CONTRIBUTIONS                                              [UPDT]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 01-09-09 ---------------------+ Started walkthrough
 01-23-09 ---------------------+ Finished walkthrough

THANKS TO...
������������
 Sailor/Ceej - you know, stuff
 The Reader  - why don't you return my calls anymore?!
 FAQ Authors - Adopted their terminology for the unnamed insectoids

_______________________________________________________________________________
�������������������������������������������������������������������������������
VII. LEGALITY                                                            [LGLT]
_______________________________________________________________________________
�������������������������������������������������������������������������������

This document is intended for private home use ONLY, and may not be reproduced
through electronic or commercial means without the expressed consent of the
author (P. Summers). It cannot be hosted, edited, or distributed for profit,
and may not be given away as an add-in/gift to bought items. All rights are
reserved to respective parties, even those not explicitly stated herein. Those
who find this document on sites not listed below should e-mail the author (me).
Thanks for reading this, and thanks for respectin' FAQ authors.

 Allowed Sites:                       Disallowed Sites:

  � Gametalk.com                       � cheatcc.com
  � GameFAQs.com
  � MyCheats.com
  � Neoseeker.com
  � Gamesradar.com
  � Supercheats.com
  � Honestgamers.com
  � Cavesofnarshe.com
                  
                  E-mail me for permissions ~ shotgunnova (a+) gmail (d0t) com.
_______________________________________________________________________________
YOU WILL GO MYKONOS, WITH     Document � Shotgunnova, 1997-2009 (and countin'!)
VISIONS OF A CHANNEL COAST        Jet Force Gemini namesake � respective owners
                                                  E N D   O F   D O C U M E N T